Difference between revisions of "Amarr Basic Ship and Skill Overview"

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'''The Amarr Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.
 
  
This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=28096 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
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The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
 +
{{RaceShipInfo|Amarr}}
  
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== General Traits ==
 +
The following traits are shared by most or all Amarr ships:
  
==10 reasons to fly Amarr==
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* '''[[Armour tanking]]'''.  Amarrian ships have high base armour, and several ships have direct bonuses to armour resistances: for example, the Punisher, Maller, Prophecy, and Abaddon. Armor tanks use up low slots, can slow ships down, and are hungry for powergrid, but they leave mid slots free, require relatively less CPU, and (in active tanks) place comparatively lower burdens on the capacitor than shield tanks
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* '''[[Turrets#Energy turrets|Energy turrets]]'''.  These are the standard for the majority of Amarrian damage-dealing vesselsEnergy turrets (more usually "lasers") offer a reliable combination of range and damage when compared with projectile or hybrid turrets. Their ammo, energy crystals, can be swapped out instantly. Tech 1 crystals last forever, and faction and Tech 2 crystals wear out only slowly. On the other hand, energy turrets use a great deal of capacitor to fire, tend to have comparatively poor tracking speeds for their size, and can only ever deal thermal and EM damage, which can make it impossible to hit some enemies' weaker damage resistances.
#Amarr is the best because it isYou can't argue with simple truth.
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** The short-ranged energy weapons, pulse lasers, have long ranges compared to projectile autocannon and hybrid turrets but lack the raw punch of hybrid blasters or the selectable damage and forgiving falloff of autocannon.
#Freak'n LAZORS!!!
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** The long-ranged energy weapons, beam lasers, have reliable DPS, but are shorter-ranged than hybrid railguns or projectile artillery, and lack the selectable damage and alpha strike potential of artillery.
#Men armour tank.  Shields or whatever is the red bar above your manly tank.
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* '''[[Drones]]'''. The Amarr ship line-up comes second only to the Gallente in terms of drone bays, bandwidth, and ships with drone bonuses. Amarr drone ships tend to have slightly larger drone bays than their Gallentean counterparts, which means more tactical flexibility and drone replacement, but also tend to have less drone bandwidth, which means a lower DPS cap. These differences even out at the battleship level, as the Armageddon and the Dominix match in these respects.
#Amarr discovered how to jump around space. So everyone else would be stuck on boring planets without us anyways.
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* '''Large capacitors.''' Amarr pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of energy turrets. Amarr hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
#Did anyone mention the freak'n lazors?
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* '''[[Capacitor warfare]]'''. The Dragoon and the Armageddon have bonuses that make them particularly effective with energy neutralizers used to drain targets' capacitors. These synergise well with the naturally strong capacitors found on Amarr ships, and with the use of drones, which require no capacitor. Amarr proficiency with capacitor warfare continues in T2 ships with the Black Ops {{sh|Redeemer}} and the widely-feared {{sh|Curse}} and {{sh|Pilgrim}}.
#There is no six and this is because we Amarr decided it would be that way.
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* '''[[Electronic_warfare#Weapon_Disruption|Weapon Disruption]]''' is the Amarr EWAR specialism. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility.
#Symmetry anyone?
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* '''Low speeds'''. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. Given the high low slots, Amarr ships ''can'' sometimes be speed-fitted, but at the cost of tank and damage.
#Have you seen the Amarr Battleship lineup?  If you were locked at the time then not for long.
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* [[Missiles]]. No ''Tech 1'' Amarr ships focus on missiles, but there is a line of ''Tech 2'' Amarr ships with missile bonuses: the {{sh|Vengeance}}, {{sh|Malediction}}, {{sh|Heretic}}, {{sh|Sacrilege}}, and {{sh|Damnation}}. These are not a concern for Amarr pilots who are just starting out, but dedicated Amarr pilots might find themselves training into them one day.
#We haz Lazors.
 
#Amarr have enslaved every other race they have encountered. 'Nuff said.
 
<br>
 
<br>
 
  
==Amarr General Information==
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If there is one broad characteristic that runs across Amarr ships, it is '''energy'''. Amarr ships aren't the most versatile, and they don't always have great speed or the highest on-paper DPS, but they have immense reserves of capacitor which they can use to pound opponents with extremely reliable and consistent laser damage—with potentially infinite ammo!—and to drain opponents dry with powerful capacitor warfare.
  
Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities.  Amarr ships use [[Armour tanking|armour tanking]] to protect themselves and primarily employ [[Turrets|turrets]], specifically Energy Turrets (lasers) to do damage.  Amarr are characterized by the following:
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== Notable Uses ==
* Armour tanking.  This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for [[Spider Tanking|Remote Repairing]]).  Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon). 
 
* Energy turrets.  These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking.  Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter.  However, lasers are limited to EM and Thermal damage.
 
* Capacitor.  Amarr pilots rely heavily on their capacitors.  Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.
 
* Drones.  Amarr are very effective at using [[Drones|drones]], offering the only hulls with drone bonuses outside of the Gallente lineup. 
 
* Speed.  Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous.  If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.
 
* EWAR.  The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems.
 
  
In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles.  Exceptional armour tanks, big capacitors, and laser systems excellent combination of damage and range make Amarr ships popular for PvP.
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'''PvE'''
  
* Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat.
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A classic progression of Amarr [[mission]] ships would be to train the Punisher and {{sh|Coercer}} for Level 1 missions, the {{sh|Omen}} or {{sh|Arbitrator}} for L2s, the {{sh|Harbinger}} for L3s, and finally the {{sh|Apocalypse}} for L4s.  Amarrian laser ships are more restricted when running missions and [[ratting]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do thermal and EM damage, so other typical NPC enemy factions are tougher for lasers. This is a concern for some Eve University pilots who want to try mission-running close to home, as the University is based in Gallente space where Serpentis are the common faction.
  
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups. Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly.  Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices.  New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.
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One alternative option is to brush up on drone skills and use the line of Amarr ships which use drones rather than lasers as their primary weapon. Since drones are easily swapped and allow fully-selectable damage, this lets pilots target whatever type of damage NPCs are weakest to. A pilot doing this would progress through the {{sh|Dragoon}}, {{sh|Arbitrator}}, {{sh|Prophecy}}, and {{sh|Armageddon}} (though note that until the battleship stage and the Armageddon, the Amarr drone ships have a little less bandwidth than their Gallente counterparts).
  
In PvE, Amarr ships are more restricted when running [[Missions|missions]].  Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise.  Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships are arguably the most effective but they have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common. There are many effective work arounds to be discovered though, such as the [[#Arbitrator | Arbitrator]] PvE fittings or using alternative turret weapons systems.
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In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.
  
Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is probably [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies).  [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
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For salvaging, a {{sh|Coercer}} makes a very good, cheap salvager.
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==Amarr Skills Guide==
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Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the {{sh|Paladin}} and {{sh|Legion}}. While not technically an Amarrian ship, the {{sh|Nightmare}} is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot willing to cross-train.
  
The [[Skills and Learning|skills]] which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills.  Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:
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'''PvP'''
<br>
 
<br>
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Core Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
<br>
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Corporation_Management Corporation Management]
 
* None
 
  
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Exceptional tanks, large capacitors, and reliable damage and range make some Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. At the basic level, Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer atypical ships than in other races' line-ups. As a result, Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (a {{sh|Punisher}} fitted with projectile turrets is a classic), but they are more skill intensive and often require cross-training.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Drones Drones]
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In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. The Arbitrator makes an excellent DPS-and-EWAR boat, the Omen is a focused damage-dealer, and the Maller's massive potential tank makes it great (if obvious) bait. In battleship hulls, the {{sh|Armageddon}}, {{sh|Apocalypse}}, and {{sh|Abaddon}} all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by [[Logistics|logistics]], although a combination of (relatively) weak capacitor and no cap use bonuses can make it power-hungry. The Armageddon's bonus to energy neutralizers makes it the best base T1 capacitor warfare platform in the game.
  
The drone skills core to Amarr success are generally the same as those any pilot will want.
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== Skills ==
<table class="collapsible collapsed">
 
<tr>
 
<th>Drone Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Drone Skills
 
* [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level. Level 5 also unlocks tech 2 drones)
 
* [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
 
Drone Ability Modifiers
 
* [http://wiki.eveonline.com/en/wiki/Drone_Durability Drone Durability] (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Drone_Navigation Drone Navigation] (5% Increase to Drone Speed Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Drone_Sharpshooting Drone Sharpshooting] (5% Increase in Drone Optimal Range Per Level)
 
Drone Damage Modifiers
 
* [http://wiki.eveonline.com/en/wiki/Drone_Interfacing Drone Interfacing] (20% Bonus to All Drone Damage/Mining Yield Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Combat_Drone_Operation Combat Drone Operation] (5% Bonus to Medium/Light Drone Damage Per Level)</td>
 
</tr>
 
</table>
 
  
 +
Amarr ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving of your goals.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]
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That said, there are some considerations that are specific to Amarr ships. Capacitor skills are especially crucial for Amarr pilots, and should be an early priority; these are mostly found in the [[Skills:Engineering|Engineering]] category, though {{sk|Controlled Bursts}}, in Gunnery, is also very important. [[Skills:Armor|Armour]] skills will be essential for flying any Amarr combat ships, and being able to mount a T2 armour tank can help bring out the strengths of many T1 Amarr hulls in PvP and PvE. [[Skills:Drones|Drone skills]] are also important for any pilot taking the drone ship path through the Amarr ships, and eventually for an Amarr pilot: at around cruiser size, all Amarr ships begin being able to fly a full flight of 5 drones, making Drones V a highly desirable tain.
  
