Capital Ships 101

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Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum:

Describe the general purpose and objectives of the class, and the intended audience.

  • Duration: 60-90 minutes
  • Location: Docked up safely in a station near you

Class contents:

  • What is a capital ship, and which kinds are there?
  • A Brief history of Capital ships
  • The different capital ships
  • Why fly a capital ship
  • How to fly a Carrier / Dreadnought / Mothership / Titan
  • Remote repair, Triage & Siege
  • Cynosural fields & moving capital ships
  • Implants & Combat boosters
  • Recommended skills
  • Q&A

Student requirements:

  • mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: Mumble
  • Access to the Class.E-UNI in-game chat channel

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links
  • In addition to the ship links listed in the syllabus, examples of modules for remote armor repair, shield repair, energy transfer, Triage, Siege, Remote ECM Burst are useful. As well as Fighters, Fighter Bombers.

Class Contents


Welcome to this class on Capital Ships 101!

This course is designed primarily for pilots who would like a general introduction to capital ships, why you should consider flying one, and what you will need to train to fly one effectively.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of the lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station [in Aldrat if you intend to participate in the practical exercise], or located....]

Everyone ready? OK, then - let's begin....

What is a Capital Ship?

There eight types of capital ships in EVE-Online, split into two groups: combat and non-combat capital ships.

For combat there are the following four types of capital ships:

  • Carriers - Fleet logistical support, with the ability to field 10-15 fighter class drones
  • Dreadnoughts - Siege weapon platform designed to destroy stationary structures and other capital ships
  • Super Carriers - Carrier on steroids, immune to all forms of electronic warfare, with the ability to field 20-25 fighter/fighter bomber drones as well as fire remote ECM bursts
  • Titans - Dreadnought on steroids, immune to all forms of electronic warfare, able to open jump bridges for a fleet as well as the ability to fire a doomsday device

For the non-combat group, there are the following four types of capital ships:

  • Orcas - mining command ship with a very large bay for holding ore
  • Rorquals - mining command ship, with the the ability to compress ore for easier transport
  • Freighters - haulers with tremendous cargo capacity
  • Jump Freighters - Freighters equipped with a jump drive

This class is focused on explaining and teaching the use of combat capital ships.

A Brief History of Capital Ships

Since their initial introduction in 2005 with the Red Moon Rising expansion, all combat related capital ships have received major overhauls to stats, bonuses, and abilities.

Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down POS's which previously only had been possible with large fleets, with a similar development with carrier fleets - in order to bulk up the damage output of corporation and alliances with many low skilled pilots - by the use of remotely assigning fighter drones. In low sec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, Titans and Super carriers (or mother-ships as they were dubbed back then) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POS's, an outpost and their entire presence in 0.0. It took a almost a full year for the first Titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships. But that was not to stay the case for long.

With continued expansion of the ranks of capital pilots, Carriers began to be deployed on the front lines of battleship-class battles to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a previously unheard of feat with less than 100-150 battleship pilots. The introduction of Titans to 0.0 combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay.

The different capital ships


  • Amarr - Archon - 50% bonus per level to capital remote armor transfer and capital remote energy transfer range, 5% bonus per level to armor resistances.
  • Caldari - Chimera - 50% bonus per level to capital remote shield tranfer and capital remote energy transfer range, 5% bonus per level to shield resistances.
  • Gallente - Thanatos - 50% bonus per level to capital remote shield tranfer and capital remote armor transfer range, 5% bonus per level to fighter damage.
  • Minmatar - Nidhoggur - 50% bonus per level to capital remote shield tranfer and capital remote armor transfer range, 5% bonus per level to shield and armor transfer amount.

Common traits:

  • 99% reduction in CPU need for Warfare Link modules
  • 99% reduction in CPU need for Tactical Logistics Reconfiguration (Triage) modules
  • Can deploy 1 additional Fighter or Drone per level
  • 200% bonus to Fighter control range


  • Amarr - Revelation - 10% reduction in Capital Energy Turret capacitor use and 5% bonus to Capital Energy Turret rate of fire per skill level
  • Caldari - Phoenix - 5% bonus to kinetic missile damage and 5% bonus to Capital Launcher rate of fire per skill level
  • Gallente - Moros - 5% bonus to Capital Hybrid Turret damage and 5% bonus to Capital Hybrid Turret rate of fire per level
  • Minmatar - Naglfar - 5% bonus to Capital Projectile damage per level and 5% bonus to Capital Projectile rate of fire per level


Super carriers retain the same racial bonuses as their Carrier brethren have in addition to the following:

  • 99% reduction in CPU need for Warfare Link modules
  • Can fit Projected Electronic Counter Measures
  • Can deploy 3 additional Fighters or Fighter Bombers per level
  • Can fit 1 additional Warfare Link module per level
  • 200% bonus to Fighter or Fighter Bomber control range
  • Immune to all forms of Electronic Warfare



Titans started their first year in EVE as a joke, and then suddenly became the one thing every sub-capital fleet feared, was nerfed, for then in December 2009 to be completely neutered with the Dominion patch.

The first major difference introduced in Dominion was nerfing the Doomsday weapon. Instead of being one massive smartbomb - able to kill whole fleets (and crash servers), each of the new Doomsday weapons inflict a staggering amount of damage to a single target. One shot is enough to kill anything short of another Titan, tanked Supercarrier or a POS tower. Lesser super-capital ships may be able to survive one shot if they tanked EXTREMELY against the damage type of the weapon, which is still its racially-preferred damage type.

The second major difference introduced in Dominion is that Titans are now significantly tougher. The racial preferred defensive layer (i.e. Shields for Caldari, armor for Gallente, etc) has been quadrupled in capacity, the secondary defensive layer has been tripled, and the hull structure has been doubled.

The third major difference introduced in Dominion is that Titans have recieved a 100% bonus per level damage boost to their preferred weapons, which boosts their potential DPS to a single target nearly to the level of a Dreadnaught without going into siege - and thats before considering the Doomsday weapon.

  • Amarr - Avatar - 100% bonus to Capital Energy Turret damage per level and 7.5% bonus to gang members' capacitor recharge rate per level
  • Caldari - Leviathan - 125% bonus to Citadel Missile kinetic damage per level and 7.5% bonus to gang members' maximum shield HP per level
  • Gallente - Erebus - 100% bonus to Capital Hybrid Turret damage per level and 7.5% bonus to gang members' maximum armor HP per level
  • Minmatar - Ragnarok - 125% bonus to Capital Projectile Turret damage per level and 7.5% reduction in gang members' signature radius per level

Common traits:

  • 99% reduction in CPU need for Warfare Link modules
  • Can fit Super Weapon (Doomsday device)
  • Can fit Jump Portal Generator
  • Can fit Clone Vat Bay
  • Can fit 1 additional Warfare Link module per level
  • Immune to all forms of Electronic Warfare

Why Fly a Capital ship

Pilots choose to fly capital ships for many different reasons. One of the largest reasons why pilots fly capitals is because they have simply run out of other skills they wish to train.


Carriers are probably one of the most common capital ships. Many people utilize the carriers capability to hold a million cubic meters of fully fit ships. This makes the carrier an ideal platform for moving assets in Low and Null security space. Further, carriers are very useful in the defense of Sovereignty. During Sov warfare in Null security space, certain structures must be attacked. By driving off the attackers, the defenders can use the immense repair capabilities of a carrier in triage to quickly repair any damage done by the attack.

In addition to defense and logistics carriers are also useful in combat. From as simple as undocking a carrier from a station to rep up a ship during station-games to as complex as the triage tactics exemplified by Rooks and Kings, carriers bring many unique capabilities to the battlefield.

Supercapitals and Dreadnaughts

Generally super carriers, titans, and to a lesser extend dreadnaughts are only used during coordinated alliance or corporation operations. Because they are so expensive to fly and fit supercapitals are almost treated as an alliance asset in many cases.

How to Fly a Capital Ship

Capital Ship Mechanics

Capital ships have several mechanics that set them apart from regular ships. One of the most obvious is the ability to 'jump' to a cynosural field. What is a cynosural field, you may ask? Well, a cynosural field is an object produced by a ship fitted with a Cynosural Field Generator. It costs Liquid Ozone to generate, and the ship generating it is unable to move or activate modules for 10 minutes. Capital ships can consume jump fuel (isotopes) in order to teleport to the "cyno". Jumping consumes a large amount of capacitor, so many capitals will jump in "cap fit". This means that modules such as Capacitor Flux Coils and Cap Rechargers are fit, enabling the capital ship to regenerate its capacitor prior to engaging. It will then use the fitting services of its fleetmates in carriers in order to refit for "tank" (all ships), "gank" (dreadnoughts, supercarriers, and Titans) or "triage" (carriers and supercarriers).

Prior to the Phoebe patch, there was no limit to the amount of times a capital ship could jump, however many groups were abusing this, giving their large supercapital fleets a huge amount of mobility. CCP then introduced Jump Fatigue, a mechanic that prevents capital ships from jumping again immediately. If a capital jumps multiple times in rapid succession, the Jump Fatigue the pilot accrues increases exponentially, discouraging rapid chain-jumping in order to get somewhere. Jump Fatigue is also inflicted by taking Jump Bridges, and using a Titan's Jump Portal. The effects of Jump Fatigue are reduced for pilots of industrial ships, including Jump Freighters, and Black Ops ships.


