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Harbinger Navy Issue: Difference between revisions

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Vanguard BC update
Update for Version 23.01 Release 2025-09-09.1
 
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 9/29/2015)
* SHIP ATTRIBUTES SECTION (last update : 2025-09-14)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't
* leave/misstype any tags required. please follow the same
* leave/mistype any tags required. please follow the same
* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=33155
| shipid=33155
| shipimg=Harbinger Navy Issue.jpg
| shipimg=Harbinger Navy Issue.jpg
| shipname=Harbinger Navy Issue
| shipname=Harbinger Navy Issue
| caption=Harbinger Navy Issue
| class=Combat Battlecruiser
| class=Combat Battlecruiser
| grouping=Faction Battlecruisers
| grouping=Faction Battlecruisers
| hulltype=Harbinger Class
| hulltype=Harbinger Class
| faction=Amarr Empire
| faction=Amarr Empire
| variations={{Ship|Absolution}},{{Ship|Harbinger}}
| race=Amarr
| tech=F
| variations={{Ship|Absolution}},{{Ship|Harbinger}}
| tech=F
| ecmprio=2
| powergrid=1,495 MW
| cpu=410 tf
| capacitor=3,500 GJ
| highs=7
| turrets=6
| launchers=0
| mediums=5
| lows=6
| mass=15,500,000 kg
| volume=234,000 m&#179;
| cargohold=375 m&#179;
| dronebay=75 m&#179;
| bandwidth=50 Mbit/sec
| info=<b>Development</b><br>While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.
| bonuses=<b>Amarr Battlecruiser bonuses (per skill level):</b><br>7.5% bonus to Medium Energy Turret tracking speed<br>10% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warfare Link modules<br>25% bonus to Medium Energy Turret optimal range and falloff<br>
| structurehp=6,750 HP
| shieldhp=4,500 HP
| shieldem=0
| shieldexp=50
| shieldkin=40
| shieldtherm=20
| armorhp=7,875 HP
| armorem=50
| armorexp=20
| armorkin=25
| armortherm=35
| maxvelocity=175 m/sec
| inertia=0.52
| warpspeed=2.7 AU/s
| warptime=11.17 s
| targetrange=70.00 km
| sigradius=270 m
| maxlockedtargets=7
| sensortype=RADAR
| sensorvalue=21 points
| scanres=210 mm
| reqskills=*{{RequiredSkill|Amarr Battlecruiser|II}}
**{{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Amarr Cruiser|III}}
***{{RequiredSkill|Spaceship Command|II}}
***{{RequiredSkill|Amarr Destroyer|III}}
****{{RequiredSkill|Amarr Frigate|III}}
*****{{RequiredSkill|Spaceship Command|I}}


| totaltraintime=2d 1h 9m 40s
| powergrid= 1,625 MW
| externallinks=[http://wiki.eveonline.com/en/wiki/Harbinger%20Navy%20Issue Harbinger Navy Issue on Eve Online Wiki]
| cpu=410 tf
| highlights1=Can Use Warfare Links
| capacitor=3,500 GJ
| highlights2=High Amount of High Slots
 
| highs=7
| turrets=6
| launchers=0
| mediums=5
| lows=6
 
| mass=15,500,000 kg
| volume=234,000 m³
 
| cargohold=375{{m3}}
 
| dronebay=75 m³
| bandwidth=50 Mbit/sec
 
| quote= God is the only true judge, we just expedite court dates.
| quote_attribution= Unknown Amarr Soldier
| info= While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.
| bonuses= <b>Amarr Battlecruiser bonuses (per skill level):</b><br>
7.5% bonus to Medium Energy Turret tracking speed<br>
10% bonus to Medium Energy Turret damage<br>
10% bonus to Medium Energy Turret activation cost<br>
<b>Role Bonus:</b><br>
•&nbsp;Can fit Warfare Link modules<br>
25% bonus to Medium Energy Turret optimal range and falloff
 
