Difference between revisions of "Caldari Basic Ship and Skill Overview"

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<noinclude>
 
<noinclude>
 
{{ShipGuideBoilerintro}}  
 
{{ShipGuideBoilerintro}}  
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=Caldari General Information=
 +
The Caldari State is one of the four playable factions and has a unique and distinct line of ships.
 +
 +
===Characteristics===
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 +
====Tank====
 +
Caldari ships are designed to be [[Shield_Tanking|shield tanked]] and thus they generally have more medium slots (so as to fit shield modules) and fewer low-slots. They can be passively, actively or buffer tanked depending on the situation, making them incredibly versatile.
 +
 +
====Weapons Systems====
 +
Caldari ships favor the use of [[Missile_Launchers|missiles]] and, to a lesser extent, [[Turrets#Hybrid_Turrets|hybrid turrets]].
 +
*[[Missile_Launchers|Missile Launchers]] can be categorized into [http://wiki.eveonline.com/en/wiki/Weapons_guide#Launchers| two categories]: short range launchers and long range launchers.  Short range launchers sacrifice the range of the long range launchers for a higher rate of fire.
 +
:There is a delay between shooting a missile and the missile reaching a target, which can lead to problems in PvP. This can be at least partially counteracted by using short range missiles.
 +
:Missiles do the same damage at all ranges, but are heavily impacted by a targets speed and signature size. Missiles can do any damage type allowing the pilot to select the proper ammunition on a situational basis, making missile ships especially capable mission running ships. Caldari ships often have bonuses for kinetic missile damage, making the damage done with kinetic missiles particularly formidable. Missiles use no capacitor to fire.
 +
*[[Turrets#Hybrid_Turrets|Hybrid turrets]] come in two varieties: blasters (short-range) and railguns (long-range). Caldari (hybrid) ships generally have range bonuses for hybrid turrets. Hybrid turrets always do kinetic and thermal damage and ammunition is on a sliding scale with the ammunition that does the highest damage generally having the shortest range and requiring the most capacitor to fire.
 +
====Drones====
 +
Caldari Ships generally have a relatively small drone bay.
 +
====Electronic Warfare====
 +
The Caldari State favors the Electronic Counter Measures (ECM) as their method of Electronic Warfare, and several Caldari ships receive ECM bonuses. ECMs are an incredibly strong form of electronic warfare, forcing an enemy ship to break its target lock for the duration of the cycle time.
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 +
 +
===Skills===
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For general skills that benefit all pilots, see [[Basic_Skills|Basic Skills]] and [[Support_Skills|Support Skills]].
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 +
Every pilot should think about which skills they want to train in order to reach their goals. The following only touches on basic and essential skills and should only serve as a guideline.
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 +
=====Ship Command Skills=====
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[[http://wiki.eveuniversity.org/Basic_Skills#Ship_Command Ship Command Skills]]
 +
 +
In order to fly a ship, pilots must train the appropriate skill for that ship. For Caldari these include:
 +
*Caldari Frigate
 +
*Destroyers
 +
*Caldari Cruiser
 +
*Battlecruisers
 +
*Caldari Battleship
 +
*Caldari Industrial
 +
 +
====Fitting Skills====
 +
[http://wiki.eveuniversity.org/Basic_Skills#Fitting Fitting Skills]
 +
 +
In order to fit Caldari ships in particular, but also other ships, effectively and efficiently, certain skills should be trained:
 +
*[[Skills:Engineering#Engineering| Engineering]]
 +
*[[Skills:Electronics#Electronics| Electronics]]
 +
*[[Skills:Gunnery#Weapon_Upgrades| Weapons Upgrades]]
 +
**[[Skills:Gunnery#Advanced_Weapon_Upgrades| Advanced Weapon Upgrades]]
 +
 +
====Capacitor Skills====
 +
[http://wiki.eveuniversity.org/Support_Skills#Capacitor Capacitor Skills]
 +
 +
While Caldari ships don’t generally depend on capacitor as much as other races, capacitor is still important for active shield tanking and propulsion modules. Certain skills can be trained in order to achieve an optimal size, recharge rate and efficiency for a ships capacitor.
 +
 +
====Mobility Skills====
 +
[http://wiki.eveuniversity.org/Support_Skills#Mobility Mobility Skills]
 +
 +
Mobility skills increase the agility and speed of a ship, which can be a lifesaver, even for the most cumbersome of ships.
 +
 +
====Shield Tanking Skills====
 +
[http://wiki.eveuniversity.org/Basic_Skills#Shield_Tanking Shield Tanking Skills]
 +
 +
Caldari ships are generally designed as shield tanks. This means that it is necessary to achieve a certain level of proficiency for shield support skills, including eventually being able to fit a T2 shield tanking module. To do this, following skills can be trained:
 +
*[[Skills:Engineering#Shield_Upgrades| Shield Upgrades]]
 +
*[[Skills:Engineering#Shield_Operation| Shield Operation]]
 +
*[[Skills:Engineering#Tactical_Shield_Manipulation| Tactical Shield Manipulation]]
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*[[Skills:Engineering#Shield_Management| Shield Management]]
 +
*[[Skills:Engineering#Energy_Grid_Upgrades| Energy Grid Upgrades]]
 +
*[[Skills:Engineering#Shield_Compensation| Shield Compensation]]
 +
 +
====Weapons Skills====
 +
=====Missile Skills=====
 +
[http://wiki.eveuniversity.org/Basic_Skills#Missiles Missile Skills]
 +
 +
In order to use a missile launcher, it is necessary to train the following skill:
 +
*[[Skills:Missile_Launcher_Operation#Missile_Launcher_Operation| Missile Launcher Operations]]
 +
In order to put missiles in your missile launcher, you have to additionally train the appropriate missile skills. For example:
 +
*[[Skills:Missile_Launcher_Operation#Light_Missiles| Light Missiles]]
 +
*[[Skills:Missile_Launcher_Operation#Heavy_Missiles| Heavy Missiles]]
 +
*[[Skills:Missile_Launcher_Operation#Cruise_Missiles| Cruise Missiles]]
 +
*etc.
 +
The missile skills are partially based on each other, meaning that in order to train a higher skill, you may need to train a lower skill.
 +
Each additional level of the appropriate missile type brings a 5% bonus to missile damage for that missile type.
 +
Furthermore there are various support skills, which make missiles more effective:
 +
*[[Skills:Missile_Launcher_Operation#Missile_Bombardment| Missile Bombardment]]
 +
*[[Skills:Missile_Launcher_Operation#Guided_Missile_Precision| Guided Missile Precision]]
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*[[Skills:Missile_Launcher_Operation#Missile_Projection| Missile Projection]]
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*[[Skills:Missile_Launcher_Operation#Rapid_Launch| Rapid Launch]]
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*[[Skills:Missile_Launcher_Operation#Target_Navigation_Prediction| Target Navigation Prediction]]
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*[[Skills:Missile_Launcher_Operation#Warhead_Upgrades| Warhead Upgrades]]
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*[[Skills:Electronics#Long_Range_Targeting| Long Range Targeting]] (though not strictly a  missile skill, this is useful due to the long-range nature of missiles)
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=====Hybrid Turrets=====
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[http://wiki.eveuniversity.org/Basic_Skills#Gunnery Hybrid Turrets]
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 +
Caldari Pilots who choose to use hybrid turrets require a completely different skillset from their missile using counterparts.
 +
To maximize the effectiveness of turrets, pilots can train:
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*[[Skills:Gunnery#Gunnery| Gunnery]]
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*Hybrid Turrets
 +
**[[Skills:Gunnery#Small_Hybrid_Turret| Small Hybrid Turret]] for Frigates/Destroyers
 +
**[[Skills:Gunnery#Medium_Hybrid_Turret| Medium Hybrid Turret]] for Cruisers/Battlecruisers
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**[[Skills:Gunnery#Large_Hybrid_Turret| Large Hybrid Turret]] for Battleships
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*[[Skills:Gunnery#Motion_Prediction| Motion Prediction]]
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*[[Skills:Gunnery#Rapid_Firing| Rapid Firing]]
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*[[Skills:Gunnery#Sharpshooter| Sharpshooter]]
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*[[Skills:Gunnery#Surgical_Strike| Surgical Strike]]
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*[[Skills:Gunnery#Trajectory_Analysis| Trajectory Analysis]]
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*[[Skills:Gunnery#Controlled_Bursts| Controlled Bursts]]
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====Drone Skills====
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[http://wiki.eveuniversity.org/Basic_Skills#Drones Drones]
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Bigger Caldari ships can generally fit drones. Pilots planning to do this should train the appropriate skills.
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====Rigs====
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[http://wiki.eveuniversity.org/Support_Skills#Rigging Rigs]
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Most ships can fit rigs, these need to be trained appropriately.
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 +
  
 
=Rookie Ship=
 
=Rookie Ship=
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==Ibis==
 
==Ibis==
 
{{Ship|Ibis|box}}
 
{{Ship|Ibis|box}}
 +
An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.
  
