Spaceships of Eve Online

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Main article: Eve Online

Eve Online, a science fiction-themed massively multiplayer online game, features a wide variety of spaceships. Ships are organized into different classes based on size, characteristics, and intended role, with each class containing several ships (and variations thereupon). All vessels in-game are scaled to one another; some of the capital vessels, such as the Titan, are orders of magnitude larger than some of the smaller ships.[1]

Contents

[edit] Ship characteristics

Each spaceship within the Eve universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements.[2] Ship characteristics include:

  • Module slots (high, mid and low; see below)
  • Rig slots (see below)
  • Power grid
  • CPU
  • Calibration
  • Capacitor size and recharge rate
  • Shield hitpoints, recharge rate and resistances
  • Armor hitpoints and resistances
  • Structure hitpoints and resistances
  • Velocity and agility
  • Targeting range and maximum number of targets
  • Signature size and radius
  • Cargo Bay size
  • Drone Bay size
  • Drone Bandwidth
  • Sensor strength and resolution.

With the notable exception of module slots, almost all of these characteristics may be further modified by modules and skills. In many cases, there are skills pertaining to a certain aspect that will affect every ship the player pilots (the Engineering skill increases the ship's total power grid, for example), but some characteristics, such as drone bay size, are generally fixed, with only a few ships receiving bonuses to them (e.g. each level in the Assault Ships skill will increase the size of the Ishkur assault frigate's drone bay by 5 m³).

[edit] Module slots

Each ship has three different types of standardized hardpoints, sorted by power rating (high-powered slots, mid-range slots, and low-powered slots). Generally speaking, offensive weapons are fitted to high-powered slots (assuming there are turret or launcher hardpoints available). Some specialized items, such as energy transfer units and cloaking devices, do not require a hardpoint. Mid-powered slots are generally used for sensor boosters, propulsion-based modules, shield-affecting modules, and electronic warfare items. Low-powered slots are used for additional armor, armor repair units and weapons upgrade and assistance modules.[3]

Ships tend to have similar slots across classes; more powerful ships generally have more modules. It should be noted that more available slots does not necessarily guarantee more powerful weaponry; larger ships may have fewer slots, but have a significantly larger power grid and CPU, allowing much more powerful weapons to be fitted.

  • Frigates: between 6 and 10 module slots with 2-4 high, 1-4 mid and 1-4 low
  • Destroyers: 13 module slots with 8 high, 1-4 mid and 1-4 low
  • Cruisers: between 11 and 15 module slots with 4-6 high, 2-6 mid, and 2-6 low
  • Battlecruisers: between 16 and 18 module slots with 6-8 high, 3-6 mid and 4-6 low
  • Battleships: 18 or 19 module slots with 6-8 high, 3-8 mid and 4-8 low
  • Industrial Ships: between 5 and 12 module slots with 1-2 high, 2-5 mid and 2-5 low
  • Mining Barges: between 4 and 6 module slots with 1-3 high, 1 mid and 2 low
  • Faction and Tech II ships: typically more module slots than their Tech I counterparts.

[edit] Rig slots

Rig slots, also called upgrade hardpoints, are special, passive modules that upgrade a ship's performance in one area while (usually) penalizing it in another. For example, while the Bay Loading Accelerator I[4] item increases the rate of fire of any mounted missile launchers, it increases the CPU requirements of the launchers. Generally speaking, training a higher skill level in the specific area will reduce the penalty.

Rigs are special in that, once fitted to a ship, they cannot be removed again. Repackaging a ship will destroy any rigs fitted, and they will never be found in the wreck of an obliterated vessel. Rigs thus function in a manner similar to implants: once "plugged in", they are removed from the game as a tangible commodity and remain a part of the ship until it is destroyed or repackaged.

Apart from requiring a free rig slot, every rig also has a certain calibration cost, varying from 50 to 300 points, which may be thought of as the rig version of power grid. Tech 1 ships generally (with the exception of pods, shuttles, rookie ships and freighters, which may not be customized with rigs at all) feature three rig slots and 400 calibration points, with faction ships having the same amount of slots, but only 350 calibration points. Tech 2 ships come with 400 calibration points, but only two rig slots.

[edit] Factional distinctions

All ships and classes in Eve Online are mirrored across all four playable races; the only exceptions are mining barges and the capital industrial ship, for which all factions share the same ship. Factional ship counterparts tend to be similar in terms of performance, differing mainly in terms of aesthetic appearance. Each faction's ships tend to specialize loosely in one area: the Caldari in missiles and shields, the Gallente drones and armour, the Amarr in energy weapons and armour, and the Minmatar in speed, projectile weapons and high damage out put. The ships in each faction reflect the aesthetic and military philosophies the developers have chosen to associate with that faction and, apart from shuttles, each faction's ships requires a different set of skills to use. Ships can be flown by any player regardless of race, as long as the required skills are cross-trained.


[edit] Caldari

Caldari Logo
Caldari design philosophy features ships with powerful defensive shielding, at the expense of armor and structural strength, backed by missile- and railgun-based offensive weaponry. While missiles have the versatility to deal all damage types, Caldari ships tend to receive bonuses to kinetic damage, and thus favor that damage type for both of their main weapon systems. The Caldari are also noted for fielding dedicated Electronic Warfare vessels (the Griffin frigate, the Blackbird cruiser, the Rook and Falcon recon ships, and the Scorpion battleship). Aesthetically, they lean towards asymmetrical geometric designs, and have a tendency to name their ships after animals, particularly birds. Some of the heavier hulls of the Caldari fleet are also named after mythological creatures, such as the Phoenix-class dreadnought, Chimera-class Carrier or the Leviathan Titan. Their superstructures are typically coloured bare blue-tinged gunmetal, often adorned with antennae and blinking sensor lights accompanied by the typical Caldari State symbol. The Caldari Navy is generally considered the most modern spacefaring fleet outside of the Jove Empire, fielding vessels of comparatively lower service time and more advanced technology.

