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

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{{ShipGuideBoilerintro}}  
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{{ShipGuideBoilerintro}}
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{{tocright}}
  
=Rookie Ship=
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The Caldari State is one of the four playable factions and has a unique and distinct line of ships.
  
The rookie ship is the first ship you start with. If you are Caldari, it will be an Ibis. A new rookie ship is given whenever you dock in your pod at a station where you do not have any ships.
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{{RaceShipInfo|Caldari}}
  
==Ibis==
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== General Traits ==
{{Ship|Ibis|box}}
 
  
=Frigate=
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The following characteristics are generally shared across most or all Caldari ships:
  
Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.  
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* '''[[Tanking#Shield tanking|Shield tanking]]'''. Caldari ships are designed to be shield tanked. They generally have more medium slots (so as to fit shield modules) and fewer low slots. Some Caldari ships, such as the Merlin, Drake, and Rokh, have bonuses to shield resistances. Many Caldari ships can mount a range of types of shield tank—buffer, active, or passive—depending on the situation. In some limited circumstances, some Caldari ships mount armor tanks (an EWAR ship can armor tank using its low slots to free up mid slots for more EWAR), but shield tanking is usually the order of the day.
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* '''[[Missiles]]'''. Of the four factions, Caldari are most closely identified with using missiles. A line of Caldari ships have missile bonuses: examples include the Kestrel, Corax, Caracal, Drake, and Raven. Sometimes these bonuses boost missiles' range, as well as their damage.
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** Missiles don't use capacitor to fire, have good ranges, and always hit if they catch up with their target. Unlike lasers and hybrid turrets, missile launchers have selectable damage types, and unlike projectile turrets, the damage selection is easy and simple.
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** On the other hand, missile damage takes a while to arrive (as the missile must travel to its target), which can be a weakness in PvP; very fast ships can outrun missiles. Medium and large missiles often have particular trouble applying their damage to smaller targets. And to balance out the highly selectable damage, reloading a missile launcher takes a long time.
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* '''[[Turrets#Hybrid turrets|Hybrid Turrets]]'''. Other Caldari ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
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** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged turrets (autocannon and pulse lasers).
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** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Some Caldari ships are particularly well-suited to sniping at long range with railguns.
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* '''[[Electronic_Countermeasures|ECM jamming]]'''. The Caldari racial EWAR specialty is ECM ("electronic countermeasures"). ECM is an especially powerful form of EWAR: it does not suffer from [[Stacking penalties|stacking penalties]], unlike the other three main types of EWAR, and it can completely remove a target's ability to attack anything other than the ECM-jamming ship itself. In the larger ECM ships, it can also have a very long range. The Caldari are the only faction to have a T1 battleship with dedicated EWAR bonuses, the Scorpion. The main drawbacks of ECM are that it is chance-based, and can fail repeatedly if you're unlucky and that any ship using it is usually a primary target because it is widely feared.
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* '''Fragility'''. The flipside of the extremely strong shields on Caldari ships is somewhat more fragile armour and hull hitpoints.
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* '''Smaller dronebays'''. Caldari ships tend to have smaller dronebays and more limited drone bandwidth for their size and class: Caldari pilots begin to have access to enough drone space to launch a full flight of light drones when they get into battlecruisers, while Gallente ships, by contrast, offer this capacity as early as the {{sh|Tristan}}—a T1 frigate.  
  
==Condor==
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If there is a broader hallmark of Caldari ships, it is perhaps '''range'''. Both Caldari missile ships and Caldari hybrid turret ships often have bonuses that help them fight at long range. Caldari ships can still fight effectively at close range, and a torpedo Raven or blaster Rokh is a dangerous opponent, but they can outshine other factions at long or very long ranges.
{{Ship|Condor|box}}
 
  
The Condor is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions.
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== Notable uses ==
  
{{:Condor/Fittings/Basic|guide=true}}
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'''PvE'''
  
==Bantam==
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The fact that missiles allow players complete control over which damage type they deal, permitting precise targeting of NPCs' weak points, combined with the very long range missiles can achieve on some Caldari hulls, make Caldari missile ships popular for PvE combat. A typical progression for mission running might be the Kestrel and Corax for Level 1 missions, the Caracal for L2s, the Drake for L3s, and the Raven for L4s. The Drake can mount a famously effective low-management passive shield tank. The missile, shield, and ship command skills trained for PvE combat in Caldari missile ships are one half of the skills necessary to do well in [[Guristas]] ships, the {{sh|Worm}}, {{sh|Gila}}, and {{sh|Rattlesnake}}, and Guristas ships are popular for high-end PvE such as lucrative nullsec ratting and mid-tier [[Abyssal Deadspace]] runs.
{{Ship|Bantam|box}}
 
  
The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay.
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The Cormorant, with its many high slots, makes a good basic salvaging ship.
  
{{:Bantam/Fittings/Basic|guide=true}}
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'''PvP'''
  
==Griffin==
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T1 Caldari ships find various popular niches in PvP combat. The Merlin and Kestrel can do well in faction warfare frigate fights, and the Merlin's toughness and potential DPS at short ranges can make gangs of them a danger to much larger, more expensive targets. The Caracal can contribute usefully to a fast-moving gang with mid-range damage and good damage against small ships if fitted with Rapid Light Missile Launchers; the skills used in a Caracal prepare a character for a kiting-fitted {{sh|Osprey Navy Issue}}, a popular ship for solo and small gang PvP, and for the advanced Tech 2 {{sh|Cerberus}}, which is used in some popular fleet compositions. Caldari hybrid turret ships are often prized for their range. The Ferox, for instance, can be made the backbone of a sniping fleet. The Osprey is a good T1 remote-shield-boost ship if several Ospreys can group up (the ship is designed for team use), and this role prepares pilots for the extremely powerful {{sh|Basilisk}}.
{{Ship|Griffin|box}}
 
  
The Griffin is an [[EWar 101 Guide|Electronic Counter Measure]] frigate, often seen in E-UNI fleets offering [[EWar 101 Guide|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape.
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Both the small Griffin frigate and the medium-sized Blackbird cruiser are highly valued gang and fleet ships, as their ECM abilities offer a potentially huge battlefield impact in cheap, expendable hulls: ECM jams on opposing [[Logistics|logistics]] ships, tackle, or EWAR can swing a battle, and jams on opposing damage dealers can tip the DPS race in the right direction. The Scorpion sees some use, but its larger size, more limited agility and speed, and greater cost send ECM pilots to the smaller ECM ships more often.
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
 
  
{{:Griffin/Fittings/Basic|guide=true}}
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== Skills ==
  
==Heron==
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Caldari ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
{{Ship|Heron|box}}
 
  
The Heron is the T1 Caldari [[Scanning_%26_Probing|probing]] frigate. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find. While the Heron is a good starter exploration ship, its T2 cousin the Buzzard has a bigger probe strength bonus and the ability to cloak -- Caldari pilots interested in an exploration or scouting career should consider training towards the Buzzard in the medium term.
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That said, there are some considerations that are specific to Caldari ships. Pilots using Caldari ships will want to polish their skills in [[Skills:Missiles|using missiles]], [[Skills:Gunnery|gunnery]], and [[Skills:Shields|the use of shields]]. Given Caldari strengths at range, {{sk|Missile Bombardment}}, {{sk|Missile Projection}}, {{sk|Sharpshooter}},{{sk|Trajectory Analysis}} and {{sk|Long Range Targeting}} might be higher priorities for pilots flying these ships. Though hybrid turrets are not as capacitor hungry as lasers, pilots using Caldari turret ships will want good capacitor skills and {{sk|Controlled Bursts}}.
  
