Caracal

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Caracal
Caracal
Caldari State
Caldari State
Standard Cruisers
Caracal Class
RELATED UNI-WIKI REFERENCES

The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of taking on frigate packs and Assault Frigates. Excellent for Level 2 PvE missions.

SHIP BONUSES

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

Required Skills
  • Caldari Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Caldari Frigate IV2d 2h 17m
Training Time what's this?
2d 10h 39m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Cerberus
Cerberus.jpg
CornerT2s.png
Cerberus
Heavy Assault Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png820 MW Icon cpu.png535 tf
Icon velocity.png220 m/sec
Icon capacity.png650 m³
, Caracal Navy Issue
Caracal Navy Issue.jpg
CornerTFs.png
Caracal Navy Issue
Faction Cruisers Caracal Class
Icon hi slot.png6 (6/0) Icon mid slot.png6 Icon low slot.png3
Icon powergrid.png900 MW Icon cpu.png465 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³

Ship Attributes

Fittings
Powergrid
powergrid
630 MW
CPU
cpu output
430 tf
Capacitor
capacitor
1,250 GJ
High
high slots
5
Launchers
launcher slots
5
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
230 m/s
Inertia Modifier
inertia modifier (agility)
0.46
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
7.59 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
57.5 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
16 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
270 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,910,000 kg
Volume
ship volume
92,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,700 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Caracal is an excellent choice for a level 2 mission runner because of it's ability to take on frigate packs. It can be either active or passive shield tanked. In fleets it's main role is taking on Assault Frigates and acting as a Tech 1 sniper when missile skills have been trained to extend targeting range and missile flight time.

Skills

The following are the minimum skills you need to fly this ship

  • Caldari Frigate IV
  • Caldari Cruiser II
  • Spaceship Command Level III
  • Electronics IV
  • Missile Launcher I
  • Afterburner Level I
  • High Speed Maneuvering I
  • Shield Upgrades I
  • Hull Upgrades Level I
  • Weapons Upgrades Level I
  • Launcher Rigging Level I

See Missiles#Missile_Support_Skills for information on more advanced skills.

Fitting

Template:Fittings Template:Fittings Template:FittingsTemplate:FittingsTemplate:Fittings

Tactics

PvE

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

PvP solo

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

PvP fleet (Large)

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

Notes

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