[edit] Gallente

Gallente Logo
Gallente ships feature sturdy defensive armor plates, while typically attacking with powerful short-range blasters and combat drones. Their combat tactics are akin to that of 16th and 17th century cannon-wielding naval warfare or like the Lancers of their race's French origins. Gallente vessels are designed to charge, deal damage in close quarters and shrug off counterattacks to do so repeatedly. As such, Gallente ships have the strongest structures out of the four races. Many Gallente ships are specialized drone carriers with bonuses to drone damage, range, carrying capacity, or a combination thereof, such as the Ishkur assault ship, the Vexor-class cruiser, the Ishtar heavy assault ship, the Myrmidon battlecruiser, and the Dominix battleship. Aesthetically, they are more colourful than Caldari vessels, with the Gallente design ethos preferring smooth, curving lines that often give them a somewhat organic, asymmetrical appearance. Gallente ships are most often dull metallic colors ranging from silver through bronze to verdigris, and are sometimes named for mythical figures (Thanatos, Moros, Ishkur, Ishtar, Enyo), or are named in Latin (Thorax, Navitas, Incursus).

[edit] Amarr

Amarr Logo
Employing strong armor and large laser arrays, Amarr vessels are the heavy hitters of the Eve universe. The Amarr Empire's design ethic is much the embodiment of its people: constant, forthright, and brutally effective. Where the other races tend to field at least one ship with an alternative mission profile (especially in their cruiser classes), the Amarr rarely venture away from this core design principle. Amarr ships are split into two general categories: damage-oriented ships and armor-oriented ships. The Retribution assault ship, the Omen cruiser, the Zealot heavy assault ship, and the Armageddon battleship all have one or more damage or rate of fire bonuses and focus on raw laser damage. The Punisher frigate, Maller cruiser, Sacrilege heavy assault ship, and Apocalypse and Abaddon battleships focus on the ability to tank (i.e. sustain and repair) damage. Aesthetically, the Amarr appear to borrow from Art Deco, with a tendency to the ornate, favouring curved golden hulls, often inscribed with iconography relating to the Amarrian religion. Symmetry is a common design element in vessels of Amarr construction. Amarr ship names are often associated with religious terms and names, such as the Armageddon, Apocalypse, and Paladin battleships, the Executioner and Inquisitor frigates, the Prophecy and Harbinger battlecruisers, along with the largest of all: the Avatar Titan.

[edit] Minmatar

Minmatar Logo
In terms of philosophy, Minmatar ships are geared towards hit-and-run combat and are typically faster than their counterparts. Their long-range weapon system, the artillery projectile, has relatively low damage over time but an extremely powerful single strike, making it ideal for fast strikes. Their short range weapon system is the autocannon, which has a lower single strike damage but a higher rate of fire, giving it a higher overall damage and making it suitable for prolonged combat. Depending on the vessel in question, Minmatar ships rely on either their shields or their armor for protection, with some being suited towards either approach. The Minmatar versatility is also a drawback, as its ships may be skill-intensive, requiring strong skills in a variety of areas to be fully effective. The Typhoon battleship is perhaps the most infamous in this regard, featuring a split weapon layout of four turrets and four launchers, as well as the second-largest drone bay of all battleships. Ship names include animals (the Jaguar and Wolf assault ships), blade weapons (the Stiletto interceptor, the Scythe cruiser), names for winds (the Tempest battleship, the Cyclone battlecruiser), names of Norse mythological origin (the Hel mothership, the Ragnarok titan) and names one would associate with violence and destruction (the Rupture and Stabber cruisers). Minmatar ship design is often viewed as haphazard or "junky" due to ships' appearances, giving them a distinctively utilitarian design element; more recent additions to the Minmatar fleet stray from this design towards a more unified appearance.

[edit] Tech I ships

[edit] Shuttles

The shuttle is the smallest ship type. It is very agile, very fast, and very cheap. However, shuttles have poor defenses, cannot be fitted with modules, and only have 10 m³ of cargo bay space. One type exists for each of the four major factions, with only a slight difference in damage type resistances. Shuttles are primarily used in scouting duties and getting from place to place quickly; they are the only ships that require no factional ship command skills to use.

[edit] Rookie ships

New players begin the game in their race's rookie ship, fitted with a very basic gun turret and mining laser. Although technically considered Frigate-class vessels, rookie ships are weaker and less customizable than regular frigates. Sporting a fixed slot layout of two high slots and one medium/low slot each, and receiving only one bonus per level in the respective racial frigate skill, these ships typically see little use beyond the tutorial missions. Players who arrive at a station in their pod without having any ships in that station's hangar automatically receive a free rookie ship of their affiliation. One rookie ship exists for each faction, with small differences between them. For example, the Gallente Velator features a 10m³ dronebay, twice the size of the other rookie ships', as well as a bonus to hybrid turret damage, allowing it to deal comparatively high damage, while the bonus to optimal range on the Caldari Ibis has led to some employing the vessel as a very crude sniping platform.
Rookie ships by Race
Amarr Caldari Gallente Minmatar
Impairor Ibis Velator Reaper

[edit] Frigates

The frigate class of ships consist of light and fast but comparatively fragile ships. Players start with the ability to fly basic frigate-class ships. Their variety allows for a broad range of ships tailored to different profiles. For example the Caldari Kestrel, while unable to mount guns, is able to mount four missile launchers and sports a comparatively large cargo hold. The Amarr Punisher, while slow, has the toughest armor of any frigate. Generally frigates lack the durability or damage output of larger ship classes and are at most able to fit three to four small weapons. However, frigates are significantly faster and more difficult to hit than larger ships. They remain cost-effective because they are cheap and, in large numbers, can become dangerous to larger ship types. Due to their relatively small size and speed a skilled player may mount electronic warfare or navigational interference systems on a frigate in order to immobilize larger ships. Each faction has six types of frigates with a further number of specialized Tech II variants for more specific profiles.
Fleets of Tech I frigates can be a way for new players to fight against opponents who go after them with smaller numbers of battleships and heavy assault cruisers. Experienced players can also put frigate wings to good use as an alternative to larger, more costly ships, using the money saved to outfit the frigates with more advanced equipment and weaponry. For example a level 3 frigate, such as the Caldari Merlin or the Minmatar Rifter, typically sells for approximately 250 thousand ISK on the in-game market while the price of a battleship may exceed 100 million ISK. However, with the advent of specialized Tech II assault frigates and interceptors this tactic has become less common.
Frigates by Race
Amarr Caldari Gallente Minmatar
Tormentor Bantam Navitas Burst
Executioner Condor Atron Slasher
Crucifier Griffin Maulus Vigil
Magnate Heron Imicus Probe
Punisher Merlin Incursus Rifter
Inquisitor Kestrel Tristan Breacher

