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Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming Hacking

     

     

     

     

     

Jamming    

   

Scripts Sensor Boosters Ammo

       

-

         

Hull Resists Damage

     

       

       

Hardeners DC Rigs

             

 

   

Template

Enemy Description
Jamming            Something Textaboutsomething

More icons

                                                               

 
See-through!

Sansha's Manual

Eystur Rhomben Defensive Data Offensive Data
17924_256.png
Ship Stats        
  2,500 HP
 60 %
 60 %
 60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

  XX,XXX Effective Shield Hit Points

Damage / Volley        
  2,500 HP - - - -
  1,250 HP - - - -

  10km optimal + 1km falloff range
  0,4 tracking speed
 49 meter signature radius
  12km attack range

Eystur Rhomben:
Subject: Prototype Nation Vessel (ID: Eystur Rhomben)
Military Specifications: Frigate-class vessel. Significant microwarp velocity. Enhanced weapons systems.
Additional Intelligence: There were no reported civilian abductions from the Eystur VI invasion. The Eystur identifier suggests a small number of captives may have been initially unaccounted for. The Rhomben identifier suggests an overarching position within the lowest tier of the new Nation hierarchy, or alternatively, that it was created during the first phase of development.
Synopsis from ISHAEKA-0041. DED Special Operations.
Authorized for Capsuleer dissemination.

Electronic warfare:

Jamming Jamming
  Warp scrambling
  Energy neutralizing
  Target painting
  Webbing

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

       

Resist-table

Ship Stats        
  2,500 HP
 60 %
60 %
60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

Warp speeds and align times

Ship class Warp speed (including align time)[1]
Battleship
  26 seconds
Logistics
  16 sec (22 - 24 sec)
  1. ^ Light green is the fastest align possible assuming max skills, dark green is the slowest align time assuming people come with the recommended skills only.

Overshooting times

Below are some numbers for how long it takes to overshoot a gate, or otherwise end out outside activation range. These times will account for the extremes, taking into account the worst possible spot to land on grid in relation to the gate (which can make you lose or gain up to 10 seconds worth of align time).

  • It can takes a logistics ship as little as 30 seconds to overshoot a gate leading into an Override Transfer Array site. Other sites, like a Nation Mining Colony allows logistics to align for up to 1 minute and 30 seconds.
  • It can take less than 10 seconds for a logistics to be out of range from a gate trying to align away from it, if you land furthest away from the gate.