==Kestrel==
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Caldari ships tend to have small dronebays for their size and class, and pilots flying Caldari ships will be able to leave drone skills until a little later than Gallente pilots would. However, once you train in battlecruisers and battleships, you will want a full flight of drones and adequate drone support skills.
{{Ship|Kestrel|box}}
 
  
The Kestrel is a commonly flown frigate in EVE. This is due to its strong PvE capabilities with four standard launchers. It is an excellent choice for Level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot.
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== Ships ==
  
{{:Kestrel/Fittings/Basic|guide=true}}
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Here are the Caldari T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
  
==Merlin==
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=== Corvette ===
{{Ship|Merlin|box}}
 
  
The Merlin is the most capable Caldari frigate for PvP but still falls behind the Rifter in effectiveness. Its unique selling point is the possession of four midslots which are very useful for tacklers. The merlin's one flaw is its mixed 2 turret and 2 launcher high slot layout, which limits its effectiveness at dealing damage.
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Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
  
{{:Merlin/Fittings/Basic|guide=true}}
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{{Ship|Ibis|box}}
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An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.
  
=Destroyer=
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=== Frigate ===
  
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.  
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Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.
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{{Ship|Bantam|box}}
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The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.
  
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
 
  
==Cormorant==
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{{Ship|Condor|box}}
{{Ship|Cormorant|box}}
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The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.
  
The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.
 
<br><br>
 
When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.
 
<br><br>
 
In PvP it suffers from a comparatively large signature radius, a fact inflicting all destroyers. This makes it easy to hit it with cruiser sized weapons while it only sports a frigate sized tank.
 
  
{{:Cormorant/Fittings/Basic|guide=true}}
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{{Ship|Griffin|box}}
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The Griffin is an [[Electronic warfare|Electronic Counter Measure]] frigate, often seen in E-UNI fleets offering [[Electronic warfare|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other, or breaking Warp Disruption, allowing an escape.
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For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
  
=Cruiser=
 
  
Cruisers are Eve's medium-sized ships. Cruisers are also the only class that has a [[Strategic Cruiser|Tech 3 version]], in Caldari, that would be the [[Tengu]]. Caldari also have the Blackbird, an Electronic Warfare cruiser known for it's ECM capabilities. The Tech 2 version of Cruiser class ships are divided into four more specialized classes which is much more expensive than their Tech 1 equivalents: Recons (advanced force-multiplying electronic warfare platforms), Heavy Assault Ships (powerful damage-dealers), Heavy Interdictors (nullsec super-tacklers) and Logistics cruisers (remote repair platforms).  
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{{Ship|Heron|box}}
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The Heron is the T1 Caldari [[probe scanning]] frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.  
  
==Osprey==
 
{{Ship|Osprey|box}}
 
  
The Osprey is primarily used as a mining vessel by Caldari pilots. Its 20% bonus to mining laser yield means that with high cruiser skills, it can outmine the Procurer mining barge. Caldari miners will tend to continue to use the Osprey until they are ready to fly a Retriever.
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{{Ship|Kestrel|box}}
<br><br>
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The Kestrel is a commonly flown frigate in New Eden, both for PvP and PvE. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges, and falloff.  
The Osprey can also be fitted out as a logistics vessel in fleets. Its skill bonus is focused on reduced shield repairing capacitor costs, and it has a large extended range for shield repairing.
 
  
{{ShipGuideFittings
 
|name=Osprey, High Sec, Low Skill Miner
 
|high= Miner II <br> Miner II <br> Miner II <br> Small Tractor Beam I
 
|mid= Survey Scanner I <br> Large Shield Extender I <br> Civilian Shield Booster I <br> [empty mid slot]
 
|low= Mining Laser Upgrade I <br> Co-Processor I <br> Co-Processor I
 
|charges=
 
|drones= Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br>
 
|rigs=
 
[empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1= Caldari Cruiser I <br> Electronics Upgrades I <br> Science III
 
|recommended2= Drones IV <br> Mining IV <br> Scout Drone Operation I
 
|recommended3= Electronics III <br> Mining Upgrades I <br> Shield Upgrades I
 
|notes=
 
*Since the Osprey's cargohold is relatively small, you will most likely have to do Jetcan mining. The Small Tractor Beam allows you to drag your jetcan around while you mine.
 
*Unless you are extremely unfortunate, you are unlikely to be a target of suicide gank. Therefore you are more likely to worry about those annoying and pesky belt rats. Large Shield Extender I provides a buffer to your shield and the Civilian Shield Booster I gives you a small shield repair when your shield is damaged by belt rats. And no, unless you have Electronics V you will be unable to fit a Small Shield Booster.
 
*Hobgoblins to take care of belt rats. You can have a mixture of Mining Drones and Combat Drones if you wish, just remember to recall your mining drones when belt rats comes or you might find your mining drones under attack.
 
}}
 
  
==Blackbird==
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{{Ship|Merlin|box}}
{{Ship|Blackbird|box}}
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The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets makes it a relatively quick train.
  
The Blackbird is an excellent ewar cruiser -- in fact, given its ability to stop the enemy fighting, it might be the most dangerous Caldari T1 PvP cruiser. The main focus of any Blackbird fit should be the midslots, followed by the lowslots. Note, when flying a blackbird be careful as you likely will have little to no tank so you will be dependent on your jammers or your fellow Unistas to survive. Try to always fight aligned in a Blackbird, that means you select a close by planet or some such, hit align and then start jamming away. When you get shot at and you have no warp-disruptors on then you can go instantly to warp, allowing you to return to the fight again. A dead Blackbird is no use to anyone.
 
You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].
 
  
{{ShipGuideFittings
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=== Destroyer ===
|name=Blackbird, PvP Rainbow/LSE
 
|high= Rapid Light Missile Launcher I <br> Rapid Light Missile Launcher I <br> Rapid Light Missile Launcher I
 
|mid= 10MN MicroWarpdrive I <br> ECM - Spatial Destabilizer I <br> ECM - Phase Inverter I <br> ECM - Ion Field Projector I <br> ECM - White Noise Generator I <br> Large Shield Extender I
 
|low= Signal Distortion Amplifier I <br> Signal Distortion Amplifier I
 
|charges= Piranha Light Missile
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=
 
Acceleration Control III <br>
 
Afterburner III <br>
 
Caldari Cruiser IV <br>
 
Electronics IV <br>
 
Electronics Upgrade I <br>
 
Electronic Warfare IV <br>
 
Energy Management III <br>
 
Energy Systems Operation III
 
|recommended2= Engineering II <br>
 
Evasive Maneuvering III <br>
 
Frequency Modulation III <br>
 
High Speed Maneuvering III <br>
 
Missile Launcher Operation II <br>
 
Standard Missiles I <br>
 
Shield Upgrades II
 
|recommended3=
 
Long Distance Jamming III <br>
 
Long Range Targeting III <br>
 
Navigation III <br>
 
Signature Analysis III <br>
 
Targeting III <br>
 
Warp Drive Operation III <br>
 
Science I
 
|notes=
 
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.
 
*The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility.
 
