Purge redundant ship categories

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2026-04-19 18:11:25 +00:00
parent 7b083c68e1
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esi_data:
fitting_stats:
cpu_output: 425
high_slots: 8
low_slots: 3
med_slots: 6
powergrid_output: 875
rig_slots: 3
group: Attack Battlecruiser
hull_stats:
hp_armor: 1575
hp_shield: 2160
hp_structure: 1755
name: Naga
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 4306
velocity: 195
image: /4306.png
last_updated: '2026-04-19T17:44:54.867082'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1575
armorkin: 25
armortherm: 45
bandwidth: 0
bonuses: 510955050
capacitor: 2900
cargohold: 575
class: Attack Battlecruiser
cpu: 425
dronebay: 0
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Naga Class
inertia: 0.525
info: The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas
ship, sacrificing the usual robust Caldari Navy standards in favor of supporting
battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.<br><br>The
Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in
the Gallente holo-series <i>CPF Blue</i>). In YC 113 the Caldari Navy entertained
contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted
and won with the Naga, underbidding both Kaalakiota and Ishukone.<br><br>The Naga
is effective in any campaign where fast, mobile firepower is required.
launchers: 0
lows: 3
mass: 15000000
maxlockedtargets: 8
maxvelocity: 195
mediums: 6
powergrid: 875
quote: Our legacy is one of strength.
quote_attribution: CEO Ahtonen Osmon
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 200
sensortype: Gravimetric
sensorvalue: 21
shieldem: 0
shieldexp: 50
shieldhp: 2160
shieldkin: 40
shieldtherm: 20
shipid: 4306
shipimg: Naga.jpg
shipname: Naga
sigradius: 215
structurehp: 1755
targetrange: 75.0
tech: ''
totaltraintime: 1211640
turrets: 8
variations: <i>none</i>
volume: 252000
warpspeed: 3.5
warptime: 10.92
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Naga
title: Naga
type_id: 4306
validation_score: 1.0
---
<img src="/4306.png" alt="Naga" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Naga is the Caldari Navy's entry in the "see who can fit the biggest stick on the smallest ship" competition, and it certainly makes an impression. As with the other attack battlecruisers, the Naga has a tissue paper tank, but reaps the benefits of Battleship-grade weaponry (of which range is the most important to the fragile ship). Of the four, the Naga is by far the easiest to fit for sniper combat due to the natural range of railguns coupled with the optimal range hull bonus. With Tech 2 railguns and good skills, the Naga can reach ranges of upwards of 200km.
## Skills
Sharpshooter to at least 4 to extend the range of your guns. Sharpshooter 5 is a requirement for Tech 2 large railguns.
Micro Jump Drive Operation is not critical, but helpful, as a micro jump drive will significantly help with range control.
Unlike other ships of this size, the Naga usually sacrifices all tank in favour of range, so Tech 2 tanking skills are not required.
## Tactics
Range control is the most important tactic for the fragile Naga. A micro jump drive or microwarpdrive is ideal for keeping enemies outside of their weapon ranges. With a range of over 200km, the Naga can out snipe most ships provided it can keep them from getting under its guns, where the naturally poor tracking of railguns will afford them near complete safety.
## Notes
Naga/Nagi are supernatural half-human, half-serpent beings common across the legends of many south and southeast Asian cultures, and incorporated into some forms of Buddhism, Hinduism, Jainism, and more local religious practices. The word naga in Sanskrit (नाग) means "snake" or "cobra", and descends from the same Proto-Indo-European ancestor-word as English snake.
The Naga was a contestant in the create-a-starship contest.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 750
high_slots: 7
low_slots: 5
med_slots: 7
powergrid_output: 11000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 6380
hp_shield: 7700
hp_structure: 7040
name: Raven
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 638
velocity: 113
image: /638.png
last_updated: '2026-04-19T17:43:43.807849'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 6380
armorkin: 25
armortherm: 45
bandwidth: 50
bonuses: 510100505
capacitor: 5500
cargohold: 830
class: Battleship
cpu: 750
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Raven Class
inertia: 0.12
info: The Raven is the powerhouse of the Caldari Navy. With its myriad launcher
slots and powerful shields, few ships can rival it in strength or majesty.
launchers: 6
lows: 5
mass: 99300000
maxlockedtargets: 7
maxvelocity: 113
mediums: 7
powergrid: 11000
quote: A visit from the Raven is a visit from death itself.
quote_attribution: Guristas Pirate after surrender to State forces
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 111
sensortype: Gravimetric
sensorvalue: 22
shieldem: 0
shieldexp: 50
shieldhp: 7700
shieldkin: 40
shieldtherm: 20
shipid: 638
shipimg: Raven.jpg
shipname: Raven
sigradius: 410
structurehp: 7040
targetrange: 90.0
tech: ''
totaltraintime: 3205510
turrets: 4
variations: '{{Ship|Raven Navy Issue}}, {{Ship|Raven State Issue}}, {{Ship|Golem}}'
volume: 470000
warpspeed: 3
warptime: 16.52
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Raven
title: Raven
type_id: 638
validation_score: 1.0
---
<img src="/638.png" alt="Raven" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Raven is an iconic missile boat, the fifth entry in the Caldari line of missile flinging monsters after the Kestrel, Corax, Caracal, and Drake. It has a rate of fire bonus for all battleship-sized missile launchers and a velocity bonus for cruise missiles and torpedoes, which increases their effective range. This range bonus makes it possible to create cruise missile fits that reach up to 300 km, the maximum lock range of subcapitals.
The Raven is very popular for PvE combat since it can keep range and use any missile ammunition equally well, allowing free choice of damage type to target NPCs' weaknesses. It is also a good stepping stone to the Tech 2 Golem.
The Raven also sees some use in PvP. Cruise missile fits, for example, are popular in larger scale structure defenses.
## Skills
Caldari Battleship to IV to take advantage of the dps and range bonuses.
Cruise Missiles, Torpedoes, and Heavy Missiles to V and the associated specialization skills to III to take advantage of tech 2 launchers and the dps bonus.
All of the skills for a full tech 2 shield tank.
Perfect or near-perfect missile support skills.
Perfect drone skills to squeeze as much damage as possible out of your small drone bay.
## Tactics
You can either fit a micro jump drive and cruise missiles and kite, or you can fit a microwarpdrive and torpedoes to brawl.
## Notes
The Raven is a rare example of an EVE ship that has a name meaning the same thing as the name of another ship: "corax" also means "raven".
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 810
high_slots: 8
low_slots: 4
med_slots: 7
powergrid_output: 15000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 7700
hp_shield: 9350
hp_structure: 8250
name: Rokh
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 24688
velocity: 89
image: /24688.png
last_updated: '2026-04-19T17:49:54.427262'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 7700
armorkin: 25
armortherm: 45
bandwidth: 75
bonuses: 104100505
capacitor: 6000
cargohold: 820
class: Battleship
cpu: 810
dronebay: 125
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Rokh Class
inertia: 0.136
info: Having long suffered the lack of an adequate hybrid platform, the Caldari
State's capsule pilots found themselves rejoicing as the Rokh's design specs were
released. A fleet vessel if ever there was one, this far-reaching and durable
beast is expected to see a great deal of service on battlefields near and far.
launchers: 4
lows: 4
mass: 105300000
maxlockedtargets: 7
maxvelocity: 89
mediums: 7
powergrid: 15000
quote: You cannot out run the wind, for its reach is without limit.
quote_attribution: 'Excerpt from Meditations on the Way: Book of the Cold Wind'
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 98
sensortype: Gravimetric
sensorvalue: 24
shieldem: 0
shieldexp: 50
shieldhp: 9350
shieldkin: 40
shieldtherm: 20
shipid: 24688
shipimg: Rokh.jpg
shipname: Rokh
sigradius: 500
structurehp: 8250
targetrange: 108
tech: ''
totaltraintime: 3205510
turrets: 8
variations: ''
volume: 470000
warpspeed: 3
warptime: 19.85
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Rokh
title: Rokh
type_id: 24688
validation_score: 1.0
---
<img src="/24688.png" alt="Rokh" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Rokh is a battleship with bonuses to large hybrid range and shield tanking. The Rokh is the battleship entry in the Caldari line of thickly tanked snipers, after the Merlin, Cormorant, Moa, and Ferox. The bonus to optimal range along with the natural long range of railguns makes them one of the easier battleships to set up for sniping while maintaining a strong tank. The Crucible buff to hybrids has given the Rokh a new lease of life and it now competes in fleet fights on an equal footing with Apocalypses and Maelstroms.
In PvE, the Rokh is very slow and suffers from serious application issues - the Raven is much more effective in almost all PvE scenarios.
## Skills
Large Hybrid Turret to V to use Tech 2 large railguns.
Sharpshooter to V to use Tech 2 large railguns.
Large Railgun Specialization to at least IV to take advantage of the extra DPS.
All of the skills for a full Tech 2 shield tank.
## Tactics
No sub-article about Rokh roles or piloting tactics. You can write them here.
## Notes
The rokh or roc is a giant predatory bird which appears in Arabic and Persian legends, including some parts of the One Thousand and One Nights.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 750
high_slots: 5
low_slots: 5
med_slots: 8
powergrid_output: 9500
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 6050
hp_shield: 7700
hp_structure: 7150
name: Scorpion
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 640
velocity: 94
image: /640.png
last_updated: '2026-04-19T17:48:24.781592'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 6050
armorkin: 25
armortherm: 45
bandwidth: 75
bonuses: 1525100505
capacitor: 5500
cargohold: 690
class: Battleship
cpu: 750
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of Medium Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Scorpion Class
inertia: 0.116
info: The first Scorpion-class battleship was launched only a couple of years ago,
and those that have been built are considered to be prototypes. Little is known
of its capabilities, but what has been garnered suggests that the Scorpion is
crammed to the brink with sophisticated hi-tech equipment that few can match.
launchers: 4
lows: 5
mass: 103600000
maxlockedtargets: 7
maxvelocity: 94
mediums: 8
powergrid: 9500
quote: Truth is like venom to the dishonorable mind.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 143
sensortype: Gravimetric
sensorvalue: 24
shieldem: 0
shieldexp: 50
shieldhp: 7700
shieldkin: 40
shieldtherm: 20
shipid: 640
shipimg: Scorpion.jpg
shipname: Scorpion
sigradius: 480
structurehp: 7150
targetrange: 108.0
tech: ''
totaltraintime: 3205510
turrets: 4
variations: '{{Ship|Widow}}, <br>{{Ship|Scorpion Navy Issue}}, <br>{{Ship|Rattlesnake}}'
volume: 468000
warpspeed: 3
warptime: 16.66
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Scorpion
title: Scorpion
type_id: 640
validation_score: 1.0
---
<img src="/640.png" alt="Scorpion" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Scorpion gets a bonus to jammer strength and a large bonus to range. The scorpion has 8 mid slots and 5 low slots, but because the mids are largely taken up by jammers it is usually armor tanked with its 5 lows, and as a result it has a comparatively weak tank for a battleship. Due to its unrivaled ECM abilities and its comparatively weak tank for its size it is almost always targeted first in any fleet engagement. The Scorpion is the final entry in the Caldari line of ECM ships after the Griffin and Blackbird.
## Skills
Caldari Battleship to at least IV to take advantage of the massive strength and range bonuses to your jammers.
Electronic Warfare to at least IV to utilize T2 jammers and T2 signal distortion amplifiers.
Frequency Modulation, Long Distance Jamming, and Signal Dispersion to at least IV to boost the strength and range of your jammers.
All the skill to field a full tech 2 armor or shield tank to boost your survivability.
Heavy Missiles, Cruise Missiles, or Torpedoes are not essential, but will help to squeeze some dps out of your four launcher slots. Alternatively, train Capacitor Emission Systems to level 5 to fit tech 2 large neuts.
## Tactics
There are two ways to fit the Scorpion.
The first way is to fit a shield tank and a small number of jammers in the mid slots and signal distortion amplifiers in the lows. This path banks on the higher chance of your jams actually landing to fit a stronger tank.
The second way is to fit a full rack of 8 rainbow jammers in the mid slots and an armor tank in the low slots. This method relies on the sheer number of jammers it has to actually land the jam. This method is generally more popular because you have more chances to land a jam.
## Notes
You can add notes here.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 500
high_slots: 7
low_slots: 4
med_slots: 6
powergrid_output: 830
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 3250
hp_shield: 5500
hp_structure: 3750
name: Drake
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 24698
velocity: 150
image: /24698.png
last_updated: '2026-04-19T17:46:35.794822'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 3250
armorkin: 25
armortherm: 45
bandwidth: 25
bonuses: 4102550
capacitor: 2500
cargohold: 450
class: Combat Battlecruiser
cpu: 500
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Drake Class
inertia: 0.65
info: Of the meticulous craftsmanship the Caldari are renowned for, the Drake was
born. It was found beneath such a ship to rely on anything other than the time-honored
combat tradition of missile fire, while the inclusion of sufficient CPU capabilities
for decent electronic warfare goes without saying.
launchers: 6
lows: 4
mass: 13500000
maxlockedtargets: 8
maxvelocity: 150
mediums: 6
powergrid: 830
quote: It has been brought.
quote_attribution: Unknown Caldari Pilot
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 195
sensortype: Gravimetric
sensorvalue: 19
shieldem: 0
shieldexp: 50
shieldhp: 5500
shieldkin: 40
shieldtherm: 20
shipid: 24698
shipimg: Drake.jpg
shipname: Drake
sigradius: 295
structurehp: 3750
targetrange: 65.0
tech: ''
totaltraintime: 1211640
turrets: 0
variations: '{{Ship|Nighthawk}}, {{Ship|Drake Navy Issue}}, {{Ship|Alligator}}'
volume: 252000
warpspeed: 3.5
warptime: 12.16
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Drake
title: Drake
type_id: 24698
validation_score: 1.0
---
<img src="/24698.png" alt="Drake" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Drake, well-known for its excellent tanking abilities, is a very popular PvE ship. In PvE, the Drake can be passively shield-tanked for a stronger tank than a battleship, making L3 missions easy and L4 missions a possibility. However, without very good missile skills L4's will take a long time.
The Drake has fluctuated in popularity for PvP. Currently its damage bonuses are focused on kinetic missiles, making it less versatile overall. However, its low cost, good missile range, and potential to mount an extremely tough buffer tank makes it attractive despite its damage limitations. And its skill training aligns with high damage missile hulls such as the Cerberus and Tengu.
The Drake is quite easy to skill for and pilot competently. Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range. While it's easy to make it a good L3 mission boat, it's hard to make it fantastic: it is quite slow, without T2 launchers and ammo it only does okay DPS, and clever piloting can't be used to increase missile damage like it can with turrets.
## Skills
Skill & Level EffectExplanation Base Skills
4% bonus to all shield resistances
10% bonus to Kinetic Heavy Missile Heavy Assault Missile damage While you can start missioning with this skill at III, skilling to at least IV will provide a foundation of decent tank and decent DPS.
5% bonus to heavy missile damage per skill level. Heavy Missiles, due to their long range, are often used in Level 3 mission fits. Train to IV to maximise your time/benefit ratio. 5% bonus to heavy assault missile damage per skill level. Drakes are used in Factional Warfare PvP, often fit with Heavy Assault Missiles. Heavy Assault Missiles have a shorter range than Heavy Missiles. Missile Skills 2% Bonus to missile launcher rate of fire per skill level. This skill is required to operate any rocket or missile launcher. Training it also increases your rate of fire, which means more damage dealt per second. 3% bonus to missile launcher rate of fire per level. Rapid Launch increases your rate of fire, increasing damage dealt per second. 2% bonus to all missile damage per skill level. Simply deals a direct increase to damage dealt. 10% bonus to all missiles' maximum velocity per level. While this skill decreases the time it takes for missiles to actually deal their damage, it also increases their range. A missile that travels faster is a missile that travels further. 10% decrease per level in factor of target's velocity for all missiles. Even though this skill doesn't increase on-paper DPS, it does increase your actual in-game damage application. As a target's speed becomes less of a factor, more damage is applied. This is especially helpful against smaller, faster ships. If you're more familiar with turrets, this is analogous to better tracking speed. 10% bonus to all missiles' maximum flight time per level. Like Missile Projection, this skill increases range, just in a different way. Instead of making your missiles faster, it makes them fly longer. Support Skills 5% reduction per skill level in the CPU needs of weapon turrets, launchers, and smartbombs. Helps with fitting a ship by decreasing the (often large) CPU requirements of weapons. Skills:Engineering
Various effects. Engineering skills as needed to fit your ship properly. Shield Skills 5% reduction in shield recharge time per skill level. This basic shield skill allows you to fit shields but also helps with passive buffer tanks that rely on shield regeneration to tank incoming DPS. 5% bonus to shield capacity per skill level. This skill gives a bonus to shield capacity. Larger shield capacity allows for more shield regeneration, again helping passive buffer tanks. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
