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

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'''The Amarr Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.
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{{ShipGuideBoilerintro}}
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{{Tocright}}
  
This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=28096 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
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The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
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{{RaceShipInfo|Amarr}}
  
=10 reasons we are Amarr=
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== General Traits ==
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The following traits are shared by most or all Amarr ships:
  
====1Amarr is the best because it is. You can't argue with truth.====
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* '''[[Armour tanking]]'''Amarrian ships have high base armour, and several ships have direct bonuses to armour resistances: for example, the Punisher, Maller, Prophecy, and Abaddon. Armor tanks use up low slots, can slow ships down, and are hungry for powergrid, but they leave mid slots free, require relatively less CPU, and (in active tanks) place comparatively lower burdens on the capacitor than shield tanks
====2. Freak'n LAZORS!!!====
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* '''[[Turrets#Energy turrets|Energy turrets]]'''.  These are the standard for the majority of Amarrian damage-dealing vessels.  Energy turrets (more usually "lasers") offer a reliable combination of range and damage when compared with projectile or hybrid turrets. Their ammo, energy crystals, can be swapped out instantly. Tech 1 crystals last forever, and faction and Tech 2 crystals wear out only slowly. On the other hand, energy turrets use a great deal of capacitor to fire, tend to have comparatively poor tracking speeds for their size, and can only ever deal thermal and EM damage, which can make it impossible to hit some enemies' weaker damage resistances.
====3. Men armour tank.  Shelids or whatever is that red bar above your manly tank.====
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** The short-ranged energy weapons, pulse lasers, have long ranges compared to projectile autocannon and hybrid turrets but lack the raw punch of hybrid blasters or the selectable damage and forgiving falloff of autocannon.
====4. Amarr discovered how to jump around space. So everyone else would be stuck on stupid planets without us anyways.====
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** The long-ranged energy weapons, beam lasers, have reliable DPS, but are shorter-ranged than hybrid railguns or projectile artillery, and lack the selectable damage and alpha strike potential of artillery.
====5. Did anyone mention the freak'n lazors?====
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* '''[[Drones]]'''. The Amarr ship line-up comes second only to the Gallente in terms of drone bays, bandwidth, and ships with drone bonuses. Amarr drone ships tend to have slightly larger drone bays than their Gallentean counterparts, which means more tactical flexibility and drone replacement, but also tend to have less drone bandwidth, which means a lower DPS cap. These differences even out at the battleship level, as the Armageddon and the Dominix match in these respects.
====6. There is no six and this is because we Amarr decided it would be that way.====
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* '''Large capacitors.''' Amarr pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of energy turrets. Amarr hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
====7. Symmetry anyone?====
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* '''[[Capacitor warfare]]'''. The Dragoon and the Armageddon have bonuses that make them particularly effective with energy neutralizers used to drain targets' capacitors. These synergise well with the naturally strong capacitors found on Amarr ships, and with the use of drones, which require no capacitor. Amarr proficiency with capacitor warfare continues in T2 ships with the Black Ops {{sh|Redeemer}} and the widely-feared {{sh|Curse}} and {{sh|Pilgrim}}.
====8. Have you seen the Amarr Battleship lineup?  If you were locked at the time then not for long.====
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* '''[[Electronic_warfare#Weapon_Disruption|Weapon Disruption]]''' is the Amarr EWAR specialism. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility.
====9. We haz Lazors.====
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* '''Low speeds'''. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. Given the high low slots, Amarr ships ''can'' sometimes be speed-fitted, but at the cost of tank and damage.
====10.  Amarr have enslaved every other race they have encountered.  'Nuff said.====
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* [[Missiles]]. No ''Tech 1'' Amarr ships focus on missiles, but there is a line of ''Tech 2'' Amarr ships with missile bonuses: the {{sh|Vengeance}}, {{sh|Malediction}}, {{sh|Heretic}}, {{sh|Sacrilege}}, and {{sh|Damnation}}. These are not a concern for Amarr pilots who are just starting out, but dedicated Amarr pilots might find themselves training into them one day.
  
