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.
Tech I Battleships[]
Amarr Tech I Battleships | ||||
Abaddon |
Apocalypse |
Armageddon |
Caldari Tech I Battleships | ||||
Raven |
Rokh |
Scorpion |
Gallente Tech I Battleships | ||||
Dominix |
Hyperion |
Megathron |
Minmatar Tech I Battleships | ||||
Maelstrom |
Tempest |
Typhoon |
Tech II Battleships[]
Black Ops[]
The Black Ops battleships 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 II 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.
Amarr Black Ops | Caldari Black Ops | |||
Redeemer |
Widow |
Gallente Black Ops | Minmatar Black Ops | |||
Sin |
Panther |
Marauders[]
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.
Amarr Empire | Caldari State |
---|---|
Gallente Federation | Minmatar Republic |
Faction Battleships[]
Amarr Empire | Caldari State |
---|---|
| |
Gallente Federation | Minmatar Republic |
| |
Angel Cartel | Blood Raiders |
Guristas Pirates | Sansha's Nation |
Serpentis | |
Limited Edition Battleships[]
Amarr Empire | Caldari State |
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Gallente Federation | Minmatar Republic |
NPC Battleships[]
CONCORD Assembly |
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Rare and Game Master Battleships[]
Jovian Directorate |
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