This skill reduces the change of damage "leakage" between shields and armor. Training it to IV allows for the use of T2 active shield hardeners, one of the building blocks of a good T2 shield tank. 5% reduction in shield upgrade powergrid needs.
This skill helps with fitting shields to your ship by reducing how much power they need. Training it to IV allows for the use of T2 shield extenders, T2 passive shield hardeners, T2 shield rechargers , , , 5% bonus to resistance per level for Shield Amplifiers Improves the effectiveness of passive shield hardeners. Drone Skills Can operate 1 drone per skill level. Train Drones to V to operate 5 drones. It's important to have a full set of Drones to maximize the effectiveness of your Drake, especially against smaller targets that your Heavy Missiles might have a harder time killing. The Drake only has enough drone bandwidth and dronebay to support 5 light drones, but skilling up those 5 drones can help increase your effectiveness greatly. 5% Bonus to damage of light drones per level. Increase the effectiveness of your drones by making their pew pew more powerful. Drone control range increased by 5,000 meters per skill level. Useful if you want to attack things that are far away. 5% increase in drone MicroWarpdrive speed per level. Helps your drones get to their targets faster. 5% bonus to drone shield, armor and hull hit points per level. Drones are pretty fragile. This skill will make them a little less fragile, but only a little less. Increases drone optimal range. This skill is important for sentry drones (due to their immobility) in particular, but can provide a little boost for combat drones as well, despite combat drones having MWDs. Advanced Skills , , Allows use of Heavy Missile Launcher II and T2 Heavy Missiles This train may not be worth it if you're just leveling up to Level 4 missions. However, if you've got a Tengu in your future, or if you're grinding Level 3 missions for standings, you'll want to train this sooner rather than later. , , Allows use of Heavy Assault Missile Launcher II and T2 Heavy Assault Missiles Same as above. 5% decrease per level in factor of signature radius for all missile explosions. Like Target Navigation Prediction, this skill helps take the edge off smaller targets. This is in the advanced skill category as it requires Missile Launcher Operation V as a prerequisite. , Reduces CPU and Powergrid requirements, respectively, for weapons. If you're going to try to fit T2 launchers on a Drake, you're probably going to want this. These skills will also make fitting many other ships much easier. , Gallente Drone Specialization IV Allows T2 Gallente light drones. Substitute any other racial variant for the Drone Specialization skill. If you want to squeeze the most DPS out of the Drake's tiny drone bay, T2 drones are the way to go. They're expensive but worth it. They're superior to T1 drones in almost every way. Allows for the use of the Damage Control II module. Although many Drake fits do not use a DCII module, it can be useful in some cases.
This list of skills may seem daunting at first, but you don't need all of them to start doing things! Make it up as you go -- start doing what you want to do and figure out where you need to go from there. You may start with a weak shield and weak missile DPS, but you can have fun right away.
Remember as well that all of these skills are useful for fitting other ships. You're not going to somehow outgrow these skills, even if you outgrow your Drake.
## Tactics
If you are coming to the Drake from L2 missions, you are probably used to flying into the middle of the NPCs and killing everything. That's a good way to get yourself killed in an L3 mission; many feature enough NPC firepower to overwhelm even a Drake's tank. Here are a few pointers to start L3 missioning in a Drake:
If the mission is unfamiliar to you, read about it on EVE-Survival.
Because the Drake is almost always passively tanked, you have no tools apart from running to mitigate excessive damage. If your shield drops to 50%, align to a celestial and start your afterburner. If it drops to the 25% alarm, warp out, dock, and then come back for more later. When you do come back, warp in at a long range (like 50 or 100km).
Remember that the Drake is big and slow. You won't be able to sig tank or speed tank incoming damage. Range can be one the most effective ways of mitigating incoming DPS while piloting a Drake.
Shoot the biggest NPCs first (usually other Battlecruisers); they're the ones damaging you the most.
However if you're out of range of the Battlecruisers and you're being hit by something else, shoot that instead. Shooting at the "wrong target" is better than not shooting at all.
Against Sansha and Blood Raiders, use Mjolnir Heavy Missiles unless you have Caldari Battlecruiser V. In all other cases, use Scourge Heavy Missiles.
Orbiting the NPC blob at 30km works reasonably well.
## Notes
The name of the Drake could have come from the legendary English explorer and pirate, but given the avian theme of the Caldari ships, it is more likely that the ship was named for the official name of a male duck.
The quote "It has been brought" references the long-running joke in the EVE community of "Can I bring my Drake?" The origins of this joke come from the time when the Drake was almost the only ship used by newer pilots for PvE (it has since been nerfed, but is still popular). So, when these pilots began exploring PvP, the Drake was pretty much the only ship they had and knew how to fly effectively. This led to fleet commanders often being asked: "Can I bring my Drake?" This happened so regularly that many FCs would become very annoyed at being asked this question, and thus players began to use it just to annoy FCs. The ship was eventually nerfed, but the question is still repeated in fleet form-ups (often excessively) purely for its joke value.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 515
high_slots: 7
low_slots: 4
med_slots: 6
powergrid_output: 1150
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 3500
hp_shield: 5250
hp_structure: 4000
name: Ferox
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 16227
velocity: 145
image: /16227.png
last_updated: '2026-04-19T17:48:41.572136'
source: eve-university
source_stats:
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class: Combat Battlecruiser
cpu: 515
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Ferox Class
inertia: 0.66
info: Designed as much to look like a killing machine as to be one, the Ferox will
strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With
the potential for sizable armament as well as tremendous electronic warfare capability,
this versatile gunboat is at home in a great number of scenarios.
launchers: 0
lows: 4
mass: 14250000
maxlockedtargets: 8
maxvelocity: 145
mediums: 6
powergrid: 1150
quote: Clear action requires unquestioned dominance.
quote_attribution: Executive General Heika Torigo
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 195
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sensorvalue: 19
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shieldhp: 5250
shieldkin: 40
shieldtherm: 20
shipid: 16227
shipimg: Ferox.jpg
shipname: Ferox
sigradius: 325
structurehp: 4000
targetrange: 75.0
tech: ''
totaltraintime: 1211640
turrets: 6
variations: '{{Ship|Vulture}}, {{Ship|Ferox Navy Issue}}'
volume: 252000
warpspeed: 3.5
warptime: 11.75
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Ferox
title: Ferox
type_id: 16227
validation_score: 1.0
---
<img src="/16227.png" alt="Ferox" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Ferox is generally more popular as a PvP ship than a PvE ship, as when in combat with NPCs, the limited range of blasters or limited damage of railguns do not combine well with the Ferox's slow speed and large signature radius.
In particular, the Ferox has spent several years as one of the most popular ships in very large nullsec fleets. It is cheap, durable, and its railguns can project damage to very long ranges. Its popularity has resulted in it receiving several nerfs over 2018 and 2019, but it is still a solid low-tech, even -usable, fleet ship. (It speaks volumes that two of its great competitors in this role, the Eagle and Muninn, are both Heavy Assault Cruisers and thus significantly more expensive and skill-intensive, and the Ferox still sees significant use.)
Outside of nullsec fleets, the Ferox also sees popularity in lowsec as a brawling-blaster platform, relying on its innately thick battlecruiser hull, six turret hardpoints, and often an XL Ancillary Shield Booster, to grind enemies apart faster than they can break through it.
## Skills
Further information about additional or recommended skills to pilot Ferox for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Ferox roles or piloting tactics. You can write them here.
## Notes
The Ferox is a type of trout found in the lakes of the British Islands of Great Britain and Ireland.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 425
high_slots: 4
low_slots: 3
med_slots: 6
powergrid_output: 525
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1200
hp_shield: 1400
hp_structure: 1400
name: Blackbird
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 632
velocity: 190
image: /632.png
last_updated: '2026-04-19T17:38:27.841136'
source: eve-university
source_stats:
armorem: 50
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armorhp: 1200
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grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Blackbird Class
inertia: 0.48
info: The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy.
Commonly seen in fleet battles or acting as wingman, it is not intended for head-on
slugfests, but rather delicate tactical situations.
launchers: 3
lows: 3
mass: 13190000
maxlockedtargets: 8
maxvelocity: 190
mediums: 6
powergrid: 525
quote: When information is reality, a lack of data is fatal.
quote_attribution: Dr. Holene Vailakkel
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 230
sensortype: Gravimetric
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shieldem: 0
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shieldhp: 1400
shieldkin: 40
shieldtherm: 20
shipid: 632
shipimg: Blackbird.jpg
shipname: Blackbird
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structurehp: 1400
targetrange: 85.0
tech: ''
totaltraintime: 191530
turrets: 3
variations: '{{Ship|Falcon}},{{Ship|Rook}}'
volume: 96000
warpspeed: 4
warptime: 8.78
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Blackbird
title: Blackbird
type_id: 632
validation_score: 1.0
---
<img src="/632.png" alt="Blackbird" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Blackbird is the Caldari EWAR cruiser, and is bonused for ECM. The blackbird has hull bonuses to jammer range as well as strength, allowing it to fight from much further out than a Griffin, which is great for an EWAR ship. The Blackbird also has the mid slots to support a rainbow fit of 4 racial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.
## Skills
There are several skills which will improve your abilities as an ECM pilot:
Caldari Cruiser - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires Spaceship Command III and Caldari Destroyer III.
Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management II.
Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management III and Electronic Warfare II.
Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management IV and Electronic Warfare III.
Electronic Superiority Rigging - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury Rigging III and Mechanics III.
Signal Dispersion - Increases your jam strength by 5% per level. This skill requires CPU Management V and Electronic Warfare IV. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
Source: ECM Guide
## Tactics
(For a general guide and introduction refer to EWAR Guide and ECM Guide)
The following refers specifically to flying a Blackbird:
A ship's fit supports the pilot and allows the pilot to utilize certain piloting techniques and abilities. So a specialized or ultra specialized fit could only be good for a certain kind of high ace pilot or only in a certain situation.
For ECM, there are various considerations which some prioritize over others but generally fits seek to accomplish as many of them as they can so that the pilot can make use of such benefits.
### Pre-engagement Bookmarks
This has the least to do with the fit, but the most to do with the pilot's abilities. Having tactical on grid and off grid bookmarks to use to manoeuvre around the battle, instead of using your MWD all the time (which you won't find of much use brawling on gates often compared to another jammer). Just imagine the battle area in your mind and choose the appropriate bookmark to get the job done. Drop a BM as you warp off a gate/celestial or as you land on grid to one. Then warp back to it and name it "nearest object distance". If it is towards the sun, away from, westward from sun or eastward from sun, up or down, you can put that in too if you use more than 1 tactical near an object. This is also a lot safer than warping to optimals on people where you don't know what is going on.
### Range control
This is one of the most important aspects, as Blackbirds utilize a range bonus to become similar to sniper damage dealers in the sense that they don't have enough tank and can't do much brawling without dying. Since most Battlecruiser short weapons have a max range of 20-25 km, simply being outside that range gives the ECM blackbird a certain degree of safety. Without tacticals, you will find it difficult to impossible to control range against frigates, and it doesn't matter if you try to use a MWD either. Tacklers are faster and won't run out of cap using them for most tackler builds. Because people can warp to fleet mates, having enemies close to you is a sign somebody is going to come and kill you soon. Pay attention to the range of ships and their negative radial velocity on the overview.
### Being Pre-aligned
Since the Caldari cruiser isn't very nimble, it is vital to be aligned to a tactical bookmark or celestial before you start engaging in jamming or DPS. Thus a Blackbird pilot should pre align before he activates offensive modules. This allows withdrawal from the battlefield or a bounce literally at the speed of the pilot's own reflexes. The moment you know you are in danger and want to get out, you can warp out, rather than having to wait 6 or more seconds to align out, which is plenty of time for frigates and destroyers to lock you. It's better to bounce to a close tactical (e.g. 1000-5000km), since it takes a long time to travel 14AU and back again and the battle will probably be over by the time you get back.
### Tank
This is something many consider less important but for newer pilots, they will need to prioritize it a bit higher. The more battle experience a new pilot gets, the more effective they become at the job, but that doesn't work out too well when you die in the first salvo before you can even align.
When roaming around certain low sec regions, pirates sometimes use ships with high alpha damage potential such as the Tornado, so having a tank that can survive 1 or 2 alpha strikes could mean the difference between a pilot being left in a capsule or rookie ship gaining no ECM experience and being in an ECM boat roaming with the fleet gaining valuable experience. Without a buffer to increase your time on grid before in pod, you will never get the time to practise any of your piloting techniques.
### Anti-drone Defenses
Having smaller guns or launchers to deal with drone aggro or ECM drones can help a lot. Many ships may not have the range to hit your cruiser if it is at more than 20-50km from them, but their drones are a different matter.
### Jam Strength and Number of Jammers
This is most reliant on the fit and the SP of the pilot. If your skills are low, use range and a buffer tank to stay alive until you can figure out how to stay alive with just range and jams power. If you try to use Meta 1 jammers and then put all kinds of jam plus rigs and lows in, sacrificing tank, you won't last long enough to jam anything more than once. A Celestis can get those 20 seconds with just a few sensor damps, resolution scripted.
Normally, Blackbirds using 6 full mid slots for jammers, a 1600mm plate, and ionic projection rigs will be looking to stay at the furthest engagement envelope feasible. Armor plates slow down a ship's align time, but pilots can mitigate this by making sure that they fight while aligned to a warp-out point.
### General summary
Blackbirds that expect to be undocking from a station and fighting on grid all the time without range control might want to fit a shield tank + small blasters to deal with drones. Armor works as well if you have the skills. Having enough EHP (20-30k) will allow you to easily jam smaller ships and warp off or dock back up if something is trying to alpha snipe you from the undock. More tank is desired if your reflexes, skills, and abilities are still low. Those with more skills multiply their jamming strength with more jammers, and have a naturally higher EHP and can fit more tank to begin with. A more experienced pilot might be able to jam out 3-6 ships and maintain it through the battle. A less experienced pilot may wish to focus on jamming only 1 or 2 ships.
Blackbirds can be used to solo and bait as well, by fitting a 3 slot tackler build with some tank. In high sec, MWD is often used to kite or keep up with a kiting fleet. Try sitting at tacticals 170km away from your tacklers so you can pre align and warp to them to get jams on the target rather than trying to keep up with the tacklers via MWD. In low sec, having 15k+ EHP to survive small gang Tornado alpha will be much more useful.
When creating your own fits, jamming percent is important and optimal range on the jammers should more or less match the locking range of your Blackbird, with DPS being the last consideration. Autocannons are useful because they do a lot of damage against drones that orbit close, have naturally high tracking to compensate for lower skills of new pilots and don't use cap, but a pilot can use their own preferred weapon system if they can fit it.
## Notes
You can write additional notes for Blackbird here.
## Patch History

