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

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


  • Remote repair & Triage
  • Drones & Fighters
  • other features - ship transport - corp hangar - jump range


  • Siege

Super Carriers

  • Fighter Bombers
  • EWAR immunity & Remote ECM


  • Doomsday
  • Dread damage & EWAR immunity
  • Jump Bridge

Implants & Combat Boosters

Recommended Capital ship skills

Class Wrap-up

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


So you want to be a capital pilot

First lesson about capital ships: EVERYONE WANTS A CAPITAL SHIP KILL MAIL. Long time enemies WILL settle their grudges for a couple of hours if it means capital killmails, remember that.


Battleships can easily bump a carrier away from a station.

The carrier 50% range increase bonus only applies to CAPITAL remote repair modules, NOT regular ones. At Carrier level 3 a capital remote repair module has 37.5km range, at level 4 it is 45km.

The scan resolution of all carriers is very low, so if your carrier is operating as sub-capital support it is best to use a Sensor Booster II module with a scan script to increase your lock speed.

Carrier damage output is on par with a nicely fitted faction battleship. Between 800 and 1200 with fighters. The tanking ability of a carrier is 2000-6000 dps. Triage mode can increase that to 16,000+.

Carriers can carry ships in its ship maintenance bay, a million m3 worth. Which is about 2 battleships, or 10 cruisers. All ships in the ship maintenance bay must be ASSEMBLED. The only cargo acceptable in ships during transport in this way are CHARGES, that means ammo scripts ect. Carriers have about 3400+ m3 of cargo space and it is no different than any other ships cargo hold

Carriers have a CORPORATE HANGER BAY. When you open it, it looks just like the corporate hangar in stations. As the pilot, you can turn on or off the ability to allow your fleet (all or none only) to access the corporate hangar of your carrier – and at the same time utilize your refitting ability (1500 m). Items in your carrier's corporate hangar bay do NOT show up in kill mails.

You can dock a carrier at a station in low or null sec. Titans and motherships cannot dock in a station. All capital ships (supers too) can be stored in a Capital Ship Maintenance Bay at a POS – though you should never do that unless it is a personal POS that no one else has access to.

Carriers cannot fit any launchers or turrets. Energy Neutralizers, smartbombs, drone control units and capital remote reps are generally the best options for high slots.

If you are disconnected with fighters out, they will warp to you and return to your drone bay. Docking in a station with fighters out will however leave you without a flight of fighters.

You can open secure containers in your carriers corporate hangar bay, but you may not remove items from it. So DO NOT carry mission vital items in containers in the ships corp hangar.

To scoop an unmanned ship in space the carrier needs to be 1500m from it. It will go into your ship maintenance bay.

The only implants that affect capital modules are the implants that SPECIFICALLY say they do, otherwise the ships themselves are affected by normal implants the same as a non capital ship is.

Carrier Tactics:

Cloaking will break all control over drones, fighters included. If your fighters are set to follow an enemy through warp you can lose them if they warp to a friendly POS since they will sit idly outside the POS shields making them ideal targets for your enemy.

Carriers are fleet support ships; they make your fleet much more powerful, but are vulnerable on their own.

Do not sit your carrier in the undock path of a station; move it so that an exit’ing ship cannot ram it away from the stations docking range.

Keep a variety of fighters so that you can do your best to match damage types to enemy ships natural weaknesses.

When on your own, watching local is more important than ever, assume all of them will gang up against you (because they WILL).

Carriers have huge drone bays, its best to fill it with the maximum number of fighters minus one or two. With the remaining drone bay you can carrier loads of support drones. I usually carry 3 full flights of: Ogre I's for cheap throwaway DPS, Warrior II's for popping tacklers, Valkyrie /Hammerhead II's for longer ranged medium tacklers. I also carry 2 full flights of heavy remote armor /shield drones, and 20 each of all 4 sentry drones.

When assigning fighters from a POS, try to assign them to ships that don’t have their own drones, or have very small drone bays – ECM ships, HIC's and most HAC's are good options. This maximizes the amount of drones/fighters you force can field.

Keeping a "cynosural field alt" account is almost required for capital ship pilots. Keep that alt in another system ready to drop a cynosural field should you need one, or for when you need to move around.

