Amarr Basic Ship and Skill Guide

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This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to the new ship index. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Guides -- Amarr | Caldari | Gallente | Minmatar | ORE

Contents

Amarr General Information

The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.

Characteristics

The Amarr lineup is characterized by the following:


PvE

Amarrian ships are more restricted when running missions than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the Arbitrator (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets). A classic progression of Amarr mission ships would be to train the Punisher and Coercer for level 1 missions, move to the Omen or Arbitrator for level 2 missions, then Harbinger for level 3 missions, and finally the Apocalypse for level 4 missions.

For salvaging, the Coercer can fill the role until the Noctis can be purchased.

In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.

The Harbinger is the first T1 ship that can run Incursion Vanguard sites effectively, and the Abaddon can be used by more experienced players. The best armour incursion fleets in highsec currently run with T2 and T3 Amarr ships.

PvP

Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Most notably, the AHAC and Hellcat fleet doctrines are centered around Amarr ships.

At the basic level Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other races' line-ups. As a result Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training. New pilots are likely best served by playing to the Amarr formula until they know when and how to break the rules.

For PvP progression, there are countless possibilities, but the conventional roles are as follows:

Pilots who want to specialize in Damage Dealing will follow the laser hulls from Punisher, to Omen, Harbinger, and the Amarr Battleships (all three are effective in different roles)breaking off towards T2 hulls at some point.

EWAR specialists will follow a different path from cruicifier into arbitators before moving into T2 ship training.

In frigate hulls, the Punisher is typically used for tackling, and the Crucifier for EW. In cruiser hulls, the Omen is very difficult to fit for damage dealing, so the Arbitrator is very popular. The Harbinger makes an excellent damage dealing battlecruiser. In battleship hulls, the Armageddon, Apocalypse, and Abaddon all have their uses. The Armageddon is used by pilots that do not wish to risk too much ISK with a short range pulse fit. The Apocalypse is used as a sniper (sometimes with a very weak tank to maximize damage potential). The Abaddon performs excellently in fleets with logi and other support.

Skills

The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on Basic Skills and Support Skills elsewhere. So if you want maximize turret weapon damage you will train the same gunnery support skills as other projectile or hybrid users (but pay particular attention to Controlled Bursts and Sharpshooter). Similarly the skills are the same for all pilots who want to survive with an armour tank, or use drones effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.

Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.

Cross Training

Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.

Later once pirate faction ships become a consideration, cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. There is no faction which uses Amarr and Gallente ship skills.


Ships

Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.

Rookie Ship

Frigate: INFORMATION
Rookie Ship
Impairor
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
2
turret slots
turrets
1
middle slots
mediums
1
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwith
b/w
120 m³
cargo capacity
cargo
defense
63 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
150 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
20 km
max. targeting range
tgt. range
45 m
ship signature radius
sig. radius
260 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 10% bonus to energy turret capacitor use per skill level.

The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.

The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships. The Impairor can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended.


Eve University

Impairor, Tutorials

 
FITTINGS
H I G H   P O W E R
high slot

Dual Light Pulse Laser I
[empty high slot] 

M E D I U M   P O W E R
medium slot

Cap Recharger I 

L O W   P O W E R
low slot

Small Armor Repairer I 

R I G   S L O T
rigs

 

D R O N E S   &   C H A R G E S
D R O N E S
drones

C H A R G E S

Multifrequency S

 


Frigate

Frigate: INFORMATION
Executioner
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
2
turret slots
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
135 m³
cargo capacity
cargo
defense
235 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
305 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
20 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
404 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.

The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.

Frigate: INFORMATION
Inquisitor
Amarr Empire
SHOW ATTRIBUTES
 
fittings
4
high slots
highs
3
launcher slots
launchers
1
turret slots
turrets
2
middle slots
mediums
3
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
315 m³
cargo capacity
cargo
defense
274 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
423 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
35 km
max. targeting range
tgt. range
43 m
ship signature radius
sig. radius
306 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per skill level.

The Inquisitor is another example of how the Amarr Imperial Navy has modeled their design to counter specific tactics employed by the other empires. The Inquisitor is a fairly standard Amarr ship in most respects, having good defenses and lacking mobility. It is more Caldari-like than most Amarr ships, however, since its arsenal mostly consists of missile bays.

The Inquisitor is the only Amarr T1 ship with missile bonuses. Even with good missile skills, it has less than impressive attributes.

Frigate: INFORMATION
Tormentor
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
2
turret slots
turrets
1
middle slots
mediums
3
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwith
b/w
235 m³
cargo capacity
cargo
defense
118 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
243 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
25 km
max. targeting range
tgt. range
45 m
ship signature radius
sig. radius
301 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 5% bonus to cargo capacity and 20% bonus to mining laser yield per skill level
Role Bonus: -60% mining laser capacitor use

The Tormentor has been in service for many decades, mainly as a mining ship. It is not big enough to cut it as a battle frigate, but as with most Amarr ships its strong defenses make it a tough opponent to crack. Exactly for this and the way it seems to be curling up on itself has given the Tormentor-class the nickname 'Armadillo'.

