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Amarr ships

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Contents

Nearly all Amarr ships follow the same straightforward design: ships with thick, durable armor that employ laser turrets. Where other factions tend to field a number of ships with alternative mission profiles, especially in their cruiser classes, Amarrians rarely stray from their core ship design principles. While this inflexibility can make Amarrian tactics predictable and easily countered, the approach remains as popular as it is (relatively) uncomplicated, and often produces very satisfactory results.

Aesthetically, the Amarr tend toward ornate Art Deco ship designs, favouring curved golden hulls that are often inscribed with iconography relating to the Amarrian religion (see Amarr Empire). They seem to concentrate on symmetry and delight in making their ships look beautiful. Amarr ship names are often religious – particularly Christian – terms, such as the Apocalypse battleship, the Avatar titan, the Inquisitor frigate, the Omen cruiser, etc.

Although almost all Amarr ships favor laser turrets and heavy armor, some emphasize one at the expense of the other. The Retribution assault ship, the Omen cruiser and others have one or more damage or rate of fire bonuses and focus on raw laser damage, while the Maller cruiser, Apocalypse battleship and others focus on the ability to tank damage. However, there are a few exceptions to the laser/armor tank designs, found especially among higher-tech ships. The Arbitrator and Pilgrim are armor-tanking droneboats, while the Vengeance and Sacrilege feature both laser and missile hardpoints.

General Strengths

  • Exceptional armor tankers, with the thickest armor and best resistances of the four playable factions
  • Tend to have large number of low slots for armor repairers, but this also means you can fit a large number of speed modules such as overdrive injectors. This can result in speeds which even overtake comparable Minmatar ships, although at a cost.
  • Capacitor bonuses to laser use mean Amarr ships can wield them for allowable periods, and many ships have other bonuses to laser weapons. Some ships have short-range missiles bonuses.
  • Tend to have very large capacitor reservoirs (slightly better than Gallente), although lasers drain capacitor quickly
  • EWAR ships receive bonuses to tracking disruptors

General Weaknesses

  • In a sense, many Amarr ships are missing turret bonuses that the equivalent ship of a different race would have. This is because many Amarr ships have (at level 5 skills) a 50% capacitor use reduction to laser weapons, making lasers usable, but not more powerful. They still get damage and re-fire bonuses, but not as many
  • Typically have small number of medium slots, meaning EW and AB/MWD usage is compromised. Many Amarr ships are unable to perform roles such as tackling to the degree that other factions' ships are able
  • Ships are often expensive compared to other factions
  • Relatively weak hulls and rather thin shields
  • Often slower base max velocities than comparable ships of other factions
  • Often can't fit all their high slots with weapons - so damage output can't be maximized

Common Construction Materials

  • Tungsten Carbide armour plating
  • Fusion thrusters
  • Antimatter reactor units
  • Weak linear shielding
  • RADAR sensors


Shuttle

Main article: Amarr Shuttle

Shuttles are very common, disposable transportation ships. They have no fittable slots at all, but do travel extremely fast.

Frigates

Non-combat T1 Amarr frigates include the Tormentor miner, the Crucifier EWAR boat and the Magnate astrometrics/scout frigate. Amarr lack the fast courier frigate found in other factions' fleets.

Rookie Frigate

Impairor

Main article: Impairor

While this banana looks aggressive, it is unfortunately made from the thinnest armor and cheapest shield emitters. Further, because it is slower than the other rookie frigates and has no real bonus to its primary weapon (the Civilian Gatling Pulse Laser), it does not fare well in starter ship fights using only civilian modules – especially against the speedy Minmatar Reaper, which leaves Impairor pilots choking on dust.

Tech 1

Crucifier

Main article: Crucifier

A bizarre-looking ship with a bizarre (to an Amarrian point of view) purpose, the Crucifier is the Amarrian EWAR frigate. It is notable for being the only T1 Amarr frigate that can mount the web/scram trio of a MWD, a stasis webifier, and a warp disruptor. Unfortunately, the ship otherwise is a poor tackler, as it is one of the heaviest frigates and has a low base maximum velocity, a mere 245 m/s. The bonus to tracking disruptors is pleasant, and makes the ship a cheap platform that can wield them more effectively, even if it doesn't make it a powerhouse vital to a fleet.