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If there is one broad characteristic that runs across Amarr ships, it is '''energy'''. Amarr ships aren't the most versatile, and they don't always have great speed or the highest on-paper DPS, but they have immense reserves of capacitor which they can use to pound opponents with extremely reliable and consistent laser damage—with potentially infinite ammo!—and to drain opponents dry with powerful capacitor warfare.
  
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== Notable Uses ==
  
=Amarr General Information=
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'''PvE'''
  
Amarr are one of the four character races, and like the others, consists of a distinct line of ships with specific quirks and capabilities.  Amarr ships use [[Armour tanking]] to protect themselves and primarily employ [[Turrets]], specifically Energy Turrets (lasers) to do damage. 
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A classic progression of Amarr [[mission]] ships would be to train the Punisher and {{sh|Coercer}} for Level 1 missions, the {{sh|Omen}} or {{sh|Arbitrator}} for L2s, the {{sh|Harbinger}} for L3s, and finally the {{sh|Apocalypse}} for L4sAmarrian laser ships are more restricted when running missions and [[ratting]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do thermal and EM damage, so other typical NPC enemy factions are tougher for lasers. This is a concern for some Eve University pilots who want to try mission-running close to home, as the University is based in Gallente space where Serpentis are the common faction.
* Armour Tanking is sometimes stated to be the best tank for PvP engagements and is also the norm for Gallente and some Minmatar ships.  Amarr ships inherently have large amounts of armour and several ships have direct bonuses to armour resists (T1: Punisher, Maller, Prophecy, and Abaddon). 
 
* Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fitsLasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors.  Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
 
* With some ships in the Amarr line-up second only to Gallente for drone capacity, these platforms have the capability to use [[Drones]] to great effect.
 
* Armour tanking tends to compromise speed directly, and combined with generally lower than average base velocities tanked Amarr fits often tend towards the ponderous and are rarely the fastest ships in space. If less tank is desired or required however, the numerous low slots enable Amarr ships to overtake Minmatar at a cost, with the Tech 2 Crusader beating out the Claw by a slim margin.
 
  
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One alternative option is to brush up on drone skills and use the line of Amarr ships which use drones rather than lasers as their primary weapon. Since drones are easily swapped and allow fully-selectable damage, this lets pilots target whatever type of damage NPCs are weakest to. A pilot doing this would progress through the {{sh|Dragoon}}, {{sh|Arbitrator}}, {{sh|Prophecy}}, and {{sh|Armageddon}} (though note that until the battleship stage and the Armageddon, the Amarr drone ships have a little less bandwidth than their Gallente counterparts).
  
For PvP, Amarr ships have enjoyed popularity as a PvP FotM and can be extremely proficient in nearly all roles.  Exceptional armour tanking combined with strong capacitors make many Amarr PvP fits well respected in the PvP world. Lasers have higher damage at range than any of the other turret weaponry systems.
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In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.
* E-Uni PvP roles of tackler and EWAR can be difficult for the new Amarr player as these ships don't excel at these roles with low SP.  Amarr frigates have the least amount of mid slots and the punisher is quite slow while the executioner is very fragile.  The Amarr racial EWAR is Tracking Disruption (TD) and although extremely useful in certain scenarios it has no effect against ships that do not employ turrets to do damage.
 
  
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For salvaging, a {{sh|Coercer}} makes a very good, cheap salvager.
  
For PvE, Amarr ships are less popular than other races as mission running platforms. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise.  However, there are many effective work arounds to be found and many people do mission run with Amarr ships exclusively.
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Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the {{sh|Paladin}} and {{sh|Legion}}. While not technically an Amarrian ship, the {{sh|Nightmare}} is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot willing to cross-train.
  