[edit] Destroyers

Designed specifically for anti-frigate warfare destroyers typically mount eight small weapons. Destroyers gain bonuses both to range (50%) and tracking speed, making them adept at eliminating small, agile targets while rendering them incapable of dealing significant damage to larger ships. Though destroyers have eight weapon slots, the ships do not have enough CPU or power output to fit eight of the most powerful weapons in their size category. In addition, all mounted weapons' rate of fire is reduced by 25%.
Although destroyers excel at their intended purpose of taking out frigates, they fare very poorly against cruisers and battleships, as their defenses are simply too weak to survive engagements with larger ships. Their armor and shield capabilities barely exceed those of a frigate, yet their signature radius is almost on the level of a cruiser, meaning they are hit harder and more easily by cruiser- and larger-sized weaponry than frigates. Destroyers also lack the capacity to mount the larger guns needed to effectively damage these larger classes. This combination renders destroyers unpopular choices among the PvP community, although, when fitted with tech 2 weaponry, their power against Tech II frigate variants is still noteworthy. Another role of destroyers is that of a salvager ship: given their eight high-powered slots and resonably large cargo hold destroyers can mount more salvage units and tractor beams than other ship, making salvaging faster and more efficient for those who choose to use them in that manner.
One type of destroyer exists for each major faction.
Destroyers by Race
Amarr Caldari Gallente Minmatar
Coercer Cormorant Catalyst Thrasher

[edit] Cruisers

Medium-sized vessels designed to perform a broad variety of functions, Cruisers are larger and slower than frigates or destroyers but are significantly more durable. In many cases, they mount fewer weapons than a destroyer, 4-5 weapons instead of 8, but their power systems allow them to field larger, more damaging medium-sized weaponry. Cruisers come with a broad variety of mission profiles. While some excel at combat others are better suited to more peaceful roles such as cargo transport and mining. Four basic types exist for each major faction.
Cruisers by Race
Amarr Caldari Gallente Minmatar
Augoror Osprey Exequror Scythe
Arbitrator Blackbird Celestis Bellicose
Omen Caracal Vexor Stabber
Maller Moa Thorax Rupture

[edit] Industrial ships

Industrial ships are designed for cargo transport. Compared to most other ship classes they are large, slow, and almost completely defenseless, but have large cargo holds. Industrial ships are not intended for combat and usually require armed escorts when in more dangerous low-security systems. Between two and five types exist for each major faction.
Industrial Ships by Race
Amarr Caldari Gallente Minmatar
Sigil Badger Iteron Wreathe
Bestower Badger Mark II Iteron Mark II Hoarder
Iteron Mark III Mammoth
Iteron Mark IV
Iteron Mark V

[edit] Battlecruisers

Falling between cruisers and battleships, battlecruisers are, as their name would suggest, mostly designed with combat in mind. They also serve the role of fleet command in small scale engagements due to the bonuses they have for the fitting of gang assist modules, which boost the offensive and defensive capabilities of the fleet they are attached to. They are capable of a slightly larger damage output than a cruiser, with 7-8 (with the exception of the Myrmidon, having 6, but a large drone bay) weapons as opposed to the 4-5 on a cruiser. They are also able to take much more damage than a cruiser alone can take. In many senses, battlecruisers are to cruisers as destroyers are to frigates, except that battlecruisers are significantly more popular than destroyers. As compared to cruisers, their major disadvantage other than their considerably higher price is their larger signature radius and decreased maneuverability. It is much easier for a battleship's large guns to hit a battlecruiser than a cruiser due to their increased size. Additionally, battlecruisers maneuver more slowly than cruisers, with slightly more maneuverability than Battleships. Two standard battlecruiser types exist for each race.
Battlecruisers by Race
Amarr Caldari Gallente Minmatar
Prophecy Ferox Brutix Cyclone
Harbinger Drake Myrmidon Hurricane

[edit] Battleships

Battleships are a fleet mainstay, and most experienced players will own at least one. Although they are slower than many combat-oriented ships, they are significantly more durable, and mount impressive firepower in the form of six to eight large weapons systems. Three types of standard battleship exist for every race.
Battleships by Race
Amarr Caldari Gallente Minmatar
Armageddon Scorpion Dominix Typhoon
Apocalypse Raven Megathron Tempest
Abaddon Rokh Hyperion Maelstrom

[edit] Mining barges

Designed specifically for efficient mining, mining barges are not race-specific, as most other ships are, as the barges' design originates with the neutral NPC corporation Outer Ring Excavations ("ORE"). Mining barges are effectively unarmed, though their large drone bays (presumably originally intended for deploying mining drones) allow them to deploy a small number of combat drones that provide adequate defense in high-security systems. Barges alone are not equipped well enough to defend themselves adequately in low-security systems, relying on player escorts to provide protection. Mining Barges (along with their Tech II Exhumer counterparts) are also unique in that they are the only ships able to fit high-powered strip mining modules and ice miners.
Mining Barges
ORE
Procurer
Retriever
Covetor