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
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Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]], as the two ship lineups share armour tanking, gunnery, and drone synergies. A combination of Amarr and Gallente ship skills also opens up the popular [[Pirate_Faction_Ship_Overview#Servant_Sisters_of_EVE|Sisters of EVE ships]]. Pilots cross-trained for Caldari ships will be able to make good use of the niche set of T2 Amarr ships with missile bonuses.
<table class="collapsible collapsed">
 
<tr>
 
  <th>Electronics Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* [http://wiki.eveonline.com/en/wiki/Electronics Electronics] (5% Bonus to CPU Output Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Electronics_Upgrades Electronics Upgrades] (5% Reduction in CPU Need of Sensor Upgrades)
 
Targeting Skills
 
* [http://wiki.eveonline.com/en/wiki/Long_Range_Targeting Long Range Targeting] (5% Bonus to Targeting Range Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Multitasking Multitasking] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
* [http://wiki.eveonline.com/en/wiki/Signature_Analysis Signature Analysis] (5% Improved Targeting Speed Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Targeting Targeting] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
PVP Specific Skills
 
* [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming] (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
 
</tr>
 
</table>
 
  
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== Ships ==
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]
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Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.
  
Engineering has some of the most important capacitor skills and very important fitting skills.  Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
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=== Corvette ===
<table class="collapsible collapsed">
 
<tr>
 
  <th>Engineering Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* [http://wiki.eveonline.com/en/wiki/Energy_Grid_Upgrades Energy Grid Upgrades] (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] (5% Bonus to Capacitor Capacity Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] (5% Bonus to Capacitor Recharge Rate Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Engineering Engineering] (5% Bonus to Ship Powergrid Output Per Skill Level)
 
PVP Specific Skills
 
* [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] (5% Reduced Capacitor Need for Energy Emission Weapons)
 
</tr>
 
</table>
 
  
 +
Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]
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{{Ship|Impairor|box}}
 +
The corvette is the first ship you start with. If you are Amarr, it will be an Impairor.
  
Gunnery is the home of everything damage dealing for turret users.  All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
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=== Frigates ===
<table class="collapsible collapsed">
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{{Ship|Crucifier|box}}
<tr>
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The Crucifier is the Amarr EWAR frigate and works great as an extremely cheap long range EWAR platform for very new pilots.  
  <th>Gunnery Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* Common Skills
 
** [http://wiki.eveonline.com/en/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] (5% Reduction to Capacitor Needs of Turrets/Launchers)
 
** [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Gunnery Gunnery] (2% Bonus to Turret Rate of Fire Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Motion_Prediction Motion Prediction] (5% Bonus to Tracking Speed Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Rapid_Firing Rapid Firing] (4% Bonus to Turret Rate of Fire Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter] (5% Bonus to Turret Optimal Range Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Surgical_Strike Surgical Strike] (3% Bonus to Turret Damage Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Weapon_Upgrades Weapon Upgrades] (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
 
* Small Energy Turret (Frigates/Destroyers)
 
** [http://wiki.eveonline.com/en/wiki/Small_Energy_Turret Small Energy Turret] (5% Bonus to Small Turret Damage Per Skill Level)
 
* Medium Energy Turret (Cruiser/Battlecruiser)
 
** [http://wiki.eveonline.com/en/wiki/Medium_Energy_Turret Medium Energy Turret] (5% Bonus to Medium Turret Damage Per Skill Level)
 
* Large Energy Turret (Battleship)
 
** [http://wiki.eveonline.com/en/wiki/Large_Energy_Turret Large Energy Turret] (5% Bonus to Large Turret Damage Per Skill Level)
 
T2 Gunnery Skills
 
* [http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
 
</tr>
 
</table>
 
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Industry Industry]
+
{{Ship|Executioner|box}}
* None
+
The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers.
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Leadership Leadership]
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{{Ship|Inquisitor|box}}
* None
+
The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Learning Learning]
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{{Ship|Magnate|box}}
 +
Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.
  
The Learning skills stand alone as extremely important to all and are well covered in other guides.
 
  
 +
{{Ship|Punisher|box}}
 +
This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]
 
  
Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
+
Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.
<table class="collapsible collapsed">
 
<tr>
 
  <th>Mechanic Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Armor Tanking Skills
 
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
 
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
 
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
 
</tr>
 
<tr>
 
  <td>
 
Advanced Armor Tanking Skills
 
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
 
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
 
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
 
</tr>
 
</table>
 
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Missiles Missile Launcher Operation]
+
{{Ship|Tormentor|box}}
* None
+
While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher.
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]
+
=== Destroyers ===
 +
{{Ship|Coercer|box}}
 +
The Coercer sees some use in PvE activities or as a cheap Noctis substitute. It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship.
  
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races.  Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Navigation Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Acceleration_Control Acceleration Control]
 
*[http://wiki.eveonline.com/en/wiki/Afterburner Afterburner]
 
*[http://wiki.eveonline.com/en/wiki/Evasive_Maneuvering Evasive Maneuvering]
 
*[http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]
 
*[http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]
 
*[http://wiki.eveonline.com/en/wiki/Navigation Navigation]
 
*[http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]
 
</tr>
 
</table>
 
  
 +
{{Ship|Dragoon|box}}
 +
The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Science Science]
 
  
Jump clones and implants are extremely important tools for any pilot.
+
=== Cruisers ===
<table class="collapsible collapsed">
+
{{Ship|Arbitrator|box}}
<tr>
+
You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game. There are many effective configurations for both PvE and PvP with this ship.  
  <th>Science Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
* [http://wiki.eveonline.com/en/wiki/Cybernetics Cybernetics]
 
* [http://wiki.eveonline.com/en/wiki/Infomorph_Psychology Infomorph Psychology]
 
* [http://wiki.eveonline.com/en/wiki/Science Science] as a prerequisite only
 
</tr>
 
</table>
 
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Social Social]
+
{{Ship|Augoror|box}}
* None
+
The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus.
  
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]
+
{{Ship|Maller|box}}
 +
The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP.
  
The following skills allow you to fly Amarr ships and are therefore fundemental.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Spaceship Command Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Battleship Amarr Battleship]
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Strategic_Cruiser Amarr Cruiser]
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Frigate Amarr Frigate]
 
* [http://wiki.eveonline.com/en/wiki/Battlecruisers Battlecruisers]
 
* [http://wiki.eveonline.com/en/wiki/Destroyers Destroyers]
 
* [http://wiki.eveonline.com/en/wiki/Spaceship_Command Spaceship Command]
 
</tr>
 
</table>
 
  
 +
{{Ship|Omen|box}}
 +
The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Subsystems Subsystems]
 
* None
 
  
 +
=== Battlecruisers ===
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Trade Trade]
+
{{Ship|Harbinger|box}}
* None
+
The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races. It is the first real laser powerhouse in the Amarr lineup.
  
</tr>
 
</table>
 
  
 +
{{Ship|Oracle|box}}
 +
The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS while maintaining the agility of a battlecruiser.
  
===Skill Plans===
 
  
So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
+
{{Ship|Prophecy|box}}
 +
The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier.
  
  
====[[Full T2 Tank|Tech 2 Tank]]====
+
=== Battleships ===
 +
{{Ship|Abaddon|box}}
 +
The Abaddon has a bonus for laser damage and armor resistances, but the normal bonus for laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.
  
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Tech 2 Armour Tank Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades] at level V
 
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic] at level V
 
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems] at level IV
 
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging] at level III
 
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging] at level I
 
</tr>
 
</table>
 
<br>
 
You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Armour Compensation Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
 
</tr>
 
</table>
 
<br>
 
<br>
 
====Tech 2 Energy Turrets====
 
  
Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
+
{{Ship|Apocalypse|box}}
 +
The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned into a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for any Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however but is an easier ship to skill for.
  
Each type of Energy Turret requires a specific specialization skill.  Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisites.  Here they are with applicable prerequisites:
 
<br>
 
<br>
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Beam Lasers</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
 
**Small Energy Turret V
 
**Sharpshooter III
 
*[http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
 
**Small Beam Laser Specialization IV
 
**Medium Energy Turret V
 
**Sharpshooter IV
 
*[http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
 
**Medium Beam Laser Specialization IV
 
**Large Energy Turret V
 
**Sharpshooter V
 
</tr>
 
</table>
 
<br>
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Pulse Lasers</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
 
**Small Energy Turret V
 
**Motion Prediction III
 
*[http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
 
**Small Pulse Laser Specialization IV
 
**Medium Energy Turret V
 
**Motion Prediction IV
 
*[http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
 
**Medium Pulse Laser Specialization IV
 
**Large Energy Turret V
 
**Motion Prediction V
 
</tr>
 
</table>
 
<br>
 
<br>
 
<br>
 
  
==Amarr Ships Guide==
+
{{Ship|Armageddon|box}}
 +
While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier T1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones.
  
===[[Frigate#Rookie_Ships|Rookie Ship]]===
 
  
{{Amarr Ship
+
=== Haulers ===
|shipimg=Impairor.jpg
+
[[Haulers]] are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
|caption=Impairor
 
|shipname=Impairor
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to energy turret capacitor use per skill level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=1
 
|dronecapacity=5 m3
 
|dronebandwidth=5 Mbit/sec
 
|cargohold=120 m3
 
|info=This is the best looking and perhaps the least capable of any of the starting ships, but it doesn't really matter.  It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. It does have room for a single drone in the drone bay, all while looking fantastic.
 