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'''PvP'''
  
Amarr ships tend to stick with the formula of lots of armour for survival + lasers for damage almost exclusively having less 'special' cases per tier than other races. Therefore, it has been called the 'simplest' race to play and breaking the mould may be more restrictive and less rewarding than with other races; the opportunities are there but more skill intensive and at greater sacrifice.  New pilots are best served by playing to the Amarr formula.  Cross training into or out of Amarr can be more skill intensive than other cross training prospects, with Gallente for Armour Tanking and Drone synergies, and Minmatar for Gunnery and some Armour tanking synergies being the most viable options.  Caldari have very few skills in common and would essentially require complete retraining.
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Exceptional tanks, large capacitors, and reliable damage and range make some Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. At the basic level, Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer atypical ships than in other races' line-ups. As a result, Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (a {{sh|Punisher}} fitted with projectile turrets is a classic), but they are more skill intensive and often require cross-training.
  
=Amarr Core Skills=
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In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. The Arbitrator makes an excellent DPS-and-EWAR boat, the Omen is a focused damage-dealer, and the Maller's massive potential tank makes it great (if obvious) bait. In battleship hulls, the {{sh|Armageddon}}, {{sh|Apocalypse}}, and {{sh|Abaddon}} all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by [[Logistics|logistics]], although a combination of (relatively) weak capacitor and no cap use bonuses can make it power-hungry. The Armageddon's bonus to energy neutralizers makes it the best base T1 capacitor warfare platform in the game.
  
* '''[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Corporation_Management Corporation Management]'''
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== Skills ==
** '''None'''
 
  
* '''[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Drones Drones]'''
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Amarr ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving of your goals.
** '''Basic Drone Skills'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Drones Drones]''' (Allows Operation of One Additional Drone Per Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation]''' (Drone Control Range Increased by 5 km Per Skill Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation]''' (5% Bonus to Heavy Drone Damage Per Level)
 
** '''Drone Ability Modifiers'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Drone_Durability Drone Durability]''' (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Drone_Navigation Drone Navigation]''' (5% Increase to Drone Speed Per Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Drone_Sharpshooting Drone Sharpshooting]''' (5% Increase in Drone Optimal Range Per Level)
 
** '''Drone Damage Modifiers'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Drone_Interfacing Drone Interfacing]''' (20% Bonus to All Drone Damage/Mining Yield Per Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Combat_Drone_Operation Combat Drone Operation]''' (5% Bonus to Medium/Light Drone Damage Per Level)
 
  
* '''[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]'''
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That said, there are some considerations that are specific to Amarr ships. Capacitor skills are especially crucial for Amarr pilots, and should be an early priority; these are mostly found in the [[Skills:Engineering|Engineering]] category, though {{sk|Controlled Bursts}}, in Gunnery, is also very important. [[Skills:Armor|Armour]] skills will be essential for flying any Amarr combat ships, and being able to mount a T2 armour tank can help bring out the strengths of many T1 Amarr hulls in PvP and PvE. [[Skills:Drones|Drone skills]] are also important for any pilot taking the drone ship path through the Amarr ships, and eventually for an Amarr pilot: at around cruiser size, all Amarr ships begin being able to fly a full flight of 5 drones, making Drones V a highly desirable tain.
** '''Basic Skills'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Electronics Electronics]''' (5% Bonus to CPU Output Per Skill Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Electronics_Upgrades Electronics Upgrades]''' (5% Reduction in CPU Need of Sensor Upgrades)
 
** '''Targeting Skills'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Long_Range_Targeting Long Range Targeting]''' (5% Bonus to Targeting Range Per Skill Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Multitasking Multitasking]''' (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
*** '''[http://wiki.eveonline.com/en/wiki/Signature_Analysis Signature Analysis]''' (5% Improved Targeting Speed Per Level)
 
*** '''[http://wiki.eveonline.com/en/wiki/Targeting Targeting]''' (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
** '''PVP Specific Skills'''
 
*** '''[http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming]''' (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
 
  
* '''Engineering'''
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Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]], as the two ship lineups share armour tanking, gunnery, and drone synergies. A combination of Amarr and Gallente ship skills also opens up the popular [[Pirate_Faction_Ship_Overview#Servant_Sisters_of_EVE|Sisters of EVE ships]]. Pilots cross-trained for Caldari ships will be able to make good use of the niche set of T2 Amarr ships with missile bonuses.
** '''Basic Skills'''
 