Executioner

Main article: Executioner

This ship has moderate defenses compared to the Punisher, and only having two turret hardpoints and a 2/2/2 slot setup means it has a lot of limitations. However, it's the fastest Amarr Tech 1 frigate, and very handy in some fights at lower levels. It's also very cheap, so if you need a fast, inexpensive ship on a moment's notice, the Executioner will fit the bill. When speed fitted, it's one of the fastest Tech 1 frigates of all races, and the most maneuverable – an Executioner equipped with a MWD is a nice ship for traveling around at sub-warp. It is also capable of entering warp very quickly, in case a fast getaway is needed.

Inquisitor

Main article: Inquisitor

Another variation on the 'Aggressive Banana' design formula, or perhaps better described as a fearsome flying Nike logo, the Inquisitor is the Amarr missile frigate. It offers 3 launcher hardpoints, along with a single turret hardpoint. With the sorely-needed ability to choose damage types other than EM combined with a missile loadout and an extensive 315 m3 cargo bay, it is probably the best Amarr frigate for PvE work. It isn't nearly as stalwart as the Punisher, but still has pretty good survivability.

Magnate

Main article: Magnate

Added in the Empyrean Age expansion, the Magnate is the Amarr scout frigate. It can defend itself with its two turret hardpoints, receiving the standard Amarr frigate bonus to small energy turret capacitor usage, and the up to two light scout drones it is able to field. It has a relatively large 320 m3 cargo hold and, like all Amarr craft, has extensive armor plating. It also receives bonuses to the duration/activation time of Astrometrics modules. It's relatively expensive for a frigate, and while its astrometrics bonus is intended to let it scout out systems quickly, the lack of stealth makes it vulnerable. It also features only a single medium slot, so while it might be a good utility ship, if one wants a throwaway tackler or gang ship, it is highly inferior to the Executioner.

Punisher

Main article: Punisher

The Punisher has thick armor, good shields, and three turret hardpoints. It's not the fastest ship, but it has incredible durability due to its resistance bonuses and armor. It also has 4 low slots, which can provide a very extensive armor tank, particularly for a frigate. Like most Amarr frigates it is unable to tackle effectively, since it only has 2 medium slots, and it lacks a damage bonus so its firepower isn't all that impressive (sometimes it's equiped with autocannons for the lack of a laser bons), but for sheer potential longevity it's hard to see a better Tech 1 frigate.

Tormentor

Main article: Tormentor

The Tormentor is the Amarr miner. It has a big cargo bay, can mount two mining lasers, and can expand its cargo reasonably. It also has a 5 m3 drone bay, which can be used for a mining drone for greater mining efficiency or a combat drone for protection. The Tormentor also makes an average fighting vessel, should you need to rearm it for missioning. Finally, it's extremely cheap, so if you're an Amarr miner you can get a good ship pretty quickly.

Faction

Amarr Navy Slicer

Main article: Amarr Navy Slicer

The Amarr frigate Loyalty Point reward, and it's exactly what you'd expect them to come up with for a Navy frigate. The Slicer has plenty of high and low slots at the expense of mediums, having a 4/2/5 setup, and receives bonuses to small energy turret capacitor use and damage. It might not be very fast or capable at EWAR, but the Navy Slicer is still a great boat to fly in a slugfest.

Tech 2 Assault Ships

Retribution

Main article: Retribution (Ship)

While lacking the ability to tackle, this little demon is ideal for ganking smaller targets that are either being tackled by someone else or too focused on some other endeavor to realize that you're on a killing spree. Best used as an anti-interceptor platform in fleet combat, or as an auxiliary damage platform for small engagements.

Vengeance

Main article: Vengeance

With Khanid Mk2, the Vengeance has been transformed into a deadly vessel. Able to field 4 rocket launchers, with a 5% bonus per Amarr Frigate skill level to rocket damage, having a wealth of resistance bonuses (15% to explosive resistance and 10% to kinetic resistance per Amarr Frigate skill level, and 5% to all armor resistances per Assault Ships skill level), and topped off a 5% reduction per Assault Ships skill level to capacitor recharge time, this ship can tackle with capacitor left over. Unfortunately, with its 4/3/4 slot distribution, Vengeance pilots are forced to choose between damage and survivability set ups in the low slots. And as it is clearly meant to use rockets for damage, it also finds itself lacking in range.

