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EVE University Database
 
Ship Database
Fenrir
Fenrir
Fenrir
Minmatar Republic
Minmatar Republic
Minmatar Republic
Freighters
Fenrir Class
Highlight
Has Huge Cargohold
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
We must always remember, but never dwell.
– From the Wisdoms of Elder Vheroka


Third in line to jump on the freighter bandwagon, the Republic decided early in the design process to focus on a balance between all ship systems. True to form, their creation is comparatively lightweight - though lightweight is certainly not a term easily applicable to this giant.

SHIP BONUSES

Minmatar Freighter bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
100% reduction in Reinforced Bulkhead CPU requirements
90% reduction to effective distance traveled for jump fatigue

Required Skills
Training Time what's this?
36d 8h 30m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Nomad
Nomad
Jump Freighters Fenrir Class
Has Huge Cargohold
0 (0/0) 0 3
3 MW 5 tf
96 m/sec
132,000 m³

Ship Attributes

Fittings
Powergrid
powergrid
3 MW
CPU
cpu output
1 tf
Capacitor
capacitor
3,000 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
0
Low
low slots
3
Rig
rigs
0 
Calibration
calibration
0
Navigation
Max Velocity
Maximun velocity
80 m/sec
Inertia Modifier
inertia modifier (agility)
0.063
Warp Speed
Maximun warp speed
1.5 AU/s
Base Time to Warp
base time to warp
71.62 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.
Ansiblex Activation Cost:
missing
Drones
No drone bay.
Targeting
Max Tgt. Range
Maximun targeting range
0 km
Max Locked Targets
Maximun # locked targets
0
LADAR Sensor
LADAR sensor strength
82 points
Sig. Radius
signature radius
10,390 m
Scan Res.
scan resolution
0 mm
Structure
Structure Hitpoints
structure hitpoints
78,000 HP
Mass
ship mass
820,000,000 kg
Volume
ship volume
15,500,000 m³
Cargo Capacity
cargo capacity
435,000 m³
Armor
Armor Hitpoints
armor hitpoints
26,400 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
57,600 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Fenrir is the Minmatar freighter, a huge cargo ship for moving large volumes through highsec. It is the fastest of the four freighters, both to align and at sub-warp speed (80 m/s base), which saves a lot of time on long trips. In exchange it shares the smallest base cargo hold with the Providence (435,000 m3, against 440,000 m3 for the Obelisk and 465,000 m3 for the Charon), and it has the lowest base hit points of the four, though on a freighter that matters little (see Tactics). The Minmatar Freighter skill (+5% cargo per level) and Expanded Cargoholds in its three low slots still bring it well over 1,000,000 m3, so for most loads the smaller hold is not a problem.

Skills

The skills needed to fly the Fenrir are listed in the infobox. Advanced Spaceship Command V is already one of them, and it also improves the agility of capital ships, freighters included. Beyond that, these support skills are worth training, roughly in this order:

  • Minmatar Freighter (10x) to III early, and on to V later. Each level adds 5% cargo capacity and 5% sub-warp speed.
  • Evasive Maneuvering (2x) to III early and V eventually. It shortens your align time, and on a freighter your align time is your time on grid at every gate and undock.
  • Navigation (1x) and Warp Drive Operation (1x) to III.
  • Mechanics (1x), Hull Upgrades (2x) and Shield Management (3x) to V. These add hull, armor and shield hit points. Unlike tank modules, they cost you nothing in cargo or speed, so they are worth having, but they will not stop an organised gank fleet either (see Tactics).
  • Cybernetics (3x) to V, so you can plug in warp speed and agility implants. You don't need implants to fly a freighter correctly, but a set of High-Grade Ascendancy warp speed implants makes your warps more than 50% faster, which cuts a large share off your total trip time. If you haul for profit, for yourself or for others, that time saving adds up to a lot more trips and income.

Tactics

See also: Hauling

A freighter cannot fit a cloak or a nullifier, aligns slowly, and cannot be made safe by tank. It survives on intel, technique and support:

  • Stay in highsec. Freighters belong in highsec; low and null security space is jump freighter territory.
  • Scout where it matters. Use a scout through Jita, known gank systems and their neighbours, and check gates before you jump into them. You don't need to scout every jump.
  • Know the gank methods. Organised gank fleets usually hold a freighter with suicide tackle on the gate, or bump it off the gate with a fast, heavy ship until the damage fleet arrives. If the next gate is camped and there is no station in the system, don't go in: wait docked a system earlier.
  • Use a webber, but only where it counts. A webbing alt gets the freighter into warp almost at once, which beats bumpers and cuts your time on grid. Use it in gank pipes and on Jita entry, webbing from the gate to a station you can insta-dock at. Don't web every jump: it raises your gank profile. A web against suicide tackle on the same server tick is a 50/50 roll, so a webber does not beat tackle.
  • Insta-dock bookmarks, but no insta-undock bookmarks. A freighter aligning to an undock bookmark can be combat-probed and caught. Undock with Align rather than Warp, so you can redock without cancelling first.
  • Never autopilot. Autopilot lands you 15 km from the gate and crawls in.
  • Keep the cargo value inside what you are willing to lose, and remember that empty freighters get ganked too. Don't carry assembled freight containers or double-wrapped courier packages (a container or a package inside a courier package). Gankers can't see into a double wrap, so it makes you look valuable.
  • If you are bumped and have no timers on you, use Log Off (not Safe Log Off): your ship leaves space after about a minute.

Fitting principles

  • Tank is a trap. Reinforced Bulkheads and other tank modules do not keep a freighter safe: organised gank groups bring enough damage to kill any fit, and the extra hit points only cost you speed or cargo.
  • For travel, fit one Inertial Stabilizer and two Prototype Hyperspatial Accelerators. Swap in Expanded Cargoholds as the load needs, dropping the Inertial Stabilizer first. Three Inertial Stabilizers only win on very short trips.
  • Avoid expensive faction or ORE modules, which raise your gank profile.

See Freighters for more on the class.

Notes

  • All freighters warp at 1.5 AU/s since 12 March 2025. Older guides that give 1.37 AU/s are out of date.
  • In Norse mythology, Fenrir was a powerful supernatural wolf, and one of the children of Loki.

Patch History