Amarr Basic Ship and Skill Overview

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This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

Amarr General Information

The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.

Characteristics

The Amarr lineup is characterized by the following:

  • Armour tanking. Amarrian ships have high base armour and several ships have direct bonuses to armour resistances (Tech 1 examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications.
  • Energy turrets. These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets. Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. Frequency crystals, the Energy ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they do not degrade like Faction or Advanced Tech 2 variants. Unfotunately this all comes at a price; there is no variation on damage types and Energy turrets use a great deal of capacitor as well as tending to be quite demanding on a hull's powergrid for fitting.
  • Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
  • Drones. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
  • Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather then speed modules. At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
  • Electronic Warfare. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on Tech 2 hulls, which are beyond the scope of this guide.
PvE

Amarrian ships are more restricted when running missions than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the Arbitrator (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets). A classic progression of Amarr mission ships would be to train the Punisher and Coercer for level 1 missions, move to the Omen or Arbitrator for level 2 missions, then Harbinger for level 3 missions, and finally the Apocalypse for level 4 missions.

For salvaging, the Coercer can fill the role until the Noctis can be purchased.

In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.

The Harbinger is the first T1 ship that can run Incursion Vanguard sites effectively, and the Abaddon can be used by more experienced players. The best armour incursion fleets in highsec currently run with T2 and T3 Amarr ships.

PvP

Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Amarr ships are less common in PvP fleet doctrines than Minmatar ships, but they are still very widely used. Most notably, the AHAC and Hellcat fleet doctrines are centered around Amarr ships.

At the basic level Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other races' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.

For PvP progression, there are countless possibilities, but the conventional roles are as follows. In frigate hulls, the Punisher is used for tackling, and the Crucifier for EW. In cruiser hulls, the Omen is very difficult to fit for damage dealing, so the Arbitrator is most often used for a mixed EW and DD role with tracking disruptors, neuts, and damage drones. In battlecruiser hulls, the Harbinger makes an excellent damage dealer. In battleship hulls, the Armageddon, Apocalypse, and Abaddon all have their uses. The Armageddon is used by pilots that do not wish to risk too much ISK with a short range pulse fit. The Apocalypse is used as a sniper (sometimes with a very weak tank to maximize damage potential). The Abaddon is used by those who can afford it, and it performs excellently in fleets with logi and tackling recon support.


Skills

The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on Basic Skills and Support Skills elsewhere. So if you want maximize turret weapon damage you will train the same gunnery support skills as other projectile or hybrid users (but pay particular attention to Controlled Bursts and Sharpshooter). Similarly the skills are the same for all pilots who want to survive with an armour tank, or use drones effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.

Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.


Cross Training

Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.

However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking.

Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.


Rookie Ship

The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships.

Impairor

Corvette: INFORMATION
Impairor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
115 m³
cargo capacity
cargo
defense
125 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
25.50 km
max. targeting range
tgt. range
50 m
ship signature radius
sig. radius
300 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
20% reduction in Small Energy Turret activation cost
10% bonus to Small Energy Turret damage
15% bonus to Weapon Disruptor effectiveness
8% bonus to all armor resistances

The Impairor-class corvette has been mass-produced by the Amarr Empire for decades. It is the most common space vessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.

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Frigate

Executioner

Frigate: INFORMATION
Executioner
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
115 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
27.50 km
max. targeting range
tgt. range
31 m
ship signature radius
sig. radius
410 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.

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Inquisitor

Frigate: INFORMATION
Inquisitor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
4
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
250 m³
cargo capacity
cargo
defense
225 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
36.00 km
max. targeting range
tgt. range
34 m
ship signature radius
sig. radius
405 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Role Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.

The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.

The Inquisitor is the only Amarr T1 ship with missile bonuses. Even with good missile skills, it has less than impressive attributes.


Tormentor

Frigate: INFORMATION
Tormentor
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
20 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
130 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
40.00 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
335 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage

The Tormentor has been in service for many decades. For most of that time it saw service as a mining ship, its size barring it from making any kind of impact on the battlefield. As with most Amarr ships, however, its strong defenses always made it a tough opponent to crack, and with recent advances in turret capacitor use and damage output, its lasers have now stopped digging into dead ore and are instead focused on boring through the hulls of hapless vessels in combat.

Fledgling Amarr miners will want to start here.

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Punisher

Frigate: INFORMATION
Punisher
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
4
turret hardpoints
turrets
2
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
135 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
25.00 km
max. targeting range
tgt. range
37 m
ship signature radius
sig. radius
355 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
4% bonus to all armor resistances

The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.

This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 3 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the tackling trinity: a propulsion module, a point, and a web.

This the E-UNI tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.

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Crucifier

Frigate: INFORMATION
Crucifier
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
45 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
265 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
400 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
64.00 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
350 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Weapon Disruptor optimal range

The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

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Magnate

Frigate: INFORMATION
Magnate
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
40 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
34.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
350 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager duration
Role Bonus:
5+ bonus to Relic and Data Analyzer virus strength

This Magnate-class frigate is one of the most decoratively designed ship classes in the Amarr Empire, considered to be a pet project for a small, elite group of royal ship engineers for over a decade. The frigate's design has gone through several stages over the past decade, and new models of the Magnate appear every few years. The most recent versions of this ship – the Silver Magnate and the Gold Magnate – debuted as rewards in the Amarr Championships in YC105, though the original Magnate design is still a popular choice among Amarr pilots.