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@@ -1,140 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 430
high_slots: 5
low_slots: 4
med_slots: 5
powergrid_output: 630
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1200
hp_shield: 1700
hp_structure: 1400
name: Caracal
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 621
velocity: 230
image: /621.png
last_updated: '2026-04-19T17:40:14.172083'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1200
armorkin: 25
armortherm: 45
bandwidth: 10
bonuses: 510
capacitor: 1250
cargohold: 450
class: Cruiser
cpu: 430
dronebay: 10
externallinks: ''
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extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Caracal Class
inertia: 0.47
info: The Caracal is a powerful vessel that specializes in missile deployment. It
has excellent shield defenses, but poor armor plating. Its missile arsenal, when
fully stocked, is capable of making a piece-meal of almost anyone.
launchers: 5
lows: 4
mass: 11910000
maxlockedtargets: 6
maxvelocity: 230
mediums: 5
powergrid: 630
quote: Victory belongs to the relentless.
quote_attribution: CEO Haatakan Oiritsuu
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 270
sensortype: Gravimetric
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 1700
shieldkin: 40
shieldtherm: 20
shipid: 621
shipimg: Caracal.jpg
shipname: Caracal
sigradius: 125
structurehp: 1400
targetrange: 57.5
tech: ''
totaltraintime: 191530
turrets: 0
variations: '{{Ship|Cerberus}}, {{Ship|Caracal Navy Issue}}'
volume: 92000
warpspeed: 4
warptime: 7.76
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Caracal
title: Caracal
type_id: 621
validation_score: 1.0
---
<img src="/621.png" alt="Caracal" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Caracal is a Tech 1 cruiser with bonuses to missile rate of fire (and therefore DPS) and missile range. It is a popular ship both for PvE combat in Level 2 missions and for various kinds of PvP combat.
As a mission-runner, the Caracal does well in Level 2 missions because it can rapidly destroy packs of frigates. The fully-selectable damage of missiles makes it more flexible in tackling missions than its Caldari turret equivalent, the Moa. A mission-running Caracal can run an active or passive shield tank.
In PvP, a Caracal fitted with Rapid Light Missile Launchers can put out serious damage against frigates and destroyers, and makes a fine entry-level "anti-tackle" cruiser. Fitted with Heavy Assault Missiles or Heavy Missiles, it can put out respectable general-purpose DPS for a T1 cruiser hull. These qualities make it a popular ship for both fleets and small gangs. It is also a viable solo PvP ship, and in this role it usually takes advantage of its range and kites.
## Skills
The Caracal is a forgiving ship which can be basically effective in the hands of a new pilot, and it is often a Caldari pilot's first step up from frigate- and destroyer-sized hulls. A character who has completed the EVE University Short Skill Plan will be able to get use out of the Caracal.
The ship's performance can, however, be significantly boosted by further skill training, which can provide an edge in PvP or strengthen a PvE pilot as they progress towards the logical next step of the Drake. General fitting skills and support skills will help the Caracal as they help any ship, and the following skills are particularly notable:
Caldari Cruiser determines the strength of the hull bonuses and anyone regularly using the Caracal would do well to train it to IV.
Missile support skills improve the ship's DPS and range.
Light Missile Specialization, Heavy Missile Specialization and Heavy Assault Missile Specialization unlock Tech 2 missile launchers, which can further boost DPS and also open up new tactical options with Tech 2 ammunition types.
Shield tanking skills increase the Caracal's defenses.
Target Painting and a target painter module can help some fits with Heavy Missiles or Heavy Assault Missiles apply their damage better to targets.
## Tactics
PvE
Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.
PvP solo
The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.
PvP fleet (Large)
If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you intend to target enemy interceptors, you will require more levels of Caldari Cruiser and/or Missile Projection, as the base speed of light missiles is too low for them to catch up with an interceptor. Both of those skills increase your missile velocity (while piloting a Caracal). A missile velocity of over 5000m/s should allow them to catch up with most interceptors.
If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.
Small Gang
If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.
## Notes
The Caracal is named after a medium-sized wild cat species that is widespread in parts of Asia and Africa. It is fast and agile, and hunts chiefly at night.
## Patch History