}}
 
  
<br>
+
{{Ship|Bestower|box}}
<br>
+
Arguably the best of the T1 haulers from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to the faction's hauler III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to faction's hauler III instead of V on the way to faction's freighter I. Additionally, the removal of faction's frigate III as a requirement for Haulers means that any faction can select the Bestower as their hauler of choice on the way to becoming a freighter alt.
<br>
 
  
===[[Frigate]]===
+
{{Ship|Sigil|box}}
====Executioner====
+
Although lacking the cargo capacity of the [[Bestower]], it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed. It can easily be expanded to hold 8000 {{m3}}, the max needed for [[Making Money with Hauling - Level 4 Cargo Missions|running L4 distribution missions]], while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec.
  
{{Amarr Ship
+
==Energy Turret Tips==
|shipimg=Executioner.jpg
+
{{main|Turrets#Energy_turrets|Energy Turrets}}
|caption=Executioner
 
|shipname=Executioner
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret capacitor use per level<br>
 
5% Small Energy Turret damage per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=135 m3
 
|info=This is the speedy frigate with the highest base velocity of the Amarr T1 frigates at 404 m/s.  It also has high maneuverability and accordingly can cruise around and align very quickly if required.  Its primary limitation is the slot layout, giving pilots little room for different modules.  For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice. It is even feasible as a quick transport for small quantities of goods.
 
  
Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots.  Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.
+
Since ammo crystals can be swapped instantly, you should feel able to shift rapidly between crystals as the situation demands. You will want to swap crystals in and out to keep up with the ranges of your targets: lasers have little falloff range, which means little margin for error at the edge of your range. The Tech 1 crystals offer a three-way trade-off of range, damage, and capacitor use: short-ranged crystals do high DPS and are cap-hungry, long-ranged crystals do low DPS and are cap-hungry, and mid-ranged crystals do moderate DPS and are gentler on the capacitor.
}}
 
  
====Inquisitor====
+
Tech 2 pulse laser crystals are widely liked and well worth using. Conflagration manages excellent DPS but will struggle to track evasive/fast targets. Scorch pushes pulse lasers out to truly impressive distances for a "short"-range weapon.
  
{{Amarr Ship
+
Of the Tech 2 beam laser crystals, Gleam only offers a small boost over comparable faction ammo and see only limited use, but Aurora offers a massive range bonus and is popular for PvP sniping fits.
|shipimg=Inquisitor.jpg
 
|caption=Inquisitor.jpg
 
|shipname=Inquisitor
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to EM missile damage per level<br>
 
5% bonus to Explosive, Kinetic and Thermal missile damage per level.
 
|highs=4
 
|turrets=1
 
|launchers=3
 
|mediums=2
 
|lows=3
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=315 m3
 
|info=The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
 
  
The Inquisitor is somewhat underused, since most new Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly [http://www.eve-ivy.com/wiki/index.php?title=Caldari_Basic_Ship_and_Skill_Guide#Frigate Caldari frigates].
+
==Drone Tips==
}}
 
  
====Tormentor====
+
{{main|Drone mechanics}}
  
{{Amarr Ship
+
Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies. Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those too.
|shipimg=Tormentor.jpg
 
|caption=Tormentor.jpg
 
|shipname=Tormentor
 
|class=
 
|bonuses=5% bonus to cargo capacity per level<br>
 
20% bonus to mining laser yield per level<br>
 
-60% mining laser capacitor use
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=3
 
|dronecapacity=5 m3
 
|dronebandwidth=5 Mbit/sec
 
|cargohold=235 m3
 
|info=With [[Mining]] bonuses, fledgling Amarr miners will want to start here.  It is actually quite a tough little mining frigate, and has the minimum drone bay.
 
}}
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Starter Mining Fit </th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=6795 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Tormentor, Starter Mining Fit]<br>
+
All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.  
Small I-a Polarized Armor Regenerator<br>
 
Dual-Sheathed Adaptive Nano Plating I<br>
 
Damage Control I<br>
 
<br>
 
Civilian Afterburner<br>
 
<br>
 
EP-S Gaussian I Excavation Pulse<br>
 
EP-S Gaussian I Excavation Pulse<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 2|hs1=EP-S Gaussian I Excavation Pulse|hs2=EP-S Gaussian I Excavation Pulse}}
 
{{Mid Slots 1|ms1=Civilian Afterburner}}
 
{{Low Slots 3|ls1=Small I-a Polarized Armor Regenerator|ls2=Dual-Sheathed Adaptive Nano Plating I|ls3=Damage Control I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=1 x Light Scout Drone}}
 
*Fits with no skills and packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
 
<br>
 
<br>
 
''Flying Manual'':  Find an astroid.  Lock astroid and engage mining lasers.  Wait to be interrupted as you mine the astroid.  When rats show up orbit and tank rats while drone kills them.  Profit.
 
</td>
 
</tr>
 
</table>
 
}}
 
  
====Punisher====
+
Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones.
{{Amarr Ship
 
|shipimg=Punisher.jpg
 
|caption=Punisher
 
|shipname=Punisher
 
|class=
 
|bonuses=10% bonus to Small Energy Turret capacitor use per level<br>
 
5% bonus to armor resistances per level
 
|highs=4
 
|turrets=3
 
|launchers=0
 
|mediums=2
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=135 m3
 
|info=Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
 
  
This is easily the most survivable and tenacious of the T1 frigates. Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity; a speed module, a point, and a web.  High SP pilots often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar [http://www.eve-ivy.com/wiki/index.php?title=Minmatar_Basic_Ship_and_Skill_Guide#Rifter Rifter].
+
Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones".
  
It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways.  The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules.
+
In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety.
  
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
+
== Related Links ==
}}
+
{{ShipGuideLinks}}
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>E-Uni Tackler Corp Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Punisher, E-Uni Tackler Corp Fit]<br>
 
Nanofiber Internal Structure I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
<br>
 
1MN MicroWarpdrive I<br>
 
Warp Disruptor I<br>
 
<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}
 
{{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
 
{{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
 
{{Rig Slots 3}}
 
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
 
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
 
 
''Flying Manual'':  Use this build in a large fleet, like your first time in an E-Uni Blob!  When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you.  The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in. 
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Heavy Frigate Tackler Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Punisher, Heavy Frigate Tackler Fit]<br>
 
200mm Reinforced Titanium Plates I<br>
 
Damage Control I<br>
 
C4S Coiled Circuit Thermal Radiator<br>
 
Reactive Plating I<br>
 
<br>
 
Cold-Gas I Arcjet Thrusters<br>
 
J5b Phased Prototype Warp Scrambler I<br>
 
<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
 
{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
 
{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
 
{{Rig Slots 3}}
 
*This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above.  It is not the ideal E-Uni fleet setup but it is a better use of the platform.
 
*If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy.  If you go this route do not forget about switching out the heat sink!
 
<br>
 
<br>
 
''Flying Manual'':  With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target.  Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them.  Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit. 
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>DD Punisher Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Punisher, DD Punisher Fit]<br>
 
100mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
Energized Adaptive Nano Membrane I<br>
 
Capacitor Power Relay I<br>
 
<br>
 
1MN Afterburner I<br>
 
Cap Recharger I<br>
 
<br>
 
Dual Light Pulse Laser I, Microwave S<br>
 
Dual Light Pulse Laser I, Microwave S<br>
 
Dual Light Pulse Laser I, Microwave S<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
 
{{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
 
{{Rig Slots 3}}
 
*In the cargo hold: 3x Gamma S crystals
 
<br>
 
<br>
 
''Flying Manual'':  This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.  Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional.  It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers.  Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Fit 1</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Punisher, PvE Fit]<br>
 
Small Armor Repairer I<br>
 
Damage Control I<br>
 
Adaptive Nano Plating I<br>
 
Overdrive Injector System I<br>
 
<br>
 
1MN Afterburner I<br>
 
Stasis Webifier I<br>
 
<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Small Nosferatu I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
 
{{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
 
{{Rig Slots 3}}
 
<br>
 
<br>
 
''Flying Manual'':  This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector.  This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Fit 2</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Punisher, PvE Fit]<br>
 
Small I-a Polarized Armor Regenerator<br>
 
Damage Control I<br>
 
Voltaic Nanite Adaptive Membrane I<br>
 
<br>
 
1MN Afterburner I<br>
 
Barton Reactor Capacitor Recharger I<br>
 
<br>
 
Dual Modal Pulse Laser I<br>
 
Dual Modal Pulse Laser I<br>
 
Dual Modal Pulse Laser I<br>
 
Small 'Ghoul' Energy Siphon I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
 
{{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
 
{{Rig Slots 3}}
 
*Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
 
<br>
 
<br>
 
''Flying Manual'':  Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
 
</td>
 
</tr>
 
</table>
 
}}
 
 
 
====Crucifier====
 
 
{{Amarr Ship
 
|shipimg=Crucifier.jpg
 
|caption=Crucifier
 
|shipname=Crucifier
 
|class=
 
|bonuses=10% bonus to Small Energy Turret capacitor use per level<br>
 
5% bonus to Tracking Disruptor effectiveness per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=3
 
|lows=3
 
|dronecapacity=5 m3
 
|dronebandwidth=5 Mbit/sec
 
|cargohold=165 m3
 
|info=The Amarr [[EWar 101 Guide|EWAR]] frigate.  It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 Tracking Disruptors] to greatly reduce the effectiveness of enemy turret users.  Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet.  EWAR in E-Uni fleets often has a great impact and a short life expectancy.
 
 
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform as a tackler. However, it is limited by slow speed, a weak tank, and poor scan resolution making it less than ideal.
 