*If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below.
 
*The Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range, because damage dealing isn't your job. Stick to your ECM optimal range.
 
}}
 
  
{{ShipGuideFittings
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Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.  
|name=Blackbird, PvP Rainbow/2Red/1600mm Plate
 
|high=
 
|mid=
 
10MN MicroWarpdrive I <br>
 
ECM - Spatial Destabilizer I <br>
 
ECM - Phase Inverter I <br>
 
ECM - Phase Inverter I <br>
 
ECM - Ion Field Projector I <br>
 
ECM - White Noise Generator I
 
|low=
 
Signal Distortion Amplifier I <br>
 
1600mm Reinforced Steel Plates I
 
|charges=
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare IV<br>
 
Energy Management III<br>
 
|recommended2=
 
Energy Systems Operation III<br>
 
Engineering V<br>
 
Evasive Maneuvering III<br>
 
Frequency Modulation III<br>
 
Caldari Cruiser IV<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Long Distance Jamming III<br>
 
|recommended3=
 
Long Range Targeting III<br>
 
Mechanic I<br>
 
Navigation III<br>
 
Signature Analysis III<br>
 
Targeting III<br>
 
Warp Drive Operation III<br>
 
|notes=
 
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.
 
*The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range.
 
*Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on.
 
*The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race.
 
}}
 
  
==Caracal==
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{{Ship|Corax|box}}
{{Ship|Caracal|box}}
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The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.
  
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of it's missiles, as well as a damage bonus to one specific line of missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar.  Some skilled pilots can even handle L3 missions in such a ship.
 
<br><br>
 
There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130kms, possibly useful in forcing enemy Ewar cruisers off the field.
 
  
{{ShipGuideFittings
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{{Ship|Cormorant|box}}
|name=Caracal, PvE Basic Skills Caracal
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The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size, it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.  When it is used in PvE as a combat ship (Level 1 missions and the Sisters of EVE storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships. In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.
|high=
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher
 
|mid=
 
Adaptive Invulnerability Field I <br>
 
Em Ward Field I<br>
 
Large Shield Extender I <br>
 
Large Shield Extender I <br>
 
10MN Afterburner I
 
|low=
 
Ballistic Control System I <br>
 
Ballistic Control System I
 
|charges=
 
Bloodclaw Light Missile
 
|drones=
 
Hobgoblin I <br>
 
Hobgoblin I
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot]
 
|recommended1=
 
Electronics IV <br>
 
Caldari Frigate IV <br>
 
Caldari Cruiser II <br>
 
Missile Launcher Operation I
 
|recommended2=
 
Tactical Shield Manipulation I <br>
 
Weapon Upgrades I <br>
 
Shield Upgrades I <br>
 
Afterburner I
 
|recommended3=
 
Drones II <br>
 
Scout Drone Operation I
 
|notes=*This setup is based on [http://forum.eveuniversity.org/viewtopic.php?p=235300#p235300 Thea Infinitas' Budget Caracal].
 
}}
 
  
==Moa==
 
{{Ship|Moa|box}}
 
  
The Moa is the gunboat of Caldari cruisers, receiving bonuses to both hybrid turret range and shield resistance. Although some may use railguns with the optimal range bonus to keep their distance from a fight, others will choose to fit a strong shield tank and get closer with blasters to increase their DPS.  Overall, this is not a very popular ship as most Caldari pilots choose missile weapon systems over hybrid turrets for their ease of use.
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=== Cruiser ===
  
=Battlecruiser=
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Cruisers are EVE's medium-sized ships.
  
Battlecruisers are sometimes considered as a more powerful version of Destroyer class ships, they fit the same sized weapons as Cruisers and more widely used as a damage dealing ship than Destroyers. One of the most notable Battlecruiser class ship is probably the Caldari [[Caldari Basic Ship and Skill Guide#Drake|Drake]], which is well known for it's tanking capabilities.  
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{{Ship|Blackbird|box}}
 +
The Blackbird makes a formidable [[Electronic warfare| ewar]] ship and is generally used as such.
 +
You can find a detailed discussion of Blackbird fitting [[Electronic Countermeasures#Fitting_Fleet_Blackbirds|here]].
  
==Ferox==
 
{{Ship|Ferox|box}}
 
  
The Ferox is a versatile battlecruiser capable of a strong [[Shield_tanking#Shield_Tanking_Styles|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the [[#Drake|Drake]], whose seven bonused launchers far surpass the Ferox's unbonused five, and its hybrid turret range bonus is generally less favored than the damage bonus and additional turret of the Gallente [[Gallente_Basic_Ship_and_Skill_Guide#Brutix|Brutix]] battlecruiser.
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{{Ship|Caracal|box}}
 +
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increase the range of its missiles, as well as a rate of fire bonus for missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.
  
{{ShipGuideFittings
+
The Caracal is also very popular for PvP, for example as a dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.
|name=Ferox, PvE Budget Ferox
 
|high=Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> [empty high slot] <br> [empty high slot]
 
|mid=Large Shield Extender II <br> Large Shield Extender II <br> Ballistic Deflection Field I <br> Ballistic Deflection Field I <br> Shield Recharger II
 
|low=Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I
 
|charges=Scourge Heavy Missile
 
|drones=Hobgoblin I x5
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=Drones IV <br> Scout Drone Operation II <br> Long Range Targeting II <br> Energy Grid Upgrades II <br> Energy Management III <br> Energy Systems Operation III <br> Shield Management III
 
|recommended2=Shield Operation IV <br> Shield Upgrades IV <br> Tactical Shield Manipulation I <br> Heavy Missiles III <br> Missile Bombardment III <br> Missile Launcher Operation III <br> Missile Projection III
 
|recommended3=Rapid Launch III <br> Standard Missiles III <br> Battlecruisers III <br> Caldari Frigate IV <br> Caldari Cruiser III <br> Spaceship Command IV
 
|notes=*If the Drake is a little out of your price range, this should be able to get you (slowly) through a few of the easy-to-moderate level 3 missions, after which you should be able to reuse most of the modules.
 
*Missiles and hardeners are for Guristas Pirates rats.
 
}}
 
  
==Drake==
 
{{Ship|Drake|box}}
 
  
{{Fittings
+
{{Ship|Moa|box}}
|name=Drake, Mission Basic
+
With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage, the Moa is quite suitable for PvE, and could also serve as a PvP brawler.
|high=
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
Small Tractor Beam I
 
|mid=
 
Large F-S9 Regolith Shield Induction<br>
 
Large F-S9 Regolith Shield Induction<br>
 
Adaptive Invulnerability Field I<br>
 
M51 Iterative Shield Regenerator<br>
 
M51 Iterative Shield Regenerator<br>
 
M51 Iterative Shield Regenerator
 
|low=
 
Ballistic Control System I<br>
 
Ballistic Control System I<br>
 
Local Power Plant Manager: Reaction Shield Power Relay I<br>
 
Local Power Plant Manager: Reaction Shield Power Relay I
 
|charges=
 
Scourge Heavy Missile
 
|drones=
 
Hobgoblin I x5
 
|rigs=
 
Core Defense Field Purger I<br>
 
Core Defense Field Purger I<br>
 
Core Defense Field Purger I
 
|recommended1=
 
Battlecruisers III<br>
 
Caldari Cruiser III<br>
 
Caldari Frigate IV<br>
 
Combat Drone Operation III<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drones V<br>
 
Energy Grid Upgrades II<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III
 
|recommended2=
 
Guided Missile Precision III<br>
 
Heavy Missiles III<br>
 
Jury Rigging III<br>
 
Long Range Range Targeting III<br>
 
Mechanic III<br>
 
Missile Bombardment III<br>
 
Missile Launcher Operation V<br>
 
Missile Projection III<br>
 
Rapid Launch III<br>
 
Science III<br>
 
Scout Drone Operation III<br>
 
Shield Management III
 
|recommended3=
 
Shield Operation III<br>
 
Shield Rigging I<br>
 
Shield Upgrades III<br>
 
Signature Analysis III<br>
 
Spaceship Command IV<br>
 
Standard Missiles III<br>
 
Tactical Shield Manipulation III<br>
 
Target Navigation Prediction III<br>
 
Targeting III<br>
 
Warhead Upgrades III<br>
 
Weapon Upgrades I
 
|notes=
 
*It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.
 
