Capital FAQ

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Author: Fort V2.00 Contributors: Author: Hygelac V1.00 Version: 2.00 Updated: 01/01/2008 Contents Capital Ships: Carrier FAQ 2.00



This FAQ covers the tier one Carrier in Eve, their uses, bugs and other frequently asked Questions. Whilst technically Mothership or Moms also belong to the ship type of ‘Carrier’, they are not part of this FAQ. In this FAQ the word Carrier is used when referring to these Tier one ships. Additionally you should note that this FAQ is intended to document only what you can and can’t do with a Carrier, it is not intended as a strategy guide for effective use of the ship in combat or logistics. This is especially important as opinions on strategy will no doubt vary greatly from player to player.


What is a Carrier?

The Eve Item Database description: "The carrier is an affordable capital ship and most major corporations are expected to fund and deploy at least one for their engagements. Motherships are a much larger variant of the carrier, and considerably more expensive. Both carrier types are equipped with standard Ship Maintenance Arrays, which allow for the storage and fitting of ships in open space. They operate just like corporate hangars, enabling pilots to access and equip ship modules if their access rights are sufficient. Motherships can host Rebirth facilities to support Rapid Fleet Deployment operations, but carriers cannot." In addition to Corporate Hangars and a Ship Maintenance Array, carriers can also carry fighters, can fit Gang modules and receive bonuses to remote repair modules to transfer shields, power and armor. The also have the longest Jump Drive range of all the Capital classes. Essentially, Carriers are strongly geared towards logistics and support operations.

What are the different types of Carrier?

There are 2 different types of Carrier available for each race, a smaller and larger version. The smaller tier 1 version is referred to as ‘Carrier’ whilst the larger tier 3 version is called a ‘Mothership’. This FAQ will only be considering the Carrier (Tier 1) version of the class and will refer to this ship as ‘Carrier’ for the purposes of this guide.

What are the attributes of the Carriers?

Here is a breakdown of the base stats of the Carriers:

  • Nidhoggur
    • Race: Minmatar
    • Description: Essentially a pared-down version of its big brother the Hel, the Nidhoggur nonetheless displays the same austerity of vision evident in its sibling. Quite purposefully created for nothing less than all-out warfare, and quite comfortable with that fact, the Nidhoggur will no doubt find itself a mainstay on many a battlefield.
    • Bonuses
      • 50% bonus to Shield and Armor transfer range per level
      • 5% reduction in Shield and Armor transfer duration per level
      • 99% reduction in CPU need for Warfare Link modules
      • Can deploy 1 additional Fighter per level
      • 200% bonus to Fighter control range
    • Attributes
      • Shields 22,500
      • Armor 22,500
      • Capacitor 35,000
      • Speed 90 m/s
      • Targeting Range 88 km
      • Sensor Strength 68 LADAR
      • Drone Capacity 90,000 m3
      • Cargo Capacity 3,375 m3
      • Corporate Hangar 10,000 m3
      • Ship Maintenance 1,000,000 m3
    • Hard points
      • High: 5
      • Med: 6
      • Low: 5
      • Turrets: 0
      • Missiles: 0
  • Archon
    • Race: Amarr
    • Description: The Archon was commissioned by the Amarr Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initiative issued by Navy Command in the wake of Emperor Kor-Azor’s assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.
    • Bonuses:
      • 50% bonus to Energy and Shield transfer range per level
      • 5% bonus to all Armor resistances per level
      • 99% reduction in CPU need for Warfare Link modules
      • Can deploy 1 additional Fighter per level
      • 200% bonus to Fighter control range
    • Attributes
      • Shields: 17,500
      • Armour: 27,500
      • Capacitor: 43,250
      • Speed: 70 m/s
      • Targeting Range: 93 km
      • Sensor Strength: 72 RADAR
      • Drone Capacity: 80,000 m3
      • Cargo Capacity: 3,300 m3
      • Corporate Hangar: 10,000 m3
      • Ship Maintenance: 1,000,000 m3
    • Hard points:
      • High: 5
      • Med: 4
      • Low: 7
      • Turrets: 0
      • Missiles: 0
  • Chimera
    • Race: Caldari
    • Description: The Chimera’s design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime. It was most famously flown by the legendary Admiral Yakia Tovil-Toba directly into Gallente Prime’s atmosphere, where it fragmented and struck several key locations on the planet. This event, where the good Admiral gave his life, marked the culmination of a week’s concentrated campaign of distraction which enabled the Caldari to evacuate their people from their besieged home planet. Where the Chimera roams, the Caldari remember.
    • Bonuses:
      • 50% bonus to Energy and Shield transfer range per level
      • 5% bonus to all Shield resistances per level
      • 99% reduction in CPU need for Warfare Link modules
      • Can deploy 1 additional Fighter per level
      • 200% bonus to Fighter control range
    • Attributes
      • Shields: 25,000
      • Armor: 20,000
      • Capacitor: 37,500
      • Speed: 65 m/s
      • Targeting Range: 110 km
      • Sensor Strength: 80 Gravimetric
      • Drone Capacity: 80,000 m3
      • Cargo Capacity: 3,475 m3
      • Corporate Hangar: 10,000 m3
      • Ship Maintenance: 1,000,000 m3
    • Hard points:
      • High: 5
      • Med: 7
      • Low: 4
      • Turrets: 0
      • Missiles: 0
  • Thanatos
    • Race: Gallente
    • Description: Sensing the need for a more moderately-priced version of the Nyx, Federation Navy authorities commissioned the design of the Thanatos. Designed to act primarily as a fighter carrier for small- to mid-scale engagements, its significant defensive capabilities and specially-fitted fighter bays make it ideal for its intended purpose.
    • Bonuses:
      • 50% bonus to Shield and Armor transfer range per level
      • 10% bonus to deployed Fighters’ damage per level
      • 99% reduction in CPU need for Warfare Link modules
      • Can deploy 1 additional Fighter per level
      • 200% bonus to Fighter control range
    • Attributes
      • Shields: 20,000
      • Armor: 25,000
      • Capacitor: 40,000
      • Speed: 75 m/s
      • Targeting Range: 100 km
      • Sensor Strength: 76 Magnometric
      • Drone Capacity: 100,000 m3
      • Cargo Capacity: 3,500 m3
      • Corporate Hangar: 10,000 m3
      • Ship Maintenance: 1,000,000 m3
    • Hard points:
      • High: 5
      • Med: 5
      • Low: 6
      • Turrets: 0
      • Missiles: 0

