Navy Dreadnoughts & Destroyers in Uprising!

Hello Capsuleers!

We are pleased to announce that coming with the Uprising expansion are new Navy Dreadnoughts and new Navy Destroyers!

These will be arriving on Sisi later today (don’t be alarmed if some of the stats appear different from the below, as Sisi is a test server, and some of the details are still being finalized!)

Navy Dreadnoughts

Naglfar Fleet Issue

Versatility in fleet ship designs has long been a watchword of Minmatar naval doctrine, and the Naglfar Fleet Issue continues that tradition by building on the strengths of the already highly-adaptable base Naglfar-class. Across-the-board upgrades to defenses, improved repair systems, and enhanced projectile weapon systems significantly improve the performance and capabilities of the Republic Fleet’s new variant of a revered capital ship design. Improvements to utility and energy systems round out a package that transforms an already formidable fleet and siege action platform into a vessel that any foe would rather avoid.
"Jarvika the Fang was a raider by nature but did not stint when arming a full war host against his mightiest foes." – Warlords of the Tronhadar (Caravanserai Press, 2nd Ed. YC119)

Ship Bonuses
Minmatar Dreadnought:

7.5% bonus to Capital Projectile Turret damage
5% bonus to Capital Projectile Turret rate of fire
7.5% bonus to Shield Booster amount
7.5% bonus to Armor Repairer amount
Role Bonus:

Can fit a Siege module
5.0x penalty to Entosis Link cycle time

Fitting Stats
Powergrid: 640,000 MW
CPU: 900 tf
Capacitor Capacity: 50,000 GJ
Capacitor Recharge Time: 1h 1m 0s

Slot Layout
High: 6
Medium: 6
Low: 6
Launchers: 0
Turrets: 3

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 80 m/sec
Inertia Modifier: 0.04 x
Warp Speed: 1.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 95,500 m
Max Locked Targets: 7
Sensor Strength: 40 points
Signature Radius: 11,000 m
Scan Resolution: 90mm

Structure
Structure Hitpoints: 143,250 HP
Mass: 1,260,000,000.00 kg
Volume: 15,500,000.00 m3
Cargo Capacity: 2,900.00 m3
Fleet Hanger Capacity: 10,000.00 m3
Ship Maintenance Bay Capacity: 1,000,000.00 m3
Fuel Bay Capacity: 8,000.00 m3

Shields
Shield Capacity: 143,250 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 143,250 HP
Armor EM Resist: 60%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 10%

Phoenix Navy Issue

Caldari doctrine focuses on distributed fleets with well-equipped and independently operating squadrons of agile strikeforces, nevertheless the State has always maintained a powerful capital fleet capability. Military reforms in the wake of losses suffered by the State during the Triglavian Invasions included significant programs aimed at improving the core dreadnought fleets of the Caldari Navy. The result is the Phoenix Navy Issue: a vessel equipped with heavier shields, significantly upgraded capital missile systems, and enhanced with target-painting technology to improve the application of its powerful weapons against any target this heavily-fanged monster cares to destroy.
“Let the stars be the target of your arrows, that you may strike all your foes under them.” – Analects of the Raata Empire

Ship Bonuses
Caldari Dreadnought:

4.0% bonus to all shield resistances
7.5% bonus to XL Cruise, XL Torpedo and Torpedo damage
10.0% reduction in Missile Launcher reload time
7.5% bonus to Target Painter effectiveness
Role Bonus:

Can fit a Siege module
5.0x penalty to Entosis Link cycle time

Fitting Stats
Powergrid: 575,000 MW
CPU: 1010 tf
Capacitor Capacity: 52,500 GJ
Capacitor Recharge Time: 1h 4m 10s

Slot Layout
High: 5
Medium: 8
Low: 5
Launchers: 3
Turrets: 0

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 70 m/sec
Inertia Modifier: 0.04 x
Warp Speed: 1.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 115,000 m
Max Locked Targets: 7
Sensor Strength: 49 points
Signature Radius: 11,200 m
Scan Resolution: 75mm

Structure
Structure Hitpoints: 156,300 HP
Mass: 1,270,000,000.00 kg
Volume: 16,250,000.00 m3
Cargo Capacity: 2,750.00 m3
Fleet Hanger Capacity: 10,000.00 m3
Ship Maintenance Bay Capacity: 1,000,000.00 m3
Fuel Bay Capacity: 8,000.00 m3

Shields
Shield Capacity: 156,300 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 130,200 HP
Armor EM Resist: 50%
Armor Thermal Resist: 45%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 10%