}}{{Fittings
 
|name=Drake, advanced PvE
 
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Small Tractor Beam I
 
|mid=Kinetic Deflection Amplifier II<br>Heat Dissipation Amplifier II<br>Large Shield Extender II<br>Large Shield Extender II<br>10MN Afterburner II<br>Adaptive Invulnerability Field II
 
|low=Shield Power Relay II<br>Shield Power Relay II<br>Ballistic Control System II<br>Ballistic Control System II
 
|charges=Scourge Heavy Missile<br>Thunderbolt Heavy missile
 
|drones=Hobgoblin II x5
 
|rigs=Core Defense Field Purger I<br>Core Defense Field Purger I<br>Core Defense Field Purger I
 
  
|recommended1=
 
Missile Launcher Operation V<br>
 
Shield Upgrades III<br>
 
Tactical Shield Manipulation IV<br>
 
Energy Grid Upgrades II<br>
 
Drones V<br>
 
Battlecruisers IV<br>
 
Missile Bombardment III<br>
 
Guided Missile Precision III<br>
 
Missile Projection III<br>
 
|recommended2=
 
Rapid Launch III<br>
 
Target Navigation Prediction III<br>
 
Warhead Upgrades III<br>
 
Shield Management V<br>
 
Scout Drone Operation V<br>
 
Engineering IV<br>
 
Electronics IV<br>
 
Mechanic III<br>
 
Jury Rigging III<br>
 
|recommended3=
 
Shield Operation IV<br>
 
Shield Upgrades IV<br>
 
Shield Compensation IV<br>
 
Heavy Missiles IV<br>
 
Heavy Missile Specialization I<br>
 
Combat Drone Operation III<br>
 
Shield Rigging I<br>
 
Caldari Frigate IV<br>
 
Caldari Cruiser III<br>
 
Spaceship Command IV<br>
 
  
|notes=
+
{{Ship|Osprey|box}}
*It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.
+
The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.
 
*Use Meta 4 items if you cannot fit T2. Except for the Launchers as they are too expensive.
 
*With very good tank and dps skills you may use three Ballistic Control Systems and only one Shield Power Relay.
 
*Amend the passive shield resistance modules (amplifiers) to the resistance you need for your mission.
 
*Swap your afterburner for a second Adaptive Invulnerability Field if you encounter problems with your tank.
 
*You can use Warrior drones against Angels instead of Hobgoblins.
 
*Thunderbolt Heavy Missiles deal more damage against Sansha and Bloodraiders even if you have Battlecruiser IV.
 
*Optional in the highslot: Drone Link Augmentor instead of Small Tractor Beam I, but this will require a CPU implant.
 
}}{{Fittings
 
|name=Drake, advanced PvP, HAM
 
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Small Energy Neutralizer II
 
|mid=Adaptive Invulnerability Field II<br>Adaptive Invulnerability Field II<br>Large Shield Extender II<br>Stasis Webifier II<br>Warp Scrambler II<br>Experimental 10MN MicroWarpdrive I
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Power Diagnostic System II<br>Damage Control II
 
|charges=Caldari Navy Terror Assault Missile
 
|drones=Warrior II x5
 
|rigs=Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
  
|recommended1=Battlecruisers IV<br>Missile Bombardment III<br>Missile Launcher Operation III<br>Guided Missile Precision III<br>Missile Projection III<br>Missile Launcher Operation V<br>Heavy Assault Missiles V<br>Heavy Assault Missile Specialization I<br>Shield Upgrades III<br> Tactical Shield Manipulation IV<br>Energy Grid Upgrades II<br>Drones V<br>
 
|recommended2=Rapid Launch III<br>Target Navigation Prediction III<br>Warhead Upgrades III<br>Shield Management V<br>Thermodynamics V<br>Scout Drone Operation V<br>Engineering IV<br>Electronics IV<br>Mechanic III<br>Jury Rigging III<br>Energy Emission Systems II<br>Propulsion Jamming IV<br>
 
|recommended3=Shield Operation IV<br>Shield Upgrades IV<br>Tactical Shield Manipulation IV<br>Shield Compensation IV<br>Combat Drone Operation III<br>Shield Rigging I<br>Caldari Frigate IV<br>Caldari Cruiser III<br>Spaceship Command IV<br>Battlecruisers II<br>
 
  
|notes=
+
=== Battlecruiser ===
*It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.
 
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.
 
*Use Meta 4 items if you cannot fit T2 weapons. Meta 4 (Arbalest) HAM Launchers are fairly affordable compared to their Heavy Missile variant.
 
*However due to the often fatal nature of PvP, T2 weapons are often suggested and strongly recommended, as they give a significant DPS boost.
 
*T2 HAM Launchers also offer the use of T2 ammo. Rage (Higher DPS, for larger targets) and Javelin (Lower dps, for smaller, faster targets).
 
*Faction ammo is strongly recommended to gain an advantage on the battlefield.
 
*Your role as a HAM Drake in an E-UNI fleet is as a super-heavy tackle and as short-range dps. Your shield buffer tank will be much higher than most
 
*of your peers, and so your goal is to fit as much DPS as possible, and get right up on the enemy's faces to gain their attention.
 
}}
 
  
=Battleship=
+
Battlecruisers are sometimes considered a more powerful version of Destroyer class ships.  They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.
  
Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and mostly used as a damage dealing combat ship in Eve, although there are several Battleships that have different role, such as the Scorpion.  
+
{{Ship|Drake|box}}
 +
The Drake is an incredibly strong PvE ship due to its shield resistance which gives it an impressive tank. Unfortunately, it also features slow speed and relatively low DPS for a battlecruiser. Although it was at some time one of the most popular ships for PvP, due to ship balancing it is now only occasionally used PvP, typically as bait.
 +
It is however still very effective in PvE because of its tank and range and its ease of use, especially with a passive tank.
  