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@@ -1,127 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 380
high_slots: 5
low_slots: 4
med_slots: 5
powergrid_output: 850
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1000
hp_shield: 2500
hp_structure: 1500
name: Moa
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 623
velocity: 190
image: /623.png
last_updated: '2026-04-19T17:45:16.387390'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1000
armorkin: 25
armortherm: 45
bandwidth: 15
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capacitor: 1550
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class: Cruiser
cpu: 380
dronebay: 15
externallinks: ''
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faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Moa Class
inertia: 0.52
info: The Moa was designed as an all-out combat ship, and its heavy armament allows
the Moa to tackle almost anything that floats in space. In contrast to its nemesis
the Thorax, the Moa is most effective at long range where its railguns can rain
death upon foes.
launchers: 0
lows: 4
mass: 12000000
maxlockedtargets: 7
maxvelocity: 190
mediums: 5
powergrid: 850
quote: Destructive capabilities are not a matter of pride, but of honor.
quote_attribution: Security Commander Tsilo Ralttilo
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 260
sensortype: Gravimetric
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 2500
shieldkin: 40
shieldtherm: 20
shipid: 623
shipimg: Moa.jpg
shipname: Moa
sigradius: 135
structurehp: 1500
targetrange: 55.0
tech: ''
totaltraintime: 191530
turrets: 5
variations: '{{Ship|Onyx}}, {{Ship|Eagle}}, {{Ship|Gila}}'
volume: 101000
warpspeed: 4
warptime: 8.65
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Moa
title: Moa
type_id: 623
validation_score: 1.0
---
<img src="/623.png" alt="Moa" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Moa is a Tech 1 Caldari cruiser with a bonus to shield damage resistance, helping it to tank damage, and a bonus to hybrid turret damage. The resist bonus in particular makes it one of the tankiest of the T1 Cruisers.
In PvE, a railgun-fitted Moa will cope perfectly well with Level 2 missions, but might be out-competed for Caldari pilots by the Caracal, which can match its damage-dealing to NPC damage weaknesses because it uses missile launchers. However, the Moa has more tank and higher potential DPS, so with careful fitting and/or skilled piloting (to help with application issues), it can be stronger than the Caracal against Serpentis or Guristas rats.
## Skills
The Moa is fairly forgiving for new pilots. General support skills and fitting skills help the Moa as they help any ship; gunnery support skills are particularly useful, as are shield tanking support skills, to take full advantage of the shield resistance bonus. The Moa can launch three light drones, and in PvE combat these will help against frigates which close in and move too fast for the ship's main guns, so basic drone skills will come in handy.
## Tactics
PvE
For fighting NPCs, the Moa typically fits railguns and kites. With kiting tactics reducing incoming damage, and the hull bonus to shield resistances, and careful fitting to resist the expected damage, a Moa in Level 2 missions can be quite lightly tanked, freeing up mid slots for modules such as Tracking Computers to increase turret range.
PvP
The Moa can be a cheap and effective line DPS ship in groups. With railguns, it can deal good DPS within point range, and with Tech 2 turrets it can switch to Tech 2 ammo to project sensible damage out well beyond point range.
Blaster-fit Moas can work, and can surprise opponents. However, the Moa lacks the tracking bonus of the Gallente Thorax, and fitting and/or smart piloting must compensate for this.
## Notes
The moa were a group of species of flightless birds in New Zealand. They were hunted to extinction after the human settlement of the islands.
## Patch History