Revelation Navy Issue

Imperial Navy planners regard the Revelation-class dreadnoughts as a mainstay of Amarr military capability, with numerous variants having been developed from the basic class, including several marks of planetary assault dreadnoughts. For fleet actions and sieges of space installations, the Ministry of War required that an upgraded Revelation Navy Issue be equipped with even heavier armor, the most powerful capital energy weapons possible, and an effective capacitor warfare capability. The enhanced naval variant of the storied Revelation-class is a divine beast that amply epitomizes the Amarr way of war.
“Let not your sword sleep in your hand, till the cities of God be built across heaven’s band.” – The Scriptures, Book of Graces 11:29

Ship Bonuses
Amarr Dreadnought:

4.0% bonus to all armor resistances
7.5% bonus to Capital Energy Turret Damage
25.0% bonus to Capital Energy Nosferatu energy transfer amount and optimal range
10.0% bonus to Capital Energy Turret activation cost
Role Bonus:

Can fit a Siege module
5.0x penalty to Entosis Link cycle time

Fitting Stats
Powergrid: 825,000 MW
CPU: 770 tf
Capacitor Capacity: WiP
Capacitor Recharge Time: WiP

Slot Layout
High: 6
Medium: 4
Low: 8
Launchers: 0
Turrets: 3

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 75 m/sec
Inertia Modifier: 0.04 x
Warp Speed: 1.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 97,500 m
Max Locked Targets: 7
Sensor Strength: 42 points
Signature Radius: 11,200 m
Scan Resolution: 85mm

Structure
Structure Hitpoints: 169,500 HP
Mass: 1,290,000,000.00 kg
Volume: 18,500,000.00 m3
Cargo Capacity: 2,175.00 m3
Fleet Hanger Capacity: 10,000.00 m3
Ship Maintenance Bay Capacity: 1,000,000.00 m3
Fuel Bay Capacity: 8,000.00 m3

Shields
Shield Capacity: 117,150 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 169,500 HP
Armor EM Resist: 50%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 20%

Moros Navy Issue

The shift of Gallente naval doctrine from over-reliance on drones to an acceptance of the reality that heavy guns mounted on well-protected platforms are a key element in winning fleet actions in space is dramatically illustrated by the changing role of the venerable Moros-class dreadnought. Once a vessel that was essentially a super-heavy drone carrier, the Moros-class has fallen into line with other dreadnoughts as a formidable capital gun platform. The Moros Navy Issue variant has been upgraded with heavy armor and repair systems meaning it can sustain tremendous punishment while its upgraded weapon systems deal out destruction on those targets pinned by its enhanced warp disruptors.
“The Second Siege of Cylle was lifted when the invaders’ assault faltered in the traps and was repulsed by our own siege engines.” – War Commentaries of dos Rouvenor

Ship Bonuses
Gallente Dreadnought:

7.5% bonus to Capital Hybrid Turret damage
5.0% bonus to Capital Hybrid Turret rate of fire and optimal range
5.0% bonus to Armor Repairer cycle time and amount
20.0% bonus to Warp Scrambler and Warp Disruptor strength and optimal range
Role Bonus:

Can fit a Siege module
5.0x penalty to Entosis Link cycle time

Fitting Stats
Powergrid: 680,000 MW
CPU: 800 tf
Capacitor Capacity: 54,500.00 GJ
Capacitor Recharge Time: 1h 6m 40s

Slot Layout
High: 5
Medium: 5
Low: 8
Launchers: 0
Turrets: 3

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 75 m/sec
Inertia Modifier: 0.04 x
Warp Speed: 1.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 105,000 m
Max Locked Targets: 7
Sensor Strength: 45 points
Signature Radius: 11,200 m
Scan Resolution: 80mm

Structure
Structure Hitpoints: 182,250 HP
Mass: 1,250,000,000.00 kg
Volume: 17,550,000.00 m3
Cargo Capacity: 2,550.00 m3
Fleet Hanger Capacity: 10,000.00 m3
Ship Maintenance Bay Capacity: 1,000,000.00 m3
Fuel Bay Capacity: 8,000.00 m3

Shields
Shield Capacity: 130,200 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 156,300 HP
Armor EM Resist: 50%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 35%
Armor Explosive Resist: 10%

Navy Destroyers

Initially, just the bonuses were released to those in attendance at Eve Vegas, but we can share the current full stats below!

Thrasher Fleet Issue

The Republic Fleet’s requirements for an upgraded Thrasher focused on the doctrinal strengths of the Minmatar: speed and unleashing a hailstorm of projectile fire upon any foe in range. To that end, the designers of the Thrasher Fleet Issue paid great attention to the engine systems and reducing the downsides of using high-performance microwarpdrive propulsion modules. The improvements to weapons systems significantly increased projectile rate of fire and the range of effective firing solutions. Increased firepower at range came at the cost of reduced tracking systems and dedicated defensive module support, but additional base shield and armor were crammed into the design by the canny Minmatar designers.

