"We're the Ninth Mega now, have been for a long time and we're necessary to the entire setup. The Caldari State was getting stale, hidebound, all that 'Heiian' bullshit. Think the Big Eight give a fedo's fart for that? That's holoprop mindflood. Strictly for the dopes. The proles looking for an excuse not to stick it to Big Daddy Mega. And the eggers who spout 'Glory to the State'. They're the worst. All that power and they bow down before Mother State and Daddy Mega. Sickening."
"What? Ah yeah, Ninth Mega. What do I mean? Look, the Big Eight, right? They carve up the State between them. They get together, decide what each Mega will run, make it look good for the masses, bit of competition here, a bit of warfare there. That's all show. They're vertically integrated megacorps that run entire sectors of the economy because they've all signed up to a plan. Well, we're the anti-plan. We're the Ninth Mega because someone's got to take care of crime, right? That's us, the Mega of Crime!"
– Korako 'The Rabbit' Kosakami, interview with Ret Gloriaxx of the Scope's Galactic Hour with Ret Gloriaxx
SHIP BONUSES
Caldari Titan bonuses (per skill level): 4% bonus to all shield resistances 15% bonus to XL Cruise Missile Launchers, XL Torpedo Launchers and Rapid Torpedo Launcher rate of fire 6+ bonus to ship warp core strength Gallente Titan bonuses (per skill level): 50% bonus to kinetic XL Cruise, XL Torpedo and Torpedo damage 40% bonus to EM, explosive and thermal XL Cruise, XL Torpedo and Torpedo damage 6+ bonus to ship warp core strength Role Bonus: • Can fit Doomsday devices • Can fit a Phenomena Generator module • Can fit Jump Portal Generator • Can fit Clone Vat Bay • Can use three Command Burst modules • Can launch Light and Heavy Fighters 100% bonus to Fighter damage and hitpoints 200% bonus to Command Burst area of effect range 500% bonus to Armor Plates and Shield Extenders 100% bonus to Torpedo Velocity 80% bonus to Sensor Dampener resistance 80% bonus to Weapon Disruption resistance 80% bonus to Stasis effect resistance 80% increase to Remote Electronic Assistance impedance 5x penalty to Entosis Link duration
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
45,000 m³
Fighter Squad Tubes
2
Light Fighter Squad Limit
2
Heavy Fighter Squad Limit
1
Targeting
Max Tgt. Range
250.00 km
Max Locked Targets
8
Gravimetric Sensor
290 points
Sig. Radius
23,590 m
Scan Res.
65 mm
Structure
Structure Hitpoints
525,000 HP
Mass
2,300,000,000 kg
Volume
132,500,000 m³
Cargo Capacity
13,750 m³
Fuel Capacity
60,000 m³
Ship Maintenance Bay Capacity
5,000,000 m³
Fleet Hangar Capacity
100,000 m³
Armor
Armor Hitpoints
450,000 HP
Armor Resistances
EM
50
THR
45
KIN
25
EXP
10
Shields
Shield Capacity
950,000 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
Staying true to the Guristas philosophy of combining missiles and drones in combat, the Komodo is unique in that it can command one squadron of heavy fighters and one squadron of light fighters, with the hull bonuses giving each squadron the damage of two, as well as doubling their durability. The Komodo requires the Caldari and Gallente Titan skills to fly.
Blueprint copies for this ship can be acquired by destroying Guristas Shipyards in lowsec and nullsec. A large capital fleet is required to accomplish this task. The blueprint itself is stored inside an armored cache that only deep space transports can pick up.
Skills
Further information about additional or recommended skills to pilot Komodo for a specific or it's common role(s) can be written here.