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Cruisers
From EVEWiki
Contents |
General
Cruisers are the solid mid-range workhorses of the EVE galaxy. Defense and offensive measure roughly three to four times those of a frigate. The class offers a wide variety of ships, suitable for many different lines of work. Cruisers tend to be average in most areas, offering a balanced compromise between effectiveness and cost. Although they may suffer from tracking issues against frigates depending on their weapons, they are capable of completing combat missions for Level II Agents and are often a second step for new players.
Cruisers also have an important role in industry, as cheap mining cruisers can effectively and safely mine in many areas. They require medium-class weaponry, armor/shields, rigs (Tech I cruisers always have 3 rig slots, Tech II have only 2) and propulsion modules. Cruisers in fleet warfare can be used for all roles, however they are vulnerable to battleship class vessels. The cruiser's bane are the Battlecruisers.
Tech I Cruisers cost between 3 and 8 million isk, Tech II cruisers between 85 and 150 million ISK. A Tech III cruiser including one set of subsystems costs roughly 350-400 million ISK.
Each faction uses 4 different hulls for their Tech I and Tech II cruisers, each one being used for 3 different types in a fixed pattern. Except for the Navy Issue Role 2 versions, the ships of one "class" often have a certain cruiser bonus in common.
Examples:
- the Gallente Celestis line ships that have a bonus to Sensor Dampener effectiveness;
- the Amarr Arbitrator class which has an unusual large Drone Bay and a bonus to drone hitpoints and damage,
- the Minmatar Bellicose hull ships which have a bonus to target painter effectiveness or
- the Caldari Moa class ships that all have a bonus to shield resistances.
| Hull Number | Role 1 | Role 2 | Role 3 | Amarr Class | Caldari Class | Gallente Class | Minmatar Class |
|---|---|---|---|---|---|---|---|
| Hull x09 | Tech I: Lightest Cruiser | Tech I: Navy Issue | Tech II: Logistics Ship | Augoror | Osprey | Exequror | Scythe |
| Hull x10 | Tech I: Light Cruiser | Tech II: Combat Recon Ship | Tech II: Force Recon Ship | Arbitrator | Blackbird | Celestis | Bellicose |
| Hull x11 | Tech I: Medium Cruiser | Tech I: Navy Issue | Tech II: Heavy Assault Ship | Omen | Caracal | Vexor | Stabber |
| Hull x12 | Tech I: Medium Cruiser | Tech II: Interdictor | Tech II: Heavy Assault Ship | Maller | Moa | Thorax | Rupture |
Navy and Fleet Issues
Each faction has two improved hulls (tier 1 and tier 3) that you can get with Loyalty Points; of which the tier 1 can only be gotten by engaging in Faction Warfare - or buying them by means of Contracts. These Navy (or in case of Minmatar: Fleet Issue) ships are substantially better than their normal counterparts and have far more energy resources to fit modules.
Average improvements:
- 21% more CPU
- 40% more Powergrid
- 19% speed increase
- 60% more hitpoints
- 18% increase in sensor strength
- 7% decrease in Signature Radius
- Number of slots increased by 20%
These improvements vary per ship though. Some Navy versions actually have some drawbacks; the Osprey and Exequror Navy Issue only have half the drone bay size of their counterparts and only get 1 extra slot. The Navy Augoror gets the best upgrades compared to its counterpart with 4 extra slots, more than double hitpoints and almost double powergrid.
Further:
- a 34% decrease in cargohold
Tech II Cruiser Roles & Bonuses
These ships often have a very specific support role to fulfill and aren't always as well suited for solo combat as regular ships of the same class. Tech 2 ships have a meta value of 5, are generally far more effective and powerful than Tech 1 ships, but require higher ranks of skills (or sometimes entirely new skills) to use, are more expensive, more specialized and can be harder to produce. Tech 2 ships typically cost over 100 million ISK and can be clearly identified by the orange mark "II" in the top left corner on the icon. A role unique to Tech II cruisers is that of logistics, replenishing a gang mate's armor, shield or energy.