| structurehp=6,750 HP
 
| armorhp=7,875 HP
| armorem=50
| armortherm=35
| armorkin=25
| armorexp=20
 
| shieldhp=4,500 HP
| shieldem=0
| shieldtherm=20
| shieldkin=40
| shieldexp=50
 
| maxvelocity=175 m/sec
| inertia=0.52
| warpspeed=3.5 AU/s
| warptime=11.17 s
 
| targetrange=70 km
| maxlockedtargets=7
| sigradius=270 m
| scanres=210 mm
| sensortype=RADAR
| sensorvalue=21 points
 
| reqskills=*{{RequiredSkill|Amarr Battlecruiser|II}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Amarr Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Amarr Destroyer|III}}
**** {{RequiredSkill|Amarr Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}
| totaltraintime=2d 1h 9m 40s
 
| externallinks=
| highlights1=Can use Command Burst module
| highlights2=High Amount of High Slots
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


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==Summary==
== Summary ==
Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the [[Harbinger]], with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.
Released with the Odyssey expansion, the '''Harbinger Navy Issue''' is almost a straight upgrade to the [[Harbinger]], with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.
 
== Skills ==
* '''{{sk|Amarr Battlecruiser}}''' to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships.
* '''{{sk|Gunnery| V}}''', '''{{sk|Medium Energy Turret|V}}''' and '''{{sk|Medium Pulse Laser Specialization}}''' trained to at least I to fit T2 guns, which do more damage and are ''substantially'' cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
* While '''{{sk|Medium Beam Laser Specialization}}''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
* '''{{sk|Controlled Bursts|IV}}''', '''{{sk|Capacitor Management|IV}}''' and '''{{sk|Capacitor Systems Operation|IV}}''' are all important for cap management.
* '''{{sk|Rapid Firing|IV}}''', '''{{sk|Surgical Strike|IV}}''' are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
* Along with the obvious '''{{sk|Power Grid Management|V}}''' and '''{{sk|CPU Management|V}}''' fitting skills required for fitting most ships, '''{{sk|Weapon Upgrades|V}}''' should be trained to help with fitting. '''{{sk|Advanced Weapon Upgrades}}''' is also an important skill for pilots wishing to armor tank.
* '''{{sk|Sharpshooter|IV}}''' increases the already impressive optimal range associated with lasers and should be trained as such.
* '''{{sk|Drones|V}}, {{sk|Light Drone Operation|IV}}, {{sk|Medium Drone Operation|IV}}, {{sk|Drone Interfacing|IV}} and {{sk|Gallente Drone Specialization|II}}/{{sk|Minmatar Drone Specialization|II}}''' are all are important for getting as much DPS out of the 50 m<sup>3</sup> dronebay as possible.
* '''{{sk|Drone Navigation|III}}''', '''{{sk|Drone Durability|III}}''' and '''{{sk|Drone Sharpshooting|III}}''' are also useful support skills.
* The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full T2 Tank#Armor Tank|Armour]]''' or '''[[Full T2 Tank#Shield Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''.
 
== Tactics ==
''No sub-article about Harbinger Navy Issue roles or piloting tactics. You can write them here.''
 
== Notes ==
''No notes for Harbinger Navy Issue.''
 
== Patch History ==
{{Expansion past|
'''2025-09-09''' Version 23.01 Release 2025-09-09.1 ''Legion Major Update'' ([https://www.eveonline.com/news/view/patch-notes-version-23-01 Patch notes])
* Powergrid increased from 1550 MW to 1625 MW.


