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

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* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
 
* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
  
==PvP==
+
==Skills==
  
Amarr ships have been a PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role or type of fleet. Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite, though fits with shield tanks or alternate weapon systems also see extensive use.
+
The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same [http://wiki.eveuniversity.org/Gunnery_Guide#Gunnery_Support_Skills gunnery support skills] as other projectile or hybrid users (but pay particular attention to Controlled Bursts and Sharpshooter). Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.
  
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 'exceptions to the rule' than in other races' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.
+
Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship.
  
 
==PvE==
 
==PvE==
  
Amarrian ships are more restricted when running [[Missions|missions]] 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 Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).
+
Amarrian ships are more restricted when running [[Missions|missions]] 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 Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the Arbitrator (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).
  
Amarr ships do see extensive use in other PvE activities such as wormhole PvE and incursions, for example.
+
A classic progression of Amarr mission ships would be to train the Punisher and Coercer for level 1 missions, move to the Omen or Arbitrator for level 2 missions, then Harbinger for level 3 missions, and finally the Apocalypse for level 4 missions. For salvaging, the Coercer can fill the role until the Noctis can be purchased. For 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; whereas the Drake can solo more effectively with heavy missiles. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size. For Incursions, the Harbinger is the first T1 ship that can run Vanguard sites effectively, and the Abaddon can be used by more experienced players.
  
=Amarr Skills General Information=
+
==PvP==
  
The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] and [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] highly). Amarr pilots should aim for a full T2 Tank early in their careers.
+
Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Amarr ships are less common in PvP fleet doctrines than Minmatar ships, but they are still very widely used. Most notably, the AHAC and Hellcat fleet doctrines are centered around Amarr ships.  
  
Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.
+
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 'exceptions to the rule' than in other races' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.
<br>
 
<br>
 
===Progression===
 
  
A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships. This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks. Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills. But for minimum deviation straight to large ship excellence this can work.
+
For PvP progression, there are countless possibilities, but the conventional roles are as follows. In frigate hulls, the Punisher is used for tackling, and the Crucifier for EW. In cruiser hulls, the Omen is very difficult to fit for damage dealing, so the Arbitrator is most often used for a mixed EW and DD role with tracking disruptors, neuts, and damage drones. In battlecruiser hulls, the Harbinger makes an excellent damage dealer. In battleship hulls, the Armageddon, Apocalypse, and Abaddon all have their uses. The Armageddon is used by pilots that do not wish to risk too much ISK with a short range pulse fit. The Apocalypse is used as a sniper (sometimes with a very weak tank to maximize damage potential). The Abaddon is used by those who can afford it, and it performs excellently in fleets with logi and tackling recon support.
  
Alternatives exist however. If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for Tech 2 EWAR ships (Sentinel, Curse and Pilgrim). Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).
+
==Cross Training==
<br>
 
<br>
 
===Tech 2 Energy Turrets===
 
  
Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.  This may be one of your goals if you want to specialize in being an Amarr Damage Dealer.
+
Cross training into or out of Amarr can be quite skill intensive. The easiest 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
 
 
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:
 
 
 
Beam Lasers
 
*Small Beam Laser Specialization
 
**Small Energy Turret V
 
**Sharpshooter III
 
*Medium Beam Laser Specialization
 
**Small Beam Laser Specialization IV
 
**Medium Energy Turret V
 
**Sharpshooter IV
 
*Large Beam Laser Specialization
 
**Medium Beam Laser Specialization IV
 
**Large Energy Turret V
 
**Sharpshooter V
 
  
Pulse Lasers
+
However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking.
*Small Pulse Laser Specialization
 
**Small Energy Turret V
 
**Motion Prediction III
 
*Medium Pule Laser Specialization
 
**Small Pulse Laser Specialization IV
 
**Medium Energy Turret V
 
**Motion Prediction IV
 
*Large Pulse Laser Specialization
 
**Medium Pulse Laser Specialization IV
 
**Large Energy Turret V
 
**Motion Prediction V
 
<br>
 
<br>
 
===Cross Training===
 
  
Cross training into or out of Amarr can be quite skill intensive. The easiest 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
+
Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.
  
However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE (wormholes, incursions) and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking. Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.
 
<br>
 
<br>
 
<br>
 
  
 
=Rookie Ship=
 
=Rookie Ship=

Revision as of 20:42, 15 November 2011

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

Amarr General Information

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.

