Recon Ships

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See also: Cruisers

Recon Ships come in two varieties, combat recon and force recon. Force recons can fit a covert ops cloak and therefore can warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, because they deal more damage or simply because they have better range for their electronic warfare. Combat recons are also invisible to D-scan at all times.

Their main purpose is EWAR, but their uses vary from race to race.

Amarr

Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, the Pilgrim, does not get a neut range bonus and is therefore limited to roughly 12km neut range, while the Curse can neut at about 36km with recon 5 and best named/T2 neuts.

Caldari

Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game. The Rook can fit 5 missile launchers and a full flight of light drones; the Falcon can cloak, but only gets 3 guns and 2 drones.

Gallente

Bonuses to sensor dampening, and to warp disruptor/scrambler range. Recon 5 gives the pilot 18km scram range and 48km disruptor range without overheating (for Tech 2 mods). The Lachesis will usually forgo its Ewar in favor of a heavy shield tank, while the Arazu is primarily armor fit.(Arazu has an extra low slot in exchange for 1 less mid and high slot)

Minmatar

Extremely long-ranged webs (normal Tech 2 webs fitted on these ships reach about 40km with Recon level 5 -- before overheating!) and bonuses to target painter strength. The Huginn is the combat recon and has projectile weapon bonuses, while the Rapier is the force recon and has missile bonuses.