Pirate Faction Ship Overview
Pirate Faction Ships are expensive, high-performance ships built by pirate factions. Aside from the four main empire factions (Amarr, Caldari, Gallente, Minmatar) and the mining faction ORE, there are seven pirate factions that have made their ships available to capsuleers. Pirate faction ships require two different racial ship command skills, and gain bonuses from both. Each faction has three available ships: one frigate, one cruiser, and one battleship. The Sansha's Nation also have a supercarrier, while the Serpentis also have a dreadnought, a supercarrier, and a titan. Pirate battleships are some of the strongest sub-capital ships in the game.
Several pirate corvettes were distributed as a promo at Pax East 2013. These were the Angel Cartel Echo, the Blood Raider Hematos, the Guristas Taipan, the Sansha's Nation Immolator, and the Serpentis Violator.
Building Pirate Faction Ships
No BPOs exist for pirate faction ships. All blueprints are 1-run BPCs. Most blueprints have a small chance of dropping as loot in exploration combat sites belonging to that faction. For example, in Serpentis Narcotic Warehouses there is a chance to find a 1-run BPC for a Serpentis ship.
The BPCs can also be obtained with Loyalty Points in a station belonging to that faction. However, most pirate factions own very few stations, and those few are often in nullsec space, making the act of earning and spending LP very difficult.
The rarity of pirate BPCs makes them very expensive, but the material requirements for building a pirate faction ship are similar to those of Tech 1 ships of the same size. This means that their insurance payout is very low compared to their cost.
The Pirate Factions
Races: Minmatar and Gallente
Focus: Speed and warp speed
Location: Curse (48 stations) and Fountain (16 stations)
Angel Cartel ships have bonuses to projectile turrets and warp speed. Each ship is among the fastest in its class.
Races: Amarr and Minmatar
Location: Delve (13 stations)
Blood Raider ships have bonuses to web range and Energy Neutralizer and Nosferatu strength. They can use Energy Nosferatu modules to drain power from enemy ships, regardless of their own capacitor level. The ability of the Bhaalgorn to quickly and completely drain its opponent's capacitor makes it useful against capital ships. Blood Raider ships also have small numbers of turret slots, but large damage bonuses to laser turrets, allowing them to power their guns with Nosferatus and still deal significant damage.
Races: Caldari and Gallente
Focus: Shields and drones
Force Auxiliary: Loggerhead
Heavy Attack Drone: Gecko
Location: Venal (9 stations)
Guristas ships have bonuses to shields and missiles. They have a unique way of using drones: each ship can field only two drones of the appropriate size (light drones on the Worm, medium drones on the Gila, and heavy/sentry drones for the Rattlesnake), but the drones are many times stronger than normal, so that their total strength is at least equal to five drones fielded by an ordinary drone ship. Guristas ships also feature powerful missile launchers, however their missiles are restricted to Kinetic and Thermal damage.
Races: Caldari and Gallente
Focus: Missiles and warp disruption
Location: Pure Blind (1 station)
The newest pirate faction ships, Mordu's Legion ships have bonuses to missile damage and warp disruption range. Their missiles travel three times as fast as normal, but last half as long as normal, so their range is effectively increased by 50%, while mitigating the delayed-damage problem which normally plagues missile ships in PvP. Mordu's Legion ships also feature large bonuses to the range of Warp Disruptors and Warp Scramblers, allowing them to hold enemies on grid while staying beyond their opponents' tackle range.
Races: Amarr and Caldari
Focus: Afterburners and lasers
Location: Stain (75 stations)
Sansha's Nation ships have bonuses to energy turrets and afterburner strength. They can reach almost MWD speeds with afterburners, and suffer none of the penalties associated with MWDs.
Races: Gallente and Minmatar
Focus: Blasters and webs
Location: Fountain (79 stations)
Serpentis ships have bonuses to hybrid turrets and web strength. A single web from a Serpentis ship is enough to reduce its opponent's speed to 10% or less of its normal value (allowing the Serpentis ship to catch up and melt it with blasters).
Races: Amarr and Gallente
Focus: Exploration and armor
Sisters of EVE ships have bonuses to armor and drones, with each ship having one of the largest drone bays in its class. They also have bonuses to relic and data analyzer virus strength. The Astero and the Stratios can fit Covert Ops cloaks (the only non-T2 ships able to do this), allowing them to warp cloaked. The Nestor has extremely low mass, a bonus to remote armor repairers, and a small ship maintenance bay that allows fleet members to refit their ships.
Races None (technically Jove)
Focus: Scanning and versatile combat
Ships from Society of Conscious Thought do not get any hull bonuses from Spaceship Command skills. Instead, they have a role bonus for all weapon systems; completely uniform resist profiles, with equal shield and armor hit points; and an equal number of high, low and mid slots. This allows the Society of Conscious Thought ships to be very flexible, as they can use any weapon system and tank type. The lack of skill-based bonuses also makes them the strongest ships for unskilled players. Society of Conscious Thought ships also feature bonuses to Scanner Probe Strength, very large cargo bays, and short alignment times, allowing them to also function as exploration ships.
Society of Conscious Thought ships are Special Edition Ships, and cannot be earned in-game. They enter the game though one-off events or promotions, such as EVE's 10th anniversary in 2013 (when each player received a single Gnosis) or the release of the Ascension expansion in 2016 (when each player received a single Sunesis).
Focus: Entropic Disintegrator and capacitor warfare
Location: Abyssal Deadspace and systems under Invasion
Ships from the Triglavian Collective are called 'precursor' ships. The ships are centered around their single Entropic Disintegrator turret, a weapon dealing Thermal and Explosive damage, increasing in power the longer it stays active on a single target, but limited by a fixed maximum range and no Falloff. To accompany their single gun, Triglavian ships come with bonuses to Energy Neutralizers, Remote Armor Repairers, and Smartbombs, giving their ships surprising amounts of support and utility potential. Triglavian ships are also unusually low-mass, and have extremely thick armor and thin shields.
Unlike other pirate factions, the Triglavian Collective is slated to receive a full set of ships of all classes, including Tech II variants. Strangely, each of their T2 ships was designed by one of the four empires and not the Collective itself. Considering their highly-advanced technology, it remains to be seen what the Triglavians' true capabilities are, and if the ships players have access to are actually the same ones used by the Triglavians or are merely simplified versions made available to Capsuleers for the Collective's own reasons.