The Amarr lineup is characterized by the following:

  • Armour tanking. Amarrian ships have high base armour and several ships have direct bonuses to armour resistances (Tech 1 examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications.
  • Energy turrets. These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets. Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. Frequency crystals, the Energy ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they do not degrade like Faction or Advanced Tech 2 variants. Unfotunately this all comes at a price; there is no variation on damage types and Energy turrets use a great deal of capacitor as well as tending to be quite demanding on a hull's powergrid for fitting.
  • Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
  • Drones. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
  • Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather then speed modules. At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
  • Electronic Warfare. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on Tech 2 hulls, which are beyond the scope of this guide.

Skills

The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on Basic Skills and Support Skills elsewhere. So if you want maximize turret weapon damage you will train the same gunnery support skills as other projectile or hybrid users (but pay particular attention to Controlled Bursts and Sharpshooter). Similarly the skills are the same for all pilots who want to survive with an armour tank, or use drones effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.

Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship.

PvE

Amarrian ships are more restricted when running missions 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 Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the Arbitrator (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).

A classic progression of Amarr mission ships would be to train the Punisher and Coercer for level 1 missions, move to the Omen or Arbitrator for level 2 missions, then Harbinger for level 3 missions, and finally the Apocalypse for level 4 missions. For salvaging, the Coercer can fill the role until the Noctis can be purchased. For 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; whereas the Drake can solo more effectively with heavy missiles. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size. For Incursions, the Harbinger is the first T1 ship that can run Vanguard sites effectively, and the Abaddon can be used by more experienced players.

PvP

Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Amarr ships are less common in PvP fleet doctrines than Minmatar ships, but they are still very widely used. Most notably, the AHAC and Hellcat fleet doctrines are centered around Amarr ships.

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 'exceptions to the rule' than in other races' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.

For PvP progression, there are countless possibilities, but the conventional roles are as follows. In frigate hulls, the Punisher is used for tackling, and the Crucifier for EW. In cruiser hulls, the Omen is very difficult to fit for damage dealing, so the Arbitrator is most often used for a mixed EW and DD role with tracking disruptors, neuts, and damage drones. In battlecruiser hulls, the Harbinger makes an excellent damage dealer. In battleship hulls, the Armageddon, Apocalypse, and Abaddon all have their uses. The Armageddon is used by pilots that do not wish to risk too much ISK with a short range pulse fit. The Apocalypse is used as a sniper (sometimes with a very weak tank to maximize damage potential). The Abaddon is used by those who can afford it, and it performs excellently in fleets with logi and tackling recon support.

Cross Training

Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.

However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking.

Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.


Rookie Ship

The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships.

Impairor

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.

Template:Infobox Ship Horizontal2

Template:Fittings

Frigate

Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.

Executioner

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, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.

Template:ShipGuideFittings


Template:ShipGuideFittings

Inquisitor

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 only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapons in its high slots with its 3 launcher and 1 turret hardpoints. The Inquisitor is somewhat underused. Even with good missile skills, it has less than impressive attributes.


Tormentor

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.

Fledgling Amarr miners will want to start here.

Template:ShipGuideFittings

Punisher

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.

The Punisher can serve as a mission runner for new pilots, as well as tackler.

This is easily the most tenacious of the T1 frigates. Due to 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 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.

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.

Template:ShipGuideFittings


Template:ShipGuideFittings


Template:ShipGuideFittings

Crucifier

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 Amarr EWAR frigate. It specializes in 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.


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Magnate

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.

An excellent frigate to learn the basics of exploration due to its bonuses for 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 results and 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.

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Destroyer

Coercer

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 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.

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Cruiser

Arbitrator

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.

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 although 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 aggro 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.

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Augoror

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'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 some remote repair battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have a tough tank, it's just hard to make that tank useful.

This is one of the least common Amarr ships you will ever see flying around.

Omen

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 has the highest damage potential of any Amarr cruiser, but suffers from cpu and powergrid limitations, making it difficult to fit.

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 often a more effective choice.

In PvP, it fulfills the traditional cruiser fleet damage dealer role. Three mid slots allows at least minimum utility with propulsion and tackle modules.

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Maller

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'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.

Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.

Battlecruiser

Prophecy

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 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. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.

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. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.

Harbinger

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 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).

The seven turret slots are typically filled with lasers, and the utility high fit with either drone link augmentor, probe launcher, tractor beam, or energy neutralizer. There are a good number of mid-slots 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.

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Battleship

Armageddon

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.

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. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.

The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons.

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Apocalypse

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 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.

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Abaddon

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 laser damage and an armour resistance bonus. As such, the Abaddon can be fit for excellent tank and gank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive or 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 most mission fits.

Abaddons are reasonable PvE alternatives to the Apocalypse, 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 Abaddon, but it has a higher damage potential than the apoc at close range.

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.

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Industrial

Sigil

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.

This industrial 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.

Bestower

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 industrials from a skill training time per cargo capacity perspective, 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.

Related Links

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