*** '''Energy Grid Upgrades''' (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
 
*** '''Energy Management''' (5% Bonus to Capacitor Capacity Per Skill Level)
 
*** '''Energy Systems Operation''' (5% Bonus to Capacitor Recharge Rate Per Skill Level)
 
*** '''Engineering''' (5% Bonus to Ship Powergrid Output Per Skill Level)
 
** '''PVP Specific Skills'''
 
*** '''Energy Emission Systems''' (5% Reduced Capacitor Need for Energy Emission Weapons)
 
  
* '''Gunnery'''
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== Ships ==
** '''Basic Skills'''
 
*** '''Common Skills'''
 
**** '''Advanced Weapon Upgrades''' (5% Reduction to Capacitor Needs of Turrets/Launchers)
 
**** '''Controlled Bursts''' (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
 
**** '''Gunnery''' (2% Bonus to Turret Rate of Fire Per Skill Level)
 
**** '''Motion Prediction''' (5% Bonus to Tracking Speed Per Skill Level)
 
**** '''Rapid Firing''' (4% Bonus to Turret Rate of Fire Per Skill Level)
 
**** '''Sharpshooter''' (5% Bonus to Turret Optimal Range Per Skill Level)
 
**** '''Surgical Strike''' (3% Bonus to Turret Damage Per Skill Level)
 
**** '''Trajectory Analysis''' (5% Bonus to Turret Falloff Per Skill Level)
 
**** '''Weapon Upgrades''' (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
 
*** '''Small Energy Turret (Frigates/Destroyers)'''
 
**** '''Small Energy Turret''' (5% Bonus to Small Turret Damage Per Skill Level)
 
*** '''Medium Energy Turret (Cruiser/Battlecruiser)'''
 
**** '''Medium Energy Turret''' (5% Bonus to Medium Turret Damage Per Skill Level)
 
*** '''Large Energy Turret (Battleship)'''
 
**** '''Large Energy Turret''' (5% Bonus to Large Turret Damage Per Skill Level)
 
** '''T2 Gunnery Skills'''
 
*** '''Small Beam Laser Specialization'''
 
*** '''Small Pulse Laser Specialization'''
 
*** '''Medium Beam Laser Specialization'''
 
*** '''Medium Pule Laser Specialization'''
 
*** '''Large Beam Laser Specialization'''
 
*** '''Large Pulse Laser Specialization'''
 
  
* '''Industry'''
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Here are the Amarr T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
** '''None'''
 
  
* '''Leadership'''
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=== Corvette ===
** '''None'''
 
  
* '''Learning'''
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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.
** '''All Basic Learning Categories to Level 5'''
 
** '''All Advanced Learning to Level 4'''
 
  
* '''Mechanic'''
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{{Ship|Impairor|box}}
** '''Armor Rigging'''
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The corvette is the first ship you start with. If you are Amarr, it will be an Impairor.
** '''EM Armor Compensation'''
 
** '''Explosive Armor Compensation'''
 
** '''Hull Upgrades'''
 
** '''Jury Rigging'''
 
** '''Kinetic Armor Compensation'''
 
** '''Mechanic'''
 
** '''Repair Systems'''
 
** '''Salvaging'''
 
** '''Thermic Armor Compensation'''
 
  
* '''Missile Launcher Operation'''
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=== Frigates ===
** '''None'''
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{{Ship|Crucifier|box}}
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The Crucifier is the Amarr EWAR frigate and works great as an extremely cheap long range EWAR platform for very new pilots.
  