Tech 2 Covert Ops

Anathema

Main article: Anathema

The Anathema is an Amarr Covert Ops frigate. As any Covert Ops ship, its main strength lies in its ability to mount the highly desirable Covert Ops Cloak module, allowing it to cloak and warp at the same time; which helps greatly in getting around and in its main task of probing down exploration sites and safespotted ships. Having switched from building on the Crucifier's hull to the Magnate's, the Anathema has undergone a cosmetic change since the Empyrean Age patch but still retains its weaknesses, such as low base speed and firepower. However as a covert ops ship, these should not be an issue as bringing it into combat is often a suicidal and extremely expensive mistake.

Purifier

Main article: Purifier

The Amarr stealth bomber. A good Purifier pilot will rarely get in a tackling situation. With a bonus to EM damage, any ship with a badly reinforced shield tank or light on EM resistance will feel the pain of a cruise missile salvo courtesy of a Purifier.

Tech 2 Electronic Attack Ship

Sentinel

Main article: Sentinel

The Sentinel is a ship that can kill interceptors with ease. With bonuses to energy neutralizer and energy vampire range and amount and a significant drone bay, this little frigate can neutralize an interceptor's MWD only to allow a set of Warrior II drones to finish it off. It also has decent tackling abilities, and a significant powergrid for a ship of its class.

Tech 2 Interceptors

Crusader

Main article: Crusader

When fit correctly, the Crusader is the fastest ship in-game, barely inching out the Claw for that title (by only a single meter per second – 10,567 m/s before implants and boosters). The bonuses that it gains from Amarr Frigate and Interceptor skills greatly reduce both the capacitor consumed by its laser turrets and its signature radius, which ultimately meshes well with its speed to make it an extremely difficult target to hit. Although small turrets can hit a Crusader, provided they can hold a specific range (not likely), medium and large guns basically are out of luck – but a webifier or two will change that very quickly, so be sure to stay further than 12 km (if you can).

Malediction

Main article: Malediction

With a 5% damage bonus per skill level to all rockets, this ship can save capacitor energy for what really counts – the microwarpdrive. Speed is life for this ship, as pilots must out-fly missiles, and "fly under the guns" of tracking computer-augmented gunboats if they wish to survive. With the changes to webifiers in Quantum Rise this ship has become somewhat less vulnerable to them; but warp scramblers now pose a very serious threat.

Destroyers

Tech 1

Coercer

Main article: Coercer

Like other destroyers, the Coercer is a decent ship for a variety of roles, including salvaging duty, early miner, hit-and-run sniper, and holding back tackling frigates. The only thing that really sets it apart from other factions' destroyers is that it uses lasers, which lack both high single-volley damage (such as that of artillery) and extreme range (like that of railguns). However, the Coercer does possess 4 low slots, the largest number of any Destroyer – but even so it isn't able to tank the medium- and large-size weaponry that frigates are able to dodge at their base speed. It can use the low slots to load overdrive injector modules, but the stacking penalty means the Coercer won't gain much of an advantage over other Destroyers for speed.

The Coercer also suffers from a lack of medium slots – while it's unlikely to do much tackling, being able to have a webifier handy for ensnaring small targets, along with a MWD for outrunning larger targets, is generally a good idea for a Destroyer.

As with other destroyers, the Coercer makes a decent salvage ship, and can use its abundant low slots for cargo expanders or Overdrive Injectors. Unfortunately, it has the smallest base cargo hold of all four destroyers.

Tech 2 Interdictor

Heretic

Main article: Heretic

The Amarr Interdictor is intended to do one thing and one thing only: lay warp disruption bubbles. These bubbles last for two minutes and prevent any ship inside the bubble from warping. They also pull ships that are passing out of warp early – so one could, theoretically, lay an ambush in the middle of nowhere. However, by comparison to other Interdictors the Heretic is somewhat underpowered in the firepower to range department, having a damage bonus to rockets only. Although it features an excellent velocity bonus to regular missiles, this combined with the fact that the Heretic is the slowest of all Interdictors makes for a poor combination. It might be capable of ripping frigates to shreds if they move within its range, but no skilled pilot would ever do such a thing. And in spite of decent resistances and an understandably good armor tank, against many opponents it is sorely outmaneuvered or outgunned.