 
=Frigate=
 
=Frigate=
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{{Ship|Condor|box}}
 
{{Ship|Condor|box}}
  
The Condor is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions.
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The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.
  
</noinclude>{{#ifeq:{{{1|Condor}}}|Condor|
 
{{Fittings
 
|name=Condor, PvE Basic Skills Condor
 
|high=
 
Light Missile Launcher I<br>
 
Light Missile Launcher I<br>
 
[empty high slot]<br>
 
|mid=
 
1MN Afterburner I<br>
 
Small Shield Booster I<br>
 
|low=
 
Overdrive Injector System I<br>
 
|charges=
 
Scourge Light Missile<br>
 
|drones=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
|recommended1=
 
Energy Grid Upgrades I<br>
 
Shield Operation I<br>
 
Hull Upgrades I<br>
 
|recommended2=
 
Missile Launcher Operation I<br>
 
Light Missiles I<br>
 
|recommended3=
 
Afterburner I<br>
 
Caldari Frigate II<br>
 
 
|notes=*Rocket Launcher modules would do more damage, but they have much shorter range and so are less favored for missions.  But don't worry about having the 'perfect' fit for your Condor -- you shouldn't be using this ship for long.
 
}}}}<noinclude>
 
  
 
==Bantam==
 
==Bantam==
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The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay.
 
The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay.
  
</noinclude>{{#ifeq:{{{1|Bantam}}}|Bantam|
 
{{Fittings
 
|name=Bantam, Mining Basic
 
|high=Miner I <br> Miner I
 
|mid=Civilian Shield Booster I <br> [empty mid slot]
 
|low=Expanded Cargohold I <br> Mining Laser Upgrade I
 
|charges=
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=Electronics II <br> Mining III <br> Mining Upgrades I
 
|recommended2=Hull Upgrades I <br> Mechanic I <br> Caldari Frigate II
 
|recommended3=Spaceship Command I
 
|notes=*This fit has a very weak tank, so beware of belt rats and prepare to warp off when they attack you, or stay close to other mining ships with combat drones and hope that they help out and kill the rats.
 
*With Electronics III, you could add a second Civilian Shield Booster I, or you could replace the Expanded Cargohold I with a Co-Processor I and put a Small Shield Extender I in the empty mid slot.
 
*With Drones I and Scout Drone Operation I, you could load one light scout drone for defense.
 
}}}}<noinclude>
 
  
 
==Griffin==
 
==Griffin==
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For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
 
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
  
</noinclude>{{#ifeq:{{{1|Griffin}}}|Griffin|
 
{{Fittings
 
|name=Griffin, Fleet Standard
 
|high=
 
Light Missile Launcher I <br>
 
Light Missile Launcher I
 
|mid=
 
ECM - Spatial Destabilizer I <br>
 
ECM - Phase Inverter I <br>
 
ECM - Ion Field Projector I <br>
 
ECM - White Noise Generator I
 
|low=
 
Signal Distortion Amplifier
 
|charges=Scourge Light Missile
 
|drones=Hobgoblin I
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot]
 
|recommended1=Missile Launcher Operation I <br> Light Missiles I
 
|recommended2=Drones I <br> Scout Drone Operation I
 
|recommended3=Electronic Warfare III
 
|notes=
 
* The drone is optional, although it is helpful to have already trained drone skills as you will need it down the road. <br>
 
* Standard Missile Launchers will hit targets under 18.8km as base.
 
}}}}<noinclude>
 
  
 
==Heron==
 
==Heron==
 
{{Ship|Heron|box}}
 
{{Ship|Heron|box}}
  
The Heron is the T1 Caldari [[Scanning_%26_Probing|probing]] frigate. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find. While the Heron is a good starter exploration ship, its T2 cousin the Buzzard has a bigger probe strength bonus and the ability to cloak -- Caldari pilots interested in an exploration or scouting career should consider training towards the Buzzard in the medium term.
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The Heron is the T1 Caldari [[Scanning_%26_Probing|probing]] frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.  
  
 
==Kestrel==
 
==Kestrel==
 
{{Ship|Kestrel|box}}
 
{{Ship|Kestrel|box}}
  
The Kestrel is a commonly flown frigate in EVE. This is due to its strong PvE capabilities with four standard launchers. It is an excellent choice for Level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot.
+
The Kestrel is a commonly flown frigate in New Eden. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff.  
  
</noinclude>{{#ifeq:{{{1|Kestrel}}}|Kestrel|
 
{{Fittings
 
|name=Kestrel, PvE Basic Skills Kestrel
 
|high=Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher
 
|mid=1MN Afterburner I <br> Small Shield Booster I <br> Small Shield Extender I
 
|low=Micro Auxillary Power Core <br> Overdrive Injector System I
 
|charges=Scourge Light Missile
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=Afterburner I <br> Electronics III <br> Shield Operation I <br> Shield Upgrades I
 
|recommended2=Caldari Frigate III <br> Missile Launcher Operation I <br> Light Missiles I <br> Engineering III
 
|recommended3=Energy Management II <br> Hull Upgrades I <br> Missile Projection III
 
|notes=
 
* The Afterburner allows the pilot to control the range of engagement. It has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate.
 
* Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Adaptive Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module.
 
* Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies.
 
* Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots.
 
}}}}<noinclude>
 
  
 
==Merlin==
 
==Merlin==
 
{{Ship|Merlin|box}}
 
{{Ship|Merlin|box}}
  
The Merlin is the most capable Caldari frigate for PvP, and after the recent Crucible changes, is slightly better than the Rifter in terms of damage and survivability. Its unique selling point is its four mid slots which are very useful for tacklers. This now has 3 turret slots (previously it had both turrets and launchers), making it a shorter train as a first tackler frigate.  
+
The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets make it a relatively quick train.
  
</noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin|
 
{{Fittings
 
|name=Merlin, 1st tackle, low skills
 
|high=200mm Autocannon I<br>200mm Autocannon I<br>200mm Autocannon I
 
|mid=1 MN Microwarpdrive I<br>Cap Recharger I<br> Stasis Webifier I<br>Warp Disruptor I
 
|low=Damage Control I<br>Nanofiber Internal Structure I<br>Overdrive Injector System I
 
|charges=Republic Fleet Fusion S
 
|drones=
 
|rigs=
 
|recommended1=Spaceship Command I<br>Caldari Frigate III<br>Gunnery I<br>Small Projectile Turret I
 
|recommended2=Navigation III<br>Afterburner III<br>High Speed Maneuvering I<br>Mechanics I<br>Hull Upgrades I
 
|recommended3=Science I<br>Engineering II<br>Energy Grid Upgrades II<br>Electronics III<br>Propulsion Jamming I
 
|notes=
 
*This fit is meant to be first tackle, sprinting to the enemy and getting a long point on it.
 
*ACs are used to save cap for prop and tackle mods.
 
