# Navy Dreadnoughts & Destroyers in Uprising!

**URL:** <https://forums.eveonline.com/t/navy-dreadnoughts-destroyers-in-uprising/382634>\
**Category:** Balance and Mechanics\
**Created:** [November 1, 2022, 3:00pm UTC](https://forums.eveonline.com/t/navy-dreadnoughts-destroyers-in-uprising/382634 "2022-11-01T15:00:43Z")\
**Posts on this page:** 1\
**Showing post:** 1

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**Author:** ![CCP\_Zelus](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_zelus/32/382070_2.png) [@CCP\_Zelus](https://forums.eveonline.com/u/CCP_Zelus)\
**Post date:** [November 1, 2022, 3:00pm UTC](https://forums.eveonline.com/t/navy-dreadnoughts-destroyers-in-uprising/382634/1 "2022-11-01T15:00:43Z")

</div>

Hello Capsuleers!

We are pleased to announce that coming with the [Uprising expansion](https://www.eveonline.com/news/view/uprising-landing-8-nov) 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!

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_[View the full topic](https://forums.eveonline.com/t/navy-dreadnoughts-destroyers-in-uprising/382634)._