[edit] Faction ships

There exist ships that are specific and unique to certain NPC (pirate, or other major) factions. Only frigate, cruiser, and battleship faction ships exist at this time. Faction ships are generally superior to their Tech I counterparts, though not necessarily better than similar Tech II. Requirements for piloting a faction ship tend to be much less than flying a Tech II counterpart vessel. Tech II battleships, released in early December 2007 with the Trinity expansion, have replaced the formally dominant faction battleships as the most powerful vessels of this class.
The only in game source for Faction Ships and their blueprints are Agents, Faction Spawns and Complexes. Due to this, faction vessels are relatively rare, with some more common than others. This scarcity often leaves Faction ships significantly more expensive than Tech II vessels. The addition of Loyalty Point stores has created a more stable front for obtaining Faction ships, increasing the supply and availability for those players who have enough Loyalty Points to spend.
Those faction ships that do not belong to one of the four Empire navies require the appropriate ship command skills from more than one race. For example, the Sansha Succubus requires the skills for both Caldari and Amarr frigates before it can be used, whereas the Republic Fleet Firetail only requires the Minmatar Frigate skill.
Faction Frigates
Ship Name Faction Hull
Amarr Navy Slicer Amarr Navy Unique
Caldari Navy Hookbill Caldari Navy Unique
Cruor Blood Raiders Unique
Daredevil Serpentis Unique
Dramiel Arch Angels Unique
Gallente Navy Comet Gallente Navy Unique
Republic Fleet Firetail Minmatar Fleet Unique
Succubus Sansha Unique
Worm Guristas Merlin
Faction Cruisers
Ship Name Faction Hull
Ashimmu Blood Raider Unique
Augoror Navy Issue Amarr Navy Augoror
Caracal Navy Issue Caldari Navy Caracal
Cynabal Arch Angels Unique
Gila Guristas Moa
Stabber Fleet Issue Minmatar Fleet Stabber
Phantasm Sansha Unique
Vexor Navy Issue Gallente Navy Vexor
Vigilant Serpentis Thorax
Osprey Navy Issue* Caldari Navy Osprey
Scythe Fleet Issue* Minmatar Fleet Scythe
Omen Navy Issue* Amarr Navy Omen
Exequror Navy Issue* Gallente Navy Exequror

(*) New ships being added in the Empyrean Age expansion to be released June 10th, 2008

Faction Battleships
Ship Name Faction Hull
Apocalypse Navy Issue Amarr Navy Apocalypse
Bhaalgorn Blood Raider Armageddon
Armageddon Imperial Issue Amarr Navy Armageddon
Machariel Arch Angels Unique
Megathron Navy Issue Gallente Navy Megathron
Nightmare Sansha Unique
Rattlesnake Guristas Scorpion
Raven Navy Issue Caldari Navy Raven
Tempest Fleet Issue Minmatar Fleet Tempest
Vindicator Serpentis Megathron

[edit] Tech II ships

"Tech II" refers to ships that are essentially upgraded, more powerful versions of lower-level vessels. Tech II ships are similar in appearance to their parent class, differing in the addition of extra slots, bays, or engines, and in the colour of the ship's skin. (In the following sections the T1 Hull that is modified is listed in brackets) Tech II vessels have much improved capabilities and usually fill a highly specialized role. They require extensive specialization to fly or build, and supply is limited by the number of blueprints for production. Historically, Tech II ships and modules have had a substantial markup imposed by the producer, up to 500% or more depending on the popularity of the ship, due to the fact that Tech II blueprints were extremely rare and limited, given out through a lottery system by CCP. Recently, CCP has been working to phase out the monopoly that surrounds Tech II blueprints through a process called "invention", where people can produce Blueprint Copies (BPC's) for ships or modules without owning the original blueprint itself. This has brought down the price of Tech II ships and modules by a large amount, especially for 'popular' market items such as Interdictors, Interceptors, Heavy Assault Cruisers, and Tech II Capacitor Recharge units.

[edit] Black Ops

The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.
Black Ops Ships by Race
Amarr Caldari Gallente Minmatar
Redeemer (Armageddon) Widow (Scorpion) Sin (Dominix) Panther (Typhoon)

[edit] Covert Ops frigates and Stealth Bombers

Covert Ops frigates are designed to mount cloaking systems that allow them to fly undetected. Although they are relatively fragile they are designed to be able to vanish when threatened. These ships are also helpful for example as scouts. The Covert Ops frigate is able to mount a Covert Ops cloaking device that allows warping while cloaked. They also excel at finding hidden enemy ships through the use of scan probes. Care must be taken, however, when using cloaking devices due to the fact that cloaking devices will deactivate if the ship gets within 2 km of any other ship or celestial object, such as asteroids, a stargate, space stations or cargo containers. Additionally, cloaking devices cannot be activated if a hostile target lock is present, meaning that being uncloaked in the presence of a hostile ship is perilous. In the latest update, CCP added a new form of missiles, called bombs, which can only be used by Stealth Bombers. Bombs deliver a comparatively high amount of damage in a radius of 15 km but are more expensive than regular missiles. Bombs have added a new aspect to the tactics used by stealth bombers though they are unpopular due to their cost and the difficultly involved in successfully deploying them.
The stealth bomber mounts battleship-class cruise missile launchers allowing it to unexpectedly decloak and deploy considerable firepower before cloaking again. Stealth bombers must remain uncloaked until the payload has hit its mark. Stealth bombers are not, however, able to warp through space while cloaked.
Covert Ops Ships by Race
Amarr Caldari Gallente Minmatar
Covert Ops Anathema (Magnate) Buzzard (Heron) Helios (Imicus) Cheetah (Probe)
Stealth Bomber Purifier (Inquisitor) Manticore (Kestrel) Nemesis (Tristan) Hound (Breacher)

[edit] Electronic Attack Ships

The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in electronic warfare capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.
Electronic Warfare Ships by Race
Amarr Caldari Gallente Minmatar
Sentinel (Crucifier) Kitsune (Griffin) Keres (Maulus) Hyena (Vigil)

[edit] Assault ships

Assault ships are frigates that are designed with firepower in mind. They are more durable than Tech I frigates with the capacity to mount a more damaging weapon loadout and stronger defences while sacrificing speed. Two types exist for each major faction, each catering to a certain more specialized individual style of combat.
Assault Ships by Race
Amarr Caldari Gallente Minmatar
Retribution (Punisher) Harpy (Merlin) Enyo (Incursus) Wolf (Rifter)
Vengeance (Punisher) Hawk (Merlin) Ishkur (Incursus) Jaguar (Rifter)