*Get within 20km and start Warp Disrupting.
 
*If possible, get within 10km and webify.
 
*Shut off Microwarp once in range.
 
*You are fragile; if targeted, warp out immediately.
 
*Capacitor is an issue at low skills, but should last at least a minute if Microwarp is off.
 
}}{{Fittings
 
|name=Merlin, 2nd tackle, low skills
 
|high=125mm Autocannon I<br>125mm Autocannon I<br>125mm Autocannon I
 
|mid=1 MN Microwarpdrive I<br>Medium Shield Extender I<br> Stasis Webifier I<br>Warp Scrambler I
 
|low=Damage Control I<br>Nanofiber Internal Structure I<br>Nanofiber Internal Structure I
 
|charges=Republic Fleet Fusion S
 
|drones=
 
|rigs=Small Anti-EM Screen Reinforcer I<br>Small Anti-EM Screen Reinforcer I<br>Small Anti-Thermal Screen Reinforcer I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*This fit is meant to be second tackle, trading tackle range for durability.
 
*ACs are used to save cap for prop and tackle mods.
 
*Get within 7.5km and Warp Scramble and Stasis Webify.
 
*Shut off Microwarp once in range.
 
*Do not get within 6 km of battleships unless they are known NOT to be carrying smartbombs.
 
*Smaller targets may be orbited more closely.
 
*Capacitor is not an issue once MWD is off.
 
*Feel free to use bigger guns or hybrids if your fitting and cap skills allow.
 
*The listed rigs are quite cheap and will add to your EHP, but you must get them yourself.
 
}}}}<noinclude>
 
  
 
=Destroyer=
 
=Destroyer=
  
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.  
+
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.  
  
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit &amp; Run fleet.
 
  
 
==Cormorant==
 
==Cormorant==
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When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.
 
When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.
 
<br><br>
 
<br><br>
In PvP it suffers from a comparatively large signature radius, a fact inflicting all destroyers. This makes it easy to hit it with cruiser sized weapons while it only sports a frigate sized tank.
+
In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.
 +
 
  
</noinclude>{{#ifeq:{{{1|Cormorant}}}|Cormorant|
 
{{Fittings
 
|name=Cormorant, Salvager
 
|high=Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Salvager I <br> Salvager I <br> Salvager I <br> Salvager I
 
|mid=1MN MicroWarpdrive I <br> Cap Recharger II <br> Cap Recharger II <br> Cap Recharger II
 
|low=Expanded Cargohold II
 
|charges=
 
|drones=
 
|rigs=Small Salvage Tackle I <br> Small Salvage Tackle I <br> Small Salvage Tackle I
 
|recommended1= Afterburner III <br> Destroyers I <br> High Speed Maneuvering I <br> Navigation III <br>
 
|recommended2= Armor Rigging I <br> Energy Grid Upgrades III <br> Jury Rigging III <br> Salvaging I
 
|recommended3= Caldari Frigate III <br> Hull Upgrades II <br> Mechanic III <br> Science III
 
|notes=
 
*With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial.
 
*With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly.
 
}} {{Fittings
 
|name=Cormorant, Basic Missions
 
|high=125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I
 
|mid=1MN Afterburner I<br>Small Shield Booster I<br>Capacitor Recharger I<br>Capacitor Recharger I
 
|low=Damage Control I
 
|charges=
 
|drones=
 
|rigs=[empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=Afterburner I<br>Destroyers II
 
|recommended2=Hull Upgrades I<br>Energy Grid Upgrades II
 
|recommended3=Engineering IV
 
}}}}<noinclude>
 
  
 
=Cruiser=
 
=Cruiser=
  
Cruisers are Eve's medium-sized ships. Cruisers are also the only class that has a [[Strategic Cruiser|Tech 3 version]], in Caldari, that would be the [[Tengu]]. Caldari also have the Blackbird, an Electronic Warfare cruiser known for it's ECM capabilities. The Tech 2 version of Cruiser class ships are divided into four more specialized classes which is much more expensive than their Tech 1 equivalents: Recons (advanced force-multiplying electronic warfare platforms), Heavy Assault Ships (powerful damage-dealers), Heavy Interdictors (nullsec super-tacklers) and Logistics cruisers (remote repair platforms).  
+
Cruisers are Eve's medium-sized ships.  
  
 
==Osprey==
 
==Osprey==
 
{{Ship|Osprey|box}}
 
{{Ship|Osprey|box}}
  
The Osprey is primarily used as a mining vessel by Caldari pilots. Its 20% bonus to mining laser yield means that with high cruiser skills, it can outmine the Procurer mining barge. Caldari miners will tend to continue to use the Osprey until they are ready to fly a Retriever.
+
Due to its 20% bonus to mining laser yield, the Osprey is primarily used as a mining vessel.
<br><br>
+
The Osprey can also serve as a logistics vessel, and benefits from both the reduction in capacitor use for shield transports and the shield transporter range bonus.
The Osprey can also be fitted out as a logistics vessel in fleets. Its skill bonus is focused on reduced shield repairing capacitor costs, and it has a large extended range for shield repairing.
 
 
 
{{ShipGuideFittings
 
|name=Osprey, High Sec, Low Skill Miner
 
|high= Miner II <br> Miner II <br> Miner II <br> Small Tractor Beam I
 
|mid= Survey Scanner I <br> Large Shield Extender I <br> Civilian Shield Booster I <br> [empty mid slot]
 
|low= Mining Laser Upgrade I <br> Co-Processor I <br> Co-Processor I
 
|charges=
 
|drones= Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br>
 
|rigs=
 
[empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1= Caldari Cruiser I <br> Electronics Upgrades I <br> Science III
 
|recommended2= Drones IV <br> Mining IV <br> Scout Drone Operation I
 
|recommended3= Electronics III <br> Mining Upgrades I <br> Shield Upgrades I
 
|notes=
 
*Since the Osprey's cargohold is relatively small, you will most likely have to do Jetcan mining. The Small Tractor Beam allows you to drag your jetcan around while you mine.
 
*Unless you are extremely unfortunate, you are unlikely to be a target of suicide gank. Therefore you are more likely to worry about those annoying and pesky belt rats. Large Shield Extender I provides a buffer to your shield and the Civilian Shield Booster I gives you a small shield repair when your shield is damaged by belt rats. And no, unless you have Electronics V you will be unable to fit a Small Shield Booster.
 
*Hobgoblins to take care of belt rats. You can have a mixture of Mining Drones and Combat Drones if you wish, just remember to recall your mining drones when belt rats comes or you might find your mining drones under attack.
 
}}
 
  
 
==Blackbird==
 
==Blackbird==
 
{{Ship|Blackbird|box}}
 
{{Ship|Blackbird|box}}
  
The Blackbird is an excellent ewar cruiser -- in fact, given its ability to stop the enemy fighting, it might be the most dangerous Caldari T1 PvP cruiser. The main focus of any Blackbird fit should be the midslots, followed by the lowslots. Note, when flying a blackbird be careful as you likely will have little to no tank so you will be dependent on your jammers or your fellow Unistas to survive. Try to always fight aligned in a Blackbird, that means you select a close by planet or some such, hit align and then start jamming away. When you get shot at and you have no warp-disruptors on then you can go instantly to warp, allowing you to return to the fight again. A dead Blackbird is no use to anyone.
+
The Blackbird makes a formidable [EWar_101_Guide| ewar] ship and is generally used as such.  
 
You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].
 
You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].
  
