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Cruisers

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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


Source(s): Game solutions

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

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.

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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