[edit] Interceptors

Interceptors, another frigate-based class, are designed for high-speed dogfights and 'tackling' (preventing escape). Interceptors have a smaller signature radius and higher speed than regular frigates, making them difficult for larger and generally slower-tracking ships to fight. Interceptors also have a higher warp speed than other vessels, allowing them to cover the distances between stargates and other system navigation points quicker than most other ships. It is quite possible to be under attack from an Interceptor while entering warp only to find the same Interceptor waiting when the ship drops out of warp. Interceptors are primarily used for harassment and to pin down larger enemy ships until more powerful backup arrives. Two types exist for each major faction. The first type is focused on damage output with usually two bonuses to its weapon systems. The second type has bonuses to Warp Disruptor range as well as a reduction to capacitor use for Stasis Webifier and Warp Disrupter modules. This allows the interceptor to run these "tackling" modules while running a capacitor-intensive Micro Warp Drive longer than without these bonuses.
Interceptors by Race
Amarr Caldari Gallente Minmatar
Crusader (Executioner) Crow (Condor) Taranis (Atron) Claw (Slasher)
Malediction (Executioner) Raptor (Condor) Ares (Atron) Stiletto (Slasher)

[edit] Interdictors

The Interdictor class is an upgrade of the destroyer design. Interdictors have fewer turret mounts, but do not suffer rate of fire penalties found on their Tech I counterparts. Each has a comparatively large number of missile hardpoints, and is also much faster than its destroyer counterpart. Their main purpose is to launch special warp interdiction spheres, which prevent warping within a 20 km radius when launched and last for two minutes. Because of interdiction spheres, these ships are often considered the 'staples' of fleet combat, as they are extremely effective in pinning down entire fleets of battleships for extended periods of time - an effect that lasts even after the ship is destroyed. One type exists for each major faction.
Interdictors by Race
Amarr Caldari Gallente Minmatar
Heretic (Coercer) Flycatcher (Cormorant) Eris (Catalyst) Sabre (Thrasher)

[edit] Heavy assault ships

Heavy assault ships, more often referred to as heavy assault cruisers (HAC), are designed to be good solo combat ships. Unlike battleships, HACs retain some element of speed allowing them to use this to their advantage against larger and slower opponents. The primary reason HACs are dangerous is their vastly increased damage resistances. They can take hits that would normally destroy a ship their size and keep fighting. As with the lighter assault ships, HACs are usually specially suited for certain styles of combat.
Heavy Assault Cruisers by Race
Amarr Caldari Gallente Minmatar
Sacrilege (Maller) Eagle (Moa) Deimos (Thorax) Muninn (Rupture)
Zealot (Omen) Cerberus (Caracal) Ishtar (Vexor) Vagabond (Stabber)

[edit] Heavy Interdictors

Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.
Heavy Interdictors by Race
Amarr Caldari Gallente Minmatar
Devoter (Maller) Onyx (Moa) Phobos (Thorax) Broadsword (Rupture)

[edit] Logistics cruisers

Logistics cruisers are designed exclusively for the purpose of aiding teammates in combat. These Tech II cruisers are widely used in complexes and other NPC encounters. The role of the logistics ship is a perilous one in player combat, as most fleet commanders will prioritise a logistics ship's destruction to prevent it from repairing the rest of the fleet. Their bonuses to remote repairing and boosting, however, are considerable, and thus any group who can use logistics ships successfully can benefit greatly from them. The Alliance tournament in the summer of 2006 saw logistics ships used effectively in PvP combat. Starting with the Revelations II expansion, logistics ships have been granted stronger resistances and a number of special ship bonuses that effectively allow them to operate remote repair modules of battleship size.
Logistics Cruisers by Race
Amarr Caldari Gallente Minmatar
Guardian (Augoror) Basilisk (Osprey) Oneiros (Exequror) Scimitar (Scythe)

[edit] Marauder Ships

Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.
Marauders by Race
Amarr Caldari Gallente Minmatar
Paladin (Apocalypse) Golem (Raven) Kronos (Megathron) Vargur (Tempest)

[edit] Reconnaissance ships

The Recon Ship class is split into two sub classes: combat recon and force recon. Force recon ships can equip the same covert cloaking module as the covert ops frigate while also having strong electronics warfare bonuses. Force recon ships also get a reduction for cynosural field generation fuel consumption. These ships are in many ways the U-Boats of Eve, as they can fly cloaked alone or in packs to catch enemies by surprise. Combat recon ships fill a more offensive role, with the same electronic warfare bonuses of the force recon, plus an additional bonus for weapons systems, but they cannot fit a covert ops cloak.
Recon Cruisers by Race
Amarr Caldari Gallente Minmatar
Combat Recon Curse (Arbitrator) Rook (Blackbird) Lachesis (Celestis) Huginn (Bellicose)
Force Recon Pilgrim (Arbitrator) Falcon (Blackbird) Arazu (Celestis) Rapier (Bellicose)

[edit] Command ships

Command ships are the Tech II version of battlecruisers, split into the field and fleet subclasses. They are designed to command and assist fleet operations. Fleet command ships may use 3 "gang assistance" modules at a time, as opposed to only 1 module on both their Field and Tech 1 counterparts, and have both strong defensive and offensive capabilities in the form of higher resists and more room for fitting modules. The Gallente Eos , for example, has a vast drone bay and gets bonuses to certain gang assistance modules, while the Caldari Vulture can mount, arguably, the best shield tank in the game (sub capital).[citation needed] The Amarr Damnation can use three armored warfare modules and receive a bonus to their effectiveness. This makes it extremely powerful as an assistance to a large fleet, adding up to 30% total armor to everyone receiving the bonuses. The Minmatar Sleipnir is an extremely powerful brawler, capable of doing strong damage, while taking heavy fire. Command ships tend to absorb damage better than other ships of similar size.
Command Ships by Race
Amarr Caldari Gallente Minmatar
Field Command Absolution (Prophecy) Nighthawk (Ferox) Astarte (Brutix) Sleipnir (Cyclone)
Fleet Command Damnation (Prophecy) Vulture (Ferox) Eos (Brutix) Claymore (Cyclone)

