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| | shipname=Revenant | | | shipname=Revenant |
| | class=Supercarrier | | | class=Supercarrier |
− | | grouping=Pirate Faction Ships | + | | grouping=Pirate Faction Supercarriers |
| | hulltype=Revenant Class | | | hulltype=Revenant Class |
| | faction=Sansha's Nation | | | faction=Sansha's Nation |
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| [[Category:Ship Database]] | | [[Category:Ship Database]] |
| [[Category:Pirate Faction Ships]] | | [[Category:Pirate Faction Ships]] |
− | [[Category:Supercarriers]] | + | [[Category:Pirate Faction Supercarriers]] |
Revision as of 14:41, 3 March 2023
High Amount of Medium Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Do you know what you are, capsuleer? The truth will not comfort you. You are a frightened child running headfirst towards oblivion.
And I? I am the only one who tried to stop you. I am the Messiah that you turned against.
You persecuted me, hunted my children. Vowed to burn my Promised Land to ash.
Now I have returned, and I know you better than you know yourself.
I will vanquish your fear, and commute your flesh to dust.
- Sansha Kuvakei
SHIP BONUSES
Amarr Carrier bonuses (per skill level):
5% bonus to Fighter damage
5% bonus to Fighter weapon explosion radius and explosion velocity
3+ bonus to ship warp core strength
Caldari Carrier bonuses (per skill level):
5% bonus to Fighter damage
20% bonus to Afterburner velocity bonus
3+ bonus to ship warp core strength
Role Bonus:
• Can fit Networked Sensor Array
• Can fit Burst Projectors
• Can use two Command Burst modules
200% bonus to Command Burst area of effect range
• Can launch Light, Support and Heavy Fighters
• Can lock at extended ranges
200% bonus to Armor Plates and Shield Extenders
50% bonus to Remote Sensor Dampener resistance
50% bonus to Stasis effect resistance
50% increase to Remote Electronic Assistance impedance
5x penalty to Entosis Link duration
Required Skills
Training Time what's this?151d 21h 53m 40s
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Grouping
▪ Variations none
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Ship Attributes
Fittings |
High 6
Launchers 0
Turrets 0
Rig
3
capital
Calibration 350
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Navigation |
Base Time to Warp 77.632 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 100,000 m³
Light Fighter Squad Limit 3
Heavy Fighter Squad Limit 4
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Targeting |
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Structure |
Structure Hitpoints 405,000 HP
Ship Maintenance Bay Capacity 5,000,000 m³
Fleet Hangar Capacity 50,000 m³
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Armor |
Armor Hitpoints 330,000 HP
Armor Resistances
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Shields |
Shield Capacity 750,000 HP
Shield Resistances
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Summary
The Revenant is a Sansha's Nation supercarrier. It is only available from very rare BPC drops from Sansha's Nation motherships in incursions in low security space. It requires both Caldari and Amarr carrier skills to fly.
Due to the rarity of the blueprint and the effort required to construct them, Revenants are one of the scarcest types of supercapital ship, and rank highly among the rarest non-limited edition ships in the game. Throughout the history of New Eden, only a few Revenants have ever been destroyed - with the first being killed by Black Legion on the 8th of July 2013, and the sacrifice of a second being the focal point of a player event hosted on the 5th of September 2014. The third was killed by a Pandemic Legion drive-by Doomsday on the 1st of March 2015. The fourth Revenant was destroyed on the 8th of July 2015, and was piloted by an alt of TinkerHell of Cynosural Field Theory, who lost it to Snuffed Out.
Skills
Further information about additional or recommended skills to pilot Revenant for a specific or its common role(s) can be written here.
Tactics
No sub-article about Revenant roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Revenant here.
Patch History
A long, long time ago...
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18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
- There is a vision for a Capital ecosystem with clear escalation steps based on distinct roles for each class. Part of that vision relies on moving Super Carriers and Titans away from all-purpose damage to a specific focus on Capital and structure killing. You will have seen one big step in this direction recently with the removal of High Angle Weapons from Titans. Now, substantial changes are being made to Super Carriers as well, but there is also an acknowledgement that Super Carriers need more to set them apart from Titans and Dreadnaughts as Capital killers before their Subcapital damage application can be fully removed. For now, their fighter tube loadout will be rearranged to promote more class diversity in your local Super umbrella and decrease long range Heavy Fighter damage application. -Surgical Strike Dev Blog
- Support fighter tubes removed (could previously have up to two support fighter squads active)
- Heavy fighter squadron limit increased from 3 to 4 (+1)
- Bonus to Armor Plates and Shield Extenders reduced from 400% to 200% (-200%)
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