What is the build cost of a Carrier?

Carriers are the cheapest Capital Ship available. The average base price of the four carriers is ISK 779,809,415.00. This breaks down as follows: • Archon, ISK 768,568,380.00 • Chimera, ISK 733,826,590.00 • Thanatos, ISK 844,884,708.00 • Nidhoggur, ISK 771.957.982.00

How many fighters can each Carrier carry?

Each different type of fighter has the same volume, i.e. 5,000m. When compared against the 4 different Carriers within the scope of this FAQ, they can carry as follows: • Nidhoggur, 90,000m3 = 18 Fighters • Archon, 80,000m3 = 16 Fighters • Chimera, 80,000m3 = 16 Fighters • Thanatos, 100,000m3 = 20 Fighters

How many Ships can each Carrier carry?

Each Carrier has a ship maintenance array with 1,000,000m3 worth of space. this might sound like a lot, it isn’t because ships can only be put in the maintenance array once they are assembled; putting unassembled ships in the bay forces them to assemble. The space that a ship takes in the array is a factor of its ‘Volume’ attribute which can be found on the show info tab. Here are the average volumes of the various classes of ships: Name Average Volume Approx Ships*

  • Shuttles:
    • 5,000 m3 #200
  • Frigates:
    • 20,172 m3 #48
  • Electronic Attack Frigates:
    • Amarr I: 28,100 m3 # 35
    • Caldari I: 19,400 m3 # 51
    • Gallente I: 23,000 m3 # 44
    • Minmatar I: 17,400 m3 # 57
  • Assault Ships:
    • Amarr AS: 28,600 m3 # 35
    • Caldari AS: 16,300 m3 # 61
    • Gallente AS: 29,500 m3 # 33
    • Minmatar AS: 27,289 m3 # 36
  • Interceptors:
    • Amarr I: 28,100 m3 # 35
    • Caldari I: 19,400 m3 # 51
    • Gallente I: 23,000 m3 # 44
    • Minmatar I: 17,400 m3 # 57
  • Covert Opps:
    • Amarr I: 28,100 m3 # ??
    • Caldari I: 18,000 m3 # 55
    • Gallente I: 22,500 m3 # 44
    • Minmatar I: 17,400 m3 # 57
  • Destroyers:
    • Amarr Desi: 47,000 m3 # 21
    • Caldari Desi: 52,000 m3 # 19
    • Gallente Desi: 55,000 m3 # 18
    • Minmatar Desi: 43,000 m3 # 23
  • Interdictors:
    • Amarr Dictor: 47,000 m3 # 21
    • Caldari Dictor: 52,000 m3 # 19
    • Gallente Dictor: 55,000 m3 # 18
    • Minmatar Dictor: 43,000 m3 # 23
  • Cruisers: [Heaviest]
    • Amarr C: 120,000 m3 # 8
    • Caldari C: 107,000 m3 # 9
    • Gallente C: 115,000 m3 # 8
    • Minmatar C: 96,000 m3 # 10
  • Heavy Assault Cruisers:
    • Amarr HAC: 118,000 m3 # 8
    • Caldari HAC: 92,000 m3 # 10
