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EVE University Database
 
Ship Database
Akoman
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Blood Raiders
Blood Raiders
Blood Raiders
Faction Battlecruisers
Akoman Class
RELATED UNI-WIKI REFERENCES
Adorn yourself not in gold
But in the crimson trophies of hunts past
– Sacricanonical Scripture, The Ten Sacraments of Sani Sabik, 3:17


In YC128, as the stability of Pochven wavered, the Blood Raiders saw an opportunity to plunder the region for the secrets of Triglavian biotech. The Akoman was constructed to help them take advantage of that opportunity.

Facing off against an inarguably more advanced foe, the Blood Raiders needed a vessel that represented the best of their own technical prowess. This attack battlecruiser allowed Blood Raider fleets to form stronger frontline assaults as they struck at the heart of Triglavian territory.

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range
10% bonus to Energy Nosferatu and Energy Neutralizer fallof range
Minmatar Battlecruiser bonuses (per skill level):
20% bonus to Stasis Webifier range
Role Bonus:
• Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
125% bonus to Large Energy Turret damage
95% bonus in Large Energy Turret powergrid requirement
50% reduction in Large Energy Turret CPU requirement
50% reduction in Large Energy Turret activation cost

Required Skills
Training Time what's this?
3d 8h 9m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1,300 MW
CPU
cpu output
345 tf
Capacitor
capacitor
3,500 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
4
Low
low slots
7
Rig
rigs
3 medium
Calibration
calibration
350
Navigation
Max Velocity
Maximun velocity
220 m/sec
Inertia Modifier
inertia modifier (agility)
0.47
Warp Speed
Maximun warp speed
3.5 AU/s
Base Time to Warp
base time to warp
9.62 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
No drone bay.
Targeting
Max Tgt. Range
Maximun targeting range
70 km
Max Locked Targets
Maximun # locked targets
7
RADAR Sensor
RADAR sensor strength
25 points
Sig. Radius
signature radius
210 m
Scan Res.
scan resolution
230 mm
Structure
Structure Hitpoints
structure hitpoints
2,500 HP
Mass
ship mass
14,760,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
500 m³
Armor
Armor Hitpoints
armor hitpoints
2,700 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Akoman is the Blood Raiders' Attack Battlecruiser, introduced during the 2026 edition of Crimson Harvest. It merges four large energy turrets and a damage bonus that exceeds the larger Bhaalgorn with the long range webs and stronger, longer range neuts and noses of the smaller Ashimmu. While it benefits only having to power half the guns compared to its T1 counterpart, the Amarrian Oracle, it is counterbalanced by the lack of a second large energy turret capacitor cost reduction bonus that the Oracle gets. The Akoman also gains a unique-for-class two utility highs, as well as an extra mid and low slot, and slightly better stats all around compared to the Oracle.

Skills

Like all Blood Raiders ships, having the ship skills—Amarr Battlecruiser and especially Minmatar Battlecruiser—as high as possible will amplify the range bonuses that the Akoman can deliver over regular ships. Similarly, as a laser boat that can potentially fit energy neuts, any pilot will want to make sure that they have the capacitor support skills—Capacitor Systems Operation, Capacitor Management, Controlled Bursts, and Capacitor Emission Systems if using neuts—to make the most of this very cap hungry ship and to be able to rely less on cap boosters or noses.

Tactics

Much like the Bhaalgorn battleship, the Akoman is able to pin down enemies from a distance with its long range webs, and then zap them with four bonused large size pulse lasers. However, given that it only has the tank of a cruiser—a fraction of what a Bhaalgorn can bear—an Akoman pilot will need to be much more wary about being fired back upon while remaining in the 20-40km range where it can use its neuts, webs, and noses. However, given that the Akoman is much faster than a Bhaalgorn, it has the ability to kite in a way that a Bhaalgorn can't, and the web bonus can be used to screen off tackle in a way that an Oracle would struggle to while delivering more damage potential than an Ashimmu.

Notes

For more information about capacitor warfare and other capacitor warfare using ships, see Capacitor warfare.

Patch History