Cruisers

Non-combat T1 Amarr cruisers include the Arbitrator and the Augoror.

Tech 1

Augoror

Main article: Augoror

The Amarr support cruiser, the Augoror is one of the less common ships found in space. Its bonuses are not suited for direct combat – a 10% bonus to armor hit points and energy transfer array capacitor need per Amarr Cruiser level, and a 500% range bonus to energy transfer arrays. It has no mining bonuses and an only slightly above-average cargo hold and you have a ship suitable only for supporting ultra-high capacitor use activities.

Arbitrator

Main article: Arbitrator

The Arbitrator is the Amarr EWAR Cruiser, with a bonus to tracking disruptors. The Arbitrator is arguably the most flexible of all Amarrian ships, and perhaps the only wildcard in their Cruiser line, as it is capable of fielding 150 m3 worth of drones, giving it the ability to deal other types of damage than EM. With a 4/4/4 slot layout, it may not be able to focus extensively in any single area, but it can put up a decent shield or armor tank, as well as fitting either an energy vampire setup or a small complement of turrets in the high slots. It is also rather affordable, and while plenty of skills are required to bring out its full potential, with time and the right equipment the Arbitrator can serve as a highly useful disposable ship, mission runner and gang-support. Some players enjoy foregoing high slot equipment entirely, in order to fit a 1600 mm plate setup, using their drones exlusively for damage while absorbing fire with impunity.

Omen

Main article: Omen

For those players who cannot afford the Maller or dislikes its bulky look, the Omen offers a less-expensive and far better looking choice, although the tank on the Omen is nowhere as sturdy. However, the Omen gains a rate of fire bonus and a 15 m3 drone bay, and all at a higher base speed.

Maller

Main article: Maller

The strongest of the four Amarr cruisers, the Maller can arguably field the most impressive armor tank of all T1 cruisers. In addition to the typical laser turret capacitor bonus, the Maller also enjoys a 5% bonus to armor resistance per Amarr Cruiser level. With the Maller's 6 low slots, this allows for putting together a ship that may not out-damage its opponents but very frequently can outlast them. In missions the Maller may suffer from the lack of any drone capacity however.

Faction

Augoror Navy Issue

Main article: Augoror Navy Issue

The Augoror Navy Issue is the Amarr cruiser Loyalty Point reward. An Amarr heavy armor tanker, this vessel is a substantial upgrade over the standard issue Auguror, with 5 more slots (2 high, 1 mid, 2 low, for a total of 7/3/6), and an impressive bonus to armor per level of Amarr Cruisers. It is rounded out with a bonus to medium energy turret capacitor use.

Omen Navy Issue

Loyalty Points reward, also available via Contracts. A faster and better geared version of the Omen with a slightly larger drone bay (25 m3 in stead of 15 m3) and far better defensive options due to the 2 extra low slots. Its extra bonus compared to the Omen is a slightly higher Rate of Fire. The only drawback is its tighter cargohold.

Main article: Omen Navy Issue

(stub)

Tech 2 Heavy Assault

Sacrilege

Main article: Sacrilege

The Sacrilege is a powerful missile boat, slinging missiles as fast as most pilots fire rockets. It has devastating skill bonuses: a 5% reduction to capacitor recharge time and 5% increase in missile launcher rate of fire per Heavy Assault Ships skill, and a 5% bonus to armor resistance 5% bonus to heavy assault missile damage per Amarr Cruiser skill level. But with an average range of 14 km for Tech 1 heavy assault missiles, Sacrilege pilots need to kiss the enemy on the nose before they can start fighting. Luckily, the Sacrilege's reasonably high base speed, plentiful capacitor, and the fact that its armor is the most considerable of that of all Heavy Assault ships, means that it will have no problem bull-rushing into a fight and seeing it through.