}}
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>E-Uni EWAR Corp Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Crucifier, E-Uni EWAR Corp Fit]<br>
 
200mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
Signal Amplifier I<br>
 
<br>
 
1MN Afterburner I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 2}}
 
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
 
{{Low Slots 3|ls1=Signal Amplifier I|ls2=Damage Control I|ls3=200mm Reinforced Steel Plates I}}
 
{{Rig Slots 3}}
 
{{Drone Bay}}
 
<br>
 
<br>
 
''Flying Manual'':  Maximize range, lock, and then shut down a turret based ship is the formula for a new EWAR pilot flying this setup.  Keep in mind the systems TD can shut down and make sure you don't waste resources on a missile or drone ship, and remember to coordinate with other EWAR assets in the fleet (don't worry - this will be someone's responsibility, either the FC or someone specifically dedicated to EWAR coordination).  The difficulty with this fit will be in trying to stay alive, as EWAR is often the first to be targeted.  If it is a situation where you were set up at optimal range (40 km) either through a Defensive Gate Camp or being able to warp in at your optimal then align to a celestial and warp out and then back in if you are targeted at all.  With the Damage Control Unit and armour plate you will hopefully survive the Alpha strike of whatever is shooting at you if they lock you before you can leave.  Watch for drones and missles approaching as these are the weapon systems your TD will not be able to affect at all.  If the fight started when you did not have the ability to dictate range then attempt to establish range as quickly as possible without burning directly away (always watch that angular velocity and try and keep it as high as possible), and then fight aligned while shutting down the targets as efficiently as possible.
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Fleet EWAR Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144725 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Crucifier, Fleet EWAR Fit]<br>
 
NanoFiber Internal Structure I<br>
 
NanoFiber Internal Structure I<br>
 
Signal Amplifier I<br>
 
<br>
 
1MN Afterburner I<br>
 
Tracking Disruptor I, Optimal Range Disruption<br>
 
Tracking Disruptor I, Tracking Speed Disruption<br>
 
<br>
 
Dual Modal Light Laser I, Microwave S<br>
 
Dual Modal Light Laser I, Microwave S<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 2|hs1=Dual Modal Light Laser I|hs2=Dual Modal Light Laser I}}
 
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
 
{{Low Slots 3|ls1=Signal Amplifier I|ls2=NanoFiber Internal Structure I|ls3=NanoFiber Internal Structure I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=1x Light Scout Drone}}
 
*recommend 2 Gamma crystals and 2 Microwave crystals for the laser, and two, each, of Optimal Range Disruption and Tracking Speed Disruption the scripts for disruptors.
 
<br>
 
<br>
 
''Flying Manual'':  This fit allows locking targets at your first falloff (just under 60km) to get the TD into play.  Having the scripts for both Optimal Range Disruption and Tracking Speed Disruption allows you select your effect for maximum impact.  As per any extremely fragile EWAR, fight aligned, fight at range, and be ready to warp out and back in at optimal range to harrass your targets again.  You will likely not use the lasers or the drone but they are there to give you options in the right situation.
 
</td>
 
</tr>
 
</table>
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Tackler</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?t=13945 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Crucifier, Tackler]<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
Capacitor Power Relay I<br>
 
<br>
 
1MN Afterburner I<br>
 
Stasis Webifier I<br>
 
Warp Disruptor I<br>
 
<br>
 
Small Nosferatu I<br>
 
Small Nosferatu I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 2|hs1=Small Nosferatu I|hs2=Small Nosferatu I}}
 
{{Mid Slots 3|ms1=Stasis Webifier I|ms2=Warp Disruptor I|ms3=1MN Afterburner I (or 1MN Microwarpdrive I if you have the skills)}}
 
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Capacitor Power Relay I}}
 
{{Rig Slots 3}}
 
{{Drone Bay}}
 
<br>
 
<br>
 
''Flying Manual'':  This setup gives you the tackling, speed, and staying power needed to get the job done, while being relatively inexpensive and not requiring a significant amount of ISK.  Much like the E-Uni Corp Tackler Punisher fit or a similar fit on an executioner the propulsion unit is used to fly (not using the approach command!) into range and get the warp disruptor into play.  Once tackled apply the Stasis Webifier (NEVER web first and tackle after, as this can allow them to warp out more quickly), orbit the target to keep angular velocity as high as possible while staying outside of smart bomb range and wait for your fleet's Damage Dealers (DD) to do their job.  If you are permenantly running an Afterburner or if your Microwarpdrive is off but you are not cap stable with the warp disruptor and webifier running then the nosferatu will top up your cap and hopefully push you to cap stability.
 
</td>
 
</tr>
 
</table>
 
}}
 
 
====Magnate====
 
 
{{Amarr Ship
 
|shipimg=Magnate.jpg
 
|caption=Magnate
 
|shipname=Magnate
 
|class=
 
|bonuses=5% bonus to Small Energy Turret capacitor use per level<br>
 
5% increase to scan strength of probes per level<br>
 
5% bonus to survey probe flight time per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=3
 
|dronecapacity=10 m3
 
|dronebandwidth=10 Mbit/sec
 
|cargohold=320 m3
 
|info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|scanning and probing]].  [[Smurfprime's Probing Guide]] is an excellent resource on how exactly to do this while these pages have information on potential [[Scanning:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].
 
 
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
 
}}
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Prober Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Magnate, Prober Fit]<br>
 
NanoFiber Internal Structure I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
<br>
 
1MN MicroWarpdrive I<br>
 
<br>
 
Core Probe Launcher I<br>
 
Salvager I<br>
 
<br>
 
Small Gravity Capacitor Upgrade I<br>
 
Small Gravity Capacitor Upgrade I<br>
 
[empty rig slot]<br>
 
<br>
 
Hobgoblin I x2<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 2|hs1=Core Probe Launcher I|hs2=Salvager I (Prototype Cloaking Device I once trained)}}
 
{{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
 
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Nanofiber Internal Structure I}}
 
{{Rig Slots 3|rs1=Small Gravity Capacitor Upgrade I|rs2=Small Gravity Capacitor Upgrade I}}
 
{{Drone Bay|ds1=2x Light Scout Drones}}
 
*Small Gravity Capacitor Upgrade I which increases probing strength is an extremely cheap rig and will make a big difference for a low SP pilot.  Only 2 can be fit due to Calibration usage.
 
*Instead of a salvager a weapon system could be added if preferred and a cloak should be fit as soon as training makes it possible.
 
<br>
 
<br>
 
''Flying Manual'':  Warp to a point some distance (like 100km or 70km) from a safe spot somewhere, choose a random direction away from anything and keep moving ('up' or 'down' relative to the plane of the system works well in many systems), and drop your probes (cloak after dropping them if you have the skills).  Even though you would likely only use this for High Sec exploration this routine will develop habits which will keep you alive later on in low and null sec exploration.  Then you can scan down all the sites and wormholes in the system even with minimal skills, thanks to the bonuses of the ship and the rigs if fit.
 
</td>
 
</tr>
 
</table>
 
}}
 
<br>
 
<br>
 
<br>
 
 
===[[Destroyer]]===
 
<br>
 
====Coercer====
 
 
{{Amarr Ship
 
|shipimg=Coercer.jpg
 
|caption=Coercer
 
|shipname=Coercer
 
|class=
 
|bonuses='''Destroyer Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret tracking speed per level<br>
 
-10% reduction in Small Energy Turret Capacitor usage per level<br>
 
<br>
 
''' Role Bonus:'''<br>
 
50% bonus to optimal range for small energy turrets<br>
 
<br>
 
'''Penalty:'''<br>
 
<font color=red>-25% rate of fire for all turrets</font>
 
|highs=8
 
|turrets=8
 
|launchers=0
 
|mediums=1
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=300 m3
 
|info=The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer.  This firepower will make it an ideal platform for chewing through any Level 1 Mission.  The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers. 
 
 
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly.  It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
 
 
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use.  With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
 
}}
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Level 1 Mission Machine</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Coercer, PvE Level 1 Mission Machine]<br>
 
Small Armor Repairer I<br>
 
Damage Control I<br>
 
<br>
 
1MN Afterburner I<br>
 
<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Salvager I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Dual Light Pulse Laser I, Multifrequency S|hs5=Dual Light Pulse Laser I, Multifrequency S|hs6=Dual Light Pulse Laser I, Multifrequency S|hs7=Dual Light Pulse Laser I, Multifrequency S|hs8=Salvager I}}
 
{{Mid Slots 1|ms1=1MN Afterburner I}}
 
{{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
 
{{Rig Slots 3}}
 
<br>
 
<br>
 
''Flying Manual'':  There are no level 1 missions which can not be quickly and effectively conquered using this fit.  The biggest concern will be balancing the capacitor against the various high drain modules; you will usually want to run the guns, the repairer or the propulsion as running all three at once will quickly deplete your capacitor.  Be wary of grouping to many guns at one time as you will destroy many frigate rats with your Alpha strike and do not want to 'waste' DPS.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Starter Salvager Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Coercer, Starter Salvager Fit]<br>
 
Expanded Cargohold I<br>
 
Expanded Cargohold I<br>
 
Co-Processor I<br>
 
Capacitor Flux Coil I<br>
 
<br>
 
1MN Afterburner I<br>
 
<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I<br>
 
<br>
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Salvager I|hs2=Salvager I|hs3=Salvager I|hs4=Salvager I|hs5=Small Tractor Beam I|hs6=Small Tractor Beam I|hs7=Small Tractor Beam I|hs8=Small Tractor Beam I}}
 
{{Mid Slots 1|ms1=1MN Afterburner I}}
 
{{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
 
{{Rig Slots 3|rs1=Small Salvage Tackle I|rs2=Small Salvage Tackle I|rs3=Small Salvage Tackle I}}
 
*The Rigs are certainly not required but will make things faster if you can afford them.
 
*Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.
 
*Replace 1 Tractor Beam and 1 Salvager with a Core Probe Launcher and a Prototype Cloaking Device if you are planning on using it as a Wormhole salvager.  The inability to fit both an Analyzer and Codebreaker is quite limiting, however.
 