* '''Navigation'''
 
** '''Acceleration Control'''
 
** '''Afterburner'''
 
** '''Evasive Maneuvering'''
 
** '''Fuel Conservation'''
 
** '''High Speed Maneuvering'''
 
** '''Navigation'''
 
** '''Warp Drive Operation'''
 
  
* '''Science'''
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{{Ship|Executioner|box}}
** '''Astrometrics'''
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The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers.
** '''Cybernetics'''
 
** '''Infomorph Psychology'''
 
** '''Science'''
 
  
* '''Social'''
 
** '''None'''
 
  
* '''Spaceship Command'''
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{{Ship|Inquisitor|box}}
** '''Amarr Battleship'''
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The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.
** '''Amarr Cruiser'''
 
** '''Amarr Frigate'''
 
** '''Battlecruisers'''
 
** '''Destroyers'''
 
** '''Spaceship Command'''
 
  
* '''Subsystems'''
 
** '''None'''
 
  
* '''Trade'''
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{{Ship|Magnate|box}}
** '''None'''
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Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.
  
  
=Skill Plans=
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{{Ship|Punisher|box}}
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This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web.
  
So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours 16 min and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
 
  
===Basic Plan===
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Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.
  
If you need more direction to have the time to get your feet under you this is a basic package you could train that will take you about a week to learn.  After that much time in E-Uni you will surely be well beyond the handholding stage and messing with [[3rd Party Tools|EVEmon]] and agonizing over skill training variances is half the fun of EVE.  This plan does not incorporate learning skills or maximize anything - rather it is a very basic intro that would leave you with a few skills to start discovering what you are actually interested in becoming:
 
*Basic Skill Plan Example
 
**1. Energy Systems Operation I
 
**2. Energy Management I
 
**3. Hull Upgrades I
 
**4. Energy Grid Upgrades I
 
**5. Targeting I
 
**6. Evasive Maneuvering I
 
**7. Afterburner I
 
**8. Repair Systems I
 
**9. Amarr Frigate III
 
**10. Afterburner II
 
**11. Afterburner III
 
**12. High Speed Maneuvering I
 
**13. Weapon Upgrades I
 
**14. Controlled Bursts I
 
**15. Motion Prediction I
 
**16. Rapid Firing I
 
**17. Energy Systems Operation II
 
**18. Hull Upgrades II
 
**19. Drones I
 
**20. Scout Drone Operation I
 
**21. Gunnery III
 
**22. Energy Management II
 
**23. Targeting II
 
**24. Motion Prediction II
 
**25. Controlled Bursts II
 
**26. Rapid Firing II
 
**27. Sharpshooter I
 
**28. Sharpshooter II
 
**29. Amarr Frigate IV
 
**30. Hull Upgrades III
 
**31. Weapon Upgrades II
 
**32. Drones II
 
**33. Energy Management III
 
**34. Energy Systems Operation III
 
**35. Drones III
 
**36. Repair Systems II
 
**37. Controlled Bursts III
 
**38. Motion Prediction III
 
**39. Rapid Firing III
 
**40. Amarr Cruiser I
 
Please do not waste time in Chat.E-UNI asking if it is okay to add in an extra skill from this skill plan you got off the wiki that you HAVE to follow as a new Amarr pilot.  The answer is YES.  Change, modify, ignore, follow to the letter - it does not really matter.  Pursue skills for the things you enjoy doing.  If you do train along this or a similar skill plan you can rest easy that there will not be any wasted SP as you make up your mind on what you want to do as an Amarr pilot in EVE.
 
  
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{{Ship|Tormentor|box}}
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While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher.
  
===[[Full T2 Tank|Tech 2 Tank]]===
 
  
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
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=== Destroyers ===
*Hull Upgrades V
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{{Ship|Coercer|box}}
*Repair Systems IV
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The Coercer sees some use in PvE activities or as a cheap Noctis substitute. It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship.
*Mechanic IV
 
*Jury Rigging III
 
*Armor Rigging I
 
You will want to learn the compensation skills to a minimum of 3 and eventually to 5 to maximize your tank.
 
*EM Armor Compensation
 
*Explosive Armor Compensation
 
*Kinetic Armor Compensation
 
*Thermic Armor Compensation
 
  
  
===Tech 2 Energy Turrets===
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{{Ship|Dragoon|box}}
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The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style.
  
Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
 
  
Each type of Energy Turret requires a specific specialization skill.  Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisitesHere they are with applicable prerequisites:
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=== Cruisers ===
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{{Ship|Arbitrator|box}}
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You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the gameThere are many effective configurations for both PvE and PvP with this ship.
  
*Beam Lasers
 
**Small Beam Laser Specialization
 
***Small Energy Turret V
 
***Sharpshooter III
 
**Medium Beam Laser Specialization
 
***Small Beam Laser Specialization IV
 
***Medium Energy Turret V
 
***Sharpshooter IV
 
**Large Beam Laser Specialization
 
***Medium Beam Laser Specialization IV
 
***Large Energy Turret V
 
***Sharpshooter V
 
  
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{{Ship|Augoror|box}}
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The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus.
  
* Pulse Lasers
 
**Small Pulse Laser Specialization
 
***Small Energy Turret V
 
***Motion Prediction III
 
**Medium Pulse Laser Specialization
 
***Small Pulse Laser Specialization IV
 
***Medium Energy Turret V
 
***Motion Prediction IV
 
**Large Pulse Laser Specialization
 
***Medium Pulse Laser Specialization IV
 
***Large Energy Turret V
 
***Motion Prediction V
 
  
=Rookie Ship=
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{{Ship|Maller|box}}
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The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP.
  
==Impairor==
 
  
{{Ship Intro|shipname=impairor|shipinfo=''Special Ability: 10% bonus to energy turret capacitor use per skill level.''}}
+
{{Ship|Omen|box}}
This is perhaps the worst of any of the starting ships, but it doesn't really matter. It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms.
+
The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.
  
=Frigate=
 
==Executioner==
 
  
{{Ship Intro|shipname=Executioner|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.''}}
+
=== Battlecruisers ===
This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates at 404 m/s.  It also has high manoeuvrability and accordingly it can cruise around and align very quickly to bail out if required.  Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2) which limits the functionality and flexibility of this platform.  For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice; it is not the best for PvP or PvE for a new low SP pilot.
 
  
==Inquisitor==
+
{{Ship|Harbinger|box}}
 +
The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races.  It is the first real laser powerhouse in the Amarr lineup.
  
{{Ship Intro|shipname=Inquisitor|shipinfo=''Special Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.''}}
 
The Amarr missile frigate.  It is the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.  It also has the largest cargo bay of any T1 frigate at 315 cubic meters.
 
  
==Tormentor==
+
{{Ship|Oracle|box}}
 +
The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS while maintaining the agility of a battlecruiser.
  
{{Ship Intro|shipname=Tormentor|shipinfo=''Special Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use.''}}
 
With [[Mining]] bonuses, fledgling Amarr miners will want to start here.  It is actually quite a tough little mining frigate, and it has the minimum (5 cubic meter) drone bay.
 
  
==Punisher==
+
{{Ship|Prophecy|box}}
 +
The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier.
  
{{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}}
 
Thank goodness it is good looking as this is where a brand new Amarr pilot will spend the majority of his or her time.
 
  
This is easily the most survivable and tenacious of the T1 frigates available. Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4).  It has the largest capacitor of a T1 frigate in order to keep its lasers firing.
+
=== Battleships ===
 +
{{Ship|Abaddon|box}}
 +
The Abaddon has a bonus for laser damage and armor resistances, but the normal bonus for laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.  
  
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
 
  
 +
{{Ship|Apocalypse|box}}
 +
The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned into a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for any Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however but is an easier ship to skill for.
  
'''E-Uni Tackler Corp Fit'''
 
{{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}{{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}{{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
 
  
 +
{{Ship|Armageddon|box}}
 +
While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier T1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones.
  