Zealot

Main article: Zealot

With damage, range, capacitor need reduction, and rate of fire bonuses to laser turrets, the Zealot is a laser pilot's dream come true. Effective as both a "machine gun" or a long-range sniping ship (able to reach in excess of 100km), this ship is an excellent choice for any laser-lover. Even if it does not feature a bonus to armor resistances, all of its four skill bonuses being geared toward laser range, damage and capacitor economy, the Zealot's well-rounded armor resistances and ample low slots means that it can also put up an impressive tank, though understandably nowhere near as impressive as that of the Sacrilege. Nevertheless, with its higher speed and considerably greater range, chances are that it can whittle down its sibling rather easily from long range, given time.

Tech 2 Heavy Interdictor

Devoter

Main article: Devoter

The Devoter is the Amarr Heavy Interdictor. More often found in low- or null-sec space because of the role they play, these ships are capable of using a warp disruption field generator to create a permanent disruption in space into which no ships can warp, and which can actively pull passing ships out of warp as well, making them very useful both for fleet and gang work. However, as far as Heavy Interdictors go, the Devoter is less encountered, and generally considered an underpowered choice, mainly because of the bonuses it receives, and its lack of damage potential. Its immediately combat-relevant bonuses are an armor resistance bonus and a laser rate of fire bonus, with a laser capacitor use reduction bonus thrown in. However, with seven low slots and massive resistances, all added to thanks to a 5% bonus to resistances per skill level, practically a 25% bonus right away, the Devoter has tremendous staying power. This assures its usefulness, especially in smaller fleets and gangs.

Tech 2 Logistics

Guardian

Main article: Guardian

The Guardian is useful if you're fighting alongside either shield or armor tankers. Worth note is the capacitor consumption bonus for energy transfer arrays – because of the bonus, the ship actually gives more energy than the amount of capacitor it loses. A pair of Guardians bouncing capacitor back and forth will generate energy quickly, and can become a big source of capacitor for the fleet. Guardians are also very capable tankers, especially in groups of 3 that are all using their remote armor repair systems on each other.

Tech 2 Recon Ships

Curse

Main article: Curse (ship)

Previously considered the most powerful of the Recon Ships, now hotly debated after the rather predominant NOS nerf, the Curse enjoys a range of bonuses which nevertheless complement each other well – drone damage, tracking disruption, nosferatu/neutralizer power, and nosferatu/neutralizer range. The combination potentially allows a Curse to out-drain battleships, and do so from much further away, all while enjoying drone damage bonuses and EWAR support. This jet-black vessel is a threat to any ship not passively tanking with projectile turrets or missiles.

Pilgrim

Main article: Pilgrim

Although not as dangerous in open combat as the Curse, the Pilgrim is equally as frightening, due to its ability to cloak and choose its conflicts. The Pilgrim lacks the range bonus for energy vampires that the Curse has, but features all the other bonuses (to drone damage, tracking disruption, and nosferatu/neutralizer power). While perhaps not as useful in mid-size fleet support as the Falcon, Arazu, or Rapier, the Pilgrim, along with its brother, features the absolutely greatest damage potential and solo ability of all Recon ships, and as such it still is a ship to be deeply respected in small, ambush-style combat.

Tech 3 Strategic Cruisers

Legion

Main article: Legion

This is the Tech 3 Cruiser for Amarr. It was Released in the Apocrypha expansion but considered sub-par compared to the other faction's t3 cruisers. It features 5 subsystem slots. One for Defensive subsystems, one for Offensive subsystems, one for Engineering subsystems, one for Electronics subsystems and one Propulsion subsystems. There are 4 subsystems in each of the above catagoriess.

With the modular way of ship design the Legion can be used for a variety of tasks. For options read here.

Battlecruisers

Tech 1

Harbinger

Main article: Harbinger

The Harbinger is a battlecruiser straightforwardly meant to deal incredible damage. With 7 turret hardpoints and 8 high slots, this ship is built purely for DPS. Many popular Harbinger fittings include energy vampires to spare the capacitor, armor plating for a tank buffer, and an abundance of heat sinks to optimize damage output.

Prophecy

Main article: Prophecy

The Prophecy offers a mix of damage output and tanking. While never quite reaching the capabilities of the battleship-class, it can come very close to either with specialized setups. Given its likeness to ancient birds of prey, it is commonly called "The Golden Chicken," "The Flying Chicken," or some variant. Is sometimes equiped with projectile turrets because it lacks an energy weapon damage bonus.