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@@ -1,132 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 380
high_slots: 5
low_slots: 3
med_slots: 5
powergrid_output: 470
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1000
hp_shield: 1650
hp_structure: 1450
name: Osprey
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 620
velocity: 210
image: /620.png
last_updated: '2026-04-19T17:45:08.201246'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1000
armorkin: 25
armortherm: 45
bandwidth: 20
bonuses: 12.55100020043
capacitor: 2100
cargohold: 485
class: Cruiser
cpu: 380
dronebay: 20
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Osprey Class
inertia: 0.61
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
ships were put under the microscope, and in the Caldari State the outcome of the
re-evaluation process led, among other developments, to a redesign and redeployment
of the Osprey.<br><br>The Osprey originally offered excellent versatility and
power for what was considered a comparably low price. After its redesign, its
inbuilt mining technology - now a little creaky and long in the tooth - was gutted
from the Osprey and replaced in its entirety with tech of a different type, capable
of high energy and shield transfers.
launchers: 2
lows: 3
mass: 11100000
maxlockedtargets: 8
maxvelocity: 210
mediums: 5
powergrid: 470
quote: Honor and preserve your family, your corporation, your State.
quote_attribution: Chairman Akimaka Saraki
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 280
sensortype: Gravimetric
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1650
shieldkin: 40
shieldtherm: 20
shipid: 620
shipimg: Osprey.jpg
shipname: Osprey
sigradius: 95
structurehp: 1450
targetrange: 62.5
tech: ''
totaltraintime: 191530
turrets: 1
variations: '{{Ship|Basilisk}}, {{Ship|Osprey Navy Issue}}'
volume: 107000
warpspeed: 4
warptime: 9.39
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Osprey
title: Osprey
type_id: 620
validation_score: 1.0
---
<img src="/620.png" alt="Osprey" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Osprey is the Tech 1 Caldari logistics cruiser, with bonuses to shield transfers and energy transfers.
Like the Minmatar Scythe, the Osprey is designed to boost other ships' shields. However, unlike the Scythe, and instead like the Amarr armor-repairing Augoror, the Osprey is designed to trade capacitor with other Ospreys in a "capacitor chain". Because of their 200% bonus to energy transfer amount, Ospreys trading energy transfers to each other effectively create a large amount of capacitor out of nothing. A cap-chained Osprey can be capacitor-stable with lower skills than a Scythe, and will also more easily resist energy neutralization. On the downside, a cap-chain team of logistics ships is more vulnerable to ECM, because a jammed Osprey not only can't shield-boost its fellows, but also can't transfer capacitor, reducing its teammates' remote repair capacity. Cap-chained logistics ships also demand more coordination from their pilots.
The Osprey is piloted in a similar fashion to the more powerful Tech 2 Basilisk.
## Skills
An Osprey can make a battlefield difference with relatively limited pilot skills, but good general support skills will boost its impact.
Capacitor Management and Capacitor Systems Operation are important for logistics ships. Training in Shield Emission Systems reduces the capacitor burden of remote shield boosters, as Capacitor Emission Systems does for remote capacitor transfer modules. Several skills in the Targeting category are also helpful: Signature Analysis and Target Management make it easier to shuttle between repairing different allies, while Gravimetric Sensor Compensation raises the Osprey's sensor strength, reducing its vulnerability to ECM.
## Tactics
The Osprey is typically fitted with a mixture of remote shield boosters and remote capacitor transferrers in its high slots; propulsion, shield tank, and ECCM for jam resistance in the mid slots; and mobility and capacitor aids in the low slots. The exact mixture of modules can be tuned to different character skill levels. The drone bay can be used for logistics drones (unbonused, unlike those of the Scythe), or for damage or ECM drones.
The pilots of Ospreys in a capacitor chain must coordinate carefully before battle, and might benefit from their own logistics comms channel and/or their own logistics commander.
## Notes
The osprey is a large bird of prey which, unusually for a raptor, hunts fish.
## Patch History

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@@ -1,124 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 210
high_slots: 7
low_slots: 2
med_slots: 4
powergrid_output: 53
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 750
hp_shield: 1000
hp_structure: 750
name: Corax
race: Unknown
skill_requirements:
- level: 1
skill_id: 33092
type_id: 32876
velocity: 235
image: /32876.png
last_updated: '2026-04-19T17:52:05.821328'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 750
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 51050
capacitor: 500
cargohold: 450
class: Destroyer
cpu: 210
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Corax Class
inertia: 2.7
info: The Corax adheres to the well-established Caldari design philosophy that there
is strength in numbers, and that the messages sent to an enemy should be strong
and unequivocal. This applies equally to peace talks as it does to actual engagements
on the battlefield - there should be no doubt in the strength of Caldari spirit,
nor in the fact that when one blow has been struck, others are going to follow.<br><br>As
such, the Corax does not pepper its opponents with pellets from a gun, nor does
it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting
payloads at a pace that's not only steady, but rapid enough to rock its targets
and knock them off-balance.
launchers: 7
lows: 2
mass: 1750000
maxlockedtargets: 7
maxvelocity: 235
mediums: 4
powergrid: 53
quote: In diplomacy, rockets speak louder than words.
quote_attribution: Tibus Heth
reqskills: '* {{RequiredSkill|Caldari Destroyer|I}}
** {{RequiredSkill|Caldari Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 475
sensortype: Gravimetric
sensorvalue: 12
shieldem: ''
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 32876
shipimg: Corax.jpg
shipname: Corax
sigradius: 69
structurehp: 750
targetrange: 45
tech: ''
totaltraintime: 91820
turrets: ''
variations: '{{Ship|Stork}}, {{Ship|Mamba}}'
volume: 52000
warpspeed: 4.5
warptime: 6.55
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Corax
title: Corax
type_id: 32876
validation_score: 1.0
---
<img src="/32876.png" alt="Corax" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
New Caldari players who enjoyed the missile-centric playstyle of the Kestrel have the option of flying the missile-flinging Corax on their way to piloting a Caracal, rather than being forced into the turret-toting Cormorant. With its range bonus and a bonus to explosion velocity that helps its missiles apply damage to small, fast targets, the Corax can threaten most frigates, from long ranges.
## Skills
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Corax is quite forgiving. Basic fitting skills and support skills are desirable. Missile Bombardment and Missile Projection increase missile ranges and synergize well with the Corax's strengths.
## Tactics
The Corax's range bonuses push it towards mid- and long-range engagements. With honed skills and Tech 2 equipment, it can be fitted to project around 150 DPS at around 70 km, though this DPS will be delayed by missile travel time.
In PvP the Corax has some niche uses as a cheap long-ranged missile ship. When sniping, the Corax will have no way to pin its targets in place on its own, and must work with other ships. It lacks the high speed and MWD signature reduction of its rival the Talwar, and does not tend to be favoured for close-range or mobile work.
In PvE combat, the Corax can make short work of Level 1 missions, and can even attempt some Level 2s, though a Caracal will be a good step up for those. Pilots should remember that the ship has a bonus for only kinetic missile damage.
The Corax is a fantastic ship for completing low-tier Abyssal Deadspace sites.
## Notes
Corax is part of the scientific name for the common raven, corvus corax; it was a Latin word meaning "raven", and was borrowed into Latin from ancient Greek. This makes the Corax a rare example of a ship in EVE which has a name meaning the same thing as that of another ship, the much larger Raven.
## Patch History