{{ShipGuideFittings
 
|name=Blackbird, PvP Rainbow/LSE
 
|high= Rapid Light Missile Launcher I <br> Rapid Light Missile Launcher I <br> Rapid Light Missile Launcher I
 
|mid= 10MN MicroWarpdrive I <br> ECM - Spatial Destabilizer I <br> ECM - Phase Inverter I <br> ECM - Ion Field Projector I <br> ECM - White Noise Generator I <br> Large Shield Extender I
 
|low= Signal Distortion Amplifier I <br> Signal Distortion Amplifier I
 
|charges= Nova Light Missile
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=
 
Acceleration Control III <br>
 
Afterburner III <br>
 
Caldari Cruiser IV <br>
 
Electronics IV <br>
 
Electronics Upgrade I <br>
 
Electronic Warfare IV <br>
 
Energy Management III <br>
 
Energy Systems Operation III
 
|recommended2= Engineering II <br>
 
Evasive Maneuvering III <br>
 
Frequency Modulation III <br>
 
High Speed Maneuvering III <br>
 
Missile Launcher Operation II <br>
 
Light Missiles I <br>
 
Shield Upgrades II
 
|recommended3=
 
Long Distance Jamming III <br>
 
Long Range Targeting III <br>
 
Navigation III <br>
 
Signature Analysis III <br>
 
Targeting III <br>
 
Warp Drive Operation III <br>
 
Science I
 
|notes=
 
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.
 
*The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility.
 
*If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below.
 
*The Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range, because damage dealing isn't your job. Stick to your ECM optimal range.
 
}}
 
 
{{ShipGuideFittings
 
|name=Blackbird, PvP Rainbow/2Red/1600mm Plate
 
|high=
 
|mid=
 
10MN MicroWarpdrive I <br>
 
ECM - Spatial Destabilizer I <br>
 
ECM - Phase Inverter I <br>
 
ECM - Phase Inverter I <br>
 
ECM - Ion Field Projector I <br>
 
ECM - White Noise Generator I
 
|low=
 
Signal Distortion Amplifier I <br>
 
1600mm Reinforced Steel Plates I
 
|charges=
 
|drones=
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare IV<br>
 
Energy Management III<br>
 
|recommended2=
 
Energy Systems Operation III<br>
 
Engineering V<br>
 
Evasive Maneuvering III<br>
 
Frequency Modulation III<br>
 
Caldari Cruiser IV<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Long Distance Jamming III<br>
 
|recommended3=
 
Long Range Targeting III<br>
 
Mechanic I<br>
 
Navigation III<br>
 
Signature Analysis III<br>
 
Targeting III<br>
 
Warp Drive Operation III<br>
 
|notes=
 
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.
 
*The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range.
 
*Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on.
 
*The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race.
 
}}
 
  
 
==Caracal==
 
==Caracal==
 
{{Ship|Caracal|box}}
 
{{Ship|Caracal|box}}
  
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of it's missiles, as well as a damage bonus to one specific line of missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar.  Some skilled pilots can even handle L3 missions in such a ship.
+
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of its missiles, as well as a damage bonus for kinetic missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar.
 
<br><br>
 
<br><br>
There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130kms, possibly useful in forcing enemy Ewar cruisers off the field.
+
There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.
 
 
{{ShipGuideFittings
 
|name=Caracal, PvE Basic Skills Caracal
 
|high=
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher
 
|mid=
 
Adaptive Invulnerability Field I <br>
 
Em Ward Field I<br>
 
Large Shield Extender I <br>
 
Large Shield Extender I <br>
 
10MN Afterburner I
 
|low=
 
Ballistic Control System I <br>
 
Ballistic Control System I
 
|charges=
 
Scourge Light Missile
 
|drones=
 
Hobgoblin I <br>
 
Hobgoblin I
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot]
 
|recommended1=
 
Electronics IV <br>
 
Caldari Frigate IV <br>
 
Caldari Cruiser II <br>
 
Missile Launcher Operation I
 
|recommended2=
 
Tactical Shield Manipulation I <br>
 
Weapon Upgrades I <br>
 
Shield Upgrades I <br>
 
Afterburner I
 
|recommended3=
 
Drones II <br>
 
Scout Drone Operation I
 
|notes=*This setup is based on [http://forum.eveuniversity.org/viewtopic.php?p=235300#p235300 Thea Infinitas' Budget Caracal].
 
}}
 
  
 
==Moa==
 
==Moa==
 
{{Ship|Moa|box}}
 
{{Ship|Moa|box}}
  
The Moa is the gunboat of Caldari cruisers, receiving bonuses to both hybrid turret range and shield resistance. Although some may use railguns with the optimal range bonus to keep their distance from a fight, others will choose to fit a strong shield tank and get closer with blasters to increase their DPS.  Overall, this is not a very popular ship as most Caldari pilots choose missile weapon systems over hybrid turrets for their ease of use.
+
The Moa recieves both an optimal range bonus for its turrets and a bonus to shield resistance. While still an acceptable choice for PvE, it is generally considered inferior to other Caldari cruisers, such as the Caracal. Due to the resistance bonus, it can be adaquately used as both a sniper and brawler in PvE.  
  
 
=Battlecruiser=
 
=Battlecruiser=
  
Battlecruisers are sometimes considered as a more powerful version of Destroyer class ships, they fit the same sized weapons as Cruisers and more widely used as a damage dealing ship than Destroyers. One of the most notable Battlecruiser class ship is probably the Caldari [[Caldari Basic Ship and Skill Guide#Drake|Drake]], which is well known for it's tanking capabilities.  
+
Battlecruisers are sometimes considered a more powerful version of Destroyer class ships, they fit the same sized weapons as Cruisers and more widely used as a damage dealing ship than Destroyers.  
  
 
==Ferox==
 
==Ferox==
Line 408: Line 220:
  
 
The Ferox is a versatile battlecruiser capable of a strong [[Shield_tanking#Shield_Tanking_Styles|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the [[#Drake|Drake]], whose seven bonused launchers far surpass the Ferox's unbonused five, and its hybrid turret range bonus is generally less favored than the damage bonus and additional turret of the Gallente [[Gallente_Basic_Ship_and_Skill_Guide#Brutix|Brutix]] battlecruiser.
 
The Ferox is a versatile battlecruiser capable of a strong [[Shield_tanking#Shield_Tanking_Styles|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the [[#Drake|Drake]], whose seven bonused launchers far surpass the Ferox's unbonused five, and its hybrid turret range bonus is generally less favored than the damage bonus and additional turret of the Gallente [[Gallente_Basic_Ship_and_Skill_Guide#Brutix|Brutix]] battlecruiser.
 
{{ShipGuideFittings
 
|name=Ferox, PvE Budget Ferox
 
|high=Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> [empty high slot] <br> [empty high slot]
 
|mid=Large Shield Extender II <br> Large Shield Extender II <br> Kinetic Deflection Field I <br> Kinetic Deflection Field I <br> Shield Recharger II
 
|low=Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I
 
|charges=Scourge Heavy Missile
 
|drones=Hobgoblin I x5
 
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]
 
|recommended1=Drones IV <br> Scout Drone Operation II <br> Long Range Targeting II <br> Energy Grid Upgrades II <br> Energy Management III <br> Energy Systems Operation III <br> Shield Management III
 
|recommended2=Shield Operation IV <br> Shield Upgrades IV <br> Tactical Shield Manipulation I <br> Heavy Missiles III <br> Missile Bombardment III <br> Missile Launcher Operation III <br> Missile Projection III
 
|recommended3=Rapid Launch III <br> Standard Missiles III <br> Battlecruisers III <br> Caldari Frigate IV <br> Caldari Cruiser III <br> Spaceship Command IV
 
|notes=*If the Drake is a little out of your price range, this should be able to get you (slowly) through a few of the easy-to-moderate level 3 missions, after which you should be able to reuse most of the modules.
 
*Missiles and hardeners are for Guristas Pirates rats.
 
