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eve-wiki-content/content/ships/cruisers/faction/harbinger-navy-issue.md

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esi_data, faction, faction_group, image, last_updated, ship_class, source, source_stats, source_url, tech_level, title, type_id, validation_score
esi_data faction faction_group image last_updated ship_class source source_stats source_url tech_level title type_id validation_score
fitting_stats group hull_stats name race skill_requirements type_id velocity
cpu_output high_slots low_slots med_slots powergrid_output rig_slots
410 7 6 5 1625 3
Combat Battlecruiser
hp_armor hp_shield hp_structure
7875 4500 6750
Harbinger Navy Issue Unknown
level skill_id
2 33095
33155 175
Amarr Empire Empire /33155.png 2026-04-21T01:00:20.390916 Combat Battlecruiser eve-university
armorem armorexp armorhp armorkin armortherm bandwidth bonuses capacitor cargohold class cpu dronebay externallinks faction grouping highlights1 highlights2 highs hulltype inertia info launchers lows mass maxlockedtargets maxvelocity mediums powergrid quote quote_attribution reqskills scanres sensortype sensorvalue shieldem shieldexp shieldhp shieldkin shieldtherm shipid shipimg shipname sigradius structurehp targetrange tech totaltraintime turrets variations volume warpspeed warptime
50 20 7875 25 35 50 Mbit/sec <b>Amarr Battlecruiser bonuses (per skill level):</b><br> 7.5% bonus to Medium Energy Turret tracking speed<br> 10% bonus to Medium Energy Turret damage<br> 10% bonus to Medium Energy Turret activation cost<br> <b>Role Bonus:</b><br> • Can fit Warfare Link modules<br> 25% bonus to Medium Energy Turret optimal range and falloff 3,500 GJ 375{{m3}} Combat Battlecruiser 410 75 m³ Amarr Empire Faction Battlecruisers Can use Command Burst module High Amount of High Slots 7 Harbinger Class 0.52 While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements. 0 6 15500000 7 175 5 1625 God is the only true judge, we just expedite court dates. Unknown Amarr Soldier *{{RequiredSkill|Amarr Battlecruiser|II}} ** {{RequiredSkill|Spaceship Command|III}} ** {{RequiredSkill|Amarr Cruiser|III}} *** {{RequiredSkill|Spaceship Command|II}} *** {{RequiredSkill|Amarr Destroyer|III}} **** {{RequiredSkill|Amarr Frigate|III}} ***** {{RequiredSkill|Spaceship Command|I}} 210 mm RADAR 21 points 0 50 4500 40 20 33155 Harbinger Navy Issue.jpg Harbinger Navy Issue 270 m 6750 70 km F 2d 1h 9m 40s 6 {{Ship|Absolution}},{{Ship|Harbinger}} 234000 3.5 AU/s 11.17 s
https://wiki.eveuniversity.org/Harbinger Navy Issue Faction Harbinger Navy Issue 33155 1.0
Harbinger Navy Issue

Summary

Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.

Skills

Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships. Gunnery V, Medium Energy Turret V and Medium Pulse Laser Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo. While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4. Controlled Bursts IV, Capacitor Management IV and Capacitor Systems Operation IV are all important for cap management. Rapid Firing IV, Surgical Strike IV are skills that increase DPS and are thus vital to all turret-based damage dealing ships. Along with the obvious Power Grid Management V and CPU Management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank. Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such. Drones V, Light Drone Operation IV, Medium Drone Operation IV, Drone Interfacing IV and Gallente Drone Specialization II/Minmatar Drone Specialization II are all are important for getting as much DPS out of the 50 m3 dronebay as possible. Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills. The appropriate skills required for fitting a Full T2 Armour or Shield Tank.

Tactics

No sub-article about Harbinger Navy Issue roles or piloting tactics. You can write them here.

Notes

No notes for Harbinger Navy Issue. ## Patch History