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@@ -1,117 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 200
high_slots: 8
low_slots: 2
med_slots: 3
powergrid_output: 68
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 700
hp_shield: 900
hp_structure: 700
name: Cormorant
race: Unknown
skill_requirements:
- level: 1
skill_id: 33092
type_id: 16238
velocity: 250
image: /16238.png
last_updated: '2026-04-19T17:49:58.991683'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 700
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 101050
capacitor: 600
cargohold: 425
class: Destroyer
cpu: 200
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Cormorant Class
inertia: 2.78
info: The Cormorant is the only State-produced space vessel whose design has come
from a third party. Rumors abound, of course, but the designer's identity has
remained a tightly-kept secret in the State's inner circle.
launchers: 1
lows: 2
mass: 1700000
maxlockedtargets: 7
maxvelocity: 250
mediums: 3
powergrid: 68
quote: The best demonstration of force is the application of destruction.
quote_attribution: Anonymous
reqskills: '*{{RequiredSkill|Caldari Destroyer|I}}
** {{RequiredSkill|Caldari Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 475
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 900
shieldkin: 40
shieldtherm: 20
shipid: 16238
shipimg: Cormorant.jpg
shipname: Cormorant
sigradius: 65
structurehp: 700
targetrange: 36.0
tech: ''
totaltraintime: 91820
turrets: 7
variations: '{{Ship|Cormorant Navy Issue}}, {{Ship|Flycatcher}}'
volume: 52000
warpspeed: 4.5
warptime: 6.55
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Cormorant
title: Cormorant
type_id: 16238
validation_score: 1.0
---
<img src="/16238.png" alt="Cormorant" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Cormorant is a Caldari Tech 1 destroyer, designed to use hybrid turrets rather than the missiles favored by its sibling the Corax.
The Cormorant's optimal range bonus synergizes particularly well with railguns, though it can also be effective with blasters.
## Skills
As a Tech 1 destroyer, often a Caldari pilot's first step out of frigate hulls, the Cormorant is a forgiving ship. Basic fitting skills and support skills are desirable, and the gunnery support skill Sharpshooter especially helps railgun sniping.
## Tactics
The Cormorant has many mid slots, which allows for a reasonable shield tank, within the limitations of destroyers' vulnerability to bigger ships.
In PvP, the Cormorant has niche uses as a cheap, effective anti-frigate sniper; with Tech 2 railguns and Spike ammo, it can deal effective DPS at over 90 km. With blasters, it can manage quite high close-range DPS, backed up by tackle in its mid slots. It is, however, outshone in this regard by the Gallente Catalyst.
In PvE the Cormorant can cope efficiently with Level 1 missions. Cruisers are desirable for Level 2 missions.
## Notes
The cormorants are a family of species of coastal aquatic birds which hunt fish. In their fish diet, they are like the Osprey, though unlike ospreys they are not raptors.

View File

@@ -1,137 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 200
high_slots: 3
low_slots: 2
med_slots: 4
powergrid_output: 39
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 225
hp_shield: 500
hp_structure: 310
name: Bantam
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 582
velocity: 370
image: /582.png
last_updated: '2026-04-19T17:46:43.570797'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 225
armorkin: 25
armortherm: 45
bandwidth: 5
bonuses: 1010300
capacitor: 615
cargohold: 270
class: Frigate
cpu: 200
dronebay: 5
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Bantam Class
inertia: 4.1
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Caldari State,
this led to the redesign and redeployment of the Bantam.<br><br>The Bantam, a
strong and sturdy craft, was originally an extremely effective mining frigate.
After its redesign, the Bantam's large structure had to give way for logistics
systems that ate up some of its interior room but allowed it to focus extensively
on shield support for fellow vessels.
launchers: 0
lows: 2
mass: 1480000
maxlockedtargets: 7
maxvelocity: 370
mediums: 4
powergrid: 39
quote: Demonstrate your loyalty, secure our victory.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 850
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 582
shipimg: Bantam.jpg
shipname: Bantam
sigradius: 35
structurehp: 310
targetrange: 40.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Kirin}}'
volume: 20000
warpspeed: 5
warptime: 8.41
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Bantam
title: Bantam
type_id: 582
validation_score: 1.0
---
<img src="/582.png" alt="Bantam" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Bantam is the Caldari Logistics Frigate; Bantam pilots repair their fleetmates ships during battle. The Bantam is bonused for remote shield boosting, which matches the Caldari racial focus on shield tanking. The ships bonuses to remote shield booster amount, activation, and range make the underwhelming base stats of small remote shield boosters practically useful. Flying the Bantam is a great first step in learning about Logistics. Bantam pilots often go on train into heavier Tech I logistics cruisers (such as the Caldari Osprey), and then Tech II logistics ships (including the Kirin and Basilisk). But the Bantam is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Bantam in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Bantam is typically fit to boost available capacitor—with cap rechargers in mid slots, capacitor control circuit rigs, and, if necessary, “Enduring” remote shield boosters (which consume less cap). Training character skills that increase capacitor will also help. It might seem that fitting the Bantam with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Bantam needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Bantam should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Bantam hulls that you purchase on corp contracts, to make them work with your skills.)
Compared to the Minmatar Burst—the other Tech I shield logistics frigate—the Bantam has more tank and more native capacitor, but is quite a bit slower. This makes the Bantam and Burst rough equals, but Omega characters may be asked to cross-train into the Minmatar frigate for specific doctrines.
## Skills
The following are some basic skills that will let you run a basic fit on the Bantam:
Shield Emission Systems I
Energy Grid Upgrades II
Shield Upgrades I
Afterburner I
Hull Upgrades I
To be a more effective Bantam pilot:
The most important single skill is Caldari Frigate. This will both reduce a shield booster's capacitor requirements and boost their effectiveness at once.
Train Shield Emission Systems to III for T2 remote shield boosters or any level to reduce their capacitor requirements.
## Tactics
New Bantam pilots should read the Tactics section of the UniWikis Logistics article, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Bantam:
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Bantam is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action. Make sure you stay near other logi pilots in case you need to repair each other - separating logi on either side of your fleet can make logi a target.
## Notes
While both Caldari logistics cruisers—the Osprey and the Basilisk—are designed to fly as part of a cap chain, the Bantam frigate is designed to be self-sufficient when it comes to capacitor usage.
"Bantam" is a generic term for any small or miniaturized fowl, most commonly small ducks or chickens.