Tech 2 Command Ships

Absolution

Main article: Absolution

As far as Command Ships go, the Absolution is perhaps the most juggernaut-like and purposefully aggressive. Anyone who has flown and liked a Harbinger will love the Absolution for its tremendously solid armor, with only a minor chink toward thermal damage, and its massive capacity for laser-based devastation. While it does not feature any defensive bonuses, its abundance of low slots allows it to boost its armor considerably, or add greatly to the already great damage that its six laser turrets can cause. Altogether, the Absolution fills a singular and very Amarr-like battle plan: Fly in, hit hard, and leave none alive. To take one down requires either overwhelming firepower or a group of ships and disabling measures.

Damnation

Main article: Damnation

The Damnation is an odd fleet Command Ship if ever there was one, but at the same time this is probably what makes it the most effective of all together with the right sort of fleet. Possessing even greater resistances than the already frightening ones of its sibling, the Absolution, it is a missile platform, able to project firepower that easily rivals that of many dedicated Caldari ships, and leaving its already massive capacitor free for supporting its tank fully. And, in addition to that, it features a significant bonus to the effectiveness of Armored Warfare links, allowing the Damnation to massively reinforce a fleet's armor with ease, making it immensely tough. When all these add up, the Damnation is easily the most immovable tank in all of EVE, short of Dreadnoughts and Titans, and even rivaling some of those closely. And on the off side, when not boosting a host of armed ships, it is very useful for improving the efficiency of and protecting mining operations.

Battleships

Tech 1

Armageddon

Main article: Armageddon

What the Apocalypse was intended to do for turrets, the Armageddon was intended to do for tanking. Until Revelations, this was the only 8 low-slot Battleship, allowing it the ability to field a tank – or support its 7 turrets – that was simply unmatched. However, with the arrival of the Tier 3 Battleships, the Armageddon's 8th low is less impressive, but for pilots not wanting to spend the kind of ISK a Tier 3 Battleship requires, the Armageddon remains a very potent choice that enjoys a rate of fire bonus, making its 7 turrets arguably equal to the Apocalypse's 8. Thanks to the factor of pricing (Armageddons are frequently sold on the market for as little as 35 million ISK) and the ability to range between being an immovable wall of armor or as good as a flying gun, and anything in between, the Armageddon is considered by many to be the ultimate fleet Battleship.

Apocalypse

Main article: Apocalypse

Prior to the arrival of the Abaddon, the Apocalypse was the ultimate expression of turret-based fury: 8 turret slots and bonuses to both capacitor use and size to ensure that the 8 turrets kept firing. No other ship could boast such an arsenal. Although many pilots contend the lack of damage bonuses keep the Apocalypse from competing with other battleships for pure damage, the Apocalypse remains a very popular ship for close and long-range engagements. In the Trinity 1.1 Boost Patch, the Apocalypse's 5% capacitor bonus was replaced by a 7.5% optimal range boost per Amarr Battleship skill level, giving it more sniping capability than other Amarr battleships.

Abaddon

Main article: Abaddon

In the release of Revelations, the Amarr were given a new lease on life in the battleship realm with a terror - the Abaddon. Bearing 8 turret hardpoints and the only per-level damage bonus among Amarr battleships, the Abaddon can unleash a light show unlike any other. With an armor resistance bonus as well, the Abaddon's 7 low slots and generous power grid ensure that the show will go on for quite some time.

The only concern pilots have about the Abaddon lies with the missing capacitor bonus: pilots must manage their capacitor carefully, as all but the highest level of full laser-based setups cannot fire and tank simultaneously for more than 2 or 3 minutes. The pilot must either cease fire when appropriate (partial or full), switch to a less demanding lens set, take a non-repair tank and rely on remote repairs, or fit a full rack of Projectile weapons instead. In the last case, damage is sacrificed for the ship to be able to devote its entire capacitor to using its resistance bonus and field an extremely powerful dual Armor Repair setup that can tank upwards of 800 DPS. There have been many attempts at fitting full-Tachyon setups as well, all of which have met with only mild success. Not because of a lack of powergrid capacity though, or even capacitor stress (thanks to boosters and extreme capacitor recharge setups), but because the Abaddon lacks CPU.

