High Amount of Medium Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
|
Inspired by a vicious scissor-toothed shark indigenous to old-world Matar, the Hel is widely viewed as a sign of a Republic out for blood. Since the beginning of its development it has remained a project cloaked in secrecy, with precious few people aware of its progress and its capabilities, and its formal unveiling has come as a defiant slap in the face to many who formerly believed the Matari incapable of working at this scale of starship design.
Whatever comprises the soil of its roots, though, one thing is clear: from no-frills living quarters to grim, unadorned aesthetic, this ferocious behemoth has been designed for one purpose and one purpose only.
”Imagine a swarm of deadly hornets pouring from the devil's mouth. Now imagine they have autocannons.” -Unknown Hel designer
SHIP BONUSES
Minmatar Carrier bonuses (per skill level): 10% bonus to Fighter damage 5% bonus to Fighter velocity +5 bonus to ship warp core strength 5% reduction in Target Illumination Burst Projector cycle time 2% bonus to Siege Warfare and Information Warfare Links effectiveness Role Bonus: • Can fit Networked Sensor Array • Can fit Burst Projectors • Can use 3 Warfare Link modules simultaneously • Can launch Light, Support and Heavy Fighters • Can lock at extended ranges 400% bonus to Armor Plates and Shield Extenders 50% bonus to Remote Sensor Dampener resistance 50% bonus to Stasis effect resistance 50% increase to Remote Electronic Assistance impedance 5x penalty to Entosis Link duration
Required Skills
Training Time what's this?147d 13h 43m 40s
|
Grouping
▪ Variations none
|
Ship Attributes
Fittings |
High 6
Launchers 0
Turrets 0
Rig
3
capital
Calibration 400
|
|
Navigation |
Base Time to Warp 80.085 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.
|
|
Fighters |
Fighter Bay Capacity 100,000 m³
Light Fighter Squad Limit 3
Heavy Fighter Squad Limit 3
Support Fighter Squad Limit 2
|
|
Targeting |
Max Tgt. Range 4,750.00 km
|
|
Structure |
Structure Hitpoints 220,000 HP
Ship Maintenance Bay Capacity 2,500,000 m³
Fleet Hangar Capacity 50,000 m³
|
|
Armor |
Armor Hitpoints 300,000 HP
Armor Resistances
|
|
Shields |
Shield Capacity 490,000 HP
Shield Resistances
|
|
Summary
The Hel, like its sister ship the Nidhoggur, is the least used supercarrier. This is for multiple reasons. It has the worst tank out of the four supercarriers, and its unique bonus is to remote repairs - a role that supers are rarely used for. However, many lowsec groups enjoy executing "drive-bys" with nano-fit Hels. They teleport one or more Hels onto a hostile carrier, rapidly kill it with fighter bombers while aligning out, and then warp to a safe spot and cloak up. This is done in a Hel due to it being the fastest supercarrier.
Skills
It is recommended that you have perfect support skills for drones, shields and remote repairs before flying a Hel. You should also have Minmatar Carrier trained to 5.
Fitting
For more info on fittings, please go here
Tactics
No sub-article about Hel roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Hel here.
show advanced ships |
Amarr |
Caldari |
Gallente |
Minmatar |
|