'''Heavy Frigate Tackler Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
 
{{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
 
  
 +
=== Haulers ===
 +
[[Haulers]] are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
  
'''PvE Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
+
{{Ship|Bestower|box}}
{{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I
+
Arguably the best of the T1 haulers from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to the faction's hauler III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to faction's hauler III instead of V on the way to faction's freighter I. Additionally, the removal of faction's frigate III as a requirement for Haulers means that any faction can select the Bestower as their hauler of choice on the way to becoming a freighter alt.
}}{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}{{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
 
  
==Crucifier==
+
{{Ship|Sigil|box}}
 +
Although lacking the cargo capacity of the [[Bestower]], it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed. It can easily be expanded to hold 8000 {{m3}}, the max needed for [[Making Money with Hauling - Level 4 Cargo Missions|running L4 distribution missions]], while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec.
  
{{Ship Intro|shipname=Crucifier|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.''}}
+
==Energy Turret Tips==
The Amarr [[EWar 101 Guide|EWAR]] frigate.
+
{{main|Turrets#Energy_turrets|Energy Turrets}}
  
 +
Since ammo crystals can be swapped instantly, you should feel able to shift rapidly between crystals as the situation demands. You will want to swap crystals in and out to keep up with the ranges of your targets: lasers have little falloff range, which means little margin for error at the edge of your range. The Tech 1 crystals offer a three-way trade-off of range, damage, and capacitor use: short-ranged crystals do high DPS and are cap-hungry, long-ranged crystals do low DPS and are cap-hungry, and mid-ranged crystals do moderate DPS and are gentler on the capacitor.
  
 +
Tech 2 pulse laser crystals are widely liked and well worth using. Conflagration manages excellent DPS but will struggle to track evasive/fast targets. Scorch pushes pulse lasers out to truly impressive distances for a "short"-range weapon.
  
'''E-Uni EWAR Corp Fit'''
+
Of the Tech 2 beam laser crystals, Gleam only offers a small boost over comparable faction ammo and see only limited use, but Aurora offers a massive range bonus and is popular for PvP sniping fits.
{{High Slots 2|hs1=|hs2=}}{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}{{Low Slots 3|ls1=Signal Amplifier I|ls2=Damage Control I|ls3=200mm Reinforced Steel Plates I}}
 
  
==Magnate==
+
==Drone Tips==
  
{{Ship Intro|shipname=Magnate|shipinfo=''Special Ability: 5% bonus to Small Energy Turret capacitor use per level.  5% increase to scan strength of probes per skill level.  5% bonus to survey probe flight time per level.''}}
+
{{main|Drone mechanics}}
An excellent frigate to learn the basics of exploration.  It is the only Amarr T1 frigate with a 10 cubic meter drone bay.
 
  
=Destroyer=
+
Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies.  Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those too.
  
==Coercer==
+
All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.
  
{{Ship Intro|shipname=Coercer|shipinfo=''Special Ability: 10% bonus to Small Energy Turret tracking speed and -10% reduction in Small Energy Turret Capacitor usage per level''
+
Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones.
  
''Bonus: 50% bonus to optimal range for small energy turrets''
+
Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones".
  
''Penalty: -25% rate of fire for all turrets''}}
+
In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety.
The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission.  The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
 
  
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly.  It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
+
== Related Links ==
 +
{{ShipGuideLinks}}
  
Destroyers are not recommended for normal E-Uni PvP for new pilots.
+
[[Category:Ships]]
 
 
 
 
 
 
'''PvE Level 1 Mission Machine'''
 
{{High Slots 8|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Dual Light Pulse Laser I, Multifrequency S|hs5=Dual Light Pulse Laser I, Multifrequency S|hs6=Dual Light Pulse Laser I, Multifrequency S|hs7=Dual Light Pulse Laser I, Multifrequency S|hs8=Salvager I}}{{Mid Slots 1|ms1=1MN Afterburner I}}{{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Armor Hardener, Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Armor Hardener, Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
 
 
 
 
 
 
 
'''Starter Salvager Fit'''
 
{{High Slots 8|hs1=Salvager I|hs2=Salvager I|hs3=Salvager I|hs4=Salvager I|hs5=Small Tractor Beam I|hs6=Small Tractor Beam I|hs7=Small Tractor Beam I|hs8=Small Tractor Beam I}}{{Mid Slots 1|ms1=1MN Afterburner I}}{{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
 
 
 
=Cruiser=
 
==Arbitrator==
 
 
 
{{Ship Intro|shipname=Arbitrator|shipinfo=''Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.''}}
 
This is a break in the Amarr mould as it is an excellent drone carrier and a bit of a jack of all trades with 4 High / 4 Mid / 4 Low slots (4/4/4) and its bonus to Tracking Disruption.  This is a fairly common Amarr mission running platform.
 