[edit] Transport ships

Transport ships are the Tech II version of the industrial class designed for hauling cargo through dangerous low-security systems. While still requiring an escort for safety, transports are capable of surviving determined assaults that would destroy Tech I Industrials due to their lack of defences. There are two subclasses of transport ship. The blockade runner is a very fast small cargo ship with inherent resistances to warp disruption, whereas the deep space transport is slower, but has more cargo and better defenses. Transport ships are very popular for transporting high-value cargo both inside and outside of secure space, as they can take multiple volleys from battleships without risk of destruction, while a standard industrial might be destroyed by the first volley.
Transport Ships by Race
Amarr Caldari Gallente Minmatar
Deep Space Transport Impel (Bestower) Bustard (Badger Mark II) Occator (Iteron Mark III) Mastodon (Mammoth)
Blockade Runner Prorator (Sigil) Crane (Badger) Viator (Iteron) Prowler (Wreathe)

[edit] Exhumers

The advanced version of the mining barge is the exhumer class. These ships benefit from enhanced protection and mining capabilities. There are three different types.
Unlike standard mining barges, where the larger, more expensive ships are inherently better at mining, the three exhumers each have a specific role at which it performs better than any other mining ship. The Skiff is specialized in Deep Core Mining, the Mackinaw is specialized in mining Ice, and the Hulk is the specialized asteroid mining barge of the three exhumers.
Exhumers
ORE
Skiff (Procurer)
Mackinaw (Retriever)
Hulk (Covetor)

[edit] Capital ships

Capital ships are very large ships designed for major operations found typically in medium to large sized player owned corporations. While a (particularly wealthy) solo pilot may find a role for a freighter in trading, they are primarily used to launch and operate larger star bases in deep 0.0 space. The capital combat ships are best used for fleet operations and suffer from substantial vulnerabilities if not properly supported. Motherships and titans are unable to dock in normal stations due to their size. Due to their prohibitively expensive prices only the richest players or corporations can afford these classes of ships.

[edit] Freighters

Possessing the largest cargo holds of any ship class in the game (around 40 times that of the best industrial class ships), freighters are very large and travel very slowly. They can take up long periods (over 30 seconds) to align for warp, and in warp, they travel very slowly (0.7au/s). This makes even moderately short warps (say 35 au) take nearly a minute in warp, and long warps in excess of 100au take over 2 minutes. Freighters are also entirely unarmed with no room for modification or expansion. Their unrivaled capacity for cargo transport, however, makes freighters very valuable commodities to corporations or players that need to move large goods or large quantities of materials from one place to another with a large escort. Freighters can carry many ships within its hold, provided they have been "packaged" for transport, but are incapable of carrying any capital class ships within their hold as the smallest have a packaged volume of 1 million m³, while the largest freighter can only carry 980,000 m3 with maximum skills. One freighter class exists for each major faction. Freighters cost about 900 million to 1 billion ISK to make (depending on the market value of minerals), however require around 5 billion ISK worth of blueprints and can take more than a month of construction time (for component parts and including around 11 days for the ship itself). Blueprint originals are normally used due to the excessively lengthy period of weeks that freighter blueprints take to copy, but it is not unknown for some enterprising individuals to produce a few blueprint copies once they have completed their own freighters in an effort to reduce overhead. These currently sell around 900 million ISK (this varies on the exact ship, different races have larger cargoholds which makes their market value greater), the price varying with current market prices of components and minerals.
Freighters by Race
Amarr Caldari Gallente Minmatar
Providence Charon Obelisk Fenrir

[edit] Jump Freighters

Jump freighters are the latest generation of freighter. They are based upon their tech one counterparts but with significant enhancements. They are faster and more agile, with a larger capacitor. The main change however, is a large portion of the cargo bay has been taken over by a capital class jump drive, the same type used in carriers, dreadnoughts, motherships and titans. This means that while the ship has around one third of the cargo capacity, it is capable of jumping between systems without the use of stargates. These ships still retain the ability to use normal stargates, and can be constructed in high security space.
Jump Freighters by Race
Amarr Caldari Gallente Minmatar
Ark (Providence) Rhea (Charon) Anshar (Obelisk) Nomad (Fenrir)

[edit] Capital Industrial Ship

The capital industrial ship was designed to facilitate nomad mining ops and moving ore around the universe. It has the ability to compress ore to make it smaller to transport, and to give out mining bonuses. It can also carry several mining barges in its ship maintenance bay, and fit a clone bay. The Industrial Core prevents it from moving, similarly to a Dreadnoughts's Siege Module, allowing it to use these extra abilities. It gets a drone bonus to aid in defence and shield transfer bonus to aid other ships in tanking. They cost about 1.85 billion ISK to produce.
Capital Industrial Ship
ORE
Rorqual

[edit] Dreadnoughts

Dreadnoughts are combat behemoths. They are capable of mounting capital-sized weapons, which can normally only be mounted on stationary platforms. Dreadnoughts are also vastly more durable than even the toughest battleships and heavy assault ships. Dreadnoughts are designed more for extended sieges of static installations, such as starbases or player-corporation owned stations. Despite their ability to absorb damage, dreadnoughts tend to require fleet support or face the risk of being overwhelmed by enemy counterattacks. Dreadnoughts also have the ability to enter siege mode, quintupling their offensive capabilities and quadrupling their defensive capabilities, but rendering them unable to move and unable to hit smaller ships as the 'siege module' reduces the tracking of turrets and the explosion velocity of torpedoes by 92.5% [1]. One dreadnought class exists for each major faction. A dreadnought costs about 1.2 billion ISK in minerals to make at-cost, selling for about 1.5-1.8 billion on the open market.
Dreadnoughts by Race
Amarr Caldari Gallente Minmatar
Revelation Phoenix Moros Naglfar

[edit] Carriers

The carrier's main offensive capabilities revolve around the deployment of super-heavy combat drones known as fighters. Carriers also fill a support role with bonuses to remote repairing. Carriers are able to operate the fighters remotely, and assign them to other commanders, allowing them to fill a role away from the immediate frontline. Like the Dreadnoughts' siege mode, Carriers can enter a "Triage" mode that greatly increases its logistics capabilities and defenses but reduces any offensive ability they have. Carriers are also capable of carrying a limited volume of other ships in their ship maintenance hangar for gang/fleet members to utilise, as well as possessing a small corporate hangar. While motherships are technically carriers, the vast difference in cost between them and carriers generally results in them being assigned their own, second category. A carrier costs about 800 million ISK in minerals to make.
Carriers by Race
Amarr Caldari Gallente Minmatar
Archon Chimera Thanatos Nidhoggur

