Do you know what you are, capsuleer? The truth will not comfort you. You are a frightened child running headfirst towards oblivion.
And I? I am the only one who tried to stop you. I am the Messiah that you turned against.
You persecuted me, hunted my children. Vowed to burn my Promised Land to ash.
Now I have returned, and I know you better than you know yourself.
I will vanquish your fear, and commute your flesh to dust.
- Sansha Kuvakei
SHIP BONUSES
Amarr Carrier bonuses (per skill level): 5% bonus to Fighter damage 5% bonus to Fighter weapon explosion radius and explosion velocity +3 bonus to ship warp core strength Caldari Carrier bonuses (per skill level): 5% bonus to Fighter damage 20% bonus to Afterburner velocity bonus +3 bonus to ship warp core strength 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
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
625,000 MW
CPU
950 tf
Capacitor
90,000 GJ
High
6
Launchers
0
Turrets
0
Medium
7
Low
6
Rig
3
capital
Calibration
350
Navigation
Max Velocity
80 m/sec
Inertia Modifier
0.035
Warp Speed
1.5 AU/s
Base Time to Warp
77.632 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
Fighter Squad Tubes
5
Light Fighter Squad Limit
3
Heavy Fighter Squad Limit
3
Support Fighter Squad Limit
2
Targeting
Max Tgt. Range
5,800.00 km
Max Locked Targets
14
RADAR Sensor
175 points
Sig. Radius
18,870 m
Scan Res.
75 mm
Structure
Structure Hitpoints
405,000 HP
Mass
1,600,000,000 kg
Volume
62,000,000 m³
Cargo Capacity
1,740 m³
Fuel Capacity
5,000 m³
Ship Maintenance Bay Capacity
2,500,000 m³
Fleet Hangar Capacity
50,000 m³
Armor
Armor Hitpoints
330,000 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
750,000 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Revenant is a Sansha's Nation supercarrier. It is only available from very rare BPC drops from Sansha's Nation motherships in incursions in low security space. It requires both Caldari and Amarr carrier skills to fly.
The Revenant can deploy fewer fighters and fighter-bombers than a normal supercarrier, but the role bonus doubles their effectiveness, making it in reality the highest damaging supercarrier. With 7 mids and 4 lows the Revenant is designed to be a shield tanker.
Due to the rarity of the blueprint and the effort required to construct them, Revenants are by far the scarcest type of supercapital ship, and rank highly among the rarest non-limited edition ships in the game. Throughout the history of New Eden, only four Revenants have ever been destroyed - with the first being killed by Black Legion on the 8th of July 2013, and the sacrifice of a second being the focal point of a player event hosted on the 5th of September 2014. The third was killed by a Pandemic Legion drive-by Doomsday on the 1st of March 2015.The fourth Revenant was destroyed on the 8th of July 2015, and was piloted by an alt of TinkerHell of Cynosural Field Theory, who lost it to Snuffed Out.
Skills
Further information about additional or recommended skills to pilot Revenant for a specific or it's common role(s) can be written here.