<br>
 
<br>
 
''Flying Manual'':  This salvager is only limited by capacitor and cargo space, it can clean up a large number of wrecks very quickly.  You will likely have to empty your cargo hold several times if looting and salvaging a level 4 mission.  If collecting salvage only cargo space will not be an issue.  With perfect salvaging skills having more Tractor Beams and less salvagers can increase efficiency.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>DD PvP Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=145011 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Coercer, DD PvP Fit]<br>
 
Type-D Power Core Modification: Diagnostic System<br>
 
C4S Coiled Circuit Thermal Radiator<br>
 
C4S Coiled Circuit Thermal Radiator<br>
 
Type-D Altered SS Nanofiber Structure<br>
 
<br>
 
1MN MicroWarpdrive I<br>
 
<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Medium Afocal Pulse Maser I, Multifrequency S|hs2=Medium Afocal Pulse Maser I, Multifrequency S|hs3=Medium Afocal Pulse Maser I, Multifrequency S|hs4=Medium Afocal Pulse Maser I, Multifrequency S|hs5=Medium Afocal Pulse Maser I, Multifrequency S|hs6=Medium Afocal Pulse Maser I, Multifrequency S|hs7=Medium Afocal Pulse Maser I, Multifrequency S|hs8=Medium Afocal Pulse Maser I, Multifrequency S}}
 
{{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
 
{{Low Slots 4|ls1=Type-D Power Core Modification: Diagnostic System|ls2=C4S Coiled Circuit Thermal Radiator|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Type-D Altered SS Nanofiber Structure}}
 
{{Rig Slots 3}}
 
*DPS: 173
 
*Speed: 1598
 
*Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
 
*Cost: 304K - Hull: 975K - Total: 1279K
 
<br>
 
<br>
 
''Flying Manual'':  This is an all gank frigate destroying machine and should be flown as such.  With the destroyer signature radius and lack of any tank modules on an already relatively flimsy hull, you will not withstand much hurt but can put a lot out in a very short time.
 
</td>
 
</tr>
 
</table>
 
}}
 
<br>
 
<br>
 
<br>
 
 
===[[Cruiser]]===
 
<br>
 
<br>
 
====Arbitrator====
 
 
{{Ship Intro|shipname=Arbitrator|shipinfo=''Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.''}}
 
 
The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules.  It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
 
 
In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
 
 
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
 
 
The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of dps, leading to pilots either ignoring weapons for pvp use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Profane PvP Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Arbitrator, Profane PvP Fit]<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Damage Control I<br>
 
Energized Adaptive Nano Membrane I<br>
 
Energized Adaptive Nano Membrane I<br>
 
<br>
 
10MN MicroWarpdrive I<br>
 
Warp Disruptor I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
<br>
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Small Nosferatu I<br>
 
Small Nosferatu I<br>
 
<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
<br>
 
Hammerhead I x5<br>
 
Warrior I x10<br>
 
Vespa EC-600 x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Small Energy Neutralizer I|hs2=Small Energy Neutralizer I|hs3=Small Nosferatu I|hs4=Small Nosferatu I}}
 
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Disruptor I|ms3=Tracking Disruptor I|ms4=Tracking Disruptor I}}
 
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=Hammerhead I x5
 
 
Warrior I x10
 
 
Vespa EC-600 x5}}
 
*Peacetime only option: 3 x Medium Trimark Armor Pump I
 
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
 
<br>
 
<br>
 
''Flying Manual'':  In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Arbitrator, PvE Fit]<br>
 
Medium Armor Repairer I<br>
 
Damage Control I<br>
 
Energized Adaptive Nano Membrane I<br>
 
Energized Adaptive Nano Membrane I<br>
 
<br>
 
10MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
<br>
 
Drone Link Augmentor I<br>
 
650mm Artillery Cannon I, EMP M<br>
 
650mm Artillery Cannon I, EMP M<br>
 
Assault Missile Launcher I, Sabretooth Light Missile<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
<br>
 
Hammerhead I x10<br>
 
Hobgoblin I x10<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Drone Link Augmentor I|hs2=650mm Artillery Cannon I, EMP M|hs3=650mm Artillery Cannon I, EMP M|hs4=Assault Missile Launcher I, Sabretooth Light Missile}}
 
{{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
 
{{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=Hammerhead I x10
 
 
Hobgoblin I x10}}
 
*See forum post for options and discussion on this fit.  Note the various high slot set-ups and discussion on tank.
 
*I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
 
*Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
 
<br>
 
<br>
 
''Flying Manual'':  With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited.  This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable.  Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>L2 and L3 Mission Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
 
*This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Arbitrator, L2 and L3 Mission Fit]<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Thermic Hardener II<br>
 
Armor EM Hardener II<br>
 
<br>
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
<br>
 
Heavy Pulse Laser II, Radio M<br>
 
Heavy Pulse Laser II, Radio M<br>
 
'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile<br>
 
Small Tractor Beam I<br>
 
<br>
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
<br>
 
Hammerhead II x5<br>
 
Hobgoblin II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Heavy Pulse Laser II, Radio M|hs2=Heavy Pulse Laser II, Radio M|hs3=Small Tractor Beam I|hs4='Arbalest' Assault Missile Launcher, Bloodclaw Light Missile}}
 
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
 
{{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
 
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I}}
 
{{Drone Bay|ds1=Hammerhead II x5
 
Hobgoblin II x5}}
 
*Rigs are optional
 
*This is NOT a basic fit and has a high skill requirement.  It is an excellent goal to work towards.
 
</td>
 
</tr>
 
</table>
 
<br>
 
<br>
 
 
====Augoror====
 
 
{{Ship Intro|shipname=Augoror|shipinfo=''Special Ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.''}}
 
 
The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
 
 
Like the Inquisitor this is probably one of the least common Amarr ships you will ever see flying around.
 
<br>
 
<br>
 
 
====Omen====
 
 
{{Ship Intro|shipname=Omen|shipinfo=''Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level.''}}
 
 
The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit everything you want on it.
 
 
Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
 
 
In PvP, it does a great job of fufilling the traditional 'gank' cruiser fleet role.  Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
 
 
As with some Amarr ships, it has capacitor problems.
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Omen, PvE Fit]<br>
 
Medium Automated I Carapace Restoration<br>
 
Armor EM Hardener I<br>
 
Armor Thermic Hardener I<br>
 
'Skadi' Coolant System I<br>
 
Reactor Control Unit I<br>
 
<br>
 
10MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
<br>
 
Focused Modulated Medium Energy Beam I, Xray M<br>
 
Focused Modulated Medium Energy Beam I, Xray M<br>
 
Focused Modulated Medium Energy Beam I, Xray M<br>
 
Focused Modulated Medium Energy Beam I, Xray M<br>
 
Focused Modulated Medium Energy Beam I, Xray M<br>
 
<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
<br>
 
Hobgoblin I x3<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 5|hs1=Focused Modulated Medium Energy Beam I, Xray M|hs2=Focused Modulated Medium Energy Beam I, Xray M|hs3=Focused Modulated Medium Energy Beam I, Xray M|hs4=Focused Modulated Medium Energy Beam I, Xray M|hs5=Focused Modulated Medium Energy Beam I, Xray M}}
 
{{Mid Slots 3|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I}}
 
{{Low Slots 5|ls1=Medium Automated I Carapace Restoration|ls2=Armor EM Hardener I|ls3=Armor Thermic Hardener I|ls4='Skadi' Coolant System I|ls5=Reactor Control Unit I}}
 
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
 
{{Drone Bay|ds1=Hobgoblin I x3}}
 
*Hardeners are assuming Sansha rats, change as applicable.
 
*The CCC rigs are a worthy investment imo otherwise its really hard on cap. It requires a bit better skills to fit but Engineering 4 and Electronics 4 should still be enough. You can problably make it easier to fit using a couple of named modules. Also, named Cap Rechargers are highly recommended.
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvP Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=22968 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Omen, PvP Fit]<br>
 
Heat Sink I<br>
 
Heat Sink I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
Nanofiber Internal Structure I<br>
 
<br>
 
10MN MicroWarpdrive I<br>
 
Large Shield Extender I<br>
 
Warp Disruptor I<br>
 
<br>
 
Focused Medium Pulse Laser I, Multifrequency M<br>
 
Focused Medium Pulse Laser I, Multifrequency M<br>
 
Focused Medium Pulse Laser I, Multifrequency M<br>
 
Focused Medium Pulse Laser I, Multifrequency M<br>
 
Focused Medium Pulse Laser I, Multifrequency M<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
<br>
 
Hobgoblin I x3<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 5|hs1=Focused Medium Pulse Laser I, Multifrequency M|hs2=Focused Medium Pulse Laser I, Multifrequency M|hs3=Focused Medium Pulse Laser I, Multifrequency M|hs4=Focused Medium Pulse Laser I, Multifrequency M|hs5=Focused Medium Pulse Laser I, Multifrequency M}}
 
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=Large Shield Extender I|ms3=Warp Disruptor I}}
 
{{Low Slots 5|ls1=Heat Sink I|ls2=Heat Sink I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I|ls5=Nanofiber Internal Structure I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=Hobgoblin I x3}}
 
*5.6M, doesn't need perfect CPU/PG skills - if you're short pick up some named modules to free up CPU for either a PDS or RCU in place of one of the overdrives.
 
*Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.
 