Faction

Apocalypse Navy Issue

Main article: Apocalypse Navy Issue

The Apocalypse Navy Issue is the Amarr battleship Loyalty Point reward. Superior in shielding, armor and structure to the already-fearsome Apocalypse, it adds a single low slot, making for an 8/4/8 setup. Were it not for its price tag and lack of availability, it could be considered the most fearsome fleet battleship of all, with tremendous range and damage potential.

Armageddon Navy Issue

Main article: Armageddon Navy Issue

The Armageddon navy issue is an upgraded version of the armageddon introduced in the Dominion expansion. It's only available by means of Loyalty Points gotten bij participation in Faction Warfare (i.e. 24th Imperial Crusade corporation). It lacks the range bonus of the Apocalypse and has one less turret slot but gets a decent rate of fire bonus and a 175m3 drone bay in return.

Tech 2 Black Ops

Redeemer

Main article: Redeemer

The Redeemer is the Amarr Black Ops Battleship. Like all ships of its class, its role and usefulness has been debated, largely because of the great amount of Cynosural Jammers placed around 0.0 security and player faction space, effectively inhibiting the usefulness of any Black Ops ship's Jump Drive. Besides from its role as a faction warfare ship, the Redeemer can largely be seen as a suped-up Armageddon, losing a turret point but gaining in all aspects including powergrid capacity, capacitor, resistances and speed. It also features a 7.5% tracking bonus to its large turrets, and adds unpredictability to its fortés, thanks to being capable of actually flying faster when cloaked at higher skill levels. As far as pure damage goes, the Redeemer is possibly the most impressive of all Black Ops, if not faced with a Sin at close range, able to mount and consistently fire six Tachyon Lasers, and operate five Heavy Drones.

Tech 2 Marauder

Paladin

Main article: Paladin

The Paladin is the Amarr Marauder. Only capable of mounting four turrets, but receiving a 100% damage bonus to its favored turret type, obviously heavy lasers as it is an Amarr ship, the Paladin, like all Marauder ships, is meant to dish out tremendous damage over long range. This, combined with several high slots left for space and a bonus to the range and speed of tractor beams, makes this beast a potential moving salvage operation, and understandably good for mission running. Unfortunately, also like all Marauder ships, it suffers from very weak sensors, and without support is thus swiftly countered by nearly any foe employing the right tactics. Adding to this, the Paladin also has a strong competitor in the only slightly slower, more than comparably powerful Sansha's Nation battleship, the Nightmare, which can deal similar damage but with better tracking, and without sacrificing sensor strength, though of course not featuring the same tanking ability.

Industrials

The Amarr Industrial ships are the Bestower and the Sigil. They are both notable for only requiring rank I of the Amarr Industrial skill to pilot.

Tech 1

Bestower

Main article: Bestower

While somewhat slower than the Sigil, the Bestower is not as skill-intensive as the high cargo industrial ships of the other races, only requiring the first level of Amarr Industrials to pilot.

Sigil

Main article: Sigil

The Sigil-class hauler is one of the fastest industrial ships in the game, thanks to a high base speed and five low-power slots.

Tech 2 Transport ships

The Amarr Transport ships are the Impel and the Prorator.

Impel

Main article: Impel

The Impel is an Amarr Transport Ship.

Prorator

Main article: Prorator

The Prorator is an Amarr Transport Ship.

Capital Ships

Carriers

Aeon

Main article: Aeon

The Aeon is the Amarr mothership-class carrier.

Archon

Main article: Archon

The Archon is the Amarr carrier.

Dreadnought

Revelation

Main article: Revelation

The Revelation is the Amarr Dreadnought.

Titan

Avatar

Main article: Avatar

The Avatar is the Amarr Titan.

Freighters

Tech 1

Providence

Main article: Providence

The Providence is the Amarr Freighter.