Ship Bonuses
Minmatar Destroyer:

5.0% bonus to Small Projectile Turret damage
5.0% bonus to Small Projectile Turret rate of fire
10% reduction in Microwarpdrive signature radius penalty
Role Bonus:

50.0% bonus to Small Projectile Turret optimal range and falloff

Fitting Stats
Powergrid: 62 MW
CPU: 177tf
Capacitor Capacity: 550 GJ
Capacitor Recharge Time: 4m 50s

Slot Layout
High: 7
Medium: 3
Low: 3
Launchers: 1
Turrets: 6

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 293 m/sec
Inertia Modifier: 2.75 x
Warp Speed: 4.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 30,000 m
Max Locked Targets: 6
Sensor Strength: 10 points
Signature Radius: 56 m
Scan Resolution: 550mm

Structure
Structure Hitpoints: 1,125 HP
Mass: 1,600,000.00 kg
Volume: 43,000.00 m3
Cargo Capacity: 400.00 m3

Shields
Shield Capacity: 1,200 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 1,125 HP
Armor EM Resist: 60%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 10%

Cormorant Navy Issue

With the Cormorant well-established as a long-range anti-frigate platform, the Caldari Navy issued upgrade requirements that specified further enhancements to its ability to hit at range together with considerable improvements to defensive shield systems. Overhauling and expanding the energy systems and core processing systems to support these changes called for many changes to the base Cormorant’s design. A joint tender from the megacorporations of the Ocean Faction proposing a total rebuild of the internal workings of the ship won the day. The resulting Caldari Navy variant of this proven railgun platform is ideally set up for sustained long-range engagements.

Ship Bonuses
Caldari Destroyer:

5.0% bonus to Small Hybrid Turret damage
10.0% bonus to Small Hybrid Turret Optimal Range
10.0% bonus to Shield Booster amount
Role Bonus:

50.0% bonus to Small Hybrid Turret optimal range and falloff

Fitting Stats
Powergrid: 71 MW
CPU: 215 tf
Capacitor Capacity: 600 GJ
Capacitor Recharge Time: 5m 20s

Slot Layout
High: 7
Medium: 4
Low: 2
Launchers: 1
Turrets: 6

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 255 m/sec
Inertia Modifier: 2.78 x
Warp Speed: 4.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 40,000 m
Max Locked Targets: 7
Sensor Strength: 13 points
Signature Radius: 65 m
Scan Resolution: 475 mm

Structure
Structure Hitpoints: 1,050 HP
Mass: 1,700,000.00 kg
Volume: 52,000.00 m3
Cargo Capacity: 425.00 m3

Shields
Shield Capacity: 1,350 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 1,050 HP
Armor EM Resist: 60%
Armor Thermal Resist: 45%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 10%

Coercer Navy Issue

Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy’s continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible.

Ship Bonuses
Amarr Destroyer:

7.5% bonus to armor hitpoints
7.5% bonus to Small Energy Turret damage
10.0% reduction in Small Energy Turret and Energy Neutralizer activation cost
10.0% bonus to Energy Neutralizer strength
Role Bonus:

50.0% bonus to Small Energy Turret optimal range and falloff

Fitting Stats
Powergrid: 73 MW
CPU: 172 tf
Capacitor Capacity: 700 GJ
Capacitor Recharge Time: 6m 10s

Slot Layout
High: 7
Medium: 2
Low: 4
Launchers: 0
Turrets: 6

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 260 m/sec
Inertia Modifier: 2.78 x
Warp Speed: 4.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 34,000 m
Max Locked Targets: 7
Sensor Strength: 11 points
Signature Radius: 65 m
Scan Resolution: 475 mm

Structure
Structure Hitpoints: 1,200 HP
Mass: 1,650,000.00 kg
Volume: 47,000.00 m3
Cargo Capacity: 375.00 m3

Shields
Shield Capacity: 1,050 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 1,050 HP
Armor EM Resist: 60%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 25%
Armor Explosive Resist: 20%

Catalyst Navy Issue

Despite its reputation for over-reliance on drones, the Federation Navy makes use of a number of powerful “gunboat” designs at every scale of combat and the Catalyst’s well-earned reputation as a potent anti-frigate platform led to a Navy Issue upgrade program. The Navy’s updated Catalyst has been enhanced with improved armor technology and highly-efficient weapon systems. To accompany the improved agility and speed of this tough gun platform, the Gallente oriented their new Navy Issue variant towards increased target acquisition at range.