*DPS is about 250 with a 10k shield buffer.
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvP Beam High Skill Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=23437 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Omen, PvP Beam High Skill Fit]<br>
 
Heat Sink II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
 
Adaptive Nano Plating II<br>
 
Damage Control II<br>
 
<br>
 
10MN MicroWarpdrive I<br>
 
F-90 Positional Sensor Subroutines<br>
 
Warp Disruptor II<br>
 
<br>
 
Focused Medium Beam Laser II<br>
 
Focused Medium Beam Laser II<br>
 
Focused Medium Beam Laser II<br>
 
Focused Medium Beam Laser II<br>
 
Focused Medium Beam Laser II<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
<br>
 
Warrior II x3<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 5|hs1=Focused Medium Beam Laser II (I carry Aurora, Multifrequency, and Radio)|hs2=Focused Medium Beam Laser II|hs3=Focused Medium Beam Laser II|hs4=Focused Medium Beam Laser II|hs5=Focused Medium Beam Laser II}}
 
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=F-90 Positional Sensor Subroutines|ms3=Warp Disruptor II}}
 
{{Low Slots 5|ls1=Tracking Enhancer II|ls2=Tracking Enhancer II|ls3=Heat Sink II|ls4=Adaptive Nano Plating II|ls5=Damage Control II}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=Warrior II x3}}
 
*NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
 
*Optimal is 17km with multifrequency, 61km with aurora
 
*Hits for 297 DPS with faction ammo and 192 with aurora
 
*Is not cap stable running either ammo, lasts about 6 and a half minutes with guns only running and less than a minute with everything on
 
*About 11.2k EHP
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
<br>
 
<br>
 
 
====Maller====
 
 
{{Ship Intro|shipname=Maller|shipinfo=''Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.''}}
 
 
The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
 
 
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
 
 
For PvP, the Maller is uncommon but has a few niche uses. It can serve as excellent but predictable bait with a very large tank, or be setup as a frigate-killing ship, using a solid tank and frigate-sized guns (particularly projectiles).  Respectable gank can be achieved by fitting no tank and filling it with damage modules, using it's reputation as a tough target to hopefully hide in plain sight while the enemy primaries other ships first.
 
 
<br>
 
<br>
 
<br>
 
 
===[[Battlecruiser]]===
 
<br>
 
<br>
 
====Prophecy====
 
 
{{Ship Intro|shipname=Prophecy|shipinfo=''Special Ability: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level''
 
 
''99% reduction in the CPU need of Warfare Link modules.''}}
 
 
The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. If you encounter one in a pvp setting, it's probably bait for a larger fleet waiting around the corner.
 
 
The Prophecy does have a niche PvE use.  It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. This is probably less effective than a Harbinger fit for missions (or, potentially, a Harbinger using projectiles), but one of the few good uses for the ship.
 
<br>
 
<br>
 
 
====Harbinger====
 
 
{{Ship Intro|shipname=Harbinger|shipinfo=''Special Ability: 10% reduction in laser capacitor need and 5% bonus to laser damage''
 
 
''99% reduction in the CPU need of Warfare Link modules.''}}
 
 
The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
 
 
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
 
 
The seven high slots are typically completely full of lasers, with the utility high fit with either salvagers, remote repair, drone link augmentors, probe launchers, or tractor beams. Capacitor warfare mods are options for PvP, but the harbinger rarely has enough grid for them.  There are a good number of mid-slots (4) for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low-slots, letting it fit hefty armour tanks or plenty of damage modules.
 
 
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
 
<br>
 
<br>
 
<br>
 
 
===[[Battleship]]===
 
<br>
 
<br>
 
====Armageddon====
 
 
{{Ship Intro|shipname=Armageddon|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.''}}
 
 
The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in remote-repair battleship gangs. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. Lastly, it is the only Amarr battleship that can field a full flight of heavy drones or sentries.
 
 
The Armageddon is less popular for PvE use than either the Apoc or Armageddon for various reasons, not least of which is that it only has 7 guns, rather than 8.
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>High Sec PvP Armageddon</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24124 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Armageddon, High Sec PvP Fit]<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Coreli C-Type Adaptive Nano Plating<br>
 
Coreli C-Type Adaptive Nano Plating<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Damage Control II<br>
 
<br>
 
Heavy Capacitor Booster II, Cap Booster 800<br>
 
Warp Disruptor II<br>
 
Sensor Booster II<br>
 
<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Mega Pulse Laser II, Faction Multifrequency L<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
<br>
 
Berserker II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Pulse Laser II, Faction Multifrequency L|hs2=Mega Pulse Laser II, Faction Multifrequency L|hs3=Mega Pulse Laser II, Faction Multifrequency L|hs4=Mega Pulse Laser II, Faction Multifrequency L|hs5=Mega Pulse Laser II, Faction Multifrequency L|hs6=Mega Pulse Laser II, Faction Multifrequency L|hs7=Mega Pulse Laser II, Faction Multifrequency L|hs8=Large 'Solace' I Remote Bulwark Reconstruction}}
 
{{Mid Slots 3|ms1=Heavy Capacitor Booster II, Cap Booster 800|ms2=Warp Disruptor II|ms3=Sensor Booster II}}
 
{{Low Slots 8|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Coreli C-Type Adaptive Nano Plating (Replace w/ T2 ANP in war)|ls4=Coreli C-Type Adaptive Nano Plating (Replace w/ T2 ANP in war)|ls5=Heat Sink II|ls6=Heat Sink II|ls7=Heat Sink II|ls8=Damage Control II}}
 
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
 
{{Drone Bay|ds1=Berserker II x5}}
 
*Faction ANP really aren't that much, and give an additional ~10k of buffer
 
*1112 DPS @ 15+10km with Multi, 939 DPS @ 45+10 with Scorch
 
*For Null or Low Sec space fit a 100MN MicroWarpdrive which can be done by sacrifising 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II
 
*If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
<br>
 
<br>
 
 
====Apocalypse====
 
 
{{Ship Intro|shipname=Apocalypse|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.''}}
 
 
The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
 
 
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
 
 
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Apoc Starter Mission Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=28110 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Apocalypse, Apoc Starter Mission Fit]<br>
 
Large Armor Repairer II<br>
 
Large Armor Repairer II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Armor EM Hardener II<br>
 
Armor EM Hardener II<br>
 
Armor Thermic Hardener II<br>
 
<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
Mega Pulse Laser II, Scorch<br>
 
<br>
 
Large Auxiliary Nano Pump I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
<br>
 
Hobgoblin II x5<br>
 
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Pulse Laser II, Scorch|hs2=Mega Pulse Laser II, Scorch|hs3=Mega Pulse Laser II, Scorch|hs4=Mega Pulse Laser II, Scorch|hs5=Mega Pulse Laser II, Scorch|hs6=Mega Pulse Laser II, Scorch|hs7=Mega Pulse Laser II, Scorch|hs8=Mega Pulse Laser II, Scorch}}
 
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
 
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Heat Sink II|ls4=Heat Sink II|ls5=Armor EM Hardener II|ls6=Armor EM Hardener II|ls7=Armor Thermic Hardener II}}
 
{{Rig Slots 3|rs1=Large Auxiliary Nano Pump I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
 
{{Drone Bay|ds1=5x Hobgoblin II<br>
 
5x Hammerhead II}}
 
*See forum post for options
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Apoc WH Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=130&t=25736 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Apocalypse, Apoc WH Fit]<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Capacitor Power Relay II<br>
 
Capacitor Power Relay II<br>
 
<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Tracking Computer II, Tracking Speed<br>
 
Tracking Computer II, Tracking Speed<br>
 
<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Large Remote Armor Repair System II<br>
 
Large Remote Armor Repair System II<br>
 
<br>
 
Large Remote Repair Augmentor I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs7=Large Remote Armor Repair System II|hs8=Large Remote Armor Repair System II}}
 
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Tracking Speed|ms4=Tracking Computer II, Tracking Speed}}
 
{{Low Slots 7|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Damage Control II|ls4=Energized Adaptive Nano Membrane II|ls5=Energized Adaptive Nano Membrane II|ls6=Capacitor Power Relay II|ls7=Capacitor Power Relay II}}
 
{{Rig Slots 3|rs1=Large Remote Repair Augmentor I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
 
{{Drone Bay|ds1=}}
 
*105k EHP, 269 DPS, 1602 salvo
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Apoc WH Killer</th>
 
</tr>
 
<tr>
 
  <td>
 
submitted by devian chase
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
[Apocalypse, Apoc WH Killer]<br>
 
Heat Sink II<br>
 
Imperial Navy Heat Sink<br>
 
Imperial Navy Heat Sink<br>
 
Armor Explosive Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Corpii C-Type Adaptive Nano Plating<br>
 
Damage Control II<br>
 
<br>
 
Cap Recharger II<br>
 
Tracking Computer II<br>
 
Tracking Computer II<br>
 
Tracking Computer II<br>
 
<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
<br>
 
Large Anti-EM Pump I<br>
 
Large Anti-Thermic Pump I<br>
 
Large Trimark Armor Pump I<br>
 
<br>
 
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs2=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs3=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs4=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs5=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs6=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs7=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs8=Mega Pulse Laser II, Imperial Navy Multifrequency L}}
 
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Tracking Computer II|ms3=Tracking Computer II|ms4=Tracking Computer II}}
 
{{Low Slots 7|ls1=Heat Sink II|ls2=Imperial Navy Heat Sink|ls3=Imperial Navy Heat Sink|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Corpii C-Type Adaptive Nano Plating|ls7=Damage Control II}}
 
{{Rig Slots 3|rs1=Large Anti-EM Pump I|rs2=Large Anti-Thermic Pump I|rs3=Large Trimark Armor Pump I}}
 
{{Drone Bay|ds1=Hammerhead II x5}}
 
*drone dps 141 with hammerheads
 
*turret dps 797 with imperial navy multifrequency L up to 25+14 km
 
*turret dps 635 with scorch l up to 74+14km
 
*eft = 74.435
 
*em=76.3%
 
*therm =69.2%
 
*kinetic=77.2%
 
*explosive=75.6%
 
*it has a little bit of pimp with faction modules but if you dont want to get those just drop them for t2 stuff
 
*and if unsure about the tank drop 1 of the damage mods for a 1600mm get your eft up to 98k losing something like70 dps
 
<br>
 
<br>
 
''Flying Manual'':  An apoc should have all 8 slots used for guns let someone else (domi /tempest) do the repping your a 900 dps machine up to 80 km range with super tracking making you usefull against even the cruiser defenders that circle you at 16km + at c3-c4 you dont need any plates at all (use this fit and a RR domi to duo combat sites in c3 .. hitting 100 mil isk /hour per person with it)
 
</td>
 
</tr>
 
</table>
 
<br>
 
<br>
 
 
====Abaddon====
 
 
{{Ship Intro|shipname=Abaddon|shipinfo=''Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.''}}
 
 
The 'Golden Brick' is a beast. It has a laser damage bonus with 8 turret slots and an armour resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive and armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
 
 
Abaddons are reasonable PvE alternatives to the Apocalypse, effectively coming with a free Energized Adaptive Nano Membrane, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap-stable tank on the 'Baddon, but it has a higher damage potential than the apoc at some range bands.
 