Resistances
Next to their specific role bonuses, Tech II (and Tech III) cruisers also benefit from improved armor and shield resistances, making them a lot tougher than their Tech I counterparts. The Recon cruisers have a slightly smaller resistance bonus: the Combat Recon has 9% less and the Force Recon has 17% less resistances than the other Tech II cruisers.
| Shield EM | Shield Explosive | Shield Kinetic | Shield Thermal | Armor EM | Armor Explosive | Armor Kinetic | Armor Thermal | ||
|---|---|---|---|---|---|---|---|---|---|
| Amarr | Tech I | 0 % | 50 % | 40 % | 20 % | 50 % | 20 % | 25 % | 35 % |
| Amarr | Tech II | 0 % | 87.5 % | 70 % | 40 % | 50 % | 80 % | 62.5 % | 35 % |
| Caldari | Tech I | 0 % | 50 % | 40 % | 20 % | 50 % | 10 % | 25 % | 45 % |
| Caldari | Tech II | 0 % | 50 % | 70 % | 80 % | 50 % | 10 % | 62.5 % | 86.25 % |
| Gallente | Tech I | 0 % | 50 % | 40 % | 20 % | 50 % | 10 % | 35 % | 35 % |
| Gallente | Tech II | 0 % | 50 % | 85 % | 60 % | 50 % | 10 % | 83.75 % | 67.5 % |
| Minmatar | Tech I | 0 % | 50 % | 40 % | 20 % | 60 % | 10 % | 25 % | 35 % |
| Minmatar | Tech II | 75 % | 50 % | 40 % | 60 % | 90 % | 10 % | 25 % | 67.5 % |
There are 5 types of Tech II cruisers available:
Heavy Assault Ships
The heavy assault cruiser (HAC), also known as the heavy assault ship (HAS), is designed to be one of the best solo PvP combat ships available. Purely designed for optimized damage and often lacking any extra utility bonuses or drones. Modifiers are different for each faction/race and their corresponding weapons and defenses of choice. They may seem more vulnerable than Battlecruisers since they have less hitpoints and slots but they are extremely sturdy and have large resistance bonuses which makes them very hard to destroy.
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 Interdictors
T2 cruiser with fleet support utility, specialized in Electronic Warfare and creating Warp Disruption Fields - better known as "bubbles" - Area of Effect warp scrambling that prevent other ships from warping away. Can only be used in 0.0 systems. For obvious reasons widely used and popular with pirate corporations. None of the Interdictors are equiped with a drone bay but have extra resistance bonuses on top of the already generous T2 bonuses, making them the sturdiest of all cruisers
- 5% bonus to range of warp disruption fields per level
- Can fit warp disruption field generators
- 5% bonus to range of warp disruption fields per level
Logistics
Fleet Support Vessel. Gets large bonuses for utility devices that support other ships in the same fleet. Bonuses usually specific for the faction's preferences; Amarr Logistics are specialized in Energy Transfer and Armor Repair while Caldari Logistics specialize in shields.
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, but are rarely used in actual player combat; any logistics cruiser would be called as a target immediately and would be destroyed first in a battle, before it could be useful. 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
Combat Recon Ships
Electronic Superiority Ships. Having the same Electronic Warfare bonuses as the corresponding faction's Force Recon Ships but more offensively designed with an additional bonus for weapons systems - but lacking the Cynosural Field Generator option and Cloaking Device bonuses. Because of their specialization Covert Ops cruisers usually have more medium slots and CPU and less powergrid and low slots than other Tech II cruisers of the same faction
Force Recon Ships
Cloaked EW vessels like the Combat Recon Ship but sacrificing a part of its offensive power for the ability to make use of Covert Ops Cloaking Devices and make Cynosural Fields, required to operate a Jump Drive. For Capital Ships, this is the only way to travel from system to system, because they cannot use Stargates.
- 80% reduction in liquid ozone consumption for cynosural field generation
- 50% reduction in cynosural field duration
- Can fit covert cynosural field generators
- -96% to -100% reduction in Cloaking Device CPU use per level
- 80% reduction in liquid ozone consumption for cynosural field generation
Amarr Cruisers
As is the case with all Amarr ships, their Cruisers tend to have a good Capacitor needed for Laser turrets but a relatively weak CPU processor. They have the strongest armour and largest cargo bay of all factions and their amount of total hit points (hull, armour and shields) is usually above average. And like many other Amarr ships a lot of them can't fit all high slots with weapon modules.