}}
 
  
 
==Drake==
 
==Drake==
 
{{Ship|Drake|box}}  
 
{{Ship|Drake|box}}  
  
{{Fittings
+
The Drake is an incredably strong ship due to its shield resistance and kinetic missile damage bonuses. It can be effectively fitted for both PvE and PvP and is in both situations incredably resiliant. The Drake is used in a wide variety of situations, including alliance/null warfare.
|name=Drake, Mission Basic
 
|high=
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
'Malkuth' Heavy Missile Launcher I<br>
 
Small Tractor Beam I
 
|mid=
 
Large F-S9 Regolith Shield Induction<br>
 
Large F-S9 Regolith Shield Induction<br>
 
Adaptive Invulnerability Field I<br>
 
M51 Iterative Shield Regenerator<br>
 
M51 Iterative Shield Regenerator<br>
 
M51 Iterative Shield Regenerator
 
|low=
 
Ballistic Control System I<br>
 
Ballistic Control System I<br>
 
Local Power Plant Manager: Reaction Shield Power Relay I<br>
 
Local Power Plant Manager: Reaction Shield Power Relay I
 
|charges=
 
Scourge Heavy Missile
 
|drones=
 
Hobgoblin I x5
 
|rigs=
 
Core Defense Field Purger I<br>
 
Core Defense Field Purger I<br>
 
Core Defense Field Purger I
 
|recommended1=
 
Battlecruisers III<br>
 
Caldari Cruiser III<br>
 
Caldari Frigate IV<br>
 
Combat Drone Operation III<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drones V<br>
 
Energy Grid Upgrades II<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III
 
|recommended2=
 
Guided Missile Precision III<br>
 
Heavy Missiles III<br>
 
Jury Rigging III<br>
 
Long Range Range Targeting III<br>
 
Mechanic III<br>
 
Missile Bombardment III<br>
 
Missile Launcher Operation V<br>
 
Missile Projection III<br>
 
Rapid Launch III<br>
 
Science III<br>
 
Scout Drone Operation III<br>
 
Shield Management III
 
|recommended3=
 
Shield Operation III<br>
 
Shield Rigging I<br>
 
Shield Upgrades III<br>
 
Signature Analysis III<br>
 
Spaceship Command IV<br>
 
Standard Missiles III<br>
 
Tactical Shield Manipulation III<br>
 
Target Navigation Prediction III<br>
 
Targeting III<br>
 
Warhead Upgrades III<br>
 
Weapon Upgrades I
 
|notes=
 
*It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.
 
}}{{Fittings
 
|name=Drake, advanced PvE
 
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Small Tractor Beam I
 
|mid=Kinetic Deflection Amplifier II<br>Thermic Dissipation Amplifier II<br>Large Shield Extender II<br>Large Shield Extender II<br>10MN Afterburner II<br>Adaptive Invulnerability Field II
 
|low=Shield Power Relay II<br>Shield Power Relay II<br>Ballistic Control System II<br>Ballistic Control System II
 
|charges=Scourge Heavy Missile<br>Thunderbolt Heavy missile
 
|drones=Hobgoblin II x5
 
|rigs=Core Defense Field Purger I<br>Core Defense Field Purger I<br>Core Defense Field Purger I
 
 
 
|recommended1=
 
Missile Launcher Operation V<br>
 
Shield Upgrades III<br>
 
Tactical Shield Manipulation IV<br>
 
Energy Grid Upgrades II<br>
 
Drones V<br>
 
Battlecruisers IV<br>
 
Missile Bombardment III<br>
 
Guided Missile Precision III<br>
 
Missile Projection III<br>
 
|recommended2=
 
Rapid Launch III<br>
 
Target Navigation Prediction III<br>
 
Warhead Upgrades III<br>
 
Shield Management V<br>
 
Scout Drone Operation V<br>
 
Engineering IV<br>
 
Electronics IV<br>
 
Mechanic III<br>
 
Jury Rigging III<br>
 
|recommended3=
 
Shield Operation IV<br>
 
Shield Upgrades IV<br>
 
Shield Compensation IV<br>
 
Heavy Missiles IV<br>
 
Heavy Missile Specialization I<br>
 
Combat Drone Operation III<br>
 
Shield Rigging I<br>
 
Caldari Frigate IV<br>
 
Caldari Cruiser III<br>
 
Spaceship Command IV<br>
 
 
 
|notes=
 
*It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.
 
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.
 
*Use Meta 4 items if you cannot fit T2. Except for the Launchers as they are too expensive.
 
*With very good tank and dps skills you may use three Ballistic Control Systems and only one Shield Power Relay.
 
*Amend the passive shield resistance modules (amplifiers) to the resistance you need for your mission.
 
*Swap your afterburner for a second Adaptive Invulnerability Field if you encounter problems with your tank.
 
*You can use Warrior drones against Angels instead of Hobgoblins.
 
*Thunderbolt Heavy Missiles deal more damage against Sansha and Bloodraiders even if you have Battlecruiser IV.
 
*Optional in the highslot: Drone Link Augmentor instead of Small Tractor Beam I, but this will require a CPU implant.
 
}}{{Fittings
 
|name=Drake, advanced PvP, HAM
 
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Small Energy Neutralizer II
 
|mid=Adaptive Invulnerability Field II<br>Adaptive Invulnerability Field II<br>Large Shield Extender II<br>Stasis Webifier II<br>Warp Scrambler II<br>Experimental 10MN MicroWarpdrive I
 
|low=Ballistic Control System II<br>Ballistic Control System II<br>Power Diagnostic System II<br>Damage Control II
 
|charges=Caldari Navy Scourge Assault Missile
 
|drones=Warrior II x5
 
|rigs=Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I<br>Medium Core Defense Field Extender I
 
  
|recommended1=Battlecruisers IV<br>Missile Bombardment III<br>Missile Launcher Operation III<br>Guided Missile Precision III<br>Missile Projection III<br>Missile Launcher Operation V<br>Heavy Assault Missiles V<br>Heavy Assault Missile Specialization I<br>Shield Upgrades III<br> Tactical Shield Manipulation IV<br>Energy Grid Upgrades II<br>Drones V<br>
+
==Naga==
|recommended2=Rapid Launch III<br>Target Navigation Prediction III<br>Warhead Upgrades III<br>Shield Management V<br>Thermodynamics V<br>Scout Drone Operation V<br>Engineering IV<br>Electronics IV<br>Mechanic III<br>Jury Rigging III<br>Energy Emission Systems II<br>Propulsion Jamming IV<br>
+
{{Ship|Naga|box}}
|recommended3=Shield Operation IV<br>Shield Upgrades IV<br>Tactical Shield Manipulation IV<br>Shield Compensation IV<br>Combat Drone Operation III<br>Shield Rigging I<br>Caldari Frigate IV<br>Caldari Cruiser III<br>Spaceship Command IV<br>Battlecruisers II<br>
 
  
|notes=
+
The Naga is the Caldari tier 3 battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets, making it incredably effective in PvP.
*It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.
 
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.
 
*Use Meta 4 items if you cannot fit T2 weapons. Meta 4 (Arbalest) HAM Launchers are fairly affordable compared to their Heavy Missile variant.
 
*However due to the often fatal nature of PvP, T2 weapons are often suggested and strongly recommended, as they give a significant DPS boost.
 
*T2 HAM Launchers also offer the use of T2 ammo. Rage (Higher DPS, for larger targets) and Javelin (Lower dps, for smaller, faster targets).
 
*Faction ammo is strongly recommended to gain an advantage on the battlefield.
 
*Your role as a HAM Drake in an E-UNI fleet is as a super-heavy tackle and as short-range dps. Your shield buffer tank will be much higher than most
 
*of your peers, and so your goal is to fit as much DPS as possible, and get right up on the enemy's faces to gain their attention.
 
}}
 
  
 
=Battleship=
 
=Battleship=
Line 580: Line 238:
 
{{Ship|Scorpion|box}}
 
{{Ship|Scorpion|box}}
  
The Scorpion is Eve's only dedicated ewar BS. With lots of space for jammers and substantial ECM range and strength, it can wreak a lot of havoc in PvP. But to free up midslots it's often forced to rely on a weak armour buffer tank (best supported by remote repairs) in its four lows, and like the Blackbird it's frequently primaried. Flying a Scorpion is a noble job, but usually a short one! The Scorpion also has a niche PvE use as a decoy in w-space combat, attracting fire from Sleepers with its ECM while its fleetmates repair it and deal damage.
+
The Scorpion is the Caldari [[EWar_101_Guide#Electronic_Counter_Measures_.28ECM.29| ECM]] Battleship. With its 8 mid-slots, it is capable of either fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.  
 
