Archon

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Revision as of 04:40, 16 April 2018 by K950 (talk | contribs) (Fittings updated.)
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EVE University Database
 
Ship Database
Archon
Archon
Amarr Empire
Amarr Empire
Carriers
Archon Class
Highlight
High Amount of Low Slots
HIGHLIGHTS
Highlight
10,000 m³ Fleet Hangar
HIGHLIGHTS
Highlight
1,000,000 m³ Ship Maintenance Bay
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Archon was commissioned by the Amarr Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initative issued by Navy Command in the wake of Emperor Kor-Azor's assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.

SHIP BONUSES

Amarr Carrier bonuses (per skill level):
4% bonus to all armor resistances
5% bonus to Cenobite Support Fighter neutralization optimal range
1% bonus to Armored Command and Information Command burst strength and duration
Role Bonus:
• Can fit Networked Sensor Array
• Can fit two Command Burst modules
200% bonus to Command Burst area of effect range
• Can launch Light and Support Fighters
• Can lock at extended ranges
5x penalty to Entosis Link duration

Required Skills
Training Time what's this?
147d 13h 43m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
775,000 MW
CPU
cpu output
625 tf
Capacitor
capacitor
58,000 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
4
Low
low slots
7
Rig
rigs
3
 
capital
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
80 m/sec
Inertia Modifier
inertia modifier (agility)
0.041
Warp Speed
inertia modifier (agility)
1.5 AU/s
Base Time to Warp
base time to warp
71.616 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
fighter bay capacity
60,000 m³
Fighter Squad Tubes
fighter squad tubes
3
Light Fighter Squad Limit
light fighter squad limit
3
Support Fighter Squad Limit
support fighter squad limit
1
Targeting
Max Tgt. Range
max. targeting range
3950 km
Max Locked Targets
max. locked targets
14
RADAR Sensor
RADAR sensor strength
72 points
Sig. Radius
signature radius
9,920 m
Scan Res.
scan resolution
70 mm
Structure
Structure Hitpoints
structure hitpoints
76,300 HP
Mass
ship mass
1,260,000,000 kg
Volume
ship volume
13,950,000 m³
Cargo Capacity
cargo capacity
825 m³
Fuel Capacity
capacity
3,000 m³
Ship Maintenance Bay Capacity
capacity
1,000,000 m³
Fleet Hangar Capacity
capacity
10,000 m³
Armor
Armor Hitpoints
armor hitpoints
72,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
53,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Archon is the Amarr carrier. Formerly in possession of the strongest remote repair abilities of any vessel, the role of the Archon (and carriers in general) has shifted from logistics to mobile long-range damage-dealing in April of 2016. Although it has an extremely durable armor tank thanks to its resistance bonus, the Archon is mostly overlooked in favor of the Thanatos for both PVP and PVE due to its smaller fighter hangar and lower fighter damage, since carriers usually engage well out of weapon range of enemy ships.

In former days the Archon was also used in the "Slowcat" doctrine, similar to the concept of Remote Rep Dominixes or other drone ships like Prophecies or Vexors. This is no longer possible since the base armor hit points repaired by capital armor repairers was cut by nearly a third, among other reasons.

Skills

Further information about additional or recommended skills to pilot Archon for a specific or it's common role(s) can be written here.

Fitting

Archon - Armor AB 3x FSU 1C Neut Basic
Archon: Archon - Armor AB 3x FSU 1C Neut Basic
EFT
[Archon, Archon - Armor AB 3x FSU 1C Neut Basic]
Capital Energy Neutralizer I
Networked Sensor Array
Fighter Support Unit I
Fighter Support Unit I
Fighter Support Unit I

10000MN Monopropellant Enduring Afterburner
Drone Navigation Computer II
Capital Capacitor Booster I, Cap Booster 3200
Omnidirectional Tracking Link II

Damage Control II
Coreli A-Type Adaptive Nano Plating
Coreli A-Type Adaptive Nano Plating
25000mm Steel Plates I
25000mm Steel Plates I
Drone Damage Amplifier II
Drone Damage Amplifier II

Capital Trimark Armor Pump I
Capital Trimark Armor Pump I
Capital Trimark Armor Pump I


Siren I x3
Templar I x27
Firbolg I x27
Gram I x12

Cap Booster 3200 x1

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • So what you're doing with this ship depends a lot on how the fit is. Most of the time people seem to run 2 plates in the low slots.
  • Upgrade as you feel worthwhile: T2 FSUs may be worth it. T2 Plates, Imperial Navy EANM, Imperial Navy DDAs, different neutralizer (battleship size sometimes), a cyno in place of one of the FSUs, a T2 smartbomb, it all depends. You can drop one A-Type ANP for an Imperial Navy EANM and run a Meta 0 Drone Navigation Computer to save some ISK.
Archon - Armor AB 3x FSU 2C Neut Support
Archon: Archon - Armor AB 3x FSU 2C Neut Support
EFT
[Archon, Archon - Armor AB 3x FSU 2C Neut Support]
Capital Energy Neutralizer I
Capital Energy Neutralizer I
Armor Command Burst II, Armor Energizing Charge
Armor Command Burst II, Armor Reinforcement Charge
Networked Sensor Array

10000MN Monopropellant Enduring Afterburner
Drone Navigation Computer II
Capital Capacitor Booster I, Cap Booster 3200
Omnidirectional Tracking Link II

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Dark Blood Energized Explosive Membrane
Dark Blood Energized Kinetic Membrane
Dark Blood Energized Thermal Membrane
25000mm Steel Plates I
25000mm Steel Plates I

Capital Trimark Armor Pump I
Capital Trimark Armor Pump I
Capital Trimark Armor Pump I


Siren I x3
Templar I x27
Firbolg I x27
Gram I x12

Cap Booster 3200 x1
Armor Energizing Charge x1
Armor Reinforcement Charge x1

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • This is for supporting armor fleets since Command Ships are a little specialized and Supers aren't fit with links.
  • Faction rainbow membranes can be T2.



Tactics

No sub-article about Archon roles or piloting tactics. You can write them here.

Notes

The Archon was the top-tier triage carrier by a pretty large margin. This was the case primarily due to its enormous tank, buffed by its armor resistance bonus, its generous capacitor, and the fact that when a carrier is in triage it won't have its fighters out anyway. After the citadel release the Archon has lost it's triage role and is now equipped with new fighter squadrons.