Tech 2 Jump Freighter

Ark

Main article: Ark

The Ark is the Amarr Jump Freighter.


v Amarr ships Caldari ships Gallente ships Minmatar ships

Frigates

Impairor | Crucifier | Executioner | Inquisitor | Magnate | Punisher | Tormentor

Ibis | Bantam | Condor | Griffin | Heron | Kestrel | Merlin

Velator | Atron | Imicus | Incursus | Maulus | Navitas | Tristan

Reaper | Breacher | Burst | Probe | Rifter | Slasher | Vigil

·Faction Frigates

Amarr Navy Slicer

Caldari Navy Hookbill

Gallente Navy Comet

Republic Fleet Firetail

··Assault Ships

Retribution | Vengeance

Harpy | Hawk

Enyo | Ishkur

Jaguar | Wolf

··Covert Ops

Anathema | Purifier

Buzzard | Manticore

Helios | Nemesis

Cheetah | Hound

··Electronic Attack Ships

Sentinel

Kitsune

Keres

Hyena

··Interceptors

Crusader | Malediction

Crow | Raptor

Ares | Taranis

Claw | Stiletto

Destroyers

Coercer

Cormorant

Catalyst

Thrasher

··Interdictors

Heretic

Flycatcher

Eris

Sabre

Cruisers

Arbitrator | Augoror | Maller | Omen

Blackbird | Caracal | Moa | Osprey

Celestis | Exequror | Thorax | Vexor

Bellicose | Rupture | Scythe | Stabber

·Faction Cruisers

Augoror Navy Issue | Omen Navy Issue

Caracal Navy Issue | Osprey Navy Issue

Exequror Navy Issue | Vexor Navy Issue

Scythe Fleet Issue | Stabber Fleet Issue

··Heavy Assault Ships

Sacrilege | Zealot

Cerberus | Eagle

Deimos | Ishtar

Muninn | Vagabond

··Heavy Interdictors

Devoter

Onyx

Phobos

Broadsword

··Logistics

Guardian

Basilisk

Oneiros

Scimitar

··Recon Ships

Curse | Pilgrim

Falcon | Rook

Arazu | Lachesis

Huginn | Rapier

··Strategic Cruisers

Legion

Tengu

Proteus

Loki

Battlecruisers

Prophecy | Harbinger

Ferox | Drake

Brutix | Myrmidon

Cyclone | Hurricane

··Command Ships

Absolution | Damnation

Nighthawk | Vulture

Astarte | Eos

Claymore | Sleipnir

Battleships

Apocalypse | Armageddon | Abaddon

Raven | Scorpion | Rokh

Dominix | Megathron | Hyperion

Tempest | Typhoon | Maelstrom

·Faction Battleships

Apocalypse Navy Issue | Armageddon Navy Issue

Raven Navy Issue | Scorpion Navy Issue

Megathron Navy Issue | Dominix Navy Issue

Tempest Fleet Issue | Typhoon Fleet Issue

··Black Ops

Redeemer

Widow

Sin

Panther

··Marauders

Paladin

Golem

Kronos

Vargur

Industrial Ships

Bestower | Sigil

Badger | Badger Mark II

Iteron | Iteron Mark II | Iteron Mark III | Iteron Mark IV | Iteron Mark V

Wreathe | Hoarder | Mammoth

··Transport Ships

Impel | Prorator

Bustard | Crane

Occator | Viator

Mastodon | Prowler

Carriers

Archon

Chimera

Thanatos

Nidhoggur

··Motherships

Aeon

Wyvern

Nyx

Hel

Dreadnoughts

Revelation

Phoenix

Moros

Naglfar

Titans

Avatar

Leviathan

Erebus

Ragnarok

Freighters

Providence

Charon

Obelisk

Fenrir

··Jump Freighters

Ark

Rhea

Anshar

Nomad

ORE Ships

Procurer | Retriever | Covetor | Skiff | Mackinaw | Hulk | Rorqual | Orca

Pirate Faction Ships

Cruor | Ashimmu | Bhaalgorn | Dramiel | Cynabal | Machariel | Daredevil | Vigilant | Vindicator | Worm | Gila | Rattlesnake | Succubus | Phantasm | Nightmare

Unique Ships

Gold Magnate | Silver Magnate | Armageddon Imperial Issue | Apocalypse Imperial Issue | Opux Luxury Yacht | Guardian-Vexor | Megathron Federate Issue | Raven State Issue | Tempest Tribal Issue | Apotheosis | Mimir | Freki | Adrestia | Utu | Zephyr | Primae



EVE Online Ships Guide
Wondering what the best set-ups for ship-fitting are? Need a complete compendium of important ship stats to make quick look-up? Looking forward to destroying the most challenging NPC ships? Then this EVE Online Ships Guide is inarguably what you need.

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