==Skills==
'''Legion expansion''' [https://www.eveonline.com/news/view/legion-expansion-notes Release notes]
*'''[[Skills:Spaceship Command#Amarr Battlecruiser|Amarr Battlecruiser]]''' to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships.
* New bonus, 10% reduction to the capacitor cost of medium energy turrets per level of Amarr Battlecruiser.
*'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Energy Turret|Medium Energy Turret V]]''' and '''[[Skills:Gunnery#Medium Pulse Laser Specialization|Medium Pulse Laser Specialization]]''' trained to at least I to fit T2 guns, which do more damage and are ''substantially'' cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
*While '''[[Skills:Gunnery#Medium Beam Laser Specialization|Medium Beam Laser Specialization]]''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
*'''[[Skills:Gunnery#Controlled Bursts|Controlled Bursts IV]]''', '''[[Skills:Engineering#Capacitor Management|Capacitor Management IV]]''' and '''[[Skills:Engineering#Capacitor Systems Operation|Capacitor Systems Operation IV]]''' are all important for cap management.
*'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing IV]]''', '''[[Skills:Gunnery#Surgical_Strike|Surgical Strike IV]]''' are skills which increase DPS and are thus vital to all turret-based damage dealing ships.
*Along with the obvious '''[[Skills:Engineering#Power Grid Management|Power Grid Management V]]''' and '''[[Skills:Engineering#CPU Management|CPU Management V]]''' fitting skills required for fitting most ships, '''[[Skills:Engineering#Weapon Upgrades|Weapon Upgrades V]]''' should be trained to help with fitting. '''[[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' is also an important skill for pilots wishing to armor tank.
*'''[[Skills:Gunnery#Sharpshooter|Sharpshooter IV]]''' increases the already impressive optimal range associated with lasers and should be trained as such.
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation IV]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation II]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation II]]''' are all are important for getting as much DPS out of the 50 m<sup>3</sup> dronebay as possible.
*'''[[Skills:Drones#Drone Navigation|Drone Navigation III]]''', '''[[Skills:Drones#Drone Durability|Drone Durability III]]''' and '''[[Skills:Drones#Drone Sharpshooting|Drone Sharpshooting III]]''' are also useful support skills.
*The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full_T2_Tank#Armor_Tank|Armour]]''' or '''[[Full_T2_Tank#Shield_Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''.


==Fitting==
'''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes])
* Balance Changes
** Powergrid increased from 1,495 MW to 1,550 MW


{{ShipFitting|
'''October 2019 Release - 2019-10-15.1'''
ship=Harbinger Navy Issue|
 
shipTypeID=33155|
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
fitName=Sniper|
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)
fitID=Sniper|
}}
high1name=Heavy Beam Laser II|
 
