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Basic Knowledge and Techniques
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Shuttles are cheap transports allowing you to move considerably faster than you would in a Pod. They also have very small cargoholds (10m3) and can fit no modules.
Frigates are the smallest normal ship class in eve. Their speed and disposability make them useful for tackling. There are also frigates made to mine and haul. Every newbie should start here. See also EW Frigates, as these are a very important component of our new fleet makeup. Effective combat frigates have been marked with an asterisk (*), try to use only these in combat to avoid wasting time and looking rather silly.
|Caldari||Ibis||Bantam||Heron||Griffin *||Condor||Kestrel *||Merlin *|
|Gallente||Velator||Navitas||Imicus||Maulus *||Atron||Tristan *||Incursus *|
|Minmatar||Reaper||Burst||Probe||Vigil *||Slasher||Breacher||Rifter *|
Faction Frigates are mostly a curiosity and a bragging right; they cost far too much to be used in normal combat by normal pilots; they are mostly used by eccentric Isk-Billionaires.
|Faction||Racial Skills||Ship Name|
If you're new and want to know what the basic PvP loadouts are for your shiny new frigates, see the Newbie Frigate Setups guide.
Assault Frigates are heavier, stronger, and deadlier versions of Frigates. They are able to mount more guns and have stronger resistances, however they are much heavier and slower than normal frigates. Assault frigates are good at taking out other frigates at short - medium ranges. They can also NPC well and work as heavy Tacklers. Generally used in small-gang combat where their increased defenses over a standard frigate shine. Assault Frigates are generally too slow to work as fleet tacklers when compared to the far nimbler Interceptors class. These ships are terrible at everything, never fly one
There are two types of covert ops ships. the Anathema, Buzzard, Cheetah, and Helios are able to use covert ops cloaking devices to warp while cloaked. They are useful for scouting enemy fleets and setting warp-in points on them. They also have a bonus to Scan Probes launchers, allowing them to scan out enemy safespots. Information on flying covert ops ships effectively is available on the Scouting page.
The remaining frigates, the Hound, Manticore, Nemesis, and Purifier, are classified as stealth bombers. These frigates have a bonus to using the battleship-sized torpedo missile launchers, allowing them to fit them and having a bonus to be able to hit smaller ships with them. They can fit covert ops cloaks, so they can warp while cloaked. Stealth bombers are the only ship capable of using Bombs, which are expensive one-shot smartbombs that are designed to kill fighters and break up gatecamps. As of Apocrypha, these ships are no longer gimmicky trash. Now they are just gimmicky.
|Covert Ops||Stealth Bomber|
Interceptors are a Tech 2 frigate specialised in being extremely fast, manuverable and hard to pin down. They are used primarily in a tackler role, closing the gap between opposing fleets in the blink of an eye to lock down priority targets or provide a fleet warpin right on top of the enemy. Flying Interceptors is a topic unto itself.
Electronic Attack Ships are a new type of Tech 2 frigates introduced with the Trinity expansion in December 2007. Basically, they are frigate sized versions of the Combat Recon ships and fill much of the same support role in small and medium gangs. However, their solo capabilities are severely limited and in fact bordering on nonexistent; while they have excellent electronic warfare capabilities for their size, their damage output is low even by frigate standards.
Cruisers are the 'middle class' version of ships in Eve, and perhaps the most varied and versatile. There are cruisers built for PvP, PvE, mining, hauling, support, and various other tasks.
|Support||E. War||Light Combat||Heavy Combat|
|Amarr||Augoror (Navy Issue)||Arbitrator||Omen (Navy Issue)||Maller|
|Caldari||Osprey (Navy Issue)||Blackbird||Caracal (Navy Issue)||Moa|
|Gallente||Exequror (Navy Issue)||Celestis||Vexor (Navy Issue)||Thorax|
|Minmatar||Scythe (Fleet Issue)||Bellicose||Stabber (Fleet Issue)||Rupture|
|Faction||Racial skills||Pirate Cruiser|
Heavy Assault Cruisers are upgraded cruisers that have massive resistances and improved firepower. With the right setup, these ships can go toe-to-toe with a battleship. These ships are also excellent in PvE and running Complexes.
|Force Recon||Combat Recon|
Support cruisers, also called Logistics, are T2 cruisers that are used to support other ships in battle by restoring shield, armor, energy, and boosting their weapons.
Heavy interdictors are cruiser-sized interdictors with HAC resists. These are the only ships capable of using a Warp Disruption Field Generator, which is used either to prevent warping within a certain radius, or to focus as an "infinipoint" that prevents the target from warping, no matter its warp core strength.
Super cruisers for losing lots of your time and money blah blah
These ships use cruiser-sized weapons and mods, but can fit more of them and have stronger defenses. These ships are excellent for level 3 missions and can kill many battleship spawns in Scalding Pass with the right setups. The ships cost around 20-30 mil for the Tier 1 ships, and 40-50 mil for the Tier 2 ships. Training for a battlecruiser is an excellent choice for those whose skills are too low for battleships but want to fight the bigger stuff.