 
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote-repair that may be directed its way.
 
 
<br>
 
<br>
 
<br>
 
 
===Industrial===
 
<br>
 
<br>
 
====Sigil====
 
 
{{Amarr Ship
 
|shipimg=Sigil.jpg
 
|caption=Sigil
 
|shipname=Sigil
 
|class=
 
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 
5% Bonus Cargo Capacity per level<br>
 
5% Max Velocity per level
 
|highs=2
 
|turrets=1
 
|launchers=
 
|mediums=3
 
|lows=5
 
|dronecapacity=0 m3
 
|dronebandwidth=0 m3
 
|cargohold=3000 m3
 
|info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers.  This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial.  It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank.  Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower.  This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not temp suicide gankers.
 
}}
 
 
====Bestower====
 
 
{{Amarr Ship
 
|shipimg=Bestower512.jpg
 
|caption=Bestower
 
|shipname=Bestower
 
|class=
 
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 
5% Bonus Cargo Capacity per level<br>
 
5% Max Velocity per level
 
|highs=2
 
|turrets=1
 
|launchers=
 
|mediums=4
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 m3
 
|cargohold=4800 m3
 
|info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups.  See [[Creating an Alt Hauler]] for details.
 
 
The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold.  If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
 
}}
 
<br>
 
<br>
 
<br>
 
<br>
 
[[Category:Guides]]
 
 
[[Category:Ships]]
 
[[Category:Ships]]

Latest revision as of 16:47, 13 March 2024

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.

Logo faction amarr empire.png Amarr Empire Characteristics

 Tank Type: Icon ISIS defense armor.png Armor
 Main Weapon Systems: Icon ISIS weapon Energyturrets.png Energy Turrets and Icon ISIS weapon Drones.png Drones
 Electronic Warfare: Icon ISIS Trackingdisruption.png Weapon Disruption and Icon ISIS Energydestabilization.png Energy Neutralizers


General Traits

The following traits are shared by most or all Amarr ships:

  • Armour tanking. Amarrian ships have high base armour, and several ships have direct bonuses to armour resistances: for example, the Punisher, Maller, Prophecy, and Abaddon. Armor tanks use up low slots, can slow ships down, and are hungry for powergrid, but they leave mid slots free, require relatively less CPU, and (in active tanks) place comparatively lower burdens on the capacitor than shield tanks
  • Energy turrets. These are the standard for the majority of Amarrian damage-dealing vessels. Energy turrets (more usually "lasers") offer a reliable combination of range and damage when compared with projectile or hybrid turrets. Their ammo, energy crystals, can be swapped out instantly. Tech 1 crystals last forever, and faction and Tech 2 crystals wear out only slowly. On the other hand, energy turrets use a great deal of capacitor to fire, tend to have comparatively poor tracking speeds for their size, and can only ever deal thermal and EM damage, which can make it impossible to hit some enemies' weaker damage resistances.
    • The short-ranged energy weapons, pulse lasers, have long ranges compared to projectile autocannon and hybrid turrets but lack the raw punch of hybrid blasters or the selectable damage and forgiving falloff of autocannon.
    • The long-ranged energy weapons, beam lasers, have reliable DPS, but are shorter-ranged than hybrid railguns or projectile artillery, and lack the selectable damage and alpha strike potential of artillery.
  • Drones. The Amarr ship line-up comes second only to the Gallente in terms of drone bays, bandwidth, and ships with drone bonuses. Amarr drone ships tend to have slightly larger drone bays than their Gallentean counterparts, which means more tactical flexibility and drone replacement, but also tend to have less drone bandwidth, which means a lower DPS cap. These differences even out at the battleship level, as the Armageddon and the Dominix match in these respects.
  • Large capacitors. Amarr pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of energy turrets. Amarr hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
  • Capacitor warfare. The Dragoon and the Armageddon have bonuses that make them particularly effective with energy neutralizers used to drain targets' capacitors. These synergise well with the naturally strong capacitors found on Amarr ships, and with the use of drones, which require no capacitor. Amarr proficiency with capacitor warfare continues in T2 ships with the Black Ops AmarrRedeemer and the widely-feared AmarrCurse and AmarrPilgrim.
  • Weapon Disruption is the Amarr EWAR specialism. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility.
  • Low speeds. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. Given the high low slots, Amarr ships can sometimes be speed-fitted, but at the cost of tank and damage.
  • Missiles. No Tech 1 Amarr ships focus on missiles, but there is a line of Tech 2 Amarr ships with missile bonuses: the AmarrVengeance, AmarrMalediction, AmarrHeretic, AmarrSacrilege, and AmarrDamnation. These are not a concern for Amarr pilots who are just starting out, but dedicated Amarr pilots might find themselves training into them one day.

If there is one broad characteristic that runs across Amarr ships, it is energy. Amarr ships aren't the most versatile, and they don't always have great speed or the highest on-paper DPS, but they have immense reserves of capacitor which they can use to pound opponents with extremely reliable and consistent laser damage—with potentially infinite ammo!—and to drain opponents dry with powerful capacitor warfare.

Notable Uses

PvE

A classic progression of Amarr mission ships would be to train the Punisher and AmarrCoercer for Level 1 missions, the AmarrOmen or AmarrArbitrator for L2s, the AmarrHarbinger for L3s, and finally the AmarrApocalypse for L4s. Amarrian laser ships are more restricted when running missions and ratting than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do thermal and EM damage, so other typical NPC enemy factions are tougher for lasers. This is a concern for some Eve University pilots who want to try mission-running close to home, as the University is based in Gallente space where Serpentis are the common faction.

One alternative option is to brush up on drone skills and use the line of Amarr ships which use drones rather than lasers as their primary weapon. Since drones are easily swapped and allow fully-selectable damage, this lets pilots target whatever type of damage NPCs are weakest to. A pilot doing this would progress through the AmarrDragoon, AmarrArbitrator, AmarrProphecy, and AmarrArmageddon (though note that until the battleship stage and the Armageddon, the Amarr drone ships have a little less bandwidth than their Gallente counterparts).

In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.

For salvaging, a AmarrCoercer makes a very good, cheap salvager.

Amarr ships are also highly popular with armour incursion fleets, especially the AmarrPaladin and AmarrLegion. While not technically an Amarrian ship, the Sansha's NationNightmare is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot willing to cross-train.

PvP

Exceptional tanks, large capacitors, and reliable damage and range make some Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. At the basic level, Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer atypical ships than in other races' line-ups. As a result, Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (a AmarrPunisher fitted with projectile turrets is a classic), but they are more skill intensive and often require cross-training.

In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. The Arbitrator makes an excellent DPS-and-EWAR boat, the Omen is a focused damage-dealer, and the Maller's massive potential tank makes it great (if obvious) bait. In battleship hulls, the AmarrArmageddon, AmarrApocalypse, and AmarrAbaddon all have their uses. The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by logistics, although a combination of (relatively) weak capacitor and no cap use bonuses can make it power-hungry. The Armageddon's bonus to energy neutralizers makes it the best base T1 capacitor warfare platform in the game.

Skills

Amarr ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's Short Skill Plan; relatively new pilots should consider the 14 skills which affect every ship, the fitting skills which make it easier to fit modules onto ships, and the support skills which underpin much of your ship's performance. For longer-term training, EVE University's Pyramid Skill Plan offers one useful way of conceiving of your goals.

That said, there are some considerations that are specific to Amarr ships. Capacitor skills are especially crucial for Amarr pilots, and should be an early priority; these are mostly found in the Engineering category, though Controlled Bursts, in Gunnery, is also very important. Armour skills will be essential for flying any Amarr combat ships, and being able to mount a T2 armour tank can help bring out the strengths of many T1 Amarr hulls in PvP and PvE. Drone skills are also important for any pilot taking the drone ship path through the Amarr ships, and eventually for an Amarr pilot: at around cruiser size, all Amarr ships begin being able to fly a full flight of 5 drones, making Drones V a highly desirable tain.

Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably Gallente, as the two ship lineups share armour tanking, gunnery, and drone synergies. A combination of Amarr and Gallente ship skills also opens up the popular Sisters of EVE ships. Pilots cross-trained for Caldari ships will be able to make good use of the niche set of T2 Amarr ships with missile bonuses.

Ships

Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.

Corvette

Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.