Triage Mode

You ability to repair yourself and remote repair others is increased by a factor of 4. (-50% duration along with 100% repair bonus) Generally speaking you can tank 14000 to 21000 dps. Some carriers can be specifically fitted to do this permanently while standard carrier fits will last only minutes before the cap burns out.You

Triage mode lasts for 10 minutes and cannot be interrupted. You CANNOT use drones or fighters while you are in triage mode. You CANNOT receive ANY type of remote rep while in triage mode. You cannot move, dock, warp or jump at all while in triage mode. You gain the ability to target 4 more objects.

Triage mode consumes Strontium Clathrates, 450 units at level 1, 50 less units per additional level.

Carrier scan resolution increases by 900% while in triage mode

Unless you have a very good plan, triage mode means you’re going to die.


Compared to cruiser or larger ship types, Fighters do not fare well against frigates. You should carry light drones or web a frigate for fighters to be effective (or just use your lighter drones).

All fighters do the same amount of damage on paper, they all vary in the amount of armor, shield and hull hit points, tracking speed and optimal range.

The ONLY skills that relates to fighters is the Fighters skill and the Carrier skill. Nothing else!

Drones (which are not FIGHTERS) do not get the 200% range bonus. Without another module or skill level, drones have whatever range you always have with them.

You can set your fighters to follow a target if they warp out. A common tactic is for your enemy to warp to a friendly POS where your fighters will insta-pop upon hitting the shields.

Fighters will NOT follow you through a jump to another system, but they WILL follow you through a warp.

Fighters can be sluggish to respond to orders; therefore always give orders several times.

As a carrier pilot you can delegate your fighters to any number of ships in your fleet. This DOES count against THEIR drone control skill limit but NOT their bandwidth limit. The fighters will follow them through warp, but NOT a jump. This is very useful for defensive operations, where you can use T1 frigates to great effect against battleship fleets.

When you assign someone fighters, whoever you assigned them to has THEIR Fighter skill applied to YOUR fighters, so if they have not trained Fighters then YOUR fighters do base damage only.

A fighter controller may return their assigned fighters via the "return control" option. The fighters will immediately warp to the owning carrier unless scrammed.

With Carrier skill at level 5 and Advanced Drone Interfacing at level 5 a carrier can have up to 15 fighters, a mothership can have 25.


Out of siege: A dread out of siege is almost always useless. The only exception to this is the moros as it can put out roughly a thousand dps with its drones (which do not get affected by siege mode). A dread out of siege can still tank a few thousand dps, but it puts out less dps then a battleship (again, this does not include the moros)

In Siege: Siege Mode. The ability to enter siege requires weapons upgrades 5, advanced weapon upgrades 5 and Tactical Weapon Reconfiguration to 1. TWR level 4 is standard requirement for active duty across the galaxy.

A dread in siege gets a 650% damage bonus to damage. Citadel torps in flight while you switch between sieged/unsieged mode will hit for 0 damage.

Dreads in siege get a 100% bonus to repair amount and -50% bonus to repper duration. Because of this it can be pretty difficult to get a dread to run 2 reppers for any extended period of time, and most people choose instead to run just 1 repper.

Your maximum number of targets in siege mode is 2, and you lock time increases drastically. Also, any locks you had before entering siege are lost.

Your tracking and explosion velocities also take a huge hit, because of this sieged dreads are mainly used to kill POSs and capital ships.

The moros and revelation are usually considered to be the best capitals. The Moros because it can put out good DPS/tank while being able to kill smaller ships with its drones, and the rev because it has even better dps/tank (though not much in terms of smaller ship defense) and does not need to reload, a huge plus in massive fleet fights where activating a module can take several minutes due to lag.

The Phoenix and Naglfar however are often viewed as being in need of a boost, due to the poor performance of capital projectile turrets and the problems with citadel torps (targets are often dead before the torps reach their target)

Dreads are the bread and butter of any space holding alliance's fleet. Carriers are nice as well, but any big alliance wants and needs more dreads, as when you're fighting for space you're shooting towers, which involves dreads, or defending towers by shooting dreads, which involves, you guessed it, dreads.

Siege mode lasts for 10 minutes. Siege mode requires strontium clathrates in order to work ( The amount varies depending on what level of Tactical Weapon Reconfiguration you have ).

You cannot be remote repped when in siege mode. Cannot move, cannot dock, and cannot jump. You are immune to any and all forms of electronic warfare while in siege mode. You can receive remote energy transfer while in siege. You cannot warp or jump out while in siege mode.

The Revelation and Moros armor tank, while the Phoenix and Naglfar shield tank.

The best dreadnaughts in cap vs cap battles: Rev --> Moros --> Phoenix --> Naglfar The best dreadnaughts for killing POS: Rev--> Moros --> Phoenix --> Naglfar

So save everyone from having to lie to you and just fly a Revelation or Moros, your Phoenix or Naglfar is no good.

Cynosural fields:

A normal cynosural field generator creates a cynosural field that EVERYONE in the system can instantly warp to. A standard cynosural field will be active for 10 minutes. The ship making it cannot move or dock for those 10 minutes that the field is active. Be sure to turn it OFF before then or you will spend another 10 minutes if you have the liquid ozone in your cargo hold.

The ship generating a cynosural field is NOT invulnerable. A good tactic to use is to make the cynosural field with a throw away ship (kestrel or similar) for high threat areas. If you know for certain you will be under attack when firing the cynosural field generator another option is to use a tougher ship (carrier, battleships, etc.).

If your cyno ship is destroyed while generating a cynosural field you can warp away in your pod.

Liquid Ozone is the fuel need to fire a cynosural field and starts at 450 units with level 1 Cynosural Field Theory skill. It drops by 50 units with every level after level 1 you have.

You must be in a fleet to activate a cynosural field. You must also be in the fleet to jump TO a cynosural field. If you joined AFTER it was created, the cynosural field must be "re-broadcast".

It takes about a month to be able to use the covert ops cynosural field generator. When you use it though, it does NOT appear on other player’s overview like the REGULAR cynosural field generator does.

Only a ship that can FIT a Covert Ops Cynosural field Generator module can jump through one. Capital ships cannot lock onto one, and can therefore not jump to a covert cyno.

Yes, Cynosural fields are the ONLY way a capital ship can get out of a system, they are NOT able to use a standard jumpgate.

You cannot activate a cynosural field while in high sec but you can jump to ANY regular cynosural field FROM high sec (jump freighters).

You cannot activate a covert ops cynosural field in high sec although you can jump TO a covert ops cynosural field FROM high sec.

You CANNOT eject OR self destruct while the regular cynosural field is active.

Some ships (Force Recon for example) get bonuses to Liquid Ozone consumption and a reduced timer for their cynosural field (10 down to 5 minutes).

When jumping to a cynosural field ships appear in a 5km wide sphere around the cynosural field. This means you could potentially "bounce" off a station and wind up away from the docking range if you are not careful with your cyno placement.

If the cyno ship is destroyed while capital ships are jumping to it several things can happen depending on system lag: 1) ships that have already jumped appear where the cynosural field was. 2) ships that have already jumped will land RANDOMLY in the cynosural field's system at a speed which will take minutes to decrease from. Any ship trying to jump after the ship is destroyed will be unable to jump – this can effectively cut a capital fleet in half (or more/less) making it very dangerous to rely on a single/few cyno ships for combat drops. This is why many fleets employ multiple throw-away cyno ships, and fit cynosural field generators on several carriers as backup.

You CANNOT cloak while having an active cynosural field.


At the time of posting there is no in game way of knowing how long a jump is without actually trying to jump, unless jumping to a POS jump beacon. Most players use websites dedicated to this problem such as here.

A good idea is to only jump to systems that have a station you can safely store your carrier in if you get into trouble upon arrival. Pop the cynosural field right at the station.

A single warp disruptor WILL prevent you from jumping AND warping.

The base jump range for a carrier is 6.5 LY, 13 with jump cal. 4. (which is the standard skill level used for planning capital operations for all alliances in EVE).

The jump range for a dreadnought is 5 LY, 10 with JDC level 4. This means you won't be getting as far as you would with a carrier, though most large capital ship moves are planned using a dreadnought with Jump Drive Calibration 4 .

The only skill that increases the jump range is the Jump Drive Calibration skill which takes about a month to start to train.

Jump Drive Operation reduces the amount of capacitor you need to jump by 5% per level. At level 5 you need 70% capacitor power to jump.

Jump Fuel Conservation reduces the amount of racial isotopes you need for any given length of jump.

Capital ships can use Jump Bridges provided there is enough Liquid Ozone in the jumpbridge module to jump your ship – always bring your own ozone and dump it in the jumpbridge – capital ships use about 2000 units for max range jumpbridge jumps.

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