 
{{ShipGuideFittings
 
 
 
|name=Scorpion, PvP Armor Scorp
 
  
|high=
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I
 
 
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
'Umbra' I White Noise ECM<br>
 
'Umbra' I White Noise ECM<br>
 
Enfeebling Phase Inversion ECM I<br>
 
Enfeebling Phase Inversion ECM I<br>
 
BZ-5 Neutralizing Spatial Destabilizer ECM<br>
 
BZ-5 Neutralizing Spatial Destabilizer ECM<br>
 
'Hypnos' Ion Field ECM I
 
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
|charges=Caldari Navy Inferno Cruise Missile<br>
 
 
|drones=Hammerhead II x5<br>
 
Warrior II x5
 
 
|rigs=Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump 1 <br>
 
Large Trimark Armor Pump 1
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
*This fit is proposed for fleets in E-UNI. It is expected that the capsuleer will have a diverse set of spare ECM jammers in their cargo hold; if targets are identified before engagement, it is encouraged for the FC to allow their ECM EWAR ships to dock up and refit their ships for the best setup for that engagement, if possible.
 
 
*Pilots that find themselves capping out more often than they'd like in prolonged engagements may wish to replace one of the cruise launchers with a heavy nos.
 
}}
 
  
 
==Raven==
 
==Raven==
 
{{Ship|Raven|box}}
 
{{Ship|Raven|box}}
  
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with a flight of Light Drones and a flight of Medium ones. In addition it is a very slow ship, as most Caldari boats are.
+
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of  
 
+
light drones and one flight of medium drones. In addition it is a very slow ship, as most Caldari boats are.
For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances. Its main strengths though lie in PvE.
 
 
 
{{ShipGuideFittings
 
 
 
|name=Raven, PvE Basic Raven
 
 
 
|high=
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
[empty high slot]<br>
 
[empty high slot]
 
 
 
|mid=
 
X-Large Shield Booster II<br>
 
Shield Boost Amplifier II<br>
 
Shield Boost Amplifier II<br>
 
Kinetic Deflection Field II<br>
 
Kinetic Deflection Field II<br>
 
Thermic Dissipation Field II
 
 
 
|low=
 
Capacitor Flux Coil II<br>
 
Capacitor Flux Coil II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II
 
 
 
|charges=Scourge Cruise Missile<br>
 
 
 
|drones=Hobgoblin II x5<br>
 
Hammerhead II x5
 
 
 
|rigs=Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
 
|recommended1=
 
Combat Drone Operation IV<br>
 
Drones V<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Gallente Drone Specialization II<br>
 
Scout Drone Operation V<br>
 
Electronics V<br>
 
Long Range Targeting III<br>
 
Signature Analysis III<br>
 
Targeting IV<br>
 
Engineering IV<br>
 
Energy Grid Upgrades IV
 
 
 
|recommended2=
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Shield Compensation III<br>
 
Shield Management V<br>
 
Shield Operation V<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Weapon Upgrades IV<br>
 
Jury Rigging I<br>
 
Cruise Missiles IV<br>
 
Guided Missile Precision III<br>
 
Heavy Missiles III<br>
 
Missile Bombardment III
 
 
 
|recommended3=
 
Missile Launcher Operation V<br>
 
Missile Projection III<br>
 
Rapid Launch IV<br>
 
Light Missiles III<br>
 
Target Navigation Prediction IV<br>
 
Warhead Upgrades III<br>
 
Evasive Maneuvering III<br>
 
Navigation IV<br>
 
Caldari Frigate IV<br>
 
Caldari Cruiser IV<br>
 
Caldari Battleship IV<br>
 
Spaceship Command IV
 
 
 
|notes=
 
* This fitting has missiles and hardeners fitted for Guristas Pirates rats. For Angel Cartel, try fitting an Explosive Deflection Field II, an Adaptive Invulnerability Field II, and a Cap Recharger II in the last three mids.
 
* Consider making it your goal to purchase more cap-efficent tank modules so that you can start using the Large Warhead Rigor Catalyst I in some of the rig slots.  This will give you much better damage against smaller ships, to help out your drones.
 
* This fit is taken from [http://eve.battleclinic.com/loadout/27770-Perfect-Starter-Lv4-Mission-raven.html Battleclinic], which has a long discussion of the pros and cons of various modules.
 
}}
 
 
 
{{ShipGuideFittings
 
 
 
|name=Raven, RRBS Gang
 
 
 
|high=
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
'Arbalest' Cruise Launcher I<br>
 
Large Energy Transfer Array II<br>
 
Large Shield Transporter II
 
 
 
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
Sensor Booster II<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Large Shield Extender II
 
 
 
|low=
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Power Diagnostic System II<br>
 
Damage Control II
 
 
 
|charges=Wrath Cruise Missile<br>
 
  
|drones=Warrior II x5<br>
+
For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.
Valkyrie II x5
 
  
|rigs=Large Core Defense Field Extender I<br>
 
Large Core Defense Field Extender I<br>
 
Large Anti-EM Screen Reinforcer I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* This fit uses almost all of your cpu. If you are finding that you do not have enough, consider a Co-Processor instead of a Power Diagnostic System.
 
* The propulsion mod is used to close range quickly to get within energy transfer and remote repair range after jumping through gates.
 
}}
 
  
 
==Rokh==
 
==Rokh==
Line 787: Line 266:
  
 
The Badger Mark II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.
 
The Badger Mark II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.
 
=Ammunition, Range, and Kiting=
 
 
===Missiles===
 
 
In PvE you are likely to be using [[Missile Launchers|missiles]], since missiles have some advantages over turrets in PvE, especially for new pilots. One of missiles' advantages is that each kind of missile comes in four versions, each of which does one of the game's four damage types.
 
 
This means you can always target [[NPC Damage Types#A_brief_Summary_of_NPC_Damage_Types|the weaknesses]] of NPC enemies by selecting the missiles which will damage them most. You should select the missile that will hit their weakest resistance (so, for example, explosive missiles against the Angel Cartel) unless you're in a ship (like the Drake) which has per-level bonuses to kinetic damage. If you're in a ship with kinetic missile damage bonuses and you have the relevant ship skill (Battlecruiser, for the Drake) trained high enough then kinetic may do more damage.
 
 
[[Missile Launchers#Range|Missile range]] is roughly (not exactly) flight time multiplied by speed. Missiles have no optimal or falloff, they are either in or out of range. The long range missiles popular in PvE often let you outrange the enemy, and a propulsion module (an afterburner or microwarpdrive) will hopefully let you kite the enemy and keep them at range.
 
 
===Hybrid Turrets===
 
 
If you've chosen to fight with [[Turrets#Hybrid_Turrets|hybrid turrets]] you should carry 3 types of ammo during missions, and switch when required. Use close range (antimatter or plutonium) ammo by default. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away.
 
 
Guns can suffer from [[Gunnery Guide#Tracking|tracking]] issues, so try using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
 
 
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
 
 
=Tech and Meta Levels=
 
 
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. During war, PvP fittings using Tech 1 Meta 0 modules are provided by the university.
 
 
Higher Meta items up to meta 4 will often be easier to fit than Tech 2, and are also heavily used for PvE where the extra effects from the item can be leveraged, but the loss from the cost kept to a minimum. Tech 2 is Meta 5, and harder to fit, since it has much higher skill requirements. Note that Meta 3 and 4 modules are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, simply due to supply and demand on the market.
 
 
Of particular note to Caldari pilots are the keywords for meta levels associated with highly needed Caldari modules. These include those for missiles, hybrid turrets, passive shield modules and active shield modules. Knowing the keywords for these might help spot them from standard mission drops or within contracts on the market. This is not an extensive or all inclusive list, only those of particular need within Caldari specialties. When in doubt, check the item information for its meta level or consult the market price for its value.
 