Amarr Tech I Cruisers
| Name | Hull Type | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech I | Augoror | A08 | 5 | 2 | 4 | 3/0 | 475 MW | 225 tf | 937 GJ | 465 m3 | 5 m3 | 153 m/s | Armour, Energy Transfer |
| Arbitrator | A09 | 4 | 4 | 4 | 2/1 | 575 MW | 300 tf | 1062 GJ | 345 m3 | 150 m3 | 159 m/s | Drones, Tracking Disruptor | |
| Omen | A10 | 5 | 3 | 5 | 5/1 | 730 MW | 250 tf | 1250 GJ | 450 m3 | 15 m3 | 181 m/s | Medium Energy Turrets | |
| Maller | A11 | 6 | 3 | 6 | 5/0 | 900 MW | 280 tf | 1500 GJ | 280 m3 | - | 164 m/s | Medium Energy Turrets, Armour | |
| Faction | Augoror Navy Issue | A08 | 7 | 3 | 5 | 5/0 | 885 MW | 310 tf | 1500 GJ | 250 m3 | 15 m3 | 164 m/s | Medium Energy Turrets, Armour |
| Omen Navy Issue | A10 | 7 | 3 | 6 | 5/0 | 950 MW | 335 tf | 1625 GJ | 250 m3 | 25 m3 | 192 m/s | Medium Energy Turrets |
Amarr Tech II Cruisers
| Name | Hull Type | Role | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech II | Sacrilege | A11 | Assault | 5 | 4 | 6 | 4/5 | 1030 MW | 400 tf | 1625 GJ | 615 m3 | 15 m3 | 198 m/s | Missiles, Armour |
| Zealot | A10 | Assault | 7 | 3 | 5 | 5/0 | 1180 MW | 310 tf | 1500 GJ | 240 m3 | - | 209 m/s | Medium Energy Turrets | |
| Devoter | A11 | Interdictor * | 7 | 3 | 6 | 4/0 | 1265 MW | 388 tf | 1625 GJ | 280 m3 | - | 203 m/s | Medium Energy Turrets, Armour | |
| Guardian | A08 | Logistics | 5 | 2 | 6 | 3/0 | 1075 MW | 310 tf | 1500 GJ | 465 m3 | 25 m3 | 209 m/s | Energy Transfer, Remote Armor Repair | |
| Curse | A09 | Combat Recon | 4 | 6 | 5 | 2/4 | 900 MW | 380 tf | 1250 GJ | 345 m3 | 150 m3 | 175 m/s | Tr. Disruptor, Drones, Energy Vamp/Neut | |
| Pilgrim | A09 | Force Recon * | 5 | 5 | 4 | 3/0 | 950 MW | 350 tf | 1250 GJ | 315 m3 | 150 m3 | 164 m/s | Tr. Disruptor, Drones, Energy Vamp/Neut |
* For Role bonuses see paragraph 2: Tech II Cruiser Role Bonuses
For the Amarr Tech III cruiser Legion see Amarr Subsystems
Caldari Cruisers
Like all Caldari ships, their Cruisers have the thickest shields of all factions and an abundance of mid slots at the expense of low slots. As their frigate counterparts, they have a very strong CPU, a good number of high slots and strong sensors with a very long target range. But they are also are relatively slow, depend heavily on their shields and have minimal or no drone capacity.
Caldari cruisers lend themselves very well for L2 missions as they can equip Assault Missile Launchers that can launch light missiles at a high rate, which makes NPC frigates an easier target.
Caldari Tech I Cruisers
| Name | Hull Type | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech I | Osprey | C09 | 3 | 4 | 4 | 3/2 | 475 MW | 275 tf | 843 GJ | 485 m3 | 20 m3 | 153 m/s | Mining, Shield Transporters |
| Blackbird | C10 | 2 | 6 | 4 | 3/3 | 525 MW | 400 tf | 850 GJ | 305 m3 | - | 181 m/s | Target Jammer | |
| Caracal | C11 | 2 | 5 | 5 | 2/5 | 530 MW | 350 tf | 1062 GJ | 450 m3 | 10 m3 | 178 m/s | Medium Missiles | |
| Moa | C12 | 4 | 4 | 6 | 5/2 | 780 MW | 360 tf | 1375 GJ | 250 m3 | 15 m3 | 164 m/s | Medium Hybrid Turrets, Shield | |
| Faction | Osprey Navy Issue | C09 | 3 | 5 | 4 | 2/4 | 540 MW | 365 tf | 1063 GJ | 485 m3 | 10 m3 | 225 m/s | Missile Lauchers |
| Caracal Navy Issue | C11 | 4 | 5 | 6 | 2/6 | 690 MW | 415 tf | 1375 GJ | 250 m3 | 15 m3 | 164 m/s | (Kinetic) Missiles |
Caldari Tech II Cruisers
| Name | Hull Type | Role | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech II | Cerberus | C11 | Assault | 4 | 5 | 6 | 0/5 | 635 MW | 440 tf | 1062 GJ | 650 m3 | - | (Kinetic) Missiles |
| Eagle | C12 | Assault | 4 | 5 | 6 | 5/2 | 875 MW | 438 tf | 1100 GJ | 450 m3 | - | Medium Hybrid Turret. Shield | |
| Onyx | C12 | Interdictor * | 4 | 6 | 6 | 0/5 | 835 MW | 560 tf | 1063 GJ | 450 m3 | - | (Kinetic) Missiles, Shield | |
| Basilisk | C09 | Logistics | 2 | 5 | 6 | 1/2 | 825 MW | 510 tf | 1375 GJ | 485 m3 | 25 m3 | Shield Transport and Transfer | |
| Rook | C10 | Combat Recon | 3 | 7 | 5 | 2/5 | 600 MW | 600 tf | 1062 GJ | 305 m3 | 25 m3 | Target Jammer, Missiles | |
| Falcon | C10 | Force Recon * | 3 | 7 | 4 | 3/1 | 700 MW | 500 tf | 1094 GJ | 315 m3 | 10 m3 | Target Jammer, Hybrid Turrets |
* For Role bonuses see paragraph 2: Tech II Cruiser Role Bonuses
For the Caldari Tech III Cruiser Tengu see Caldari Subsystems
Gallente Cruisers
The drone-heavy Gallente cruisers form the backbone of the Gallente Federal Navy. Their shields are even thicker than those of their Caldari adversaries and their total hitpoints usually even surpass those of the sturdy Amarr ships.