Corvette: INFORMATION
Impairor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
115 m³
cargo capacity
cargo
defense
125 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
25.50 km
max. targeting range
tgt. range
50 m
ship signature radius
sig. radius
300 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
20% reduction in Small Energy Turret activation cost
10% bonus to Small Energy Turret damage
15% bonus to Weapon Disruptor effectiveness
8% bonus to all armor resistances

The Impairor-class corvette has been mass-produced by the Amarr Empire for decades. It is the most common space vessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.

The corvette is the first ship you start with. If you are Amarr, it will be an Impairor.

Frigates

Frigate: INFORMATION
Crucifier
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
45 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
265 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
400 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
64.00 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
350 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Weapon Disruptor optimal range

The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

The Crucifier is the Amarr EWAR frigate and works great as an extremely cheap long range EWAR platform for very new pilots.


Frigate: INFORMATION
Executioner
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
115 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
27.50 km
max. targeting range
tgt. range
31 m
ship signature radius
sig. radius
410 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers.


Frigate: INFORMATION
Inquisitor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
4
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
250 m³
cargo capacity
cargo
defense
225 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
36.00 km
max. targeting range
tgt. range
34 m
ship signature radius
sig. radius
405 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Role Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.

The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.

The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.


Frigate: INFORMATION
Magnate
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
40 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
34.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
350 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager duration
Role Bonus:
5+ bonus to Relic and Data Analyzer virus strength

This Magnate-class frigate is one of the most decoratively designed ship classes in the Amarr Empire, considered to be a pet project for a small, elite group of royal ship engineers for over a decade. The frigate's design has gone through several stages over the past decade, and new models of the Magnate appear every few years. The most recent versions of this ship – the Silver Magnate and the Gold Magnate – debuted as rewards in the Amarr Championships in YC105, though the original Magnate design is still a popular choice among Amarr pilots.

Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.


Frigate: INFORMATION
Punisher
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
4
turret hardpoints
turrets
2
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
135 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
25.00 km
max. targeting range
tgt. range
37 m
ship signature radius
sig. radius
355 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
4% bonus to all armor resistances

The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.

This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the tackling trinity: a propulsion module, a point, and a web.


Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.


Frigate: INFORMATION
Tormentor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
20 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
130 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
40.00 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
335 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage

The Tormentor has been in service for many decades. For most of that time it saw service as a mining ship, its size barring it from making any kind of impact on the battlefield. As with most Amarr ships, however, its strong defenses always made it a tough opponent to crack, and with recent advances in turret capacitor use and damage output, its lasers have now stopped digging into dead ore and are instead focused on boring through the hulls of hapless vessels in combat.

While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher.


Destroyers

Destroyer: INFORMATION
Coercer
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
2
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
375 m³
cargo capacity
cargo
defense
700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
900 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
30.00 km
max. targeting range
tgt. range
62 m
ship signature radius
sig. radius
255 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Destroyer bonuses (per skill level):
10% bonus to Small Energy Turret tracking speed
10% reduction in Small Energy Turret activation cost
Role Bonus:
50% bonus to Small Energy Turret optimal range

Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.

The Coercer sees some use in PvE activities or as a cheap Noctis substitute. It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship.


Destroyer: INFORMATION
Dragoon
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
3
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
75 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
300 m³
cargo capacity
cargo
defense
750 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
950 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
39.00 km
max. targeting range
tgt. range
66 m
ship signature radius
sig. radius
240 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Destroyer bonuses (per skill level):
10% bonus to Drone hitpoints and damage
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range
10% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
25% bonus to Drone max velocity

The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others.

As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk.

The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style.


Cruisers

Cruiser: INFORMATION
Arbitrator
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
150 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
345 m³
cargo capacity
cargo
defense
1,100 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
70.00 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
200 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Drone hitpoints, damage and mining yield

The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.

You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game. There are many effective configurations for both PvE and PvP with this ship.


Cruiser: INFORMATION
Augoror
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
5
low slots
lows
drones & cargo
20 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
465 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,650 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
60.00 km
max. targeting range
tgt. range
90 m
ship signature radius
sig. radius
235 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
12.5% bonus to Remote Armor Repairer amount
5% reduction in Remote Armor Repairer activation cost
Role Bonus:
1000% bonus to Remote Capacitor Transmitter range
200% bonus to Remote Capacitor Transmitter transfer amount
430% bonus to Remote Armor Repairer optimal range and falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror.

The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers.

The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus.


Cruiser: INFORMATION
Maller
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
480 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
2,300 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
47.50 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
205 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
5% bonus to Medium Energy Turret damage
4% bonus to all armor resistances

Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.

The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP.


Cruiser: INFORMATION
Omen
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
1,200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
55.00 km
max. targeting range
tgt. range
115 m
ship signature radius
sig. radius
260 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
5% bonus to Medium Energy Turret rate of fire

The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.

The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.


Battlecruisers

Combat Battlecruiser: INFORMATION
Harbinger
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
375 m³
cargo capacity
cargo
defense
3,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
5,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
65.00 km
max. targeting range
tgt. range
270 m
ship signature radius
sig. radius
175 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Energy Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.

The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races. It is the first real laser powerhouse in the Amarr lineup.


Attack Battlecruiser: INFORMATION
Oracle
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
No drone bay
500 m³
cargo capacity
cargo
defense
1,575 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
2,160 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
65.00 km
max. targeting range
tgt. range
210 m
ship signature radius
sig. radius
200 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Large Energy Turret activation cost
5% bonus to Large Energy Turret damage
Role Bonus:
95% reduction in Large Energy Turret powergrid requirement
50% reduction in Large Energy Turret CPU requirement
50% reduction in Large Energy Turret activation cost

In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history.

During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle.

The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship "a work of Divine Grace for the Empire, and retribution to our enemies."

The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS while maintaining the agility of a battlecruiser.


Combat Battlecruiser: INFORMATION
Prophecy
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
4
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
225 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
3,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
5,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
50.00 km
max. targeting range
tgt. range
270 m
ship signature radius
sig. radius
170 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
4% bonus to all armor resistances
Role Bonus:
• Can use one Command Burst module
12.5% bonus to Drone microwarp velocity
50% bonus to Command Burst area of effect range

The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.

The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier.


Battleships

Battleship: INFORMATION
Abaddon
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
740 m³
cargo capacity
cargo
defense
7,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
9,350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
96.00 km
max. targeting range
tgt. range
470 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret damage
4% bonus to all armor resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Abaddon class ship is a celestial tool of destruction. It is designed to enter combat from the outset, targeting enemies at range and firing salvo after salvo at them, and to remain intact on the battlefield until every heretic in sight has been torn to shreds.

The Abaddon has a bonus for laser damage and armor resistances, but the normal bonus for laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.


Battleship: INFORMATION
Apocalypse
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
6,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
87.60 km
max. targeting range
tgt. range
380 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.

The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned into a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for any Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however but is an easier ship to skill for.


Battleship: INFORMATION
Armageddon
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
5
launcher hardpoints
launchers
5
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
375 m³
drone capacity
drones
125 Mbit/sec
drone bandwidth
b/w
750 m³
cargo capacity
cargo
defense
7,480 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
9,350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
82.50 km
max. targeting range
tgt. range
450 m
ship signature radius
sig. radius
100 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
10% bonus to Drone hitpoints and damage
10% bonus to Energy Nosferatu and Energy Neutralizer optimal range
5% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The mighty Armageddon class is one of the enduring warhorses of the Amarr Empire. Once a juggernaut that steamrolled its way into battle, it has now taken on a more stately and calculated approach, sending out a web of drones in its place while it drains the enemy from a distance.

While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier T1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones.


Haulers

Haulers are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the Creating an Alt Hauler article for more information.

Hauler: INFORMATION
Bestower
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
No drone bay
4,800 m³
cargo capacity
cargo
defense
450 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
850 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
45 km
max. targeting range
tgt. range
215 m
ship signature radius
sig. radius
110 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.

Arguably the best of the T1 haulers from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to the faction's hauler III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to faction's hauler III instead of V on the way to faction's freighter I. Additionally, the removal of faction's frigate III as a requirement for Haulers means that any faction can select the Bestower as their hauler of choice on the way to becoming a freighter alt.

Hauler: INFORMATION
Sigil
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
No drone bay
2,100 m³
cargo capacity
cargo
defense
780 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,900 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
45 km
max. targeting range
tgt. range
175 m
ship signature radius
sig. radius
125 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Sigil is a recent ship from Viziam based on an old slave transport design.

Although lacking the cargo capacity of the Bestower, it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed. It can easily be expanded to hold 8000  m3, the max needed for running L4 distribution missions, while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec.

Energy Turret Tips

Main article: Energy Turrets

Since ammo crystals can be swapped instantly, you should feel able to shift rapidly between crystals as the situation demands. You will want to swap crystals in and out to keep up with the ranges of your targets: lasers have little falloff range, which means little margin for error at the edge of your range. The Tech 1 crystals offer a three-way trade-off of range, damage, and capacitor use: short-ranged crystals do high DPS and are cap-hungry, long-ranged crystals do low DPS and are cap-hungry, and mid-ranged crystals do moderate DPS and are gentler on the capacitor.

Tech 2 pulse laser crystals are widely liked and well worth using. Conflagration manages excellent DPS but will struggle to track evasive/fast targets. Scorch pushes pulse lasers out to truly impressive distances for a "short"-range weapon.

Of the Tech 2 beam laser crystals, Gleam only offers a small boost over comparable faction ammo and see only limited use, but Aurora offers a massive range bonus and is popular for PvP sniping fits.

Drone Tips

Main article: Drone mechanics

Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies. Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those too.

All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.

Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones.

Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones".

In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted weapon timer which then prevents you from docking up or jumping through a gate to safety.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions