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Oneiros: Difference between revisions

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
* SHIP ATTRIBUTES SECTION (last update : 6/2/2014)
* SHIP ATTRIBUTES SECTION (last update : 2025-05-27)
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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=11989
| shipid=11989
| shipimg=Oneiros.jpg
| shipimg=Oneiros.jpg
| shipname=Oneiros
| shipname=Oneiros
| caption=Oneiros
| class=Logistics Cruiser
| class=Logistics Cruiser
| grouping=Logistics Cruisers
| grouping=Logistics Cruisers
| hulltype=Exequror Class
| hulltype=Exequror Class
| faction=Gallente Federation  
| faction=Gallente Federation
| variations={{Ship|Exequror}}, {{Ship|Exequror Navy Issue}}
| race=Gallente
| tech=2
| roles=unspecified
| variations={{Ship|Exequror Navy Issue}},{{Ship|Exequror}}
| tech=2
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
| powergrid=1,050 MW
| cpu=370 tf
| capacitor=1,925 GJ
| highs=4
| turrets=2
| launchers=0
| mediums=4
| lows=5
| mass=13,160,000 kg
| volume=113,000 m&#179;
| cargohold=600 m&#179;
| extrahold=
| extraholdtype=
| dronebay=50 m&#179;
| bandwidth=50 Mbit/sec
| info=Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines.  Additionally, its own formidable defenses make it a tough nut to crack.  Breaking through a formation supported by an Oneiros is no mean feat.<br><br>Developer: Roden Shipyards<br><br>Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros.  Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.<br><br>
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Remote Tracking Computer falloff<br>20% bonus to Logistic Drone transfer amount<br>60% bonus to Remote Armor Repairer optimal range and falloff<br><b>Logistics bonuses (per skill level):</b><br>15% reduction in Remote Armor Repairer activation cost<br>10% bonus to Remote Tracking Computer effectiveness<br><b>Role Bonus:</b><br>65% reduction in Remote Armor Repairer powergrid requirement<br>
| structurehp=2,285 HP
| shieldhp=1,280 HP
| shieldem=0
| shieldexp=50
| shieldkin=85
| shieldtherm=60
| armorhp=1,758 HP
| armorem=50
| armorexp=10
| armorkin=83.75
| armortherm=67.5
| maxvelocity=230 m/sec
| inertia=0.615
| warpspeed=3.3 AU/s
| warptime=11.22 s
| targetrange=70.00 km
| sigradius=70 m
| maxlockedtargets=10
| sensortype=Magnetometric
| sensorvalue=20 points
| scanres=365 mm
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}
**{{RequiredSkill|Spaceship Command|II}}
**{{RequiredSkill|Gallente Destroyer|III}}
***{{RequiredSkill|Gallente Frigate|III}}
****{{RequiredSkill|Spaceship Command|I}}
*{{RequiredSkill|Logistics Cruisers|I}}
**{{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Signature Analysis|V}}
***{{RequiredSkill|CPU Management|I}}
**{{RequiredSkill|Long Range Targeting|V}}
***{{RequiredSkill|CPU Management|II}}


  | totaltraintime=48d 9h 37m 10s
| powergrid=1,050 MW
| forumlinks=
| cpu=370 tf
| wikireferences=
| capacitor=1,925 GJ
| externallinks=
 
| highlights1=
| highs=4
| highlights2=
| turrets=2
| highlights3=
| launchers=0
| highlights4=
| mediums=4
| lows=5
 
| mass=13,160,000 kg
| volume=113,000 m³
 
| cargohold=600 m³
| extraholdtype=
| extrahold=
 
| dronebay=50 m³
| bandwidth=50 Mbit/sec
 
| quote=Choose to work together, and you choose victory.
| quote_attribution=President Jacus Roden
| info=Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines.  Additionally, its own formidable defenses make it a tough nut to crack.  Breaking through a formation supported by an Oneiros is no mean feat.
 
Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.<br><br>
| bonuses= <b>Gallente Cruiser bonuses (per skill level):</b><br>
5% bonus to Remote Tracking Computer falloff<br>
20% bonus to Logistic Drone transfer amount<br>
60% bonus to Remote Armor Repairer optimal range and falloff<br>
<b>Logistics bonuses (per skill level):</b><br>
15% reduction in Remote Armor Repairer activation cost<br>
10% bonus to Remote Tracking Computer effectiveness<br>
15% reduction in Armor Plate Mass Penalty<br>
<b>Role Bonus:</b><br>
65% reduction in Remote Armor Repairer powergrid requirement
 
| structurehp=2,285 HP
 
| armorhp=1,758 HP
| armorem=50
| armortherm=67.5
| armorkin=83.75
| armorexp=10
 
| shieldhp=1,280 HP
| shieldem=0
| shieldtherm=60
| shieldkin=85
| shieldexp=50
 
| maxvelocity= 245 m/sec
| inertia= 0.56
| warpspeed=4.0 AU/s
| warptime= 10.22 s
 
| targetrange= 70 km
| maxlockedtargets=10
| sigradius= 65 m
| scanres=365 mm
| sensortype=Magnetometric
| sensorvalue=20 points
 
| reqskills= * {{RequiredSkill|Gallente Cruiser|V}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Gallente Destroyer|III}}
*** {{RequiredSkill|Gallente Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Logistics Cruisers|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Signature Analysis|V}}
*** {{RequiredSkill|CPU Management|I}}
** {{RequiredSkill|Long Range Targeting|V}}
*** {{RequiredSkill|CPU Management|II}}
| totaltraintime=48d 9h 37m 10s
 
| wikireferences=
| externallinks=
| highlights1=
| highlights2=
| highlights3=
| highlights4=
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


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==Summary==
== Summary ==
The Oneiros was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the [[Guardian]], the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay.
The '''Oneiros''' was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the [[Guardian]], the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay.


==Skills==
== Skills ==
As with any T2 cruiser hull, the Oneiros is skill intensive and is not recomended for low skill pilots.
As with any T2 cruiser hull, the Oneiros is skill intensive and is not recommended for low skill pilots.


The ship description itself gives an excellent starting point:
* Core Competency - Standard [Certificate]
* Armor Tanking - Standard [Certificate]
* Logistics Chief - Standard [Certificate]


The ship description itself gives an excellent starting point:  
It is highly recommended that you acquire a few more skill sets before committing a 150 million-ISK ship into a combat situation:
* {{sk|Logistics Cruisers|IV}} – The heavy capacitor use of remote repair modules are difficult to overcome without this
* Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots
* High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times


Additional Tanking / Fitting skills:
* {{sk|CPU Management|V}} - To maximize available CPU
* {{sk|Power Grid Management|V}} - To maximize available powergrid
* {{sk|Hull Upgrades|V}} – To Fit T2 armor tank modules
* Armor Compensation skills to IV: EM, Thermal, Kinetic and Explosive
* {{sk|Jury Rigging|III}} – To fit Cap Control Rigs and Ancillary Current Routers
* {{sk|Armor Rigging|III}} – To fit Armor Rigs and diminish their speed drawbacks


* Core Competency - Standard [Certificate]<br>
Utility Skills:
* Armor Tanking - Standard [Certificate]<br>
* {{sk|Electronic Warfare|IV}} – To Fit T2 ECCM modules
* Logistics Chief - Standard [Certificate]<br> <br>
* {{sk|Sensor Linking|IV}} – To fit Tracking Links (uncommon fits)
* {{sk|Drones|V}} – To enable a full flight of five drones
* {{sk|Advanced Drone Avionics|II}} – To use ECCM Drones
* {{sk|Repair Drone Operation}} IV or V – To field T1 or T2 repair Drones


It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:<br><br>
== Fitting Theory: ==
* {{sk|Logistics Cruisers|IV}} – The heavy capacitor use of remote repair modules are difficult to overcome without this. <br>
The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes. Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues. By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting.
* Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots <br>
* High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times <br><br>




Additional Tanking / Fitting skills: <br><br>
The Onerios simply doesn't have a set universal fitting like its cousin the dual [[Guardian]] setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship. Also ask yourself: Should I bring this, or another Damage Ship? Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.
* {{sk|CPU Management|V}} - To maximize available CPU <br>
* {{sk|Power Grid Management|V}} - To maximize available powergrid <br>
* {{sk|Hull Upgrades|V}} – To Fit T2 armor tank modules<br>
* Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive <br>
* {{sk|Jury Rigging|III}} – To fit Cap Control Rigs and Ancillary Current Routers <br>
* {{sk|Armor Rigging|III}} – To fit Armor Rigs and diminish their speed drawbacks <br><br>


Utility Skills: <br><br>
* Large Fleet Support: <br><br> You're not a [[Guardian]]. Don't try to be a Guardian. However, you have to match a Guardian on the range it sports with their large armor reppers. That means you have to fit large armor reppers as well. No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a Guardian. If you know you're going to be in a close quarters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow.
* {{sk|Electronic Warfare|IV}} – To Fit T2 ECCM modules <br>
 
* {{sk|Sensor Linking|IV}} – To fit Tracking Links (uncommon fits) <br>
* 800mm Vs 1600mm plate:<br><br> There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot. This is not recommended unless you have logistics V. It increases the likely hood that you will be alpha'd (Instantly killed by a coordinated attack) and Oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a Guardian cap chain to get back in the action.
* {{sk|Drones|V}} – To enable a full flight of five drones <br>
 
* {{sk|Advanced Drone Avionics|II}} – To use ECCM Drones <br>
* Fit a propulsion module and keep moving: <br><br> The Oneiros has a relatively small signature radius and strong resistances. Because of that, as long as the boat is moving it is taking less damage from all forms of damage. Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper. That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a Guardian, you can't fit your boat that way.
* {{sk|Repair Drone Operation}} IV or V – To field T1 or T2 repair Drones
 
* Remote Repair Augmentors VS Cap Control Circuits: <br><br> A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for '''battleships''' not logistics pilots. It is mathematically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities.
 
* Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of play-style. Cap Batteries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going. This is for when you are expecting prolonged and continual fleet operations and you may or may not be able to refill on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit. As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive. The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping.
 
== Tactics ==
The tactics you use will depend on the fit and the fleet composition that you are flying in.
* Large Fleets (30-255 pilots): <br><br> If you are in a large fleet using an Oneiros, you are there as a supplemental pilot to the Guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive.
 
* Micro Fleets (5-30 pilots): <br><br> You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.<br><br> It takes a lot of courage to fly in a small gang as a solo Oneiros pilot as you will be primaried in every engagement by the enemy fleet and EWAR. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest.
 
* PvE: <br><br> This is a lot easier than the PvP situations. Your biggest threat in PvE are NPC’s that web and scramble you. Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minute to rep up then re-join the fight.
 
== Notes ==
In ancient Greek mythology, Oneiros was a deity personifying and/or controlling dreams; his name was also the classical Greek word for "dream".
 
== Patch history ==
{{Expansion past|
 
'''Version 25.01 - 2025-05-27''' - ''Legion'' ([https://www.eveonline.com/news/view/legion-expansion-notes Patch Notes])
* New Bonus - 15% reduction in Armor Plate Mass Penalty per level of Logistics.
* Base Velocity increased from 230 m/s to 245 m/s.
* Agility improved from 0.615x to 0.56x.
* Signature Radius reduced from 70 to 65.
 
'''Version 22.02 -  Release 2025-03-12.1''' ([https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes])
 
''The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.''
* Warp speed reduced from 4.5 AU/s to 4.0 AU/s


==Fitting==
'''October 2019 Release - 2019-10-15.1'''
For more info on fittings, please go [[Oneiros/Fittings|here]]


== Fitting Theory: ==
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
<br><br>  The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes.  Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues.  By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting. <br><br>
* Warp Speed increased from 3.3 AU/s to 4.5 AU/s (+1.2 AU/s)
The oneros simply doesn't have a set universal fitting like its cousin the dual gardian setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship.  Also ask yourself: Should I bring this, or another Damage Ship?  Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.<br><br>
}}
* Large Fleet Support: <br><br> You're not a guardian.  Don't try to be a guardian.  However, you have to match a guardian on the range it sports with their large armor reppers.  That means you have to fit large armor reppers as well.  No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a guardian.  If you know you're going to be in a close quaters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. <br><br>
* 800mm Vs 1600mm plate:<br><br>  There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot.  This is not recomended unless you have logistics V.  It increases the likely hood that you will be alpha'd (Instantly killed by a coodinated attack) and oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a guardian cap chain to get back in the action. <br><br>
* Fit a propulsion module and keep moving: <br><br> The oneros has a relatively small signature radius and strong resistances.  Because of that, as long as the boat is moving it is taking less damage from all forms of damage.  Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper.  That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a guardian, you can't fit your boat that way. <br><br>
* Remote Repair Augmentors VS Cap Control Circuts: <br><br> A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for '''battleships''' not logistics pilots.  It is mathmatically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities.  <br><br>
* Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of playstyle.  Cap Battaries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going.  This is for when you are expexting prolonged and continual fleet operations and you may or may not be able to refil on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit.  As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive.  The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping.


==Tactics==
{{ShipsMatrix|expgroup= cruisers}}
The tactics you use will depend on the fit and the fleet composition that you are flying in.<br><br>
* Large Fleets (30-255 pilots): <br><br> If you are in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians.  Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do.  Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts.  FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders.  Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance.  This means whenever you are on grid with that person you orbit them at the specified distance.  The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive. <br><br>
* Micro Fleets  (5-30 pilots): <br><br>  You have a lot to juggle with this.  If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat.  If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap.  Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in.  Warp to your fleet at 30-40km.  You need range from your targets to keep you safe.  Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.<br><br>  It takes a lot of courage to fly in a small gang as a solo oneiros pilot as you will be primaried in every engagement by the enemy fleet and ewar. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest.<br><br>
* PVE: <br><br> This is a lot easier than the PVP situations.  Your biggest threat in PVE are NPC’s that web and scramble you.  Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap.  Keep your ship moving.  Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly.  Make sure your squad mates are all on your watch list and keep them in range.  Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away.  Take a minute to rep up then re-join the fight.


==Notes==
There are indications that the Oneiros will change significantly in the next expansion.


{{ShipsMatrix}}
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Cruisers]]
[[Category:Logistics Cruisers]]