 
===Missile Module Meta Levels===
 
 
#Meta 1 - 'Malkuth'
 
#Meta 2 - 'Limos'
 
#Meta 3 - LL-NNNN (Where LL is a two character letter designator, and NNNN is a 4 character number designator.)
 
#Meta 4 - 'Arbalest'
 
 
===Hybrid Turret Module Meta Levels===
 
 
Blaster based:
 
 
#Meta 1 - Regulated
 
#Meta 2 - Limited
 
#Meta 3 - Anode
 
#Meta 4 - Modal
 
 
Railgun based:
 
 
#Meta 1 - Carbide
 
#Meta 2 - 'Scout'
 
#Meta 3 - Compressed Coil
 
#Meta 4 - Prototype I Gauss
 
 
===Passive Shield Module Meta Levels===
 
 
Shield Extenders:
 
 
#Meta 1 - Supplemental Barrier
 
#Meta 2 - Subordinate Screen
 
#Meta 3 - Azeotropic Ward
 
#Meta 4 - F-S9 Regolith
 
 
===Active Shield Module Meta Levels===
 
 
Shield Amps:
 
 
#Meta 1 - Ionic Field Accelerator
 
#Meta 2 - 5a Prototype
 
#Meta 3 - 'Stalwart'
 
#Meta 4 - 'Copasetic'
 
 
Shield Boosters:
 
#Meta 1 - Converse Deflection
 
#Meta 2 - Neutron Saturation
 
#Meta 3 - Clarity Ward
 
#Meta 4 - C5-L Emergency
 
 
=Drones=
 
 
Caldari ships never have large dronebays for their size, and never rely on [[Drones|drones]] as a primary weapon system. However, Caldari pilots should still train some drone skills for PvE and PvP combat since they provide useful supplementary DPS and are an essential defence for large ships; in L4 missions the most dangerous enemies can be frigates since, unlike all the other rats, they can warp scramble you, stopping you from escaping if your tank breaks. And light drones are the Raven's only effective defence against frigates. Consider Tech 2 light and medium drones a good medium-term goal.
 
 
Small drones kill frigates and destroyers, mediums drones hunt cruisers and battlecruisers, and heavy drones do well against battleships and reasonably well against battlecruisers.
 
 
As with missiles, you can pick the drone type that hits your enemy's weakest resist. (With the exception of Amarr drones, which do such low damage that it's not worth it.) Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For Level 1 to 3 missions, it's fine to exclusively use Gallente drones, although switching drones may make you more efficient. In Level 4 missions, consider varying between Gallente, Caldari and Minmatar drones to match rat weaknesses.
 
 
Watch for drone aggro. When arriving in a mission room, don't launch your drones until you've gotten the attention of a group of rats by shooting them. If a new wave of enemies arrives and attacks the drones or a new group of enemies aggro the drones, they should be recalled to the drone bay, and released only when you have full aggro. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
 
 
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
 
 
In PvP Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
 
 
=Tank &amp; Gank=
 
 
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
 
 
Drones and hardeners should be switched around based on rat types.
 
 
Damage type resistance and dealt by rats can be found in the [[NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types|NPC Damage Types]] article.
 
 
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
 
 
All EHP in this guide is given with EFT calculations, not in-game EHP.
 
 
=Salvaging After the Mission=
 
 
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
 
 
For level 4 missions, many players switch from the destroyer to a battlecruiser. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots. The noctis is a great, if somewhat expensive, dedicated salvaging ship.
 
  
 
=Related Links=
 
=Related Links=

Revision as of 09:16, 28 August 2012

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

Caldari General Information

The Caldari State is one of the four playable factions and has a unique and distinct line of ships.

Characteristics

Tank

Caldari ships are designed to be shield tanked and thus they generally have more medium slots (so as to fit shield modules) and fewer low-slots. They can be passively, actively or buffer tanked depending on the situation, making them incredibly versatile.

Weapons Systems

Caldari ships favor the use of missiles and, to a lesser extent, hybrid turrets.

  • Missile Launchers can be categorized into two categories: short range launchers and long range launchers. Short range launchers sacrifice the range of the long range launchers for a higher rate of fire.
There is a delay between shooting a missile and the missile reaching a target, which can lead to problems in PvP. This can be at least partially counteracted by using short range missiles.
Missiles do the same damage at all ranges, but are heavily impacted by a targets speed and signature size. Missiles can do any damage type allowing the pilot to select the proper ammunition on a situational basis, making missile ships especially capable mission running ships. Caldari ships often have bonuses for kinetic missile damage, making the damage done with kinetic missiles particularly formidable. Missiles use no capacitor to fire.
  • Hybrid turrets come in two varieties: blasters (short-range) and railguns (long-range). Caldari (hybrid) ships generally have range bonuses for hybrid turrets. Hybrid turrets always do kinetic and thermal damage and ammunition is on a sliding scale with the ammunition that does the highest damage generally having the shortest range and requiring the most capacitor to fire.

Drones

Caldari Ships generally have a relatively small drone bay.

Electronic Warfare

The Caldari State favors the Electronic Counter Measures (ECM) as their method of Electronic Warfare, and several Caldari ships receive ECM bonuses. ECMs are an incredibly strong form of electronic warfare, forcing an enemy ship to break its target lock for the duration of the cycle time.


Skills

For general skills that benefit all pilots, see Basic Skills and Support Skills.

Every pilot should think about which skills they want to train in order to reach their goals. The following only touches on basic and essential skills and should only serve as a guideline.

Ship Command Skills

[Ship Command Skills]

In order to fly a ship, pilots must train the appropriate skill for that ship. For Caldari these include:

  • Caldari Frigate
  • Destroyers
  • Caldari Cruiser
  • Battlecruisers
  • Caldari Battleship
  • Caldari Industrial

Fitting Skills

Fitting Skills

In order to fit Caldari ships in particular, but also other ships, effectively and efficiently, certain skills should be trained:

Capacitor Skills

Capacitor Skills

While Caldari ships don’t generally depend on capacitor as much as other races, capacitor is still important for active shield tanking and propulsion modules. Certain skills can be trained in order to achieve an optimal size, recharge rate and efficiency for a ships capacitor.

Mobility Skills

Mobility Skills

Mobility skills increase the agility and speed of a ship, which can be a lifesaver, even for the most cumbersome of ships.

Shield Tanking Skills

Shield Tanking Skills

Caldari ships are generally designed as shield tanks. This means that it is necessary to achieve a certain level of proficiency for shield support skills, including eventually being able to fit a T2 shield tanking module. To do this, following skills can be trained:

Weapons Skills

Missile Skills

Missile Skills

In order to use a missile launcher, it is necessary to train the following skill:

In order to put missiles in your missile launcher, you have to additionally train the appropriate missile skills. For example:

The missile skills are partially based on each other, meaning that in order to train a higher skill, you may need to train a lower skill. Each additional level of the appropriate missile type brings a 5% bonus to missile damage for that missile type. Furthermore there are various support skills, which make missiles more effective:

Hybrid Turrets

Hybrid Turrets

Caldari Pilots who choose to use hybrid turrets require a completely different skillset from their missile using counterparts. To maximize the effectiveness of turrets, pilots can train:

Drone Skills

Drones

Bigger Caldari ships can generally fit drones. Pilots planning to do this should train the appropriate skills.

Rigs

Rigs

Most ships can fit rigs, these need to be trained appropriately.



Rookie Ship

The rookie ship is the first ship you start with. If you are Caldari, it will be an Ibis. A new rookie ship is given whenever you dock in your pod at a station where you do not have any ships.