    • Gallente HAC: 112,000 m3 # 8
    • Minmatar HAC: 96,000 m3 # 10
  • Heavy Interdictor:
    • Amarr HIC: 118,000 m3 # 8
    • Caldari HIC: 92,000 m3 # 10
    • Gallente HIC: 112,000 m3 # 8
    • Minmatar HIC: 96,000 m3 # 10
  • Recon:
    • Amarr Recon: 120,000 m3 # 8
    • Caldari Recon: 96,000 m3 # 10
    • Gallente Recon: 116,000 m3 # 8
    • Minmatar Recon: 85,000 m3 # 11
  • Logistics:
    • Amarr LOG: 115,000 m3 # 8
    • Caldari LOG: 107,000 m3 # 10
    • Gallente LOG: 113,000 m3 # 8
    • Minmatar LOG: 89,000 m3 # 11
  • Mining Barges:
    • Procurer: 100,000 m3 # 10
    • Retriever: 150,000 m3 # 6
    • Covetor: 200,00 m3 # 5
  • Elite Mining Barges:
    • Skiff: 100,000 m3 # 10
    • Mackinaw: 150,000 m3 # 6
    • Hulk: 200,000 m3 # 5
  • Battle cruisers:
    • Amarr BC: 234,000 m3 # 4
    • Caldari BC: 252,000 m3 # 3
    • Gallente BC: 270,00 m3 # 3
    • Minmatar BC: 216,000 m3 # 4
  • Command Ship:
    • Amarr CS: 234,000 m3 # 4
    • Caldari CS: 252,000 m3 # 3
    • Gallente CS: 270,00 m3 # 3
    • Minmatar CS: 216,000 m3 # 4
  • Industrials:
    • Amarr CS: 234,000 m3 # 4
    • Caldari CS: 252,000 m3 # 3
    • Gallente CS: 270,00 m3 # 3
    • Minmatar CS: 216,000 m3 # 4
  • Elite Industrials:
    • Amarr CS: 234,000 m3 # 4
    • Caldari CS: 252,000 m3 # 3
    • Gallente CS: 270,00 m3 # 3
    • Minmatar CS: 216,000 m3 # 4
  • Battleships:
    • Amarr BS Tier 1: 495,000 m3 # 2
    • Amarr BS Tier 2: 517,000 m3 # 1
    • Amarr BS Tier 3: 495,000 m3 # 2
    • Caldari BS Tier 1: 486,000 m3 # 2
    • Caldari BS Tier 2: 486,000 m3 # 2
    • Caldari BS Tier 3: 486,000 m3 # 2
    • Gallente BS Tier 1: 454,000 m3 # 2
    • Gallente BS Tier 2: 513,000 m3 # 1
    • Gallente BS Tier 3: 513,000 m3 # 1
    • Minmatar BS Tier 1: 414,000 m3 # 2
    • Minmatar BS Tier 2: 450,000 m3 # 2
    • Minmatar BS Tier 3: 472,000 m3 # 2
  • Marauder:
    • Amarr MAR: 517,500 m3 # 1
    • Caldari MAR: 486,000 m3 # 2
    • Gallente MAR: 513,00 m3 # 2
    • Minmatar MAR: 450,000 m3 # 2
  • Black Opps:
    • Amarr BOP: 495,000 m3 # 2
    • Caldari BOP: 468,000 m3 # 2
    • Gallente BOP: 454,00 m3 # 2
    • Minmatar BOP: 414,000 m3 # 2
  • Note, this is a rounded down figure based on the total carrying capacity divided by the average volume of all ships in the class and only useful as a guide to the potential carrying capacity of a Carrier

Carrier Navigation

Can Carriers enter warp?