Ship Bonuses
Gallente Destroyer:

10.0% bonus to Small Hybrid Turret damage
7.5% bonus to Armor Repairer amount
15.0% reduction in Armor Plate mass penalty
Role Bonus:

50.0% bonus to Small Hybrid Turret optimal range and falloff

Fitting Stats
Powergrid: 85 MW
CPU: 185 tf
Capacitor Capacity: 650 GJ
Capacitor Recharge Time: 5m 50s

Slot Layout
High: 7
Medium: 3
Low: 3
Launchers: 0
Turrets: 6

Rigs
Rig Slots: 3
Calibration: 400

Navigation
Max Velocity: 280 m/sec
Inertia Modifier: 2.65 x
Warp Speed: 4.50 AU/s

Drones
Drone Capacity: 0 m3
Drone Bandwidth: 0.00 Mbit/sec

Targeting
Max Target Range: 35,000 m
Max Locked Targets: 7
Sensor Strength: 12 points
Signature Radius: 68 m
Scan Resolution: 500 mm

Structure
Structure Hitpoints: 1,350 HP
Mass: 1,650,000.00 kg
Volume: 47,000.00 m3
Cargo Capacity: 375.00 m3

Shields
Shield Capacity: 1,125 HP
Shield EM Resist: 0%
Shield Thermal Resist: 20%
Shield Kinetic Resist: 40%
Shield Explosive Resist: 50%

Armor
Armor Hitpoints: 1,050 HP
Armor EM Resist: 60%
Armor Thermal Resist: 35%
Armor Kinetic Resist: 35%
Armor Explosive Resist: 10%

That’s it for the stats so far - Please feel free to use this thread to discuss any feedback you have, we’d love to hear it!

15 Likes

First :slight_smile:

Very excited to see the new dreads!

3 Likes

overpriced for little more power probably will be wery rare on use…

1 Like

T1 destroyers are too slow. These look too slow as well.

1 Like

“Fleet Hanger Capacity: 10,000.00 m3
Ship Maintenance Bay Capacity: 1,000,000.00 m3
Fleet Hanger Capacity: 8,000.00 m3”

What precisely does this mean? We have 18k fleet hangar, we have 10k fleet hangar or we have 8k fleet hangar?

1 Like

in the “ship bonus” is it per skill lvl like the baseline dreads?

Where will the Navy dreads be seeded from? FW LP Store or normal Empire LP store?

1 Like

Just updated this - the second one here should have been " Fuel Bay Capacity" - good spot!

2 Likes

Will any work be done on the Pirate Faction Dreads. In particularly the build cost for the Vehement, it’s a complete joke compared to the other two as are its bonus’. they definitely need looking at!

Not currently no - you can find all the other ships that are having a balance update currently scheduled over here: Balance Updates Coming with Uprising!

I guess these will be particularly good in CRAB sites and other capital PvE, and in wormhole brawls where mass limits define the fight parameters.

Someone please 1v1 a super vs a navy dread and see how it ends up.

Navy Thrasher looks to be about 2k/s cold and Navy catalyst looks like it can get around 1.9k/s. Not blistering fast, but faster than T1 and still workable with mods.

Not to mention, with all the range bonuses on the corm navy, we probably don’t want that to be significantly faster otherwise it’ll just be longbow rail corm 2.0.

Interesting redesigns of the Moros and Phoenix. I just wish CCP had redesigned the Revelation into the design from the Empyrean Age book cover:

The Coercer looks quite sexy.

4 Likes

2.5 would be about right. They should be generally faster than cruisers, this is how ship classes work for everything except T1 destroyers, because of ??? CCP reasons. And yeah range bonuses are horrible.

Compared with these new ships…
Consider any improvements for the pirate fraction dreadnoughts?

Can’t wait until the Uprising expansion arrives on 8 November? You can test all the above ships over on the Singularity test server right now and check out the full details on stats for the new navy destroyers and dreadnoughts over on the EVE Online forums.

Thats what it said in the article on the website.
Sadly the ships arent on the market on sisi when will they be?

Kiki is 2.2k/s cold without any mods. So navy thrasher isn’t too far off. And 2.2k/s is still plenty useable considering kiki’s are everywhere.

They’re everywhere for a bunch of other reasons, they aren’t that fast. Vedmak is faster lol

1 Like

On SISI the Navy Rev has a Neut bonus as well to the Nos bonus, is this intentional? If so it completely overshadows the Chemosh by 10% per level and with the damage/resistance bonus it far outclasses that ship. When taking cost into account it sidelines a ship that isn’t even used anyways because it doesn’t provide enough benefit for the cost.

Looking at the preview pictures, the Moros and Revelation seem to have clipping issues with the logo.

I sure hope this is not the final quality for them. It’s probably attributable to the LOD settings, but logo clipping shouldn’t happen at all.