High Amount of Low Slots
HIGHLIGHTS
10,000 m³ Fleet Hangar
HIGHLIGHTS
1,000,000 m³ Ship Maintenance Bay
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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He dispatched against them a band of Avenging Angels.
- – The Scriptures, Book II, Apocalypse 10:1
The Archon was commissioned by the Imperial Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initiative issued by Navy Command in the wake of Emperor Kor-Azor's assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.
The Archon is capable of generating a Jump Conduit Portal which allows it to instantaneously transport itself and nearby fleet members to a target cynosural beacon. Ship classes that can be moved via conduit: Frigates, Destroyers, Cruisers, Battlecruisers, and Battleships.
SHIP BONUSES
Amarr Carrier bonuses (per skill level):
4% bonus to all armor resistances
5% bonus to Cenobite Support Fighter neutralization optimal range
1% bonus to Armored Command and Information Command burst strength and duration
Role Bonus:
• Can fit Networked Sensor Array
• Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator
• Can fit two Command Burst modules
200% bonus to Command Burst area of effect range
• Can launch Light and Support Fighters
• Can lock at extended ranges
• Conduit Jump Capable
5x penalty to Entosis Link duration
Required Skills
Training Time what's this?147d 13h 43m 40s
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Grouping
▪ Variations none
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Ship Attributes
Fittings |
High 5
Launchers 0
Turrets 0
Rig
3
capital
Calibration 400
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Navigation |
Base Time to Warp 71.616 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.
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Fighters |
Fighter Bay Capacity 60,000 m³
Light Fighter Squad Limit 3
Support Fighter Squad Limit 1
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Targeting |
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Structure |
Structure Hitpoints 76,300 HP
Ship Maintenance Bay Capacity 1,000,000 m³
Fleet Hangar Capacity 10,000 m³
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Armor |
Armor Hitpoints 72,000 HP
Armor Resistances
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Shields |
Shield Capacity 53,000 HP
Shield Resistances
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Summary
The Archon is the Amarr carrier. Although it has an extremely durable armor tank thanks to its resistance bonus, the Archon is mostly overlooked in favor of the other armor carrier, the Thanatos, for both PvP and PvE. This is because the Archon has a smaller fighter bay and lower fighter damage, and carriers usually engage well out of the weapon range of enemy ships.
Skills
Further information about additional or recommended skills to pilot Archon for a specific or its common role(s) can be written here.
Tactics
No sub-article about Archon roles or piloting tactics. You can write them here.
Notes
Archon (ἄρχων) was the ancient Greek word for "ruler" (it's related to the modern English words "patriarchy" and "matriarchy"). But given the tendency of Amarr ship names to draw from specifically religious words, the Archon's name might come from the Archons, powerful beings in the cosmology of Gnosticism and Manicheanism.
Patch History
A long, long time ago...
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Equinox expansion - Equinox in Focus: New Upwell Ships
- Carriers will now have the capability of using a Conduit jump to take 5-30 players in the jump tunnel with them. The Number of players which are passengers for the jump is increased by a new skill, Capital Jump Portal Generation, which increases the limit by 5 per level. This is built into Carriers and does not require a module to be fitted.
- Carriers will gain the ability to fit new capital sized versions of the Micro Jump Drive and the Micro Jump Drive Field Generator, both of these modules will require a new skill, Capital Micro Jump Drive Operation.
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