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Destroyer

Coercer

Destroyer: INFORMATION
Coercer
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
2
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
375 m³
cargo capacity
cargo
defense
700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
900 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
30.00 km
max. targeting range
tgt. range
62 m
ship signature radius
sig. radius
255 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Destroyer bonuses (per skill level):
10% bonus to Small Energy Turret tracking speed
10% reduction in Small Energy Turret activation cost
Role Bonus:
50% bonus to Small Energy Turret optimal range

Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.

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Cruiser

Arbitrator

Cruiser: INFORMATION
Arbitrator
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
150 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
345 m³
cargo capacity
cargo
defense
1,100 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
70.00 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
200 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Drone hitpoints, damage and mining yield

The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.

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Augoror

Cruiser: INFORMATION
Augoror
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
5
low slots
lows
drones & cargo
20 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
465 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,650 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
60.00 km
max. targeting range
tgt. range
90 m
ship signature radius
sig. radius
235 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
12.5% bonus to Remote Armor Repairer amount
5% reduction in Remote Armor Repairer activation cost
Role Bonus:
1000% bonus to Remote Capacitor Transmitter range
200% bonus to Remote Capacitor Transmitter transfer amount
430% bonus to Remote Armor Repairer optimal range and falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror.

The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers.

The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or some remote repair battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have a tough tank, but it's hard to make that tank useful.

Omen

Cruiser: INFORMATION
Omen
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
1,200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
55.00 km
max. targeting range
tgt. range
115 m
ship signature radius
sig. radius
260 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
5% bonus to Medium Energy Turret rate of fire

The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.

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Maller

Cruiser: INFORMATION
Maller
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
480 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
2,300 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
47.50 km
max. targeting range
tgt. range
130 m
ship signature radius
sig. radius
205 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Cruiser bonuses (per skill level):
5% bonus to Medium Energy Turret damage
4% bonus to all armor resistances

Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.

For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship.

Battlecruiser

Prophecy

Combat Battlecruiser: INFORMATION
Prophecy
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
4
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
225 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
3,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
5,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
50.00 km
max. targeting range
tgt. range
270 m
ship signature radius
sig. radius
170 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
4% bonus to all armor resistances
Role Bonus:
• Can use one Command Burst module
12.5% bonus to Drone microwarp velocity
50% bonus to Command Burst area of effect range

The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.

The Prophecy is not a commonly used ship. It certainly can fit a excellent tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship.

Harbinger

Combat Battlecruiser: INFORMATION
Harbinger
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
375 m³
cargo capacity
cargo
defense
3,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
5,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
65.00 km
max. targeting range
tgt. range
270 m
ship signature radius
sig. radius
175 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Energy Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.

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Battleship

Armageddon

Battleship: INFORMATION
Armageddon
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
5
launcher hardpoints
launchers
5
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
375 m³
drone capacity
drones
125 Mbit/sec
drone bandwidth
b/w
750 m³
cargo capacity
cargo
defense
7,480 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
9,350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
82.50 km
max. targeting range
tgt. range
450 m
ship signature radius
sig. radius
100 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
10% bonus to Drone hitpoints and damage
10% bonus to Energy Nosferatu and Energy Neutralizer optimal range
5% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The mighty Armageddon class is one of the enduring warhorses of the Amarr Empire. Once a juggernaut that steamrolled its way into battle, it has now taken on a more stately and calculated approach, sending out a web of drones in its place while it drains the enemy from a distance.

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Apocalypse

Battleship: INFORMATION
Apocalypse
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
6,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
87.60 km
max. targeting range
tgt. range
380 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.

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Abaddon

Battleship: INFORMATION
Abaddon
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
740 m³
cargo capacity
cargo
defense
7,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
9,350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
96.00 km
max. targeting range
tgt. range
470 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret damage
4% bonus to all armor resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Abaddon class ship is a celestial tool of destruction. It is designed to enter combat from the outset, targeting enemies at range and firing salvo after salvo at them, and to remain intact on the battlefield until every heretic in sight has been torn to shreds.

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Industrial

T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the Creating an Alt Hauler article for more information.

Sigil

Hauler: INFORMATION
Sigil
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
No drone bay
2,100 m³
cargo capacity
cargo
defense
780 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,900 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
45 km
max. targeting range
tgt. range
175 m
ship signature radius
sig. radius
125 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Sigil is a recent ship from Viziam based on an old slave transport design.

Bestower

Hauler: INFORMATION
Bestower
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
3
middle slots
mediums
6
low slots
lows
drones & cargo
No drone bay
4,800 m³
cargo capacity
cargo
defense
450 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
850 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
45 km
max. targeting range
tgt. range
215 m
ship signature radius
sig. radius
110 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.

Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the bestower is a favourite for alternate character hauling setups.

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Related Links

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