Yes, carriers can warp around the system like any other ship, they can also be prevented from doing so by using a Warp Disruptor or Warp Scrambler or Interdiction sphere, like any other vessel.

How fast do Carriers warp?

Carriers warp at 1.5au per second.

Can Carriers jump through Star gates?

No, Carriers are far too large to get through a Star Gate.

Can Carriers Dock in Stations?

Yes, Carriers can dock in Stations just like any other vessel

How do carriers move between Systems?

Carriers like other capital ships, move between star systems by use of Jump Drive technology. Refer to the Jump Drives section for more information.

Gang Modules

What Gang Modules can a Carrier use?

There are no restrictions to the type of gang modules each Carrier can use, like Tech 1, Battle cruisers Carriers are only restricted by the pilot’s skills.

How many Gang Modules can a Carrier fit?

As a base, Carriers can only fit one gang module. However this can be increased by using a Command Processor Module.

Can I dock inside a Carrier?

NO! You cannot dock inside a Carrier.

What is a Fighter?

Fighters are described as: "single-pilot combat vessels, deployable from carriers and Motherships." In other words, they are cruiser equivalent combat drones, with a difference. Unlike most drones, they can be assigned to other pilots in your gang who can control them as if they were their own drones, they can also follow gang mates and enemies in warp throughout the system, although they cannot jump out of system. This nifty little feature means that if you tell your fighters to attack a target that warps when he is out of cap, the fighters will follow him and finish him off! Or perhaps follow the target to a POS, bounce out of the force field and get finished off by the anchored weaponry!

What are the different types of Fighter?

There are currently 4 classes of fighter, one for each race:

Name Einherji Race Minmatar Volume 5,000 m3 Shields 2,750 Armor 3,250 Speed 2,500 m/s Rate of Fire 3.75 secs Damage Mod 2.5x Primary Damage 50hp Explosive Secondary Damage 25hp Kinetic

Name Dragonfly Race Caldari Volume 5,000 m3 Shields 3,000 Armor 2,750 Speed 2,000 m/s Rate of Fire 6.38 secs Damage Mod 4.25x Primary Damage 50hp Kinetic Secondary Damage 25hp Thermal

Name Firbolg Race Gallente Volume 5,000 m3 Shields 2.500 Armor 3,000 Speed 2,250 m/s Rate of Fire 5.25 secs Damage Mod 3.5x Primary Damage 50hp Thermal Secondary Damage 25hp Kinetic

Name Templar Race Amarr Volume 5,000 m3 Shields 2,250 Armor 3,750 Speed 2,125 m/s Rate of Fire 6.00 secs Damage Mod 4x Primary Damage 50hp EM Secondary Damage 25hp Thermal

What is the build cost of a Fighter?

No doubt about it, fighters will cost you an arm and a leg. Mineral build requirements average around 18 million ISK each. This varies slightly for each fighter, with Firbolgs being the most expensive. Needless to say, this price will fluctuate with mineral prices/availability.

Can Fighters enter warp?

Yes, fighters will follow their controller or their target into warp. Their controller can either be the Carrier itself or a gang member who has been assigned use of the Fighters. If a target enters warp whilst under attack by the fighters, they will warp with the target and continue to attack once out of warp. If the target manages to dock, jumps, or enters a POS the drones will stay at the location where they lost lock.

Can Fighters jump through Star gates?


Can Fighters jump using the Carrier’s jump drive?

No, you must dock your fighters into the drone bay before Jumping

How do I assign Fighters to other Pilots?

Firstly you need to be in a gang with the pilot you wish to assign control to, using the Drone section of the Overview window, right click on the Fighter or group of Fighters you wish to assign and select the ‘Assign Control’ option from the context menu. Then select the name of the pilot from the list of pilots in your gang. The Fighters will then move to orbit, or warp to the gang pilot who is now in charge of the Fighters. Note that in very large gangs the list of pilots can actually be larger than your screen has room to display. I’ve encountered problems where I’m unable to assign drones to a particular pilot because his name is off-screen on the list. Additionally the list of pilots is not displayed in any order, making it difficult to find a pilot in large gang lists.

