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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

Electronic warfare Description
Jamming         Textaboutsomething
Icons Description
  Large ship Capital ship Overview icons on player ships.
    Overview icons for hostile NPC ships.
    Overview icons for friendly or neutral NPC ships.

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

This is just to illustrate the differences in warp speeds including potential align times.

Acceleration gates

When you use an acceleration gate, be that in missions, incursions or complexes, it sends your ship into a pocket of space roughly 10,000 km in front of the gate.

Ship class Warp speed (including align time)[1]
Large ship Battleships
  25s (32-40s)
  Strategic cruisers
  17s (23-24s)
  Logistics
  16s (22-24s)
  Frigates
  7s (11-13s)
  1. ^ Light green is the fastest align possible assuming max skills and fast aligning ships like Machariels, dark green is the slowest align time assuming people come with the recommended skills only, flying slower ships like the Maelstrom or Rokh.

Warping between sites

This is the new warp times when you're warping between sites. If you do a controlled fleet or wing warp, everyone will slow down and warp at the same speed as the slowest ship in the fleet (usually the battleships). If you're freely warping, each pilot warping by themselves, they'll fly at their own individual speeds.

Warp distance Ship class Warp time
Short warps
(20 AU)
Large ship Battleships
  54 sec
  Strategic cruisers
  37 sec
  Logistics
  33 sec
  Frigates
  22 sec
Medium warps
(50 AU)
Large ship Battleships
  69 sec (1 minute and 9 seconds)
  Strategic cruisers
  47 sec
  Logistics
  43 sec
  Frigates
  28 sec
Long warps
(100 AU)
Large ship Battleships
  94 sec (1 minute and 34 seconds)
  Strategic cruisers
  63 sec (1 minute and 3 seconds)
  Logistics
  58 sec
  Frigates
  38 sec
Extreme warps
(100 AU)
Large ship Battleships
  144 sec (2 minutes and 24 seconds)
  Strategic cruisers
  97 sec (1 minute and 37 seconds)
  Logistics
  88 sec (1 minute and 28 seconds)
  Frigates
  58 sec

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.
  • 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.