==Scorpion==
 
{{Ship|Scorpion|box}}
 
  
The Scorpion is Eve's only dedicated ewar BS. With lots of space for jammers and substantial ECM range and strength, it can wreak a lot of havoc in PvP. But to free up midslots it's often forced to rely on a weak armour buffer tank (best supported by remote repairs) in its four lows, and like the Blackbird it's frequently primaried. Flying a Scorpion is a noble job, but usually a short one! The Scorpion also has a niche PvE use as a decoy in w-space combat, attracting fire from Sleepers with its ECM while its fleetmates repair it and deal damage.
+
{{Ship|Ferox|box}}
 
+
The Ferox is a versatile battlecruiser capable of a strong [[Tanking#Shield tanking|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. It is a popular fleet PvP ship and part of some Nullsec fleet doctrines.
{{ShipGuideFittings
 
 
 
|name=Scorpion, PvP Armor Scorp
 
 
 
|high=
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I
 
  
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
'Umbra' I White Noise ECM<br>
 
'Umbra' I White Noise ECM<br>
 
Enfeebling Phase Inversion ECM I<br>
 
Enfeebling Phase Inversion ECM I<br>
 
BZ-5 Neutralizing Spatial Destabilizer ECM<br>
 
BZ-5 Neutralizing Spatial Destabilizer ECM<br>
 
'Hypnos' Ion Field ECM I
 
  
|low=
+
{{Ship|Naga|box}}
Damage Control II<br>
+
The Naga is the Caldari attack battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets but is rarely seen in PvP as pure sniper configurations are not effective with current doctrines.
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
  
|charges=Caldari Navy Cataclysm Cruise Missile<br>
+
=== Battleship ===
  
|drones=Hammerhead II x5<br>
+
Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and are mostly used as a damage dealing combat ships in EVE, although there are several Battleships that have a different role, such as the Scorpion.
Warrior II x5
 
  
|rigs=Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump 1 <br>
 
Large Trimark Armor Pump 1
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
*This fit is proposed for fleets in E-UNI. It is expected that the capsuleer will have a diverse set of spare ECM jammers in their cargo hold; if targets are identified before engagement, it is encouraged for the FC to allow their ECM EWAR ships to dock up and refit their ships for the best setup for that engagement, if possible.
 
 
*Pilots that find themselves capping out more often than they'd like in prolonged engagements may wish to replace one of the cruise launchers with a heavy nos.
 
}}
 
 
==Raven==
 
 
{{Ship|Raven|box}}
 
{{Ship|Raven|box}}
 +
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or an X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of
 +
light drones and one flight of medium drones. In addition, it is a very slow ship, as most Caldari boats are.
  
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with a flight of Light Drones and a flight of Medium ones. In addition it is a very slow ship, as most Caldari boats are.
+
For PvP, it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.  
  
For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances. Its main strengths though lie in PvE.
 
  
{{ShipGuideFittings
+
{{Ship|Rokh|box}}
 +
The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal with more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 300km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease of use. It does have a role as one of the entry options for new pilots who want to join [[Incursions]].
  
|name=Raven, PvE Basic Raven
 
  
|high=
+
{{Ship|Scorpion|box}}
'Arbalest' Cruise Launcher I<br>
+
The Scorpion is the Caldari [[Electronic warfare#Electronic Countermeasures (ECM)|ECM]] Battleship. With its 8 mid-slots, it is capable of fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose to rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
[empty high slot]<br>
 
[empty high slot]
 
 
 
|mid=
 
X-Large Shield Booster II<br>
 
Shield Boost Amplifier II<br>
 
Shield Boost Amplifier II<br>
 
Ballistic Deflection Field II<br>
 
Ballistic Deflection Field II<br>
 
Heat Dissipation Field II
 
 
 
|low=
 
Capacitor Flux Coil II<br>
 
Capacitor Flux Coil II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II
 
 
 
|charges=Wrath Cruise Missile<br>
 
 
 
|drones=Hobgoblin II x5<br>
 
Hammerhead II x5
 
 
 
|rigs=Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
 
|recommended1=
 
Combat Drone Operation IV<br>
 
Drones V<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Gallente Drone Specialization II<br>
 
Scout Drone Operation V<br>
 
Electronics V<br>
 
Long Range Targeting III<br>
 
Signature Analysis III<br>
 
Targeting IV<br>
 
Engineering IV<br>
 
Energy Grid Upgrades IV
 
  
|recommended2=
+
=== Haulers ===
Energy Management IV<br>
+
Caldari [[haulers]] tend to have the highest base cargo but as they don't have many low slots they cannot expand their cargo as well as other factions.
Energy Systems Operation IV<br>
 
Shield Compensation III<br>
 
Shield Management V<br>
 
Shield Operation V<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Weapon Upgrades IV<br>
 
Jury Rigging I<br>
 
Cruise Missiles IV<br>
 
Guided Missile Precision III<br>
 
Heavy Missiles III<br>
 
Missile Bombardment III
 
  
|recommended3=
 
Missile Launcher Operation V<br>
 
Missile Projection III<br>
 
Rapid Launch IV<br>
 
Standard Missiles III<br>
 
Target Navigation Prediction IV<br>
 
Warhead Upgrades III<br>
 
Evasive Maneuvering III<br>
 
Navigation IV<br>
 
Caldari Frigate IV<br>
 
Caldari Cruiser IV<br>
 
Caldari Battleship IV<br>
 
Spaceship Command IV
 
 
|notes=
 
* This fitting has missiles and hardeners fitted for Guristas Pirates rats. For Angel Cartel, try fitting an Explosion Dampening Field II, an Adaptive Invulnerability Field II, and a Cap Recharger II in the last three mids.
 
* Consider making it your goal to purchase more cap-efficent tank modules so that you can start using the Large Warhead Rigor Catalyst I in some of the rig slots.  This will give you much better damage against smaller ships, to help out your drones.
 
* This fit is taken from [http://eve.battleclinic.com/loadout/27770-Perfect-Starter-Lv4-Mission-raven.html Battleclinic], which has a long discussion of the pros and cons of various modules.
 
}}
 
 
{{ShipGuideFittings
 
 
|name=Raven, RRBS Gang
 
 
|high=
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
Large Energy Transfer Array II<br>
 
Large Shield Transporter II
 
 
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
Sensor Booster II<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Large Shield Extender II
 
 
|low=
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Power Diagnostic System II<br>
 
Damage Control II
 
 
|charges=Wrath Cruise Missile<br>
 
 
|drones=Warrior II x5<br>
 
Valkyrie II x5
 
 
|rigs=Large Core Defense Field Extender I<br>
 
Large Core Defense Field Extender I<br>
 
Large Anti-EM Screen Reinforcer I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* This fit uses almost all of your cpu. If you are finding that you do not have enough, consider a Co-Processor instead of a Power Diagnostic System.
 
* The propulsion mod is used to close range quickly to get within energy transfer and remote repair range after jumping through gates.
 
}}
 
 
==Rokh==
 
{{Ship|Rokh|box}}
 
 
The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 250km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease-of-use.
 
 
=Industrial=
 
 
==Badger==
 
 
{{Ship|Badger|box}}
 
{{Ship|Badger|box}}
 +
The Badger is the basic Caldari hauler ship. It's useful to train to use a Caldari hauler in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.
  
The Badger is the basic Caldari industrial hauler ship. It's useful to train to use a Caldari Industrial in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.
+
{{Ship|Tayra|box}}
 
+
The Tayra (formerly called the Badger Mark II) has a cargo hold considerably larger than the Badger's. However, it is marginally slower at subwarp speeds, is less tanky, has less fitting room and takes longer to turn. In general, though, the larger cargo hold offsets the disadvantages and so training Caldari Hauler to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.
==Badger Mark II==
 
{{Ship|Badger Mark II|box}}
 
 
 
The Badger Mark II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.
 
