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eve-wiki-content/content/ships/battleships/tech-2/marshal.md

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---
esi_data:
fitting_stats:
cpu_output: 800
high_slots: 8
low_slots: 7
med_slots: 7
powergrid_output: 18000
rig_slots: 2
group: Black Ops
hull_stats:
hp_armor: 5000
hp_shield: 5000
hp_structure: 4000
name: Marshal
race: Unknown
skill_requirements:
- level: 1
skill_id: 3339
- level: 1
skill_id: 3338
- level: 1
skill_id: 3336
type_id: 44996
velocity: 110
faction: CONCORD
faction_group: Independent
image: /44996.png
last_updated: '2026-04-21T01:06:30.837507'
ship_class: Black Ops
source: eve-university
source_stats:
armorem: 40
armorexp: 40
armorhp: 5000
armorkin: 40
armortherm: 40
bandwidth: ''
bonuses: "'''Black Ops bonuses (per skill level):'''<br>\n10% bonus to Warp Scrambler\
\ and Warp Disruptor optimal range<br>\n20% to Stasis Webifier optimal range<br>\n\
10% bonus to warp speed and acceleration<br>\n'''Gallente Battleship bonuses (per\
\ skill level):'''<br>\n10% bonus to Large Hybrid Turret damage<br>\n7.5% bonus\
\ to Large Hybrid Turret tracking speed<br>\n'''Minmatar Battleship bonuses (per\
\ skill level):'''<br>\n10% bonus to Large Projectile Turret rate of fire<br>\n\
10% bonus to Large Projectile Turret falloff<br>\n'''Caldari Battleship bonuses\
\ (per skill level):'''<br>\n7.5% bonus to Heavy Missile, Cruise Missile and Torpedo\
\ Launcher rate of fire<br>\n10% bonus to Cruise Missile and Torpedo flight time<br>\n\
'''Amarr Battleship bonuses (per skill level):'''<br>\n10% bonus to Large Energy\
\ Turret damage<br>\n10% bonus to Large Energy Turret optimal range<br>\n'''Role\
\ Bonus:'''<br>\n\u2022&nbsp;Can fit Covert Cynosural Field Generator and Covert\
\ Jump Portal Generator<br>\n\u2022&nbsp;No targeting delay after Cloaking Device\
\ deactivation<br>\n\u2022&nbsp;Cloak reactivation delay reduced to 5 seconds<br>\n\
75% reduction to effective distance traveled for jump fatigue<br>\n10% bonus to\
\ security status gains from destruction of non-capsuleer pirates while flying\
\ this ship<br>\n\u2022&nbsp;Armor Repairer and Shield Booster effectiveness increased\
\ by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling\
\ of 50%<br>\n650% bonus to ship max velocity when using Cloaking Devices<br>\n\
100% bonus to Shield Extender hitpoints<br>\n50% bonus to Armor Plate hitpoints<br>\n\
5% Additional bonus to Reinforced Bulkhead hitpoints<br>\n50% bonus to Cynosural\
\ Field Generator duration"
capacitor: 5,000 GJ
caption: Marshal
cargohold: "800 m\xB3"
class: Black Ops
cpu: 800
dronebay: ''
externallinks: ''
extrahold: "2,150 m\xB3"
extraholdtype: Fuel
faction: CONCORD
forumlinks: ''
grouping: Special Edition Black Ops
highlights1: High amount of high slots
highlights2: Increases security status gain
highlights3: ''
highlights4: ''
highs: 8
hulltype: Marshal Class
inertia: 0.07
info: 'The venerable Marshal series of battleships have made up the backbone of
CONCORD''s fleets for a century, in various marks and iterations of a design originally
built around the subframe and keel of the Amarr Empire''s Apocalypse-class battleship.
The appearance of a response force led by Marshal-class battleships invariably
ends in the destruction of criminals and terrorists daring to try their luck in
high-security space.<br><br>
Over the course of the Drifter Crisis, the Directive Enforcement Department assessed
that the aged design, improved only incrementally over the decades, could no longer
meet the challenges facing CONCORD. The Marshal was therefore included in CONCORD
Aerospace''s "Force Majeure Program" to develop enhanced and totally overhauled
versions of its core inventory of police action and combat vessels.<br><br>
While CONCORD Aerospace successfully upgraded the Marshal and other DED vessels
with hyper-advanced technology, the program became a severe drain on CONCORD''s
resources. Consequently, the Inner Circle authorized a limited release of the
Marshal, stripped of CONCORD''s advanced rapid-deployment and electronic warfare
suites, to the capsuleer market via authorized dealers.'
launchers: 6
lows: 7
mass: 150000000
maxlockedtargets: 7
maxvelocity: 110
mediums: 7
powergrid: 18000
quote: Others fight for territory, wealth, ideology. We alone fight for peace and
justice.