How do I get control of my Fighters?

After fighters have been assigned, it is a simple matter to recall them. Simply right-click on each fighter and select the ‘Return to Drone Bay’ options to have the fighters warp back to the carrier.

How many fighters can I assign to a pilot?

You can only assign as many fighters as that pilot is able to command. I.e. usually 5, unless they are in a ship with a drone control bonus.

Do fighters assigned to other pilots count towards my control limit?

Yes, if you have the skills to control 8 fighters and you assign 5 of them to another pilot, that doesn’t mean you can launch another 5! You can only launch as many drones as your skills allow, no matter to whom they are assigned.

Corporate Hangar Array

The Corporate Hangar array contained within a Carrier works in exactly the same way that the POS module of the same name works, but it happens to be located within a mobile vessel. From the Eve-Online POS guide: “The Corporation hanger allows you to store anything you want. When opened, the layout and naming of the hangers is exactly the same as your corporation office or HQ hangers. Although limited in space, there is more than enough to store ore, mods and loot.” In the Carrier’s case, the amount of storage space available is limited to 10,000m3. Which is not a lot, but sufficient to store ammo, interdiction spheres, drones and other supplies needed to support a small strike group.

•#3 Giant Container’s = 11,700m3 + 1000m3 leftover in Corp Hanger/Total of 12,700m3 •#6 Huge Container’s = 11,700m3 + 1000m3 leftover in Corp Hanger/Total of 12,700m3 •#15 Large Container’s = 11,700m3 + 250m3 leftover in Corp Hanger/Total of 11,950m3

Who Can access the Corporate Hangar?

Only members of your corporation can access your Carrier’s corp hangar by right-clicking on the vessel in space and choosing the ‘Corporate Hangar’ option. They have all the same permissions and access rights as if they were docked. For example, if a member cannot access the ‘Blueprints’ hangar normally, then this restriction will still apply to the carrier. There is an option whereby you can configure your carrier to allow access to all gang members. The pilot can right click on the Carrier when in space and select the ‘Config Ship’ option. This option brings up an option to allow gang members access. Note that this option is reset when Docking/Logging or Jumping. However, when you allow a gang member access to your corp hangar, that member is still not able to take from the hangar, but they can drop items into the hangars, see their contents and move those contents around.

Can the Carrier Pilot access restricted Hangars?

Yes, the carrier pilot can access restricted hangars, even if his normal access level denies it.

How close to you have to be to use the Corporate Hangar?

You need to be within 1,500m to add and remove items from the Corp Hangar

I heard that you can add 10,000m3 to each of the separate hangar divisions, is this true?

Sadly this is false, whilst this trick sometimes works with standard corporate hangar arrays; you can only add a total of 10,000m3 to your hangar array in the Carrier, no matter how you try to distribute items in the various divisions.

Ship Maintenance Array

The Ship Maintenance array contained within a Carrier works in exactly the same way that the POS module of the same name works, but it happens to be located within a mobile vessel: The Ship Maintenance Array structure allows you to store ships inside it to the Volume of 1,000,000m3. The Array also allows you to refit your modules in space. To do so, your ship must be the only ship within 5,000m of the Carrier. Ensure that your HUD is set to ‘Show Empty Modules’, then you can drag modules off of your Hi/Mid/Low slots and into your cargo hold. You can then drag modules out of your cargo hold into the empty module slots. There is no capacitor penalty for on-lining modules using a Maintenance Array. So you can completely refit your ship using the Carrier.

Who can Access the Ship Maintenance Array?

Only members of your Corp can access the array, but the ‘Configure Ship’ option, described in 6.1, will allow gang members full access to the hangar. You can both ‘store’ and ‘launch’ ships from the array while in space.

Can I put repackaged ships in the Maintenance Array?

No, you cannot. If you attempt to put a repacked ship in the Array, it will become ‘assembled’. Additionally, ships that have been assembled in this manner have been known to become bugged, noticeably with the ships cargo hold. It is always better to assemble the ship, and then add it to the array.

