notes=You should also get the "Inherent Implants 'Squire' Energy Systems Operation EO-606" and "Inherent Implants 'Squire' Energy Management EM-806" Implants.}}{{ShipFitting
When this terror was first seen haunting the spacelanes, rumors abounded about its design, which bore the indelible stamp of Sansha Kuvakei's unique madness. Who else, the conspiracy theorists argued, could come up with such marvelously twisted designs?
These and other theories were all but confirmed during the Sansha invasions of YC 111-112, as endless swarms of Nightmare fleets descended upon planet dweller and capsuleer alike, eager to serve their returned master Sansha Kuvakei once again.
SHIP BONUSES
Caldari Battleship bonuses (per skill level): 30% bonus to Afterburner velocity bonus Amarr Battleship bonuses (per skill level): 7.5% bonus to Large Energy Turret tracking speed Role Bonus: 150% bonus to Large Energy Turret damage
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
14,500 MW
CPU
710 tf
Capacitor
6,950 GJ
High
6
Launchers
0
Turrets
4
Medium
7
Low
6
Rig
3
large
Calibration
350
Navigation
Max Velocity
114 m/sec
Inertia Modifier
0.122
Warp Speed
2 AU/s
Base Time to Warp
16.79 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
75 m³
Drone Bandwidth
75 Mbit/sec
Targeting
Max Tgt. Range
80.00 km
Max Locked Targets
7
RADAR Sensor
28 points
Sig. Radius
370 m
Scan Res.
110 mm
Structure
Structure Hitpoints
8,200 HP
Mass
99,300,000 kg
Volume
486,000 m³
Cargo Capacity
665 m³
Frigate Escape Bay
1 Frigate
Armor
Armor Hitpoints
8,650 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
10,550 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Nightmare is a pirate faction laser boat. It is designed to be shield tanked. While the nightmare only has 4 turret slots, its 150% damage bonus effectively gives it 8 regular turrets with a full 10% per rank bonus without needing any ranks but at half the capacitor cost. The Nightmare is designed to be shield tanked, and has a respectable 7 mid slots to accomodate its tank. Unfortunately, as a shield tanker and a laser boat, the nightmare's capacitor requirements are very high and its base capacitor has trouble fulfilling the demand, so mid slots often have to be used for capacitor upgrades as well as tank.
The Nightmare has a hefty price tag that makes it unpopular in pvp, but it a solid choice for pve. The high firepower and tracking bonus makes it a decent choice for incursions.
Skills
The Nightmare is capable of a multitude of roles. No matter what role it is in, due to the nature of laser boats Capacitor Systems Operation and Capacitor Management are very important to get to V. Controlled Bursts is another very important skill.
Worth noting is that you only need to train Caldari Battleship I to make nigh full use of this ship, since the Caldari skill only increases the afterburner efficiency (which is only useful if you actually fit an afterburner).
Fitting
PvE L4s
Nightmare: PvE L4s
EFT
[Nightmare, PvE L4s] Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Auto Targeting System II Drone Link Augmentor II
Large Micro Jump Drive Large Shield Booster II EM Ward Field II Thermic Dissipation Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script Heavy Capacitor Booster II, Cap Booster 800
Heat Sink II Heat Sink II Heat Sink II Heat Sink II Tracking Enhancer II Tracking Enhancer II
Large Anti-EM Screen Reinforcer I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Hobgoblin II x5 Hammerhead II x5
Optimal Range Script x1 Tracking Speed Script x1 Cap Booster 800 x1 Imperial Navy Multifrequency L x1
FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Replace modules for faction ones as you see fit and your wallet allows.
Shields (EM/Therm - medium slots) are situational. Change them accordingly to target and resistance needs.
In need of more tank. Tracking Computer (Optimal Range) can be switched with an Amplifier of the main damage to resist. For example: In this case (EM/Thermal) and against Blood Raiders would be an EM Ward Amplifier II.
Tactics
No sub-article about Nightmare roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Nightmare here.