View File

@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 185
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 35
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 250
hp_shield: 400
hp_structure: 250
name: Condor
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 583
velocity: 400
image: /583.png
last_updated: '2026-04-19T17:48:21.804775'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 250
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 1080
capacitor: 300
cargohold: 130
class: Frigate
cpu: 185
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Condor Class
inertia: 2.9
info: The Condor is fast and agile. It has limited cargo space so it's not very
suitable for trading or mining. It is best used as an assault vessel in a hit-and-run
type of operations.
launchers: 3
lows: 2
mass: 1100000
maxlockedtargets: 4
maxvelocity: 400
mediums: 4
powergrid: 35
quote: Move faster than the guilty can run.
quote_attribution: Sunmenas Ikydoishin, CEO of Home Guard
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 880
sensortype: Gravimetric
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 583
shipimg: Condor.jpg
shipname: Condor
sigradius: 33
structurehp: 250
targetrange: 30.0
tech: ''
totaltraintime: 250
turrets: 0
variations: '{{Ship|Crow}},{{Ship|Raptor}}'
volume: 18000
warpspeed: 5
warptime: 4.42
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Condor
title: Condor
type_id: 583
validation_score: 1.0
---
<img src="/583.png" alt="Condor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Condor is the Caldari Attack Frigate. The Condor's speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a good tackle frigate. The ships four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Condor tricky to predict and counter. The Condor also has bonuses to light missile and rocket damage. In principle, all of this makes the Condor a versatile Attack Frigate, capable of being flown in a number of different ways. In practice, however, the Condor is relatively slow and difficult to fit, especially for low-skill pilots. New, Caldari-focused players that want to fly fast tackle have a tough choice between piloting the Condor in spite of its limitations, or cross-training into a different racial tackler.
The Condors versatility makes it a good platform for new pilots learning different approaches to tackling and scouting. Flying the Condor provides practice for eventually piloting fleet interceptors (such as the Crow), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Condor isn't quite as effective as a Tech II Interceptor, it can still serve as a good tackle ship. E-UNI Condor pilots are strongly advised to read the UniWiki guide to tackling.
The Condor has the lowest base HP of all Attack Frigates, much of which is focused on shield. As a result, the Condor is typically fit with a mid-slot shield extender and shield rigs. The tackle Condor is also typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots, like most fast tackle frigates. The fourth mid slot can be fit with a variety of different modules—a warp scrambler (“scram”), a stasis webifier (“web”), a sensor booster for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Condor pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
The Condor has the least powergrid (PG) of the Attack Frigates, and that means that once the ships mid slots have been filled, there is little room for anything else. The Condors bonuses to missiles and rockets are difficult to take advantage of, because launchers require PG that the Condor doesnt have. Tackle Condors can instead be fit with no weapons at all. The Condor can also be fit as a kiting missile or rocket frigate, but only by sacrificing tank. Caldari characters looking for a PvE frigate, or a “second” (scram/web) tackler, would be much better off flying the Merlin Combat Frigate.
## Skills
Missile skills - these will increase the damage and range of missiles/rockets. These are more important when flying solo or in a damage dealer than when flying tackle.
Shield skills - these will make it easier to fit shield extenders (Shield Upgrades in particular) and increases their effectiveness. Helpful for all roles.
Weapon Disruption skills - these will help only if flying with weapons disruptors fit which are present on some tackle fits.
## Tactics
Fleet Condor pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Condor:
Choose your targets wisely. The Condor is especially effective against large ships, because they have trouble tracking the Condor with their larger weapons systems. Condor pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which youll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponents shorter-range scram, web and/or neuts. You can set your ships custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
Spiral in. Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. The Manual Piloting page has more details.
Anticipate your opponent. Try and determine your opponents direction of flight, and cut them off (by double clicking in front of them). Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
Call your point in comms. Let your fleetmates know when they should warp to you!
## Notes
Condors are one of two types of birds, named after the places where they live; the California Condor and the Andean Condor.

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@@ -1,121 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 260
high_slots: 3
low_slots: 2
med_slots: 5
powergrid_output: 24
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 200
hp_shield: 400
hp_structure: 200
name: Heron
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 605
velocity: 340
image: /605.png
last_updated: '2026-04-19T17:41:32.121481'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 200
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cpu: 260
dronebay: 35
externallinks: ''
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faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Heron Class
inertia: 3.57
info: The Heron has good computer and electronic systems, giving it the option of
participating in electronic warfare. But it has relatively poor defenses and limited
weaponry, so it's more commonly used for scouting and exploration.
launchers: 2
lows: 2
mass: 1150000
maxlockedtargets: 4
maxvelocity: 340
mediums: 5
powergrid: 24
quote: Secrets are only valuable to those who can pull them from the deep.
quote_attribution: 'Excerpt from Meditations on the Way: Book of the Ocean'
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 430
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 605
shipimg: Heron.jpg
shipname: Heron
sigradius: 40
structurehp: 200
targetrange: 37.5
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Buzzard}}, {{Ship|Heron Navy Issue}}'
volume: 18900
warpspeed: 5
warptime: 5.69
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Heron
title: Heron
type_id: 605
validation_score: 1.0
---
<img src="/605.png" alt="Heron" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Heron is the Caldari Exploration Frigate. Like all Tech I exploration frigates, the Heron receives skill-dependent bonuses to scanner probe strength. The Heron excels at probing cosmic signatures in all security levels of space. The Heron also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Heron pilot crack exploration sites. With these two bonuses, the Heron is a strong starter frigate for Caldari pilots interested in Exploration. And while most Heron pilots eventually skill into Tech II Covert Ops exploration ships (like the Buzzard), there isnt much exploration content that the Heron cant complete.
The Heron has five mid slots, the most of any T1 exploration frigate. This gives the Heron the most room to fit exploration and propulsion modules, and arguably makes the Heron the strongest of the four racial T1 explorers. Like the other three racial variants, the Herons mids are typically fitted with a microwarpdrive and a data and relic analyzer. This leaves two slots for additional assistance modules—most commonly Scan Rangefinding and Pinpointing Arrays, or shield extenders. (There are single modules that do both data and relic analysis and that would leave even more room, but they arent worth the decrease in performance and/or increased cost.)
The exploration Heron is also commonly fitted with a Compact or Improved Cloaking Device, so that the ship can cloak while probing signatures in unsafe space. The Heron cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Heron a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build a Heron that can carry nearly 1000 m3 of cargo. Or, by exchanging the cargo modules for warp stabs, the Heron can serve as a low-sec courier that can evade insta-pointing gate camps.
The Heron can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
## Skills
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
## Tactics
While exploring in dangerous space (especially Wormholes which lack local chat) you should be constantly using the Directional scanner (default hotkey is the "V" key), even while hacking cans in a site. This will warn you of enemy ships. In general it is best to assume any ship you see is hunting you, even other explorers.
While not designed for combat, one can still combat fit an exploration frigate to catch unsuspecting solo gankers off guard. When fitting for combat, as with other races' exploration frigates the Heron has a severe shortage of power grid while having a huge CPU reservoir. In addition, the ship has no bonus to any specific weapon type, so it is generally best to fit missile or rockets to save on power grid for prop mods and a repper. The large CPU left over can then be used to fit a range of damage, resist or EWAR mods. In particular, pairs of Medium Ancillary Shield Boosters (which consume this large amount of CPU) are common on PvP-fit Herons and allow it to stand even against some combat-oriented T1 frigates.
New exploration Heron pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
## Notes
Herons are a type of long-legged, long-necked, freshwater and coastal birds.

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@@ -1,117 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 180
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 45
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 500
hp_structure: 400
name: Kestrel
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 602
velocity: 325
image: /602.png
last_updated: '2026-04-19T17:43:04.917169'
source: eve-university
source_stats:
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class: Frigate
cpu: 180
dronebay: ''
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extrahold: ''
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faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Kestrel Class
inertia: 3.27
info: The Kestrel is a heavy missile boat with one of the most sophisticated sensor
arrays around. Interestingly enough, it has been used by both the Caldari Navy
and several wealthy trade corporations as a cargo-hauling vessel. It is one of
few trading vessels with good punching power, making it ideal for solo trade-runs
in dangerous areas. The Kestrel was designed so that it could take up to four
missile launchers but as a result it can not be equipped with turret weapons nor
with mining lasers.
launchers: 4
lows: 2
mass: 1113000
maxlockedtargets: 5
maxvelocity: 325
mediums: 4
powergrid: 45
quote: Trust extends as far as missiles can fly.
quote_attribution: Caldari border trader saying
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 620
sensortype: Gravimetric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 602
shipimg: Kestrel.jpg
shipname: Kestrel
sigradius: 38
structurehp: 400
targetrange: 50.0
tech: ''
totaltraintime: 250
turrets: 0
variations: '{{Ship|Manticore}}'
volume: 19700
warpspeed: 5
warptime: 5.05
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Kestrel
title: Kestrel
type_id: 602
validation_score: 1.0
---
<img src="/602.png" alt="Kestrel" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
As expected of the Caldari, the Kestrel is the premier Tech 1 missile frigate. It lacks the speed of the Condor or the strong shield tank of the Merlin, but its four mid slots let it mount a good balance of tank, propulsion and tackle, and its significant missile range bonus makes it a powerful kiting ship against foes its own size.
The Kestrel makes an excellent frigate for Level 1 missions, using the superior range of missiles to avoid damage. It is also popular for solo PvP, where the versatility granted by its mid slots is highly valued.
## Skills
The Kestrel is a cheap Tech 1 frigate and is therefore forgiving and not skill-intensive. This doesn't mean that its performance can't be enhanced by skill training, though, and pilots who want to make long-term PvP use of the Kestrel (rather than moving on to other Caldari hulls) can consider their training. Caldari Frigate is the simplest way to improve the Kestrel's performance. Note that the bonus is not purely on damage but also adds to missile velocity, boosting the Kestrel's range. This gives extra room to kite further out against similar rocket ships like the Condor or Breacher. Strong missile support skills help the Kestrel kite, and mobility support skills are important for helping the Kestrel, not New Eden's fastest frigate, control range.
## Tactics
In lowsec solo PvP, the most common fit for the Kestrel is an armor tank with dual webs, a scram, and an afterburner. When flying this kind of fit but also more generally, the Kestrel's rocket range allows it to outrange autocannons , blasters, and even pulse lasers with good support skills. When fighting an opponent with long-range weapons, such as artillery, the Kestrel can often get under the guns of the opponent by orbiting close, as the dual webs help make up for the Kestrel's slow speed. The dual webs also can slow down most opponents enough that T2 Rage rockets will apply their full damage.
In nullsec solo PvP, the Kestrel is sometimes found fitted with a shield tank, single web, and a microwarpdrive. The MWD helps deal with bubbles. With a free lowslot, the ship's DPS can be enhanced with a ballistic control system.
## Notes
The kestrels are a subgroup of falcons. The common Eurasian kestrel is a small bird of prey which often hovers to hunt by flying into the wind.