Can I ‘Store’ a ship in the array with a full Cargo hold?

Yes and No. Munitions are allowed to be stored in ships that are placed in the Carrier’s Array. No Fuels or Mods are allowed to be stored in the cargo hold of any ship in the Carrier’s Array.

Jump Drives

A Jump Drive is a portable version of the same device which allows Star gates to jump craft from system to system. The Jump Drive allows interstellar travel between systems without use of a gate. However you require fuel (Isotopes), and a navigation target or Cynosural Field in order to jump. The In-game description of how a jump drive works is here:

Jump Drives and Fuel

What Fuel does a Jump Drive need?

The fuel used for the jump itself is different depending on the race of the ship being jumped.

The fuels are as follows: • Amarr = Helium Isotopes • Caldari = Nitrogen Isotopes • Gallente = Oxygen Isotopes • Minmatar = Hydrogen Isotopes

These fuels can either be purchased off of the market, or refined from Ice Harvested from Ice Fields.

How much fuel does a Jump Drive need?

The Isotope fuel required for each jump is a factor of the distance traveled in light years, combined with the pilot’s level in the skill ‘Jump Drive Fuel Conservation’. As a base guide: 1 Light Year = 1,000 Racial Isotopes The Jump Drive Fuel Conservation skill modifies this as follows: “Proficiency at regulating energy flow to the jump drive. 100-unit reduction in ice consumption amount for jump drive operation per light year per skill level.”

  • Note that you should remember that just because a journey is ’10 jumps’ via Star gate, it doesn’t necessarily follow that it would be a long journey via Jump Drive, and the reverse also holds true. Some Star gates span tens of light years in a single jump.

Do you need energy to Jump?

Yes, Jump drives require a minimum of 70% capacitor to activate the jump. Additionally, when you jump you lose 70% of the energy in your capacitor.

How Many Light years can I Jump?

Each ship class has a different base range for use of the Jump Drive. Carriers have by far the greatest range of any jump capable ship. This range is also modified by the pilot’s proficiency in the skill ‘Jump Drive Calibration’. The BASE jump distances: • Carrier: 6.5 ly • Dreadnaught: 5 ly • Mothership: 4 ly • Titan: 3 ly The Jump Drive Calibration skill works as follows: “Skill at increased ranges for jump drive operation. 25% increase in maximum jump range per skill level.” So with maximum proficiency a Carrier can jump 13 light years.

Can I Jump while being Warp Scrambled?


Can I Jump whilst being fired upon/suffering from aggression?

Yes. There are rumors which state that if you are being locked by another ship, or aggressed by another ship (ECM/Missiles etc), that you cannot jump. This rumor is FALSE. The only things which will prevent you from Jumping are as follows: • Warp Scrambled • Not enough Fuel to reach your destination • Destination is out of jump range • Cyno field was created before you entered gang • Not enough Cap to Jump

Cynosural Fields

What is a Cynosural Field?

A Cynosural field is simply “The thing you Jump to”. In order to Jump you need to have a member of your gang move to your destination and then generate the field. A field requires both fuel and a special module. Once this field has been generated you can right-click on the member in your gang window and select the ‘Jump to’ option.

What is a Cynosural field Generator?

From the Item Database: “Generates a Cynosural field for capital ship jump drives to lock on to.” Using the generator to create a field brings with it certain penalties. While the module is active the pilot can no longer activate any other modules on his ship. All passive modules remain effective though. Additionally while the module is active you cannot warp, dock or move. However while the field is active, the pilot’s ship can be targeted, so there is no measure of protection! Finally, the module has a fixed activation period of 600 seconds. This means that whoever generates the field will be stuck there for 10 minutes. This time is fixed and can only be modified by using a Force Recon Elite Cruiser, which receives a role bonus to Cyno field generation.

What Fuel does a Cynosural Field generator need?

The Cyno field generator module requires Liquid Ozone as fuel. This can be bought off of the market or refined from Ice Product.

How much Fuel does a Cynosural Field generator need?

The fuel requirements for the Cyno field generator are a factor of the base requirement, modified by the pilot’s skill at using the module. The base requirement is: • 500 units per activation.

The skill Cynosural Field Theory modifies this quantity as follows: “Skill at creating effective Cynosural fields. 50-unit reduction in liquid ozone consumption for module activation per skill level.”