 
 
=Ammunition, Range, and Kiting=
 
 
 
===Missiles===
 
 
 
In PvE you are likely to be using [[Missile Launchers|missiles]], since missiles have some advantages over turrets in PvE, especially for new pilots. One of missiles' advantages is that each kind of missile comes in four versions, each of which does one of the game's four damage types.
 
 
 
This means you can always target [[NPC Damage Types#A_brief_Summary_of_NPC_Damage_Types|the weaknesses]] of NPC enemies by selecting the missiles which will damage them most. You should select the missile that will hit their weakest resistance (so, for example, explosive missiles against the Angel Cartel) unless you're in a ship (like the Drake) which has per-level bonuses to kinetic damage. If you're in a ship with kinetic missile damage bonuses and you have the relevant ship skill (Battlecruiser, for the Drake) trained high enough then kinetic may do more damage.
 
 
 
[[Missile Launchers#Range|Missile range]] is roughly (not exactly) flight time multiplied by speed. Missiles have no optimal or falloff, they are either in or out of range. The long range missiles popular in PvE often let you outrange the enemy, and a propulsion module (an afterburner or microwarpdrive) will hopefully let you kite the enemy and keep them at range.
 
 
 
===Hybrid Turrets===
 
 
 
If you've chosen to fight with [[Turrets#Hybrid_Turrets|hybrid turrets]] you should carry 3 types of ammo during missions, and switch when required. Use close range (antimatter or plutonium) ammo by default. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away.
 
 
 
Guns can suffer from [[Gunnery Guide#Tracking|tracking]] issues, so try using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
 
 
 
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
 
 
 
=Tech and Meta Levels=
 
 
 
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. During war, PvP fittings using Tech 1 Meta 0 modules are provided by the university.
 
 
 
Higher Meta items up to meta 4 will often be easier to fit than Tech 2, and are also heavily used for PvE where the extra effects from the item can be leveraged, but the loss from the cost kept to a minimum. Tech 2 is Meta 5, and harder to fit, since it has much higher skill requirements. Note that Meta 3 and 4 modules are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, simply due to supply and demand on the market.
 
 
 
Of particular note to Caldari pilots are the keywords for meta levels associated with highly needed Caldari modules. These include those for missiles, hybrid turrets, passive shield modules and active shield modules. Knowing the keywords for these might help spot them from standard mission drops or within contracts on the market. This is not an extensive or all inclusive list, only those of particular need within Caldari specialties. When in doubt, check the item information for its meta level or consult the market price for its value.
 
 
 
==='''Missile Module Meta Levels'''===
 
 
 
#Meta 1 - 'Malkuth'
 
#Meta 2 - 'Limos'
 
#Meta 3 - LL-NNNN (Where LL is a two character letter designator, and NNNN is a 4 character number designator.)
 
#Meta 4 - 'Arbalest'
 
 
 
==='''Hybrid Turret Module Meta Levels'''===
 
 
 
Blaster based:
 
 
 
#Meta 1 - Regulated
 
#Meta 2 - Limited
 
#Meta 3 - Anode
 
#Meta 4 - Modal
 
 
 
Railgun based:
 
 
 
#Meta 1 - Carbide
 
#Meta 2 - 'Scout'
 
#Meta 3 - Compressed Coil
 
#Meta 4 - Prototype I Gauss
 
 
 
==='''Passive Shield Module Meta Levels'''===
 
 
 
Shield Extenders:
 
 
 
#Meta 1 - Supplemental Barrier
 
#Meta 2 - Subordinate Screen
 
#Meta 3 - Azeotropic Ward
 
#Meta 4 - F-S9 Regolith
 
 
 
==='''Active Shield Module Meta Levels'''===
 
 
 
Shield Amps:
 
 
 
#Meta 1 - Ionic Field Accelerator
 
#Meta 2 - 5a Prototype
 
#Meta 3 - 'Stalwart'
 
#Meta 4 - 'Copasetic'
 
 
 
Shield Boosters:
 
#Meta 1 - Converse I Deflection
 
#Meta 2 - Neutron Saturation
 
#Meta 3 - Clarity Ward
 
#Meta 4 - C5-L Emergency
 
 
 
=Drones=
 
 
 
Caldari ships never have large dronebays for their size, and never rely on [[Drones|drones]] as a primary weapon system. However, Caldari pilots should still train some drone skills for PvE and PvP combat since they provide useful supplementary DPS and are an essential defence for large ships; in L4 missions the most dangerous enemies can be frigates since, unlike all the other rats, they can warp scramble you, stopping you from escaping if your tank breaks. And light drones are the Raven's only effective defence against frigates. Consider Tech 2 light and medium drones a good medium-term goal.
 
 
 
Small drones kill frigates and destroyers, mediums drones hunt cruisers and battlecruisers, and heavy drones do well against battleships and reasonably well against battlecruisers.
 
 
 
As with missiles, you can pick the drone type that hits your enemy's weakest resist. (With the exception of Amarr drones, which do such low damage that it's not worth it.) Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For Level 1 to 3 missions, it's fine to exclusively use Gallente drones, although switching drones may make you more efficient. In Level 4 missions, consider varying between Gallente, Caldari and Minmatar drones to match rat weaknesses.
 
 
 
Watch for drone aggro. When arriving in a mission room, don't launch your drones until you've gotten the attention of a group of rats by shooting them. If a new wave of enemies arrives and attacks the drones or a new group of enemies aggro the drones, they should be recalled to the drone bay, and released only when you have full aggro. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
 
 
 
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.  
 
  
In PvP Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
+
==Missile Tips==
 +
{{main|Missiles}}
  
=Tank &amp; Gank=
+
For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
  
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
+
* "Mjolnir": EM damage
 +
* "Inferno": thermal damage
 +
* "Scourge": kinetic damage
 +
* "Nova": explosive damage
  
Drones and hardeners should be switched around based on rat types.  
+
In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.
  
Damage type resistance and dealt by rats can be found in the [[NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types|NPC Damage Types]] article.  
+
A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.
  
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].  
+
Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. When missiles aren't going to apply damage well, you can try using small drones to scrape small targets off you.
  
All EHP in this guide is given with EFT calculations, not in-game EHP.
+
==Hybrid Turret Ammo Tips==
  
=Salvaging After the Mission=
+
{{main|Turrets#Hybrid ammo|Hybrid Ammo}}
  
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.  
+
Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.
  
For level 4 missions, many players switch from the destroyer to a battlecruiser. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots. The noctis is a great, if somewhat expensive, dedicated salvaging ship.  
+
In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.
  
=Related Links=
+
For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike ammo.
  
 +
== Related Links ==
 
{{ShipGuideLinks}}  
 
{{ShipGuideLinks}}  
  
[[Category:Guides]] [[Category:Ships]]
+
[[Category:Ships]]

Latest revision as of 21:01, 21 August 2024

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

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

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

The Caldari State is one of the four playable factions and has a unique and distinct line of ships.