Command Ships are the advanced version of Battlecruisers. They have awesome resistances, dizzying arrays of firepower, and bonuses to using gang support modules.
|Field Command||Fleet Command|
These are the mainstay ships of the line in player-vs-player fleet battles, and are useful for doing most high-end PvE content. They tend to be slow-moving, with heavy weapons, and are very easy to lose if a player does not have the requisite support skills to fly them
|Tier 1||Tier 2||Tier 3|
|Amarr||Armageddon||Apocalypse (Navy Issue) (Imperial Issue)||Abaddon|
|Caldari||Scorpion||Raven (Navy Issue) (State Issue)||Rokh|
|Gallente||Dominix (Navy Issue)||Megathron (Navy Issue) (Federate Issue)||Hyperion|
|Minmatar||Typhoon||Tempest (Fleet Issue) (Tribal Issue)||Maelstrom|
|Faction||Racial skills||Pirate Battleship|
Black Ops battleships are the Tech 2 counterparts to regular battleships. They are over sized stealth bombers which can jump bridge certain ships through a Cynosural field. They are expensive and rarely travel alone because of this.
Marauders are elite Tier 2 Battleships. They come with more firepower, bigger cargo/tractor beam bonuses for hoarding loot, and bigger shields. Overall, they cost a ton but are good multipurpose highest-damage subcapitals. They lack significant sensor strength, so their default hulls are extremely susceptible to EWAR.
Capital ships require Racial Battleship V and several other long and expensive skills. Instead of using stargates, they must travel between systems by targeting their jump drive on a friendly Cynosural Field.
Dreadnoughts are huge Capital Ships that are used to destroy Player Owned Stations and engage opposing enemy capital ships. They mount massive weapons and use a Siege Module to afford them the strongest ship defenses attainable in eve, at the cost of becoming immobile for a significant amount of time. Dreadnoughts are essential for territorial warfare, deciding which side controls systems through judicious use of their firepower.
Carriers and their larger variants, Motherships, are Capital Ships designed to hold and deploy powerful fighter drones. They also have the ability to fit Warfare Link modules, in addition to certain logistic abilities, allowing friendly ships refit and to be carried within them. Carriers and Motherships can be deployed both as a heavy assault force delivering massive firepower in combat, or in a fleet support role by providing fighter cover and gang ability bonuses from afar. Costwise, carriers are entry level capital ships with a pricetag of under a billion ISK. Motherships provide their substantially improved abilities at far higher cost, starting at 15bn for a basic hull and several billion more to fit it out properly.
Titans are the ultimate end-game vessel, deployed as a powerful fleet flagship. They provide an automatic attribute bonus to all gang members and can fit a copious amount of Warfare Link modules, massively boosting the abilities of the friendly fleet. They also have a Clone Vat Bay, which allows members to set their clone to the Titan and continue fighting in the event of death. A Titan's Jump Bridge Array allows it to fill in as a makeshift stargate, transporting friendly forces through a Cynosural Field to bypass chokepoints and save traveling time. Finally, the Doomsday Weapon is the ultimate tool in fleet combat. This creates a massive and indiscriminate explosion around the Titan, easily capable of destroying unprepared vessels before they can escape.
Industrial ships are slow, massive hulks made for one purpose: Hauling mass quantities of stuff.
|Level 1||Level 2||Level 3||Level 4||Level 5|
|Caldari||Badger||Badger Mark II|
|Gallente||Iteron||Iteron Mark II||Iteron Mark III||Iteron Mark IV||Iteron Mark V|
Transport ships improve on the industrial concepts. Each race has two variants: A faster blockade runner which boasts extra speed and can use a covops cloak, and deep space transports with elephantine holds, massive resistances, and a warp core strength bonus.
|Deep Space||Blockade Runner|
Very large ships, able to transport a world and a half and then some. Also the slowest, bulkiest ships in the damn game - takes forever to align, speed up and warp out. Due to NO defensive capabilities, if you're not in a convoy when flying one in 0.0, you'll die eleven times out of ten.
Freighters are not capital ships.
Jump Freighters are Freighters with a built in jump drive, much like full Capital Ships. They have a significantly smaller cargohold than the standard freighters, but they can jump up to 5 LY - the same distance as a Dreadnought. They're also a fair bit tougher than standard freighters.
In Trinity 1.1, all Jump Freighters' speed bonus will be replaced with an agility bonus, the HP bonus will be extended to shields and armour (not just hull), and they will recieve an additional 25% cargo space by default.
Mining Barges are good at just that - Mining.
Exhumers are upgraded mining barges, each one made to excel at a different task.
|ORE / DCM Inc.||Orca|
Pirate Ships are ships constructed by a particular pirate faction. They typically draw bonuses from two different racial shiptypes, but with high levels in both they become extremely effective. Since they're only acquired by mission offers and the occasional BPC drop by faction rats/complexes, they also tend to be remarkably expensive.
|Angel||Minmatar + Gallente||Projectile||Dramiel||Cynabal||Machariel|
|Blood Raider||Amarr + Minmatar||Lasers + Nos||Cruor||Ashimmu||Bhaalgorn|
|Gurista||Caldari + Gallente||Hybrid + Missiles||Worm||Gila||Rattlesnake|
|Sansha||Amarr + Caldari||Lasers||Succubus||Phantasm||Nightmare|
|Serpentis||Gallente + Minmatar||Hybrid + MWD||Daredevil||Vigilant||Vindicator|
Rare ships are nearly-unique hulls usually given out by CCP at tournaments and roleplaying events. The number of them in the game is finite or nearly so, especially as CPP seems to give out less as time goes on.
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This category has the following 25 subcategories, out of 32 total.
Pages in category "Ships"
The following 175 pages are in this category, out of 245 total.