high1typeID=3025|
{{ShipsMatrix|expgroup= battlecruisers}}
high2name=Heavy Beam Laser II|
high2typeID=3025|
high3name=Heavy Beam Laser II|
high3typeID=3025|
high4name=Heavy Beam Laser II|
high4typeID=3025|
high5name=Heavy Beam Laser II|
high5typeID=3025|
high6name=Heavy Beam Laser II|
high6typeID=3025|
high7name=Core Probe Launcher I|
high7typeID=17938|
mid1name=Experimental 10MN Afterburner I|
mid1typeID=6005|
mid2name=Tracking Computer II|
mid2typeID=1978|
mid3name=Sensor Booster II|
mid3typeID=1952|
mid4name=Tracking Computer II|
mid4typeID=1978|
mid5name=Medium Electrochemical Capacitor Booster I|
mid5typeID=4833|
low1name=Damage Control II|
low1typeID=2048|
low2name=800mm Reinforced Steel Plates II|
low2typeID=20351|
low3name=Energized Adaptive Nano Membrane II|
low3typeID=11269|
low4name=Energized Adaptive Nano Membrane II|
low4typeID=11269|
low5name=Heat Sink II|
low5typeID=2364|
low6name=Heat Sink II|
low6typeID=2364|
drone1name=Warrior II x5|
drone1typeID=2488|
drone2name=Hobgoblin II x5|
drone2typeID=2456|
drone3name=open|
drone4name=open|
drone5name=open|
charge1name=Optimal Range Script x2|
charge1typeID=28999|
charge2name=Targeting Range Script x1|
charge2typeID=29009|
charge3name=Cap Booster 400 x1|
charge3typeID=11287|
charge4name=Gleam M x6|
charge4typeID=12826|
charge5name=Imperial Navy Multifrequency M x6|
charge5typeID=23089|
charge6name=Imperial Navy Ultraviolet M x6|
charge6typeID=23095|
charge7name=Imperial Navy Microwave M x6|
charge7typeID=23101|
charge8name=Aurora M x6|
charge8typeID=12822|
charge9name=Core Scanner Probe I x8|
charge9typeID=30013|
rig1name=Medium Anti-Explosive Pump I|
rig1typeID=31011|
rig2name=Medium Ancillary Current Router I|
rig2typeID=31360|
rig3name=Medium Energy Burst Aerator I|
rig3typeID=31444|
difficulty=2|
warsop=S|
warsopReason=|
version=ODY 1.1|
shipDNA=33155:3025;6:17938;1:1952;1:1978;2:4833;1:6005;1:2048;1:2364;2:11269;2:20351;1:31011;1:31360;1:31444;1:2456;5:2488;5:11287;1:12822;6:12826;6:23089;6:23095;6:23101;6:28999;2:29009;1:30013;8::|
skills=|
notes=A sniping fit that be be used either for PvE or PvP.</li><li>With all skills at V and before boosts, this ship has 69 K EHP, flies at 389 m/s (495 m/s overheated) and align in 12.9 s (9.6 s with AB off).</li><li>Damage varies between 737 dps at 19 + 16 km with Imperial Navy Multifrequency (incl drones) to 370 dps at 70 + 16 km with Aurora (excl drones). Tracking is excellent at 0.105 rad/s with Gleam ammo and two Tracking Speed Scripts.</li><li>The capacitor is stable using Cap Booster 400 charges. The cap booster module could also be replaced by a Cap Recharger II, and in this case the capacitor will last 4 min 2 sec.</li><li>The ship can be made self repping by switching one EANM II or one Heat Sink II by a Medium Armor Repairer II. The use of Cap Boosters charges is however required in this case to keep the ship close to cap stable.}}


==Notes==
''No notes for Harbinger Navy Issue.''


{{ShipsMatrix}}
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Faction Battlecruisers]]
[[Category:Faction Battlecruisers]]

Latest revision as of 09:05, 14 September 2025

EVE University Database
 
Ship Database
Harbinger Navy Issue
Harbinger Navy Issue
Harbinger Navy Issue
Amarr Empire
Amarr Empire
Amarr Empire
Faction Battlecruisers
Harbinger Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
God is the only true judge, we just expedite court dates.
– Unknown Amarr Soldier


While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
7.5% bonus to Medium Energy Turret tracking speed
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret activation cost
Role Bonus:
• Can fit Warfare Link modules
25% bonus to Medium Energy Turret optimal range and falloff

Required Skills
Training Time what's this?
2d 1h 9m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Absolution
Absolution
Command Ships Harbinger Class
High Amount of High Slots
High Amount of Low Slots
Can use Command Burst module
7 (0/5) 3 7
1,550 MW 420 tf
158 m/sec
375 m³
,Harbinger
Harbinger
Standard Battlecruisers Harbinger Class
Can use Command Burst module
High Amount of High Slots
7 (0/6) 4 6
1,550 MW 375 tf
175 m/sec
375 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,625 MW
CPU
cpu output
410 tf
Capacitor
capacitor
3,500 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
175 m/sec
Inertia Modifier
inertia modifier (agility)
0.52
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
11.17 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
21 points
Sig. Radius
signature radius
270 m
Scan Res.
scan resolution
210 mm
Structure
Structure Hitpoints
structure hitpoints
6,750 HP
Mass
ship mass
15,500,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
375 m3
Armor
Armor Hitpoints
armor hitpoints
7,875 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
4,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.

Skills

Tactics

No sub-article about Harbinger Navy Issue roles or piloting tactics. You can write them here.

Notes

No notes for Harbinger Navy Issue.

Patch History