Ibis

Corvette: INFORMATION
Ibis
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
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
125 m³
cargo capacity
cargo
defense
200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
125 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
27.00 km
max. targeting range
tgt. range
52 m
ship signature radius
sig. radius
295 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
20% bonus to Small Hybrid Turret optimal range
10% bonus to kinetic Light Missile and Rocket damage
30% bonus to ECM Target Jammer strength
8% bonus to all shield resistances

The Caldari Ibis corvette is a small but stout vessel that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains.

An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.

Frigate

Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.

Condor

Frigate: INFORMATION
Condor
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
130 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
30.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
400 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to kinetic Light Missile and Rocket damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.

The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.


Bantam

Frigate: INFORMATION
Bantam
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
270 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
225 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
40.00 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
370 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster 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 Caldari State, this led to the redesign and redeployment of the Bantam.

The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels.

The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay.


Griffin

Frigate: INFORMATION
Griffin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
42 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
15% bonus to ECM Target Jammer strength
10% reduction in ECM Target Jammer activation cost

The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.

The Griffin is an Electronic Counter Measure frigate, often seen in E-UNI fleets offering Electronic Warfare support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape. For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.


Heron

Frigate: INFORMATION
Heron
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
35 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
400 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
37.50 km
max. targeting range
tgt. range
40 m
ship signature radius
sig. radius
340 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari 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

The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.

The Heron is the T1 Caldari probing frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.

Kestrel

Frigate: INFORMATION
Kestrel
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
4
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
160 m³
cargo capacity
cargo
defense
500 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
325 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Light Missile and Rocket damage
10% bonus to Light Missile and Rocket max velocity

The Kestrel is a heavy missile boat with one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but as a result it can not be equipped with turret weapons nor with mining lasers.

The Kestrel is a commonly flown frigate in New Eden. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff.


Merlin

Frigate: INFORMATION
Merlin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
150 m³
cargo capacity
cargo
defense
500 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Small Hybrid Turret damage
4% bonus to all shield resistances

The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.

The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets make it a relatively quick train.


Destroyer

Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, but have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they can sometimes fill the role of anti-interceptor.


Cormorant

Destroyer: INFORMATION
Cormorant
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
7
turret hardpoints
turrets
3
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
425 m³
cargo capacity
cargo
defense
900 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
36.00 km
max. targeting range
tgt. range
65 m
ship signature radius
sig. radius
250 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Destroyer bonuses (per skill level):
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.

The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.

When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.

In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.


Cruiser

Cruisers are Eve's medium-sized ships.

Osprey

Cruiser: INFORMATION
Osprey
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
2
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
3
low slots
lows
drones & cargo
20 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
485 m³
cargo capacity
cargo
defense
1,650 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
62.50 km
max. targeting range
tgt. range
95 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
12.5% bonus to Remote Shield Booster amount
5% reduction in Remote Shield Booster activation cost
Role Bonus:
1000% bonus to Remote Capacitor Transmitter range
200% bonus to Remote Capacitor Transmitter transfer amount
430% bonus to Remote Shield Booster 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 Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey.

The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers.

Due to its 20% bonus to mining laser yield, the Osprey is primarily used as a mining vessel. The Osprey can also serve as a logistics vessel, and benefits from both the reduction in capacitor use for shield transports and the shield transporter range bonus.

Blackbird

Cruiser: INFORMATION
Blackbird
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
3
launcher hardpoints
launchers
3
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
305 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
85.00 km
max. targeting range
tgt. range
150 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
15% bonus to ECM Target Jammer strength
12.5% bonus to ECM Target Jammer optimal range and falloff

The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.

The Blackbird makes a formidable [EWar_101_Guide| ewar] ship and is generally used as such. You can find a detailed discussion of Blackbird fitting here.


Caracal

Cruiser: INFORMATION
Caracal
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
5
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
1,700 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
57.50 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
230 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Heavy Missile and Heavy Assault Missile max velocity

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.

The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of its missiles, as well as a damage bonus for kinetic missiles. It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar.

There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.

Moa

Cruiser: INFORMATION
Moa
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
15 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
2,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
135 m
ship signature radius
sig. radius
190 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
4% bonus to all shield resistances

The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns can rain death upon foes.

The Moa recieves both an optimal range bonus for its turrets and a bonus to shield resistance. While still an acceptable choice for PvE, it is generally considered inferior to other Caldari cruisers, such as the Caracal. Due to the resistance bonus, it can be adaquately used as both a sniper and brawler in PvE.

Battlecruiser

Battlecruisers are sometimes considered a more powerful version of Destroyer class ships, they fit the same sized weapons as Cruisers and more widely used as a damage dealing ship than Destroyers.

Ferox

Combat Battlecruiser: INFORMATION
Ferox
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
475 m³
cargo capacity
cargo
defense
5,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
325 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
10% bonus to Medium Hybrid Turret optimal range
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Hybrid Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Designed as much to look like a killing machine as to be one, the Ferox will strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With the potential for sizable armament as well as tremendous electronic warfare capability, this versatile gunboat is at home in a great number of scenarios.

The Ferox is a versatile battlecruiser capable of a strong passive or active shield tank and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the Drake, whose seven bonused launchers far surpass the Ferox's unbonused five, and its hybrid turret range bonus is generally less favored than the damage bonus and additional turret of the Gallente Brutix battlecruiser.

Drake

Combat Battlecruiser: INFORMATION
Drake
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
0
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
295 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
4% bonus to all shield resistances
10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.

The Drake is an incredably strong ship due to its shield resistance and kinetic missile damage bonuses. It can be effectively fitted for both PvE and PvP and is in both situations incredably resiliant. The Drake is used in a wide variety of situations, including alliance/null warfare.

Naga

Attack Battlecruiser: INFORMATION
Naga
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
3
low slots
lows
drones & cargo
0 m³
drone capacity
drones
0 Mbit/sec
drone bandwidth
b/w
575 m³
cargo capacity
cargo
defense
2,160 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,575 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
215 m
ship signature radius
sig. radius
195 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret optimal range
Role Bonus:
95% reduction in Large Hybrid Turret powergrid requirement
50% reduction in Large Hybrid Turret CPU requirement
50% reduction in Large Hybrid Turret activation cost

The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.

The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.

The Naga is effective in any campaign where fast, mobile firepower is required.

The Naga is the Caldari tier 3 battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets, making it incredably effective in PvP.

Battleship

Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and mostly used as a damage dealing combat ship in Eve, although there are several Battleships that have different role, such as the Scorpion.

Scorpion

Battleship: INFORMATION
Scorpion
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
4
launcher hardpoints
launchers
4
turret hardpoints
turrets
8
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
690 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
6,050 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108.00 km
max. targeting range
tgt. range
480 m
ship signature radius
sig. radius
94 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
15% bonus to ECM Target Jammer and ECM Burst Jammer strength
25% bonus to ECM Target Jammer and ECM Burst Jammer optimal range and falloff
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.

The Scorpion is the Caldari ECM Battleship. With its 8 mid-slots, it is capable of either fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.


Raven

Battleship: INFORMATION
Raven
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
4
turret hardpoints
turrets
7
middle slots
mediums
5
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
830 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
6,380 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90.00 km
max. targeting range
tgt. range
410 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
10% bonus to Cruise Missile and Torpedo max velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.

The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of light drones and one flight of medium drones. In addition it is a very slow ship, as most Caldari boats are.

For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.


Rokh

Battleship: INFORMATION
Rokh
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
8
turret hardpoints
turrets
7
middle slots
mediums
4
low slots
lows
drones & cargo
125 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
820 m³
cargo capacity
cargo
defense
9,350 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
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108 km
max. targeting range
tgt. range
500 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.

The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 250km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease-of-use.

Industrial

Badger

Hauler: INFORMATION
Badger
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
1
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
3,900 m³
cargo capacity
cargo
defense
1,440 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
42.5 km
max. targeting range
tgt. range
190 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari 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 Badger-class hauler is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.

The Badger is the basic Caldari industrial hauler ship. It's useful to train to use a Caldari Industrial in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.

Badger Mark II

Badger Mark II

The Badger Mark II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.

Related Links

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