quote_attribution: DED Star Marshal Kjersidur Elladall
reqskills: '*{{RequiredSkill|Gallente Battleship|I}}
** {{RequiredSkill|Gallente Battlecruiser|III}}
*** {{RequiredSkill|Gallente Cruiser|III}}
**** {{RequiredSkill|Gallente Destroyer|III}}
***** {{RequiredSkill|Gallente Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}
**** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Spaceship Command|IV}}
* {{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}
**** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Spaceship Command|IV}}
* {{RequiredSkill|Amarr Battleship|I}}
** {{RequiredSkill|Amarr Battlecruiser|III}}
*** {{RequiredSkill|Amarr Cruiser|III}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}
**** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Spaceship Command|IV}}
* {{RequiredSkill|Minmatar Battleship|I}}
** {{RequiredSkill|Minmatar Battlecruiser|III}}
*** {{RequiredSkill|Minmatar Cruiser|III}}
** {{RequiredSkill|Minmatar Destroyer|III}}
*** {{RequiredSkill|Minmatar Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}
**** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Spaceship Command|IV}}
* {{RequiredSkill|Black Ops|I}}
** {{RequiredSkill|Cloaking|IV}}
*** {{RequiredSkill|CPU Management|IV}}
** {{RequiredSkill|Jump Drive Calibration|IV}}
*** {{RequiredSkill|Jump Drive Operation|V}}
**** {{RequiredSkill|Navigation|V}}
**** {{RequiredSkill|Science|V}}
**** {{RequiredSkill|Warp Drive Operation|V}}
***** {{RequiredSkill|Navigation|I}}
** {{RequiredSkill|Spaceship Command|V}}'
scanres: 235 mm
sensortype: Gravimetric
sensorvalue: 40 points
shieldem: 40
shieldexp: 40
shieldhp: 5000
shieldkin: 40
shieldtherm: 40
shipid: 44996
shipimg: Marshal.jpg
shipname: Marshal
sigradius: 330 m
structurehp: 4000
targetrange: 91.00 km
tech: 2
totaltraintime: 81d 10h 45m 58s
turrets: 6
variations: ''
volume: 450000
warpspeed: 3.5 AU/s
warptime: 14.56 s
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Marshal
tech_level: Tech 2
title: Marshal
type_id: 44996
validation_score: 1.0
---
<img src="/44996.png" alt="Marshal" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Marshal is the CONCORD Black Ops battleship. Like its counterparts, the Pacifier and the Enforcer, the Marshal receives bonuses to weapons from all four empires, range bonuses to both warp disruptors/scramblers and webs, and also features a strong active tanking bonus connected with the pilot's Security status. The Marshal also has a very niche bonus to security status gains from killing non-capsuleer pirates. This bonus does have a use, however, in ensuring that you will always have the full 50% bonus to active reps from security status as long as you are not involved in lowsec or hisec ganking. Initially only available as a redeemable code to attendees of EVE Vegas 2017, BPCs are acquirable either as the level 500 reward of Project Discovery or as a reward for recruiting 40 players in the recruit a friend program, provided those recruits buy Omega game time on the EVE Online Website. This limited availability has kept the Marshal much more expensive than its empire peers.
The Marshal brings flexibility, utility, and fast-locking tackle to a blops fleet. With 7 medium and low slots (along with very generous fitting room) and 40% global shield and armor resists, the Marshal can be either armor or shield tanked, with larger blops fleets preferring armor buffer, and solo or smaller groups preferring active shield. Active tank on a Marshal also benefits from the Marshal's bonus to local repairers/shield boosters based on security status. The Marshal has bonuses to all racial weapons but is often fitted with torpedoes to maximize DPS, while autocannons and smartbombs are also used to a lesser extent. With bonuses to warp scramble/disruption range as well as web range, the Marshal provides excellent tackle capabilities, able to point targets at long range (up to around 60km if using abyssal and/or officer disruptors); an officer heavy scram on a Marshal with full skills can reach out up to 2km more than normal scrams while still possessing up to 8 points of warp disruption, creating a niche use in which Marshals are used to hold down supercapital ships with their superior range. Combined with its generous number of mid-slots and high native scan resolution, the Marshal can fit sensor boosters to quickly lock down its targets. When used for hot-dropping, the Marshal is usually fit with a buffer armor tank; in part due to the balanced native resists, such tanks can usually reach up to hundreds of thousands of EHP, with blingier fits (ie. High-Grade Amulets and abyssal modules) easily reaching 600k effective hit points, though these fits sacrifice DPS to a certain extent. On the other hand, decently tanked Marshals still have a moderate amount of hitpoints while reaching over 1800 DPS.
Additionally, the Marshal also sees use in nullsec as a very fast (though expensive) escalation-running battlship, with the extra advantage of possessing a jump drive for extracting from dangerous situations. Marshals fitted for running DED sites usually use Cruise Missiles or Pulse Lasers and are shield-tanked to maximize application and repair rates. Blingier fits are quite capable of finishing a 10/10 (of any faction) in under 20 minutes, but usually require a cyno alt to extract safely and/or reach the next site.
However, being the only battleship without a drone bay, Marshals have some difficulty solo engaging small targets, which historically has led to some Marshals being killed by smaller ships. Additionally the 8-7-7 slot layout can be rather awkward to fit for shields when compared to the eight slots other ships have, though the repair bonus helps to ameliorate this somewhat. One final point is that the Marshal, similar to other BLOPs and CONCORD ships, has slightly less "raw HP“, though the balanced resists help bring it up somewhat.
The main drawback of the Marshal, however, is its price, being only available from Project Discovery or the recruit a friend program and costing around 10 billion for the BPC or 12 billion for the hull alone (Prices: August 2025).
<div style="display: flow-root;">
## Skills
</div>
As one of the most expensive sub-capital ships in the game, the Marshal deserves very good fitting skills. T2 or even faction weapons are highly recommended before undocking, while armor and/or shield skills are a must-have depending on which you choose.
<div style="display: flow-root;">
## Tactics
</div>
As mentioned above, the Marshal can be used as a null-sec DED runner; additionally, if you want to take advantage of its jump drive capabilities you can utilize it as an extremely versatile and powerful Black Ops, with its bonuses to tackle range allowing it to successfully pin down enemies from surprisingly long ranges. However, bear in mind that the hull is over 15 times more pricey than standard BLOPs, and for that very reason, people can and will attempt to bait you into dropping on them. Caution is advised. (See Marshal losses to see what happens to foolhardy blops-droppers)
<div style="display: flow-root;">
## Notes
</div>
According to its description, the Marshal is based on the Amarr Empire's Apocalypse class battleship.
## Patch History