Link= Caldari State Characteristics

 Tank Type: Icon ISIS defense Shields.png Shield
 Main Weapon Systems: Icon ISIS weapon Missiles.png Missile Launchers or Icon ISIS weapon Hybridturrets.png Hybrid Turrets
 Electronic Warfare: Icon ISIS Ecm.png Electronic Counter Measures


General Traits

The following characteristics are generally shared across most or all Caldari ships:

  • Shield tanking. Caldari ships are designed to be shield tanked. They generally have more medium slots (so as to fit shield modules) and fewer low slots. Some Caldari ships, such as the Merlin, Drake, and Rokh, have bonuses to shield resistances. Many Caldari ships can mount a range of types of shield tank—buffer, active, or passive—depending on the situation. In some limited circumstances, some Caldari ships mount armor tanks (an EWAR ship can armor tank using its low slots to free up mid slots for more EWAR), but shield tanking is usually the order of the day.
  • Missiles. Of the four factions, Caldari are most closely identified with using missiles. A line of Caldari ships have missile bonuses: examples include the Kestrel, Corax, Caracal, Drake, and Raven. Sometimes these bonuses boost missiles' range, as well as their damage.
    • Missiles don't use capacitor to fire, have good ranges, and always hit if they catch up with their target. Unlike lasers and hybrid turrets, missile launchers have selectable damage types, and unlike projectile turrets, the damage selection is easy and simple.
    • On the other hand, missile damage takes a while to arrive (as the missile must travel to its target), which can be a weakness in PvP; very fast ships can outrun missiles. Medium and large missiles often have particular trouble applying their damage to smaller targets. And to balance out the highly selectable damage, reloading a missile launcher takes a long time.
  • Hybrid Turrets. Other Caldari ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
    • Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged turrets (autocannon and pulse lasers).
    • Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Some Caldari ships are particularly well-suited to sniping at long range with railguns.
  • ECM jamming. The Caldari racial EWAR specialty is ECM ("electronic countermeasures"). ECM is an especially powerful form of EWAR: it does not suffer from stacking penalties, unlike the other three main types of EWAR, and it can completely remove a target's ability to attack anything other than the ECM-jamming ship itself. In the larger ECM ships, it can also have a very long range. The Caldari are the only faction to have a T1 battleship with dedicated EWAR bonuses, the Scorpion. The main drawbacks of ECM are that it is chance-based, and can fail repeatedly if you're unlucky and that any ship using it is usually a primary target because it is widely feared.
  • Fragility. The flipside of the extremely strong shields on Caldari ships is somewhat more fragile armour and hull hitpoints.
  • Smaller dronebays. Caldari ships tend to have smaller dronebays and more limited drone bandwidth for their size and class: Caldari pilots begin to have access to enough drone space to launch a full flight of light drones when they get into battlecruisers, while Gallente ships, by contrast, offer this capacity as early as the GallenteTristan—a T1 frigate.

If there is a broader hallmark of Caldari ships, it is perhaps range. Both Caldari missile ships and Caldari hybrid turret ships often have bonuses that help them fight at long range. Caldari ships can still fight effectively at close range, and a torpedo Raven or blaster Rokh is a dangerous opponent, but they can outshine other factions at long or very long ranges.

Notable uses

PvE

The fact that missiles allow players complete control over which damage type they deal, permitting precise targeting of NPCs' weak points, combined with the very long range missiles can achieve on some Caldari hulls, make Caldari missile ships popular for PvE combat. A typical progression for mission running might be the Kestrel and Corax for Level 1 missions, the Caracal for L2s, the Drake for L3s, and the Raven for L4s. The Drake can mount a famously effective low-management passive shield tank. The missile, shield, and ship command skills trained for PvE combat in Caldari missile ships are one half of the skills necessary to do well in Guristas ships, the GuristasWorm, GuristasGila, and GuristasRattlesnake, and Guristas ships are popular for high-end PvE such as lucrative nullsec ratting and mid-tier Abyssal Deadspace runs.

The Cormorant, with its many high slots, makes a good basic salvaging ship.

PvP

T1 Caldari ships find various popular niches in PvP combat. The Merlin and Kestrel can do well in faction warfare frigate fights, and the Merlin's toughness and potential DPS at short ranges can make gangs of them a danger to much larger, more expensive targets. The Caracal can contribute usefully to a fast-moving gang with mid-range damage and good damage against small ships if fitted with Rapid Light Missile Launchers; the skills used in a Caracal prepare a character for a kiting-fitted CaldariOsprey Navy Issue, a popular ship for solo and small gang PvP, and for the advanced Tech 2 CaldariCerberus, which is used in some popular fleet compositions. Caldari hybrid turret ships are often prized for their range. The Ferox, for instance, can be made the backbone of a sniping fleet. The Osprey is a good T1 remote-shield-boost ship if several Ospreys can group up (the ship is designed for team use), and this role prepares pilots for the extremely powerful CaldariBasilisk.

Both the small Griffin frigate and the medium-sized Blackbird cruiser are highly valued gang and fleet ships, as their ECM abilities offer a potentially huge battlefield impact in cheap, expendable hulls: ECM jams on opposing logistics ships, tackle, or EWAR can swing a battle, and jams on opposing damage dealers can tip the DPS race in the right direction. The Scorpion sees some use, but its larger size, more limited agility and speed, and greater cost send ECM pilots to the smaller ECM ships more often.

Skills

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

That said, there are some considerations that are specific to Caldari ships. Pilots using Caldari ships will want to polish their skills in using missiles, gunnery, and the use of shields. Given Caldari strengths at range, Missile Bombardment, Missile Projection, Sharpshooter,Trajectory Analysis and Long Range Targeting might be higher priorities for pilots flying these ships. Though hybrid turrets are not as capacitor hungry as lasers, pilots using Caldari turret ships will want good capacitor skills and Controlled Bursts.

Caldari ships tend to have small dronebays for their size and class, and pilots flying Caldari ships will be able to leave drone skills until a little later than Gallente pilots would. However, once you train in battlecruisers and battleships, you will want a full flight of drones and adequate drone support skills.

Ships

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

Corvette

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

Corvette: INFORMATION
Ibis
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
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
125 m³
cargo capacity
cargo
defense
200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
125 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
27.00 km
max. targeting range
tgt. range
52 m
ship signature radius
sig. radius
295 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
20% bonus to Small Hybrid Turret optimal range
10% bonus to kinetic Light Missile and Rocket damage
30% bonus to ECM Target Jammer strength
8% bonus to all shield resistances

The Caldari Ibis corvette is a small but stout vessel that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains.

An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.

Frigate

Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.

Frigate: INFORMATION
Bantam
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
270 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
225 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
40.00 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
370 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster 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 Caldari State, this led to the redesign and redeployment of the Bantam.

The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels.

The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.


Frigate: INFORMATION
Condor
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
130 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
30.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
400 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to kinetic Light Missile and Rocket damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.

The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.


Frigate: INFORMATION
Griffin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
42 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
15% bonus to ECM Target Jammer strength
10% reduction in ECM Target Jammer activation cost

The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.

The Griffin is an Electronic Counter Measure frigate, often seen in E-UNI fleets offering Electronic Warfare support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other, or breaking Warp Disruption, allowing an escape. For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.


Frigate: INFORMATION
Heron
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
35 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
400 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
37.50 km
max. targeting range
tgt. range
40 m
ship signature radius
sig. radius
340 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari 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

The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.

The Heron is the T1 Caldari probe scanning frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.


Frigate: INFORMATION
Kestrel
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
4
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
160 m³
cargo capacity
cargo
defense
500 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Light Missile and Rocket damage
10% bonus to Light Missile and Rocket max velocity

The Kestrel is a heavy missile boat with one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but as a result it can not be equipped with turret weapons nor with mining lasers.