Who can see a Cynosural Field?

When you activate a Cyno field, it becomes instantly visible on the overview of every pilot in the system as a ‘warpable’ object. Additionally the Universe map (press f10) displays up-to-date locations of every cyno field currently being generated in the Eve Universe! Cyno fields are not ‘stealth’ tools.

What are the Security Status Restrictions?

Cynosural fields cannot be created in systems with a security status higher than 0.5. This effectively keeps Dreadnaughts, Carriers, Motherships and Titans out of empire.

Known Issues and Bugs with Carriers

Most Carrier bugs have been fixed, if you come across one please let me know so I can update this Document.

Undocking Causes Crashes


Remote Armor/Shield/Energy Transfers do not receive Ship bonus

CCP have stated that only Capital class modules will receive the bonuses to transfer modules, and have subsequently seeded the market with these modules. Using small, medium or large armor, shield or energy transfer modules will not benefit from the 50% bonus. If you want the bonus, you need to use the Capital modules.

Jump Radius on Universe Map is Incorrect

When using the Universe Map (press f10) the range of your jump drive is overlaid on top of the map. If you use the ‘Flatten Map’ option, this visual indicator is incorrect; this means that you may not be able to jump to systems at the extreme edge of your range because the flattening process makes the system appear closer than it is. Unfortunately there is no official mechanism or tool whereby you can accurately you’re your Jumps, however there is an excellent fan site which has become the standard for Capital ship users: Jump Route Planner Website:

Fighters do not MWD back to the Carrier


Fighter HUD only displays ‘Status’ when Fighters have been assigned.

It has been reported that sometimes when a fighter is assigned to another pilot, the ‘Drone’ section of the Overview window no longer displays damage information. There is no work around to this problem, you need to rely on the pilot who has the fighter control, to either lock or guess the state of the shields and armor of the fighter. But even then it’s difficult to know which drone to recall specifically.

Screen Freezes when Pilots access the Corp/Ship Arrays

When other players are refitting and or adding modules to the corp hangar array, the carrier pilot experiences temporary screen lockups during the whole process. So it’s best to do this in a quiet place away from the combat front. The lag generated during this process seems to vary greatly for no discernable reason.

Cyno Field Generators must be in Gang before activation

Before generating a Cynosural field, both the Cyno pilot and the Carrier pilot must be in the gang already. You cannot jump to a field that has been generated before you were in the same gang.

Cynosural Field Generators Conflict with Cloaking Devices


Corporate Hangar Array cannot be viewed in Station


Corporate Hangar Array shows incorrect Capacity information


Capital Modules

What is the Triage Module I

An electronic interface designed to augment and enhance a carrier's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.

This results in a great increase in the carrier's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic flux created by the triage module, remote effects like warp scrambling et al. will not affect the ship while in triage mode.

This also means that friendly remote effects will not work while in triage mode either. The flux only disrupts incoming effects, however, meaning the carrier can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the carrier able to dock until out of triage mode.

Note: A triage module requires Strontium clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use.


  • Max velocity bonus -100
  • Activation time / duration 600.00 sec
  • Max locked targets bonus 4

Capital Drone Control

Gives you one extra drone. You need Advanced Drone Interfacing to use this module, it gives you the ability to fit one drone control unit per level.

99% Reduction in CPU requirement when fitted to carriers and motherships.

Capital Remote Armor Rep?

This module uses nano-assemblers to repair damage done to the armor of the Target ship. Capital Use Only Lvl 1 -armor hp repaired 1500

Capital Shield Transfer?

Transfers shield power over to the target ship, aiding in its defense. Capital Use Only. Lvl 1 - shield bonus 1500

Capital Remote Hull Rep

This module uses nano-assemblers to repair damage done to the hull of the Target ship. Capital Ship Only Lvl 1 - structure hp repaired 750

Capital Energy Transfer

Transfers capacitor energy to another ship. Capital Use Only. Lvl 1 - energy transfer amount 2000

Capital Shield Booster

Expends energy to provide a quick boost in shield strength. Capital Use Only Lvl 1 - shield bonus 6400

Capital Armor Rep

This module uses nano-assemblers to repair damage done to the armor of the ship. Capital Use only Lvl 1 - armor hp repaired 9600

Tools and links for capital ship pilots