Fledgling Amarr miners will want to start here.

Frigate: INFORMATION
Punisher
Amarr Empire
SHOW ATTRIBUTES
 
fittings
4
high slots
highs
0
launcher slots
launchers
3
turret slots
turrets
2
middle slots
mediums
4
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
135 m³
cargo capacity
cargo
defense
391 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
469 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
25 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
287 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per skill level.

The Amarr Imperial Navy has been upgrading many of its ships in recent years and adding new ones. The Punisher is one of the most recent ones and considered by many to be the best Amarr frigate in existence. As witnessed by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.

This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 3 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the tackling trinity: a propulsion module, a point, and a web.

This the E-UNI tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.

Frigate: INFORMATION
Crucifier
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
2
turret slots
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwith
b/w
165 m³
cargo capacity
cargo
defense
274 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
375 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
47 km
max. targeting range
tgt. range
46 m
ship signature radius
sig. radius
282 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.

The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

The Crucifier is the Amarr EWAR frigate, and works great as an extremely cheap long range EWAR platform for very new pilots.

Frigate: INFORMATION
Magnate
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
2
turret slots
turrets
1
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwith
b/w
320 m³
cargo capacity
cargo
defense
160 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
386 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
34 km
max. targeting range
tgt. range
43 m
ship signature radius
sig. radius
296 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate Skill Bonus:
5% bonus to Small Energy Turret capacitor use per level
5% increase to scan strength of probes per skill level
5% reduction to survey probe flight time per level

This Magnate-class frigate is one of the most decoratively designed ship classes in the Amarr Empire, considered to be a pet project for a small, elite group of royal ship engineers for over a decade. The frigate's design has gone through several stages over the past decade, and new models of the Magnate appear every few years. The most recent versions of this ship – the Silver Magnate and the Gold Magnate – debuted as rewards in the Amarr Championships in YC105, though the original Magnate design is still a popular choice among Amarr pilots.

Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.


Destroyer

Destroyer: INFORMATION
Coercer
Amarr Empire
SHOW ATTRIBUTES
 
fittings
8
high slots
highs
0
launcher slots
launchers
8
turret slots
turrets
1
middle slots
mediums
4
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
300 m³
cargo capacity
cargo
defense
688 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
860 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
30 km
max. targeting range
tgt. range
62 m
ship signature radius
sig. radius
252 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Destroyer Skill Bonus:
10% bonus to Small Energy Turret tracking speed per level
10% bonus to Small Energy Turret Capacitor usage per level
Role Bonuses:
50% bonus to optimal range for small energy turrets

Noticing the alarming increase in Minmatar frigate fleets, the Royal Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.

The Coercer sees some use in PvE activities or as a cheap Noctis substitute. It isn't very popular in PvP due to only having 1 mid slot.


Cruiser

Cruiser: INFORMATION
Arbitrator
Amarr Empire
SHOW ATTRIBUTES
 
fittings
4
high slots
highs
1
launcher slots
launchers
2
turret slots
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
150 m³
drone capacity
drones
50 Mbit/sec
drone bandwith
b/w
345 m³
cargo capacity
cargo
defense
1,016 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,368 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
50 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
159 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser Skill Bonus: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.

The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.

You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game. There are many effective configurations for both PvE and PvP with this ship.

Cruiser: INFORMATION
Augoror
Amarr Empire
SHOW ATTRIBUTES
 
fittings
4
high slots
highs
0
launcher slots
launchers
3
turret slots
turrets
2
middle slots
mediums
5
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwith
b/w
465 m³
cargo capacity
cargo
defense
860 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,329 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
42 km
max. targeting range
tgt. range
110 m
ship signature radius
sig. radius
153 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser Skill Bonus: 10% bonus to armor hitpoints per level and 10% bonus to capacitor need of energy transfer arrays per level.
Role bonus: 500% bonus to range of energy transfer arrays.

The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. It is mainly used by the Amarrians for escort and scouting duties where frigates are deemed too weak. Like most Amarrian vessels, the Augoror depends first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters.

The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or some remote repair battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have a tough tank, but it's hard to make that tank useful.

Cruiser: INFORMATION
Omen
Amarr Empire
SHOW ATTRIBUTES
 
fittings
5
high slots
highs
1
launcher slots
launchers
5
turret slots
turrets
3
middle slots
mediums
5
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwith
b/w
450 m³
cargo capacity
cargo
defense
1,173 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,563 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
45 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
181 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to Medium Energy Turret rate of fire per level.

The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.

The Omen is a bit dissapointing as it is difficult to fit, and almost always leaves something to be desired in any configuration.

Cruiser: INFORMATION
Maller
Amarr Empire
SHOW ATTRIBUTES
 
fittings
6
high slots
highs
0
launcher slots
launchers
5
turret slots
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
280 m³
cargo capacity
cargo
defense
1,368 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,875 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
47 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
164 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all Armor Resistances per level.

Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.

For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship.


Battlecruiser

Battlecruiser: INFORMATION
Prophecy
Amarr Empire
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
1
launcher slots
launchers
6
turret slots
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwith
b/w
350 m³
cargo capacity
cargo
defense
3,419 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
4,883 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
50 km
max. targeting range
tgt. range
265 m
ship signature radius
sig. radius
150 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Battlecruiser Skill Bonus: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level
99% reduction in the CPU need of Warfare Link modules.

The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.

The Prophecy is not a commonly used ship. It certainly can fit a excellent tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship.

Battlecruiser: INFORMATION
Harbinger
Amarr Empire
SHOW ATTRIBUTES
 
fittings
8
high slots
highs
0
launcher slots
launchers
7
turret slots
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwith
b/w
350 m³
cargo capacity
cargo
defense
3,516 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
5,469 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
50 km
max. targeting range
tgt. range
265 m
ship signature radius
sig. radius
150 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Battlecruiser Skill Bonus: 10% reduction in laser capacitor need and 5% bonus to laser damage per level.
99% reduction in the CPU need of Warfare Link modules.

Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.

The Harbinger is an extremely capable tier 2 Battlecruiser and is well balanced with its competitors from the other races. It is the first real lazor powerhouse in the Amarr lineup.


Battleship

Battleship: INFORMATION
Armageddon
Amarr Empire
SHOW ATTRIBUTES
 
fittings
8
high slots
highs
0
launcher slots
launchers
7
turret slots
turrets
3
middle slots
mediums
8
low slots
lows
drones & cargo
125 m³
drone capacity
drones
125 Mbit/sec
drone bandwith
b/w
600 m³
cargo capacity
cargo
defense
5,469 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
6,641 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
65 km
max. targeting range
tgt. range
370 m
ship signature radius
sig. radius
105 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship Skill Bonus: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.

The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor.

The Armageddon is the lowest tier Amarr battleship. It can have 7 laser turrets and has a 125mb drone bandwidth and 125m3 bay, allowing it to field heavy or sentry drones if desired. The Armageddon's lower number of turret slots makes it easier on the capacitor than the Apocalypse. This along with the low price tag and extra low for more tank makes it a decent first battleship for new Amarr level 4 mission runners.

Battleship: INFORMATION
Apocalypse
Amarr Empire
SHOW ATTRIBUTES
 
fittings
8
high slots
highs
2
launcher slots
launchers
8
turret slots
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwith
b/w
675 m³
cargo capacity
cargo
defense
6,211 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
7,500 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
67 km
max. targeting range
tgt. range
400 m
ship signature radius
sig. radius
94 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship Skill Bonus: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.

In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.

The Apocalypse is the second tier Amarr battleship. It has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned in to a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser sniper fits. The Apocalypse has an extra turret slot over the Armageddon, giving it more damage. The Apocalypse does not have the raw firepower of the Abaddon however, but is an easier ship to skill for.

Battleship: INFORMATION
Abaddon
Amarr Empire
SHOW ATTRIBUTES
 
fittings
8
high slots
highs
1
launcher slots
launchers
8
turret slots
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwith
b/w
525 m³
cargo capacity
cargo
defense
7,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
8,500 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
80 km
max. targeting range
tgt. range
470 m
ship signature radius
sig. radius
89 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship Skill Bonus: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.

The Abaddon class ship is a celestial tool of destruction. It is designed to enter combat from the outset, targeting enemies at range and firing salvo after salvo at them, and to remain intact on the battlefield until every heretic in sight has been torn to shreds.

The Abaddon is the tier 3 Amarr battleship. It has a bonus to laser damage and armor resistances, but the normal bonus to laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship, because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.


Industrial

T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the Creating an Alt Hauler article for more information.

Industrial: INFORMATION
Sigil
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
1
turret slots
turrets
3
middle slots
mediums
5
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
3,000 m³
cargo capacity
cargo
defense
156 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,016 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
45 km
max. targeting range
tgt. range
210 m
ship signature radius
sig. radius
155 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level

A recent ship from Viziam. Based on a old slave transport design.

There is really no reason to fly a Sigil as the Bestower has the same skill requirements and is better in nearly every way that counts.

Industrial: INFORMATION
Bestower
Amarr Empire
SHOW ATTRIBUTES
 
fittings
2
high slots
highs
0
launcher slots
launchers
1
turret slots
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwith
b/w
4,800 m³
cargo capacity
cargo
defense
195 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
 
1,173 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
25
Icon resist exp.png
20
target & nav
45 km
max. targeting range
tgt. range
210 m
ship signature radius
sig. radius
125 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level

The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor himself has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.

Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the bestower is a favourite for alternate character hauling setups.


Related Links

Ship Fitting Guides -- Amarr | Caldari | Gallente | Minmatar | ORE

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