Gallente Tech I Cruisers
| Name | Hull Type | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech I | Exequror | G09 | 3 | 4 | 4 | 4/0 | 500 MW | 250 tf | 1000 GJ | 600 m3 | 40 m3 | 159 m/s | Cargo Capacity, Remote Armor Repair |
| Celestis | G10 | 3 | 5 | 4 | 3/2 | 575 MW | 325 tf | 1125 GJ | 320 m3 | 40 m3 | 181 m/s | Hybrid Turret, Sensor Dampener | |
| Vexor | G11 | 4 | 3 | 5 | 4/0 | 675 MW | 270 tf | 1250 GJ | 480 m3 | 100 m3 | 159 m/s | Hybrid Turret, Drones, Mining | |
| Thorax | G12 | 5 | 3 | 6 | 5/0 | 820 MW | 300 tf | 1375 GJ | 265 m3 | 50 m3 | 170 m/s | Hybrid Turret, MWD | |
| Faction | Exequror Navy Issue | G09 | 5 | 3 | 4 | 4/0 | 760 MW | 280 tf | 1375 GJ | 265 m3 | 20 m3 | 248 m/s | Medium Hybrid Turret |
| Vexor Navy Issue | G11 | 6 | 3 | 5 | 5/0 | 700 MW | 300 tf | 1375 GJ | 265 m3 | 100 m3 | 170 m/s | Hybrid Turret, Drones, Mining |
Gallente Tech II Cruisers
| Name | Hull Type | Role | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech II | Deimos | G12 | Assault | 6 | 3 | 6 | 5/0 | 990 MW | 350 tf | 1375 GJ | 315 m3 | 50 m3 | Medium Hybrid Turret, MWD |
| Ishtar | G11 | Assault | 5 | 5 | 5 | 3/0 | 700 MW | 285 tf | 1125 GJ | 460 m3 | 125 m3 | Drones, Medium Hybrid Turret | |
| Phobos | G12 | Interdictor * | 6 | 4 | 6 | 5/0 | 1165 MW | 375 tf | 1375 GJ | 315 m3 | - | Medium Hybrid Turret, Armour | |
| Oneiros | G09 | Logistics | 4 | 5 | 4 | 2/0 | 850 MW | 370 tf | 1375 GJ | 600 m3 | 50 m3 | Armor Repair, Tracking Link | |
| Lachesis | G10 | Combat Recon | 3 | 7 | 5 | 3/3 | 800 MW | 450 tf | 1125 GJ | 320 m3 | 40 m3 | Warp Disrupt, Sensor Dampener, Hybrid, Missiles | |
| Arazu | G10 | Force Recon * | 4 | 6 | 4 | 3/1 | 750 MW | 420 tf | 1156 GJ | 315 m3 | 40 m3 | Warp Disrupt, Sensor Dampener, Hybrid Turret |
* For Role bonuses see paragraph 2: Tech II Cruiser Role Bonuses
For the Gallente Tech III Cruiser Proteus see Gallente Subsystems
Minmatar Cruisers
Fastest of all cruisers, Minmatar cruisers specialize in gun turrets and have a good number of high slots. All of their ships are very versatile and have the possibility of a mixed weapon fitting and a drone bay. Their weak points being their low hitpoints and small target range; also the fact that they have to use mixed weaponry on basically all of their ships is also not always seen as an asset. Minmatar Tech II cruisers have exceptional shields, they're the only faction that has shield EM resistance.
