Caracal

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EVE University Database
 
Ship Database
Caracal
Caracal
Caldari State
Caldari State
Standard Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.

SHIP BONUSES

Traits:
Caldari Cruiser skill bonus per level:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
10% bonus to Light, Heavy Assault and Heavy Missile Velocity

Required Skills
  • Caldari Cruiser I41m
    • Spaceship Command II47m
    • Caldari Destroyer III8h 53m
      • Caldari Frigate III8h 53m
        • Spaceship Command I8m
Training Time what's this?
19h 22m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Cerberus
Cerberus.jpg
CornerT2s.png
Cerberus
Heavy Assault Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png820 MW Icon cpu.png535 tf
Icon velocity.png220 m/sec
Icon capacity.png650 m³
, Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
630 MW
CPU
cpu output
430 tf
Capacitor
capacitor
1,250 GJ
High
high slots
5
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
230 m/s
Inertia Modifier
inertia modifier (agility)
0.46
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
7.59 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.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
57.5 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
270 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,910,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,700 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Caracal is an excellent choice for a level 2 mission runner because of it's ability to take on frigate packs. It can be either active or passive shield tanked. In fleets its main role is either going to be simple DD, or anti frigate, depending on how you fit it out.

With the changes to Heavy Assault Missiles (HAM) and Cruisers, the Caracal is a great solo/small gang kiting ship.

Skills

Fitting

Budget PvE fitting
Caracal: Budget PvE fitting
EFT
[Caracal, Budget PvE fitting]
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I

Large Shield Extender I
Large Shield Extender I
Thermic Dissipation Field I
Kinetic Deflection Field I
10MN Afterburner I

Ballistic Control System I
Ballistic Control System I
Shield Power Relay I
Shield Power Relay I


Hobgoblin I x2

Scourge Light Missile x1

Fitting template high slot label.png
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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Change the shield hardeners to match the damage types dealt by the mission rats.
  • Add Medium Core Defense Field Purger I rigs when you can afford them, these will substantially improve your tank.
  • Upgrade mods to Meta 1-4 or Tech 2 versions as funds and skills allow.
HML
Caracal: HML
EFT
[Caracal, HML]
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Large Shield Extender II
10MN Afterburner II

Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II

Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Warrior II x2

Caldari Navy Scourge Heavy Missile x1

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Drop T2 modules to meta as required.
  • Able to engage at very high range, but if tons of range isn't needed can also fit HAMs with some adjustments.
HAM
Caracal: HAM
EFT
[Caracal, HAM]
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Warp Disruptor II
X5 Prototype Engine Enervator
Small Capacitor Booster II

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Warrior II x2

Navy Cap Booster 200 x1
Caldari Navy Scourge Heavy Assault Missile x1

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • This fit is able to perma-kite using a cap booster, MWD, and T2 disruptor. Even without perfect cap skills you can easily manage this for long term engagements.
  • Web helps against tackle. HAMs still do pretty decent damage to small targets, so TP is more of a niche mod for this slot. (Good against inties, assault frigs, etc).
  • Caracal has the nice ability to switch ammo without losing its damage bonus, so you can use any type you want.
  • Downgrade to Meta as needed, for example meta 4 launchers are easier to fit and the damage loss isn't much if you are using faction missiles.
  • If your Navigation skills are a little low, consider dropping a BCS for a nanofiber so you can kite more effectively.
RLM Nano
Caracal: RLM Nano
EFT
[Caracal, RLM Nano]
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Small Capacitor Booster II

Damage Control II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I


Warrior II x2

Navy Cap Booster 400 x1
Mjolnir Light Missile x1

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Fit T1 missiles if needed
  • Mids are to taste. Cap booster can be dropped for an adaptive invul or a web. Same with the point. Ask your FC.
  • Can swap DC for ballstic if you're feeling daring.


Tactics

PvE

  • Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.

PvP solo

  • The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
  • Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.

PvP fleet (Large)

  • If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.

Small Gang

  • If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.

Notes

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.