[edit] Motherships

Motherships are similar to carriers but considerably larger and are the second largest spaceships in the game. Motherships offer all the same features as a carrier, but in considerably greater amounts (double the number of fighters for instance), and are completely immune to all forms of electronic warfare. Furthermore, motherships contain a ship and items hangar in which the owning corporation can store combat equipment. Motherships can fit cloning vats, allowing rebirth for allied pilots should they be killed in action. This saves the pilot a lengthy trip back from the nearest station cloning vat, allowing them to quickly resume combat. However, in practice cloning vats are almost never installed, as they mean that the ship will always remain in space, even when the pilot logs off, which is a major disadvantage. In material costs, a mothership costs around 15 billion ISK to make. This cost is considerably higher if one has to invest in the BPO's (Blueprint Originals) necessary for construction. Construction of a mothership takes approximately 3-4 weeks. Motherships, along with titans, are the only ships that cannot dock at a station and so only leave space when the pilot logs off. Despite being intended for alliance level warfare, one of the first Motherships built actually went to a small pirate corporation.
Motherships by Race
Amarr Caldari Gallente Minmatar
Aeon Wyvern Nyx Hel

[edit] Titans

Titans are the largest ship type in Eve. They can perform the same fleet functions and support roles as the Mothership (Cloning, Ship maintenance arrays, Ship/Items hangars), and are the only capital ships which can create jump portals through use of the 'Jump Bridge Array', which enables escort and support ships to move from system to system without the aid of a stargate. Though the Titans' offensive power in terms of traditional weapons is overshadowed by Dreadnoughts, Titans have become popular due to their ability to deploy so-called "Doomsday" weapons, which are essentially titanic smart bombs that do relatively high amounts of damage to every ship within 200 km of the Titan, which can often result in the instant obliteration of entire fleets. However, this "doomsday device" takes an hour to recharge after a single blast and prevents the Titan from jumping out of the system for 10 minutes. Once capable of remotely activating super-weapons at Cynosural Fields, this ability was removed in the Revelations 2 patch, requiring Titans to now deploy their super-weapon on the field of battle itself.
Successful construction of a Titan involves months of skill training and research. Currently, a Titan takes approximately eight weeks to build (in real-time), not including its primary components which are required for construction. One Titan class exists for each major faction.
Titans by Race
Amarr Caldari Gallente Minmatar
Avatar Leviathan Erebus Ragnarok

[edit] Unique and Limited Edition Ships

[edit] Gold Magnate

The Gold Magnate was a unique ship given as the first place prize for the Amarr Championship[5] competition. However, in 2004, Tyrrax Thorrk, the owner of the Gold Magnate, took the ship into combat. Eventually, the ship was destroyed by the infamous m0o pirates and consequently, the Gold Magnate no longer exists.

[edit] Silver Magnate

Nineteen Silver Magnates were given out as runner-up prizes in the Amarr Championship[5] event. As no more have entered the game since their release, their price has steadily risen. In addition, many have been destroyed, further increasing their value. At the time of their release, they were nearly the most powerful frigate, second only to the even rarer Gold Magnate. The advent of Tech II frigates, however, made the Silver Magnate less notable as a combat ship.

[edit] Guardian Vexor

Fifty Guardian Vexors were given out as part of an event. It is suspected that fewer than 20 still exist today. Their attributes originally are not notable: they were merely Vexors with an extra missile hardpoint. Their value came not from the ability, but solely the rarity of this limited edition ship. However, when changes in game mechanics caused a reduction in the number of controllable drones, this ship was not changed, and its ability to control up to five extra drones made it extremely powerful. Unfortunately, its high price tag ensures that even those who own one will most likely not use it in combat.

[edit] Opux Luxury Yacht

Three of these exist in the Eve Universe. Two of them are player-flyable. One was acquired when an event actor playing the role of a movie star ejected from his Opux Luxury Yacht to commit suicide at a Quafe Ultra event, after which Iece Quaan boarded it and later sold it to the current owner Voogru. The second was given out by CCP to a couple from New Zealand known in-game as Caytlyn Rose and Ramius Monteagne. They got engaged on the stage at the 2005 fanfest and are now married. Both of them are members of Celestial Horizon Corp. The third Opux Luxury Yacht is owned by the NPC agent Mamo Guerre, an in-space agent currently in the Lirsautton system in the Everyshore region.

[edit] Federate Issue Megathron

The Federate Issue Megathron is also an event-related ship, similar to the Imperial Issue Apocalypse. It was handed out in the Crielere Incident[6] to Doc Brown. Doc Brown kept the unique ship for a while, then later sold it to DigitalCommunist, who also held it for a long period of time. More recently, Madcap Magician, the CEO of DigitalCommunist's corporation, plotted and eventually stole the ship and subsequently kicked DigitalCommunist from the corporation. Madcap gave it to Entity, a famous collector of rare Eve items and a close friend of Madcap. It is still in the possession of Entity. The ship is superior to the Megathron in many ways: it has more grid and CPU, as well as an extra turret hardpoint, low and mid slot. Other improvements are to drone bay, speed and agility. With a properly skilled pilot and the use of Officer Modified equipment, it is easily the single most powerful battleship in the game.

[edit] Imperial Issue Armageddon

These ships were released in the Amarr Championships.[5] The four teams that MASS defeated each received one Imperial Issue Armageddon, and four Silver Magnates. Everlasting Vendetta, Evolution, BIG and PAK each received one at the time. Shrike is still in possession of hers, as is Detaitiv. WarHound's was destroyed while in the possession of Tyrrax Thorrk,[7] who acquired it from the Guiding Hand Social Club, who had previously hijacked it from Icarus Starkiller. The ship had passed from WarHound's possession to Icarus Starkiller via the BIG Lottery.[8]. Con'Mal sold his to Entity who still retains ownership of it.
The Imperial Issue Armageddon has extra powergrid and CPU compared to normal Armageddons, but its rarity is the primary reason for its great value.

