<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>10% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>20% reduction in Cloaking Devices CPU requirement<br>20% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>10% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>• Cloak reactivation delay reduced to 5 seconds<br>
1,440 GJ
315 m³
Force Recon Ship
370
150 m³
Amarr Empire
Recon Ships
Can Use Covert Ops Cloak
4
Arbitrator Class
0.61
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
0
5
11370000
8
198
5
1000
We carry the Lord's light, which means we also control the shadows it casts.
The Pilgrim is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
The Pilgrim and the Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.
Skills
Further information about additional or recommended skills to pilot Pilgrim for a specific or its common role(s) can be written here.
Tactics
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.