The usual role of a carrier is that of "Triage". The carrier can fit a triage module, which massively boosts its remote repair capabilities, while increasing its local tank and making it immune to electronic warfare. What's the catch, I hear you say? There are multiple. Firstly, the triage module consumes Strontium Clathrates, one of the more expensive ice products. Secondly, while in Triage the carrier cannot move or jump. Thirdly, Triage lasts five minutes. Finally, the thing that makes flying Triage so dangerous. When in Triage mode, the carrier CANNOT receive repairs from its fleetmates. In a capital and supercapital brawl, the triage carrier is not long for the world, especially when focused by Titans and Sieged Dreadnoughts.

However, the carrier is not always relegated to a support role. The carrier can fit Drone Control Units which, when combined with the bonus from the racial Carrier skill, can enable a carrier pilot to use up to 15 drones! The most commonly used carrier drones are fighters. Fighters are extremely powerful drones, with the ability to deal massive amounts of damage and follow a target in warp. Another drone type used by carriers are sentry drones. The "Slowcat" doctrine is built around massive amounts of Archon carriers repairing each other constantly, while dealing huge amounts of damage with sentry drones.

Carriers are the most "useful" capital ship, in the opinion of many. In addition to their combat capabilities, carriers have a Ship Maintenance Bay, which can store up to 1 million square metres of ships. Many players use their carriers as "suitcases", storing ships in their SMBs and jumping to a destination, transporting many ships over a potentially vast distance. Carriers also feature corporation hangars which can be accessed by anyone in the corporation.


Dreadnoughts are the most straightforward capital in this author's opinion. Flying one is easy! Undock, jump in, siege up, press F1 a lot, and then die! In all seriousness though, a Dreadnought is a giant gunboat, second only in raw DPS to supercarriers and Titans. The thing responsible for this DPS is the Siege Module. It behaves similarly to the carrier's Triage Module, preventing movement and jumping while also preventing remote assistance and EWar, however Siege Mode boosts the Dread's DPS to near-Titan levels. However, due to the ban on remote assistance, the Siege Dreadnought has a different nickname in a fleet fight - the Suicide Dread.


Supercarriers behave in a similar fashion to carriers, with the exception that they cannot fit triage modules, are permanently immune to EWar, cannot dock, and can utilise Fighter Bombers. Fighter Bombers are similar to fighters, but are exclusive to Supercarriers. They deal more DPS, and have a more overwhelming alpha damage strike. The only faction capital ship, the Revenant, is a supercarrier. Revenants are so rare that only three have died. One was killed by Black Legion in one of the most famous awoxes in Eve history. One was killed in a special event that so many people attended, the server failed to even generate a killmail for it. The third one died only a few days before this article was written, ganked by Pandemic Legion, the owners of the first Revenant to ever die.


Flying a Titan (and a supercarrier) is commonly referred to as "flying a space coffin". These ships cannot dock, and it is a very poor idea to try and store them in a POS where they can be easily stolen. This means that once your pilot is in a Titan, it's probably not leaving until the Titan dies. Despite this, many people aspire to fly these ships due to their awesome power. The Titan has the ability to use a Doomsday Device. This weapon targets a single capital-sized ship, and after a short delay, deals 2 million raw damage (at DD Operation 1) to 3 million raw damage (at DD Operation 5). After activating this module, for 30 seconds the Titan cannot move, and for 10 minutes the Titan cannot jump. Using the Doomsday also consumes jump fuel.

The Titan is also a capable combat ship, doing Dreadnought levels of damage, without the need to use Siege Mode. Like the supercarriers, and the sieged and triaged dreadnoughts and carriers, a Titan is also immune to EWar. Finally, the Titan can activate a Jump Bridge, a module that allows ships without a jump drive to teleport to a cyno.

Implants & Combat Boosters

When you are piloting a ship as expensive as a capital, money is no object when it comes to your pod. The specific implants you pick, and the specific boosters you use will depend on the ship you are flying.

Recommended Capital Ship Skills

It is recommended to have perfect, or near-perfect support skills before flying a capital. If you are flying a carrier or a supercarrier, having perfect drone and tank skills will allow you to extract maximum performance from your hull, whereas if you are flying a dreadnought or a Titan, you should train your gunnery support skills, in addition to having perfect tank skills. It is also HIGHLY recommended to have your racial ship skill to 5. The bonuses from racial ship skills are massive on capital ships, and therefore many alliances will require you to train these before flying a capital. Finally, all skills relating to jumping to cynos, such as Jump Drive Calibration and Jump Fuel Conservation, should all be to 5.

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?
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