[edit] Imperial Issue Apocalypse

Originally four of these ships were in game, but two have been destroyed. These vessels were given out as part of the Amarr Championships.[5] Istvaan Shogaatsu owns one, and the other belongs to Arenis Xemdal. However, a fifth briefly existed; one Imperial Issue Apocalypse was given out as a prize from the BIG Lottery.[8] It was flown by a player named Clone 0, and while moving the ship from one station to another, an attempt was made to destroy it by a group of Minmatar roleplay corporations. It was defended successfully by a group of Amarr roleplayers. CCP took the Imperial Issue Apocalypse back as part of a roleplaying event on the request of the player receiving the ship. Tyrrax Thorrk's ship was destroyed by Cult of War during the December 2006 Alliance Tournament, with DeddyMassive striking the final blow [2]
The ships are superior to the Navy Issue Apocalypse due to better powergrid and CPU output. The ships' value comes both from their rarity and the fact that their current owners seem unwilling to part with them.

[edit] State Issue Raven

A vastly upgraded Raven with additional slots and eight launcher hardpoints, twice as much armor, shielding and structure, boosted powergrid and CPU, and much improved sensors. The State Issue Raven, along with the Tribal Issue Tempest, was one of the prizes in the Third Alliance Tournament. Further prizes were more regular faction ships. Each member of the winning team was given a choice of either a State Issue Raven or a Tribal Issue Tempest, and the second team was given the choice of one, so the total number of State Issue Ravens and Tribal Issue Tempests combined is eight.[citation needed] This ship was previously called Corvus but was renamed to its current name in a patch on January 30, 2007.

[edit] Tribal Issue Tempest

A vastly upgraded Tempest with additional slots and eight turret hardpoints, twice as much armor, shielding and structure, boosted powergrid and CPU, and much improved sensors. See "State Issue Raven" above for more details. This ship was previously called Storm but was renamed to its current name in a patch on January 30, 2007.

[edit] Apotheosis

A shuttle given to all players on Eve Online's fifth birthday, the Apotheosis has the same characteristics as a regular shuttle. It is believed to be of Jovian design and a sign of what the future may hold for players. Apotheosis shuttles can currently not be obtained by other means than the one-time present. Their price can be expected to increase over time. The shuttle's description reads:
For you, children, on your fifth birthday. May your next five years be as full of promise and hope, and may you one day walk with us as equals among the stars.

—Idmei Sver, Society of Conscious Thought, on the fifth anniversary of the Capsuleer Era.

[edit] Game Management, Event and Prototype ships

Some ships can be flown by players, but are actually not available to regular players. These are used by Game Managers and Developers or Event actors and may provide their pilots with special commands to help fulfill their roles. Some of these ships are also unfinished concepts.

[edit] Game Management ships

Game Management ships are often of the Jovian faction with skill requirements that in effect are impossible to gain without direct database manipulation. They are used by Game Managers to resolve petitions and by Developers to test new features. The most common of the GM ships are Polaris frigates, however a few others are known to exist.

[edit] Polaris Frigates

The Polaris-series Frigates are exclusively owned by those who have access to the Polaris system, a system that is designed to be the CCP developers' headquarters and inaccessible by anyone not authorized to be there, and are used exclusively by developers and ISD volunteers. There are three Polaris frigates confirmed to exist - the Centurion, the Inspector and the Legatus. The Polaris frigates have 99% resistances to every damage type in the game, over a million hitpoints of armor and shields, however except for Legatus, none of them have any slots or cargo hold to prevent possible misuse. This ship is often used by developers and ISD employees that are not participating in an in-game event, such as resolving server issues or responding to in-game petitions.

[edit] Event ships

Event ships usually have reasonable attributes in order to allow World Events to unfold in direct interaction with players, and in at least one instance an actor has ejected from an Event ship, which then was boarded by a regular player turning it into a Unique Ship (see Opux Luxury Yacht above).

[edit] CONCORD ships

CONCORD, the NPC corporation that is essentially the Eve Universe policing force, have one each of their own unique type of Frigate and Battleship class vessels. These are usually seen patrolling high security areas of Eve and will respond to illegal attacks with an immediate presence and destruction of the offender. CONCORD frigates and cruisers can also be seen (and destroyed) in certain Agent Missions from agents found in the "lawless" space of 0.0 security rating.

[edit] Opux Dragoon Yacht

The Opux Dragoon Yacht is a variation of the Opux Luxury Yacht and was used at the Caldari Alliance Tournaments to report on the events of the tournament.

[edit] Prototype ships

Prototype ships are very rarely flown by Developers on the Tranquility server and may have unfinished appearances, like missing textures and unreasonable attributes. An example are the Escort frigates, which were experimental predecessors to the current Tech II frigates and are superseded by these.

Notably the Carrier, Mothership and Titan class ships were flown by developers on Eve test server during a 'stress-test' of the new server architecture prior to their release to the public. This was somewhat of an expose, as the developers showed off the extreme power of the new capital ships, taking on hundreds of players at a time.

[edit] Gallente Soltueur

The Gallente Soltueur is a large ship similar to Titans in size. It was used in a Serpentis game event where a large group of people had to destroy it. It was unique to that specific event and has never been seen again on Tranquility. The ship has however made a few appearances on the Eve Test Server (Singularity) for the purposes of stress testing where again, large groups of players were asked to destroy it.

[edit] References

  1. ^ Ship Size Comparison Image eve-files.com
  2. ^ Eve Online Players Guide, Chapter 8 Ship Fitting
  3. ^ Eve Online Players Guide, Chapter 8 Ship Fitting, Mid-Slots and Lo-Slots - Where do you want to go today? Section
  4. ^ Eve Online Item Database, Bay Loading Accelerator I
  5. ^ a b c d Amarr Championship
  6. ^ The Crielere Incident
  7. ^ 0utbreak Killboard
  8. ^ a b BIG Lottery

[edit] External links