The Kestrel is a commonly flown frigate in New Eden, both for PvP and PvE. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges, and falloff.


Frigate: INFORMATION
Merlin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
150 m³
cargo capacity
cargo
defense
500 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Small Hybrid Turret damage
4% bonus to all shield resistances

The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.

The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets makes it a relatively quick train.


Destroyer

Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.

Destroyer: INFORMATION
Corax
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
7
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
450 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
750 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
69 m
ship signature radius
sig. radius
235 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Destroyer bonuses (per skill level):
5% bonus to kinetic Light Missile and Rocket damage
10% bonus to Light Missile and Rocket explosion velocity
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

The Corax adheres to the well-established Caldari design philosophy that there is strength in numbers, and that the messages sent to an enemy should be strong and unequivocal. This applies equally to peace talks as it does to actual engagements on the battlefield - there should be no doubt in the strength of Caldari spirit, nor in the fact that when one blow has been struck, others are going to follow.

As such, the Corax does not pepper its opponents with pellets from a gun, nor does it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting payloads at a pace that's not only steady, but rapid enough to rock its targets and knock them off-balance.

The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.


Destroyer: INFORMATION
Cormorant
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
7
turret hardpoints
turrets
3
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
425 m³
cargo capacity
cargo
defense
900 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
36.00 km
max. targeting range
tgt. range
65 m
ship signature radius
sig. radius
250 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Destroyer bonuses (per skill level):
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.

The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size, it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect. When it is used in PvE as a combat ship (Level 1 missions and the Sisters of EVE storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships. In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.


Cruiser

Cruisers are EVE's medium-sized ships.

Cruiser: INFORMATION
Blackbird
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
3
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
305 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
85.00 km
max. targeting range
tgt. range
150 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
15% bonus to ECM Target Jammer strength
12.5% bonus to ECM Target Jammer optimal range and falloff

The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.

The Blackbird makes a formidable ewar ship and is generally used as such. You can find a detailed discussion of Blackbird fitting here.


Cruiser: INFORMATION
Caracal
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
5
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
1,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
57.50 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
230 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Heavy Missile and Heavy Assault Missile max velocity

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.

The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increase the range of its missiles, as well as a rate of fire bonus for missiles. It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.

The Caracal is also very popular for PvP, for example as a dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.


Cruiser: INFORMATION
Moa
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
2,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
135 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
4% bonus to all shield resistances

The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns can rain death upon foes.

With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage, the Moa is quite suitable for PvE, and could also serve as a PvP brawler.


Cruiser: INFORMATION
Osprey
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
2
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
3
low slots
lows
drones & cargo
20 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
485 m³
cargo capacity
cargo
defense
1,650 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
62.50 km
max. targeting range
tgt. range
95 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
12.5% bonus to Remote Shield Booster amount
5% reduction in Remote Shield Booster activation cost
Role Bonus:
1000% bonus to Remote Capacitor Transmitter range
200% bonus to Remote Capacitor Transmitter transfer amount
430% bonus to Remote Shield Booster 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 Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey.

The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers.

The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.


Battlecruiser

Battlecruisers are sometimes considered a more powerful version of Destroyer class ships. They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.

Combat Battlecruiser: INFORMATION
Drake
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
0
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
295 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
4% bonus to all shield resistances
10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.

The Drake is an incredibly strong PvE ship due to its shield resistance which gives it an impressive tank. Unfortunately, it also features slow speed and relatively low DPS for a battlecruiser. Although it was at some time one of the most popular ships for PvP, due to ship balancing it is now only occasionally used PvP, typically as bait. It is however still very effective in PvE because of its tank and range and its ease of use, especially with a passive tank.


Combat Battlecruiser: INFORMATION
Ferox
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
475 m³
cargo capacity
cargo
defense
5,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
325 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
10% bonus to Medium Hybrid Turret optimal range
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Hybrid Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Designed as much to look like a killing machine as to be one, the Ferox will strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With the potential for sizable armament as well as tremendous electronic warfare capability, this versatile gunboat is at home in a great number of scenarios.

The Ferox is a versatile battlecruiser capable of a strong passive or active shield tank and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. It is a popular fleet PvP ship and part of some Nullsec fleet doctrines.


Attack Battlecruiser: INFORMATION
Naga
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwidth
b/w
575 m³
cargo capacity
cargo
defense
2,160 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,575 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
215 m
ship signature radius
sig. radius
195 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.

The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.

The Naga is effective in any campaign where fast, mobile firepower is required.

The Naga is the Caldari attack battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets but is rarely seen in PvP as pure sniper configurations are not effective with current doctrines.

Battleship

Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and are mostly used as a damage dealing combat ships in EVE, although there are several Battleships that have a different role, such as the Scorpion.

Battleship: INFORMATION
Raven
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
4
turret hardpoints
turrets
7
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
830 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
6,380 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90.00 km
max. targeting range
tgt. range
410 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
10% bonus to Cruise Missile and Torpedo max velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.

The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or an X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of light drones and one flight of medium drones. In addition, it is a very slow ship, as most Caldari boats are.

For PvP, it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.


Battleship: INFORMATION
Rokh
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
8
turret hardpoints
turrets
7
middle slots
mediums
4
low slots
lows
drones & cargo
125 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
820 m³
cargo capacity
cargo
defense
9,350 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108 km
max. targeting range
tgt. range
500 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.

The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal with more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 300km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease of use. It does have a role as one of the entry options for new pilots who want to join Incursions.


Battleship: INFORMATION
Scorpion
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
4
launcher hardpoints
launchers
4
turret hardpoints
turrets
8
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
690 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
6,050 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108.00 km
max. targeting range
tgt. range
480 m
ship signature radius
sig. radius
94 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
15% bonus to ECM Target Jammer and ECM Burst Jammer strength
25% bonus to ECM Target Jammer and ECM Burst Jammer optimal range and falloff
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.

The Scorpion is the Caldari ECM Battleship. With its 8 mid-slots, it is capable of fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose to rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.

Haulers

Caldari haulers tend to have the highest base cargo but as they don't have many low slots they cannot expand their cargo as well as other factions.

Hauler: INFORMATION
Badger
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
1
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
3,900 m³
cargo capacity
cargo
defense
1,440 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
42.5 km
max. targeting range
tgt. range
190 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari 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 Badger-class hauler is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.

The Badger is the basic Caldari hauler ship. It's useful to train to use a Caldari hauler in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.

Hauler: INFORMATION
Tayra
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
7,300 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
550 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
230 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari 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 Tayra, an evolution of the old Badger Mark II hauler, focuses entirely on reaching the highest potential capacity that Caldari engineers can manage in a standard cargo carrier.

The Tayra (formerly called the Badger Mark II) has a cargo hold considerably larger than the Badger's. However, it is marginally slower at subwarp speeds, is less tanky, has less fitting room and takes longer to turn. In general, though, the larger cargo hold offsets the disadvantages and so training Caldari Hauler to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.

Missile Tips

Main article: Missiles

For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:

  • "Mjolnir": EM damage
  • "Inferno": thermal damage
  • "Scourge": kinetic damage
  • "Nova": explosive damage

In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.

A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the tactical overlay and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.

Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. When missiles aren't going to apply damage well, you can try using small drones to scrape small targets off you.

Hybrid Turret Ammo Tips

Main article: Hybrid Ammo

Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.

In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.

For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike ammo.

Related Links

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