High amount of high slots
Increase security status gain
RELATED UNI-WIKI REFERENCES
The venerable Marshal series of battleships have made up the backbone of CONCORD's fleets for a century, in various marks and iterations of a design originally built around the subframe and keel of the Amarr Empire's Apocalypse-class battleship. The appearance of a response force led by Marshal-class battleships invariably ends in the destruction of criminals and terrorists daring to try their luck in high-security space.
Over the course of the Drifter Crisis, the Directive Enforcement Department assessed that the aged design, improved only incrementally over the decades, could no longer meet the challenges facing CONCORD. The Marshal was therefore included in CONCORD Aerospace's "Force Majeure Program" to develop enhanced and totally overhauled versions of its core inventory of police action and combat vessels.
While CONCORD Aerospace successfully upgraded the Marshal and other DED vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of the Marshal, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites, to the capsuleer market via authorized dealers.
Black Ops bonuses (per skill level):
125% bonus to ship max velocity when using Cloaking Devices
10% bonus to Warp Scrambler and Warp Disruptor optimal range
20% to Stasis Webifier optimal range
10% bonus to warp speed and acceleration
Gallente Battleship bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
7.5% bonus to Large Hybrid Turret tracking speed
Minmatar Battleship bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
10% bonus to Large Projectile Turret falloff
Caldari Battleship bonuses (per skill level):
5% bonus to Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
10% bonus to Cruise Missile and Torpedo flight time
Amarr Battleship bonuses (per skill level):
5% bonus to Large Energy Turret damage
10% bonus to Large Energy Turret optimal range
• Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator
• No targeting delay after Cloaking Device deactivation
• Cloak reactivation delay reduced to 5 seconds
75% reduction to effective distance traveled for jump fatigue
10% bonus to security status gains from destruction of non-capsuleer pirates while flying this ship
• Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%
Base Time to Warp
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.
Light Fighter Squad Limit
Heavy Fighter Squad Limit
Support Fighter Squad Limit
Frigate Escape Bay
You can write a summary for Marshal here.
Further information about additional or recommended skills to pilot Marshal for a specific or it's common role(s) can be written here.
For more info on fittings, please go here
No sub-article about Marshal roles or piloting tactics. You can write them here.
You can write additional notes for Marshal here.
|A long, long time ago...
October 2019 Release - 2019-10-15.1
Every Cruiser, Battlecruiser and Battleship now warps faster than before.
- Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s)
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