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Marshal
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Revision as of 22:17, 15 April 2020 by Drakken Keisterbane(talk | contribs)(Adjusted for the Surgical Strike update (Marauders/Black Ops Scan Res increase))
The venerable Marshal series of battleships have made up the backbone of CONCORD's fleets for a century, in various marks and iterations of a design originally built around the subframe and keel of the Amarr Empire's Apocalypse-class battleship. The appearance of a response force led by Marshal-class battleships invariably ends in the destruction of criminals and terrorists daring to try their luck in high-security space.
Over the course of the Drifter Crisis, the Directive Enforcement Department assessed that the aged design, improved only incrementally over the decades, could no longer meet the challenges facing CONCORD. The Marshal was therefore included in CONCORD Aerospace's "Force Majeure Program" to develop enhanced and totally overhauled versions of its core inventory of police action and combat vessels.
While CONCORD Aerospace successfully upgraded the Marshal and other DED vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of the Marshal, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites, to the capsuleer market via authorized dealers.
SHIP BONUSES
Black Ops bonuses (per skill level): 125% bonus to ship max velocity when using Cloaking Devices 10% bonus to Warp Scrambler and Warp Disruptor optimal range 20% to Stasis Webifier optimal range 10% bonus to warp speed and acceleration Gallente Battleship bonuses (per skill level): 5% bonus to Large Hybrid Turret damage 7.5% bonus to Large Hybrid Turret tracking speed Minmatar Battleship bonuses (per skill level): 5% bonus to Large Projectile Turret rate of fire 10% bonus to Large Projectile Turret falloff Caldari Battleship bonuses (per skill level): 5% bonus to Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire 10% bonus to Cruise Missile and Torpedo flight time Amarr Battleship bonuses (per skill level): 5% bonus to Large Energy Turret damage 10% bonus to Large Energy Turret optimal range Role Bonus: • Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator • No targeting delay after Cloaking Device deactivation • Cloak reactivation delay reduced to 5 seconds 75% reduction to effective distance traveled for jump fatigue 10% bonus to security status gains from destruction of non-capsuleer pirates while flying this ship • Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
18,000 MW
CPU
800 tf
Capacitor
5,000 GJ
High
8
Launchers
6
Turrets
6
Medium
7
Low
7
Rig
2
Large
Calibration
400
Navigation
Max Velocity
110 m/sec
Inertia Modifier
0.07
Warp Speed
3.5 AU/s
Base Time to Warp
?
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.
Drones
No drone bay.
Targeting
Max Tgt. Range
70 km
Max Locked Targets
7
Gravimetric Sensor
40 points
Sig. Radius
330 m
Scan Res.
235 mm
Structure
Structure Hitpoints
4,000 HP
Mass
150,000,000 kg
Volume
450,000 m³
Cargo Capacity
700 m³
Frigate Escape Bay
1 Frigate
Fuel Capacity
1,250 m³
Armor
Armor Hitpoints
5,000 HP
Armor Resistances
EM
33
THR
33
KIN
33
EXP
33
Shields
Shield Capacity
5,000 HP
Shield Resistances
EM
33
THR
33
KIN
33
EXP
33
Summary
You can write a summary for Marshal here.
Skills
Further information about additional or recommended skills to pilot Marshal for a specific or it's common role(s) can be written here.