 
 
 
 
 
 
'''PvE fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
 
{{High Slots 4|hs1=|hs2=|hs3=|hs4=}}{{Mid Slots 4|ms1=|ms2=|ms3=|ms4=}}{{Low Slots 4|ls1=|ls2=|ls3=|ls4=}}
 
 
 
==Augoror==
 
 
 
{{Ship Intro|shipname=Augoror|shipinfo=''Special Ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.''}}
 
 
 
==Omen==
 
 
 
{{Ship Intro|shipname=Omen|shipinfo=''Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level.''}}
 
 
 
 
 
 
 
 
 
'''PvE Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
 
{{High Slots 5|hs1=|hs2=|hs3=|hs4=|hs5=}}{{Mid Slots 3|ms1=|ms2=|ms3=}}{{Low Slots 5|ls1=|ls2=|ls3=|ls4=|ls5=}}
 
 
 
==Maller==
 
 
 
{{Ship Intro|shipname=Maller|shipinfo=''Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.''}}
 
 
 
=Battlecruiser=
 
==Prophecy==
 
 
 
{{Ship Intro|shipname=Prophecy|shipinfo=''Special Ability: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level''
 
 
 
''99% reduction in the CPU need of Warfare Link modules.''}}
 
 
 
==Harbringer==
 
 
 
{{Ship Intro|shipname=Harbinger|shipinfo=''Special Ability: 10% reduction in laser capacitor need and 5% bonus to laser damage''
 
 
 
''99% reduction in the CPU need of Warfare Link modules.''}}
 
 
 
=Battleship=
 
==Armageddon==
 
 
 
{{Ship Intro|shipname=Armageddon|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.''}}
 
 
 
==Apocalypse==
 
 
 
{{Ship Intro|shipname=Apocalypse|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.''}}
 
 
 
==Abaddon==
 
 
 
{{Ship Intro|shipname=Abaddon|shipinfo=''Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.''}}
 
 
 
=Industrial=
 
==Sigil==
 
 
 
{{Ship Info|shipname=Sigil|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
 
This industrial only requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1 to fly and accordingly it is very accessible to new pilots.  It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to get an align time much quicker than is normal for an industrial.  It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank.  Typically there is no point fitting a tank at all because of this rather favouring speed or just extra cargo space.
 
 
 
==Bestower==
 
 
 
{{Ship Intro|shipname=Bestower|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
 
Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1, the bestower is a favourite for alternate character hauling setups.  See [[Creating an Alt Hauler]] for details.
 
 
 
 
 
 
 
[[Category:Guides]]
 
[[category:Ships]]
 
[[Category:PvE]]
 
[[Category:PvP]]
 

Latest revision as of 16:47, 13 March 2024

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

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

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

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

Logo faction amarr empire.png Amarr Empire Characteristics

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


General Traits

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

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

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

Notable Uses

PvE

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

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

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

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

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

PvP

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

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

Skills

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

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

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

Ships

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

Corvette

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

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

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

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

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

Frigates

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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


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


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

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

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

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


Destroyers

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

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

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

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


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

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

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

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

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


Cruisers

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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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


Battlecruisers

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

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

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

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


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

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

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

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

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

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


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

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

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

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


Battleships

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

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

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

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


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

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

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

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


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

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

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

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


Haulers

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

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

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

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

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

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

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

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

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

Energy Turret Tips

Main article: Energy Turrets

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

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

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

Drone Tips

Main article: Drone mechanics

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

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

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

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

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

Related Links

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