Minmatar Tech I Cruisers
| Name | Hull Type | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech I | Scythe | M09 | 3 | 3 | 5 | 3/2 | 425 MW | 225 tf | 781 GJ | 440 m3 | 5 m3 | 209 m/s | Mining, Tracking Links |
| Bellicose | M10 | 3 | 4 | 5 | 3/3 | 575 MW | 250 tf | 937 GJ | 315 m3 | 40 m3 | 209 m/s | Projectile Turret, Target Painter | |
| Stabber | M11 | 3 | 3 | 6 | 4/2 | 700 MW | 300 tf | 1062 GJ | 420 m3 | 5 m3 | 231 m/s | Projectile, Velocity | |
| Rupture | M12 | 5 | 3 | 6 | 4/3 | 860 MW | 325 tf | 1250 GJ | 300 m3 | 30 m3 | 192 m/s | Projectile Turret | |
| Faction | Scythe Fleet Issue | M09 | 3 | 4 | 6 | 3/3 | 745 MW | 275 tf | 1062 GJ | 440 m3 | 25 m3 | 270 m/s | Projectile Turret, Missile Launcher |
| Stabber Fleet Issue | M11 | 6 | 4 | 5 | 5/3 | 950 MW | 312 tf | 1250 GJ | 275 m3 | 40 m3 | 248 m/s | Medium Projectile Turret |
Minmatar Tech II Cruisers
| Name | Hull Type | Role | Low Slots | Mid Slots | High Slots | T / L | Powergrid | CPU | Capacitor | Cargo | Drones | Velocity | Bonus | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tech II | Muninn | M12 | Assault | 5 | 3 | 7 | 5/3 | 1160 MW | 355 tf | 1250 GJ | 415 m3 | 25 m3 | 196 m/s | Medium Projectile Turret |
| Vagabond | M11 | Assault | 5 | 4 | 6 | 5/2 | 855 MW | 395 tf | 1062 GJ | 360 m3 | 25 m3 | 239 m/s | Medium Projectile Turret, Velocity | |
| Broadsword | M12 | Interdictor * | 4 | 6 | 6 | 5/3 | 1010 MW | 392 tf | 1250 GJ | 452 m3 | - | 214 m/s | Projectile Turret, Shield | |
| Scimitar | M09 | Logistics | 4 | 5 | 4 | 2/1 | 550 MW | 495 tf | 1250 GJ | 440 m3 | 45 m3 | 253 m/s | Shield Transp. & Maint., Tracking Link | |
| Huginn | M10 | Combat Recon | 3 | 6 | 6 | 3/3 | 750 MW | 400 tf | 1063 GJ | 315 m3 | 40 m3 | 209 m/s | Projectiles/Missiles, Target P, Stasis W | |
| Rapier | M10 | Force Recon * | 4 | 6 | 4 | 3/1 | 750 MW | 450 tf | 1093 GJ | 315 m3 | 40 m3 | 192 m/s | Projectiles, Target Painter |
* For Role bonuses see paragraph 2: Tech II Cruiser Role Bonuses
For the Minmatar Tech III Cruiser Loki see Minmatar Subsystems
| Cruisers | |||
|---|---|---|---|
| Amarr | Caldari | Gallente | Minmatar |
| Augoror | Osprey | Exequror | Scythe |
| Arbitrator | Blackbird | Celestis | Bellicose |
| Omen | Caracal | Vexor | Stabber |
| Maller | Moa | Thorax | Rupture |
| Ships by Race, Type, and Faction |
|---|
| Race: Amarr | Caldari | Gallente | Minmatar |
| Ship Type: Shuttles | Frigates | Covert Ops | Interceptors | Assault Ships | Electronic Attack Ships | Destroyers | Interdictors |
| Cruisers | Heavy Assault Ships | Heavy Interdictors | Logistics | Recon Ships | Battlecruisers | Command Ships | Strategic Cruisers |
| Battleships | Marauders | Black Ops | Dreadnoughts | Carriers | Titans |
| Freighters | Jump Freighters | Industrials | Transport Ships | Mining Barges | Exhumers |
| Faction: Amarr Empire | Caldari State | Gallente Federation | Minmatar Republic |
| Serpentis | The Blood Raider Covenant | Angel Cartel | Guristas Pirates | Sansha's Nation |
|
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