Inspired by a vicious scissor-toothed shark indigenous to old-world Matar, the Hel is widely viewed as a sign of a Republic out for blood. Since the beginning of its development it has remained a project cloaked in secrecy, with precious few people aware of its progress and its capabilities, and its formal unveiling has come as a defiant slap in the face to many who formerly believed the Matari incapable of working at this scale of starship design.
Whatever comprises the soil of its roots, though, one thing is clear: from no-frills living quarters to grim, unadorned aesthetic, this ferocious behemoth has been designed for one purpose and one purpose only.
”Imagine a swarm of deadly hornets pouring from the devil's mouth. Now imagine they have autocannons.” -Unknown Hel designer
SHIP BONUSES
Minmatar Carrier bonuses (per skill level): 10% bonus to Fighter damage 5% bonus to Fighter velocity 5+ bonus to ship warp core strength 5% reduction in Target Illumination Burst Projector cycle time 2% bonus to Shield Command and Skirmish Command burst strength and duration Role Bonus: • Can fit Networked Sensor Array • Can fit Burst Projectors • Can use two Command Burst modules 200% bonus to Command Burst area of effect range • Can launch Light and Heavy Fighters • Can lock at extended ranges 200% 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
650,000 MW
CPU
950 tf
Capacitor
65,000 GJ
High
6
Launchers
0
Turrets
0
Medium
7
Low
5
Rig
3
capital
Calibration
400
Navigation
Max Velocity
85 m/sec
Inertia Modifier
0.035
Warp Speed
1.5 AU/s
Base Time to Warp
80.085 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
4
Targeting
Max Tgt. Range
4,750.00 km
Max Locked Targets
14
LADAR Sensor
146 points
Sig. Radius
18,640 m
Scan Res.
70 mm
Structure
Structure Hitpoints
220,000 HP
Mass
1,650,000,000 kg
Volume
51,000,000 m³
Cargo Capacity
1,720 m³
Fuel Capacity
5,000 m³
Ship Maintenance Bay Capacity
2,500,000 m³
Fleet Hangar Capacity
50,000 m³
Armor
Armor Hitpoints
300,000 HP
Armor Resistances
EM
60
THR
35
KIN
25
EXP
10
Shields
Shield Capacity
490,000 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Hel is basically an oversized Nidhoggur carrier with similar properties. It does tend to have a rougher time in larger capital brawls because its tank is not remarkable, but for drive-by attacks and as a ratting supercarrier it is the best.
Skills
Minmatar Carrier to V helps a lot for ratting applications.
Tactics
No sub-article about Hel roles or piloting tactics. You can write them here.
There is a vision for a Capital ecosystem with clear escalation steps based on distinct roles for each class. Part of that vision relies on moving Super Carriers and Titans away from all-purpose damage to a specific focus on Capital and structure killing. You will have seen one big step in this direction recently with the removal of High Angle Weapons from Titans. Now, substantial changes are being made to Super Carriers as well, but there is also an acknowledgement that Super Carriers need more to set them apart from Titans and Dreadnaughts as Capital killers before their Subcapital damage application can be fully removed. For now, their fighter tube loadout will be rearranged to promote more class diversity in your local Super umbrella and decrease long range Heavy Fighter damage application. -Surgical Strike Dev Blog
Support fighter tubes removed (could previously have up to two support fighter squads active)
Heavy fighter squadron limit increased from 3 to 4 (+1)
Bonus to Armor Plates and Shield Extenders reduced from 400% to 200% (-200%)