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Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in Command Burst efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet. Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited. Role bonus: Can use two Command Burst modules 100 % bonus to Command Burst area of effect range Command Ships skill level: 10 % bonus to Medium Energy Turret damage 5 % bonus to Medium Energy Turret rate of fire 3 % bonus to Armored Command and Information Command burst strength and duration Amarr Battlecruiser skill level: 10 % reduction in Medium Energy Turret activation cost 4 % bonus to all armor resistances |
Hitpoints | Resistancies | Uniformity* | Notes | ||||
EM | Explosive | Kinetic | Thermal | ||||
Shield: | 2,900 HP | 0 % | 87.5 % | 70 % | 20 % | 25 % | Peak passive recharge: 4.97143 HP/s |
Armor: | 5,300 HP | 50 % | 80 % | 62.5 % | 35 % | 25 % | |
Structure: | 4,600 HP | 33 % | 33 % | 33 % | 33 % | 0 % |
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Group | Name |
Tech I |
Harbinger |
Tech II |
Absolution |
Faction |
Harbinger Navy Issue |
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