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 180
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 40
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 500
hp_structure: 400
name: Merlin
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 603
velocity: 310
image: /603.png
last_updated: '2026-04-19T17:38:40.119431'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 350
armorkin: 25
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class: Frigate
cpu: 180
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Merlin Class
inertia: 3.6
info: The Merlin is the most powerful combat frigate of the Caldari. Its role has
evolved through the years, and while its defenses have always remained exceptionally
strong for a Caldari vessel, its offensive capabilities have evolved from versatile,
jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The
Merlin's primary aim is to have its turrets punch holes in opponents' hulls.
launchers: 0
lows: 3
mass: 997000
maxlockedtargets: 5
maxvelocity: 310
mediums: 4
powergrid: 40
quote: Grant your enemy the honor of a swift end.
quote_attribution: 'Excerpt from Meditations on the Way: Book of Storms'
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 580
sensortype: Gravimetric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 603
shipimg: Merlin.jpg
shipname: Merlin
sigradius: 39
structurehp: 400
targetrange: 50.0
tech: ''
totaltraintime: 250
turrets: 3
variations: '[[Hawk]],[[Harpy]],[[Worm]],[[Cambion]]'
volume: 16500
warpspeed: 5
warptime: 4.98
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Merlin
title: Merlin
type_id: 603
validation_score: 1.0
---
<img src="/603.png" alt="Merlin" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Merlin is a Caldari Combat Frigate. It is the slowest of all Tech I frigates, but also one of the toughest, in terms of both tank and damage output. As a result, the Merlin is a very popular damage dealer in small-ship fleet compositions. The ship can also be used as a “second tackle” frigate in mixed fleets, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. The Merlin is an outstanding PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. Given its versatility, the Merlin is an excellent first ship for new Caldari pilots.
You may fit this ship to fulfill almost any need, whether it be a swift shield tanked tackler, a very tough shield tank, or an above-average damage dealer. The Merlin has a bonus to shield resistances, and so the ship is frequently fit with a buffer shield tank (including extenders and/or additional resistance modules). Maybe more than any other Tech I frigate, the Merlins buffer tank bonuses pair well with shield logistics fleetmates (like the Bantam). The Merlin is also typically fit with small blasters to take advantage of its bonuses to hybrid turret damage. In solo PvP, the Merlin is too slow to dictate range in most fights and is almost always fit with dual webs, though these may be paired with either blasters or railguns. New Caldari pilots interested in solo frigate PvP might also be interested in the Kestrel which similarly uses two webs to make up for speed but most commonly uses rockets. In fleet PvP the Merlin's speed matters less. It is fast enough to catch up or warp to the first tackler once they get scram.
## Skills
Further information about additional or recommended skills to pilot Merlin for a specific or its common role(s) can be written here.
## Tactics
The Merlin is a powerful frigate in that it can be fit for either DPS or tackle, whilst maintaining a respectable tank for a T1 frigate (thanks to its shield resist bonus). A common EUni doctrine fit can put out 134 DPS with the guns overheated with only the Short Skill Plan trained.
When flying a blaster Merlin, get in close. Your minuscule optimal ranges mean you basically have to face hug your enemies. Unless you are faster than your opponent this will fail, so in solo PvP Merlins are usually fit with dual webs or overdrive injector systems to make up for the speed gap. In fleet PvP a group of Merlins can apply a large number of webs to targets making this less important. Remember to turn off your MWD once you get in close to the opponent in a fleet - it's easy to overshoot the enemy when you have the MWD on.
When flying a rail Merlin, stay just outside your opponents' range. It's uncommon to see rail MWD kiting Merlins given the lack of a range bonus for the ship. Usually, they are fit with two webs, an afterburner, and a warp scrambler or disruptor. The two webs help prevent an opponent from getting in a close orbit under your guns.
Because Merlins are slow but tough, tackle Merlins usually serve as second tackle, applying a scram and web to hold a target still after faster frigates secure the initial point. Their significant DPS is a bonus in this role.
## Notes
Given the avian theme of Caldari ship names, the Merlin is probably named after the merlin, a common small falcon, rather than after the legendary wizard.

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@@ -1,120 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 165
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 35
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 325
hp_shield: 550
hp_structure: 375
name: Crow
race: Unknown
skill_requirements:
- level: 5
skill_id: 3330
- level: 1
skill_id: 12092
type_id: 11176
velocity: 430
image: /11176.png
last_updated: '2026-04-19T17:52:01.201457'
source: eve-university
source_stats:
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class: Interceptor
cpu: 165
dronebay: ''
externallinks: ''
faction: Caldari State
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 4
hulltype: Condor Class
inertia: 3.25
info: 'Interceptors utilize a combination of advanced alloys and electronics to
reduce their effective signature radius. This, along with superior maneuverability
and speed, makes them very hard to target and track, particularly for high caliber
turrets. <br><br>Developer: Kaalakiota<br><br>As befits one of the largest weapons
manufacturers in the known world, Kaalakiota''s ships are very combat focused.
Favoring the traditional Caldari combat strategy, they are designed around a substantial
number of weapons systems, especially missile launchers. However, they have rather
weak armor and structure, relying more on shields for protection.<br> <br>'
launchers: 4
lows: 2
mass: 1065000
maxlockedtargets: 5
maxvelocity: 430
mediums: 4
powergrid: 35
quote: A mighty wind arrests the weak.
quote_attribution: 'Excerpt from Meditations on the Way: Book of The Mountain'
reqskills: '*{{RequiredSkill|Caldari Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}
** {{RequiredSkill|Spaceship Command|III}}'
scanres: 860
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 550
shieldkin: 40
shieldtherm: 30
shipid: 11176
shipimg: Crow.jpg
shipname: Crow
sigradius: 35
structurehp: 375
targetrange: 32.5
tech: 2
totaltraintime: 23224030
turrets: 0
variations: '{{Ship|Raptor}}, {{Ship|Condor}}'
volume: 18000
warpspeed: 5
warptime: 5.46
source_url: https://wiki.eveuniversity.org/Crow
title: Crow
type_id: 11176
validation_score: 1.0
---
<img src="/11176.png" alt="Crow" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Crow is the Caldari fleet interceptor, repurposed from the combat interceptor role in Rubicon 1.0, and as such has a bonus to warp disruptor and scrambler range, as well as the MWD signature radius bonus common to all interceptors.
The Crow has 4 mid slots like the Stiletto, allowing it to fit both Point and Scram.
## Skills
Further information about additional or recommended skills to pilot Crow for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Crow roles or piloting tactics. You can write them here.
## Notes
In the Uprising expansion, the Crow received a 10% bonus to shield hitpoints per level of Caldari Frigate, which may give this ship a niche as a slightly more durable interceptor.
## Patch History

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
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low_slots: 3
med_slots: 4
powergrid_output: 38
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 350
hp_shield: 525
hp_structure: 425
name: Raptor
race: Unknown
skill_requirements:
- level: 5
skill_id: 3330
- level: 1
skill_id: 12092
type_id: 11178
velocity: 420
image: /11178.png
last_updated: '2026-04-19T17:43:13.174273'
source: eve-university
source_stats:
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class: Interceptor
cpu: 160
dronebay: ''
externallinks: ''
faction: Caldari State
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 3
hulltype: Condor Class
inertia: 3.4
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
their effective signature radius. This, along with superior maneuverability and
speed, makes them very hard to target and track, particularly for high caliber
turrets.
launchers: 1
lows: 3
mass: 1050000
maxlockedtargets: 5
maxvelocity: 420
mediums: 4
powergrid: 38
quote: Speed and enthusiasm are the difference between loyalty and obligation.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}'
scanres: 940
sensortype: Gravimetric
sensorvalue: 14
shieldem: 0
shieldexp: 50
shieldhp: 525
shieldkin: 40
shieldtherm: 30
shipid: 11178
shipimg: Raptor.jpg
shipname: Raptor
sigradius: 34
structurehp: 425
targetrange: 27.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Crow}},{{Ship|Condor}}'
volume: 18000
warpspeed: 5
warptime: 4.95
source_url: https://wiki.eveuniversity.org/Raptor
title: Raptor
type_id: 11178
validation_score: 1.0
---
<img src="/11178.png" alt="Raptor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Raptor is the Caldari combat interceptor. It is bonused for small hybrid damage and optimal range, and shield resists.
When blaster-fit, the Raptor's DPS falls below that of the other hybrid turret combat interceptor, the Taranis, but its 4 mid slots allow it to mount more tackle or EWAR modules, or to leverage its shield bonus with extra tank. Its optimal range bonus allows it to begin damaging its target earlier, while a Taranis would use much more time to reach a good position to apply DPS.
The Raptor can also be rail fit, but its DPS isn't much higher than the Crow in this role, while the Crow also benefits from higher speed and a tackle range bonus. If no weapons are fitted, the Raptor has enough PG for two medium shield extenders and is quite tanky.
## Skills
Further information about additional or recommended skills to pilot Raptor for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Raptor roles or piloting tactics. You can write them here.
## Patch History
## Notes
You can write additional notes for Raptor here.