Cruisers

Each of the four major player factions manufactures four distinct regular cruisers, and two special navy cruisers. After some time flying frigates and destroyers, most players will want to upgrade to a cruiser. They are available to Alpha players, with just a handful of additional skills to be trained.

Regular cruisers are a good choice for young players running combat sites, as their larger tanks make them much more forgiving for surviving difficult encounters. This page provides fits for players who are in their first month of gameplay. Copy the fits on this page to your clipboard, and import them in the fitting window in-game. Tweak as you see fit!

Check out the 4-part video series that details each player faction's combat cruisers, skills that are important to train for PvE combat, and the combat sites that young Alpha players are capable of tackling. You can also find full playthroughs of each pirate faction's DED-rated 4-of-10 site over on my Youtube channel, using an alpha character with roughly 1.5 million skill points. Additional playthroughs can be found on each cruiser's dedicated fitting page.

The Amarr cruisers video guide is planned for release on Sunday, March 19th.
The Caldari cruisers video guide is planned for release on Sunday, March 26th.
The Gallente cruisers video guide is planned for release on Sunday, April 2nd.
The Minmatar cruisers video guide is planned for release on Sunday, April 9th.

Amarr

Emblem for the Amarr player faction

Maller

The Maller's armor resistance bonus and six low power slots make it highly surviveable for players first training into cruisers. While it lacks a utility high-power slot, young players can take advantage of its damage bonus to handle many of the easy to mid-tier combat sites even while fitting a probe launcher.

Omen

While not as tanky as the Maller, the Omen shares an identical slot layout while gaining a capacitor usage bonus for energy turrets. Its larger drone bay gives it more room to grow as the player trains their drone skills.

Arbitrator

While the Arbitrator's bonus to weapon disruption probably makes its more suitable for specialized PvP roles, its three missile launcher hardpoints and deep drone bay can be fun to play with for more experienced pilots. It has a utility high-power slot, as well as two turret hardpoints, allowing it to choose between a probe launcher for running combat signatures, or an energy turret for sticking with combat anomalies.

Augoror Navy Issue

With significant bonuses to damage and armor hit points, as well as seven low power slots, the Augoror Navy Issue is a strong alternative to the Maller. It has two utility high-power slots, allowing it to fit a probe launcher as well as one extra module, such as a salvager or tractor beam.

Omen Navy Issue

With bonuses to both damage and optimal range, as well as seven low power slots, the Omen Navy Issue is a strong alternative to either the Maller or Omen. It has a utility high-power slot, allowing it to fit a probe launcher.

Base Ship Attributes

Ship Name Shield HP Armor HP Structure HP CPU Power Grid Drone Bay Drone Bandwidth Capacitor Targeting Range Velocity
Maller 1,000 2,300 1,700 300 1,150 15 15 1,625 47.5 205
Omen 1,200 1,700 1,500 330 1,000 40 40 1,600 55.0 260
Arbitrator 1,100 1,500 1,600 370 695 150 50 1,375 70.0 200
Augoror Navy Issue 1,600 3,100 2,800 320 1,150 15 15 1,500 42.5 215
Omen Navy Issue 1,800 2,550 2,250 335 960 50 50 1,650 57.5 265

Maller - First PvE Maller

A low-cost fit capable of running Blood or Sansha combat anomalies, or the 3/10 combat signatures named the Blood Raider Intelligence Collection Point or Sansha's Command Relay Outpost.

Engage at a range of 10 kilometers with Multifrequency crystals, or 25 kilometers with Radio crystals. Use keep-at-range against frigates or destroyers, or orbit against cruiser or larger ships. The ship is cap stable, so the armor repairer can be run indefinitely.

[Maller, First Pulse Maller]
Heat Sink II
Heat Sink II
Compact Thermal Energized Membrane
Compact EM Energized Membrane
Damage Control II
Medium Armor Repairer II

10MN Monopropellant Enduring Afterburner
Large Compact Pb-Acid Cap Battery
Cap Recharger II

Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Acolyte I x3

Core Scanner Probe I x8
Radio M x4
Standard M x4
Multifrequency M x4

Omen - First PvE Omen

A low-cost fit equally capable of running similar combat sites, at longer range.

Engage at a range of 20 kilometers with Multifrequency crystals, or as far as 50 kilometers with Radio crystals.

[Omen, First Beam Omen]
Heat Sink II
Compact Thermal Energized Membrane
Compact EM Energized Membrane
Mark I Compact Capacitor Power Relay
Damage Control II
Medium Armor Repairer II

10MN Monopropellant Enduring Afterburner
Medium Cap Battery II
Cap Recharger II

Heavy Modulated Energy Beam I
Heavy Modulated Energy Beam I
Heavy Modulated Energy Beam I
Heavy Modulated Energy Beam I
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Acolyte I x8

Core Scanner Probe I x8
Radio M x4
Standard M x4
Multifrequency M x4

Caldari

Emblem for the Caldari player faction

Caracal

The Caracal's bonuses to missile rate of fire and maximum velocity make it a great first choice for kiting combat sites. While it lacks a utility high-power slot, young players can still find success fitting rapid light missile launchers.

Moa

The Moa's bonus to shield resistances make it a tanky alternative to the Caracal, though it will take extra skill training for young Caldari pilots to take advantage of its medium hybrid turret damage bonus.

Caracal Navy Issue

With a slightly higher bonus to missile rate of fire and an extra launcher hardpoint, the Caracal Navy Issue is a strong alternative to the regular Caracal. Its bonus to missile explosion radius allows it to apply damage better to smaller targets when fitting heavy missiles or heavy assault missiles.

Osprey Navy Issue

With a significant bonus to missile damage while retaining the maximum velocity bonus, the Osprey Navy Issue is a more kitey alternative to the regular Caracal. It has two utility high-power slots, or two turret hardpoints, allowing players to choose whether to fit a probe launcher.

Base Ship Attributes

Ship Name Shield HP Armor HP Structure HP CPU Power Grid Drone Bay Drone Bandwidth Capacitor Targeting Range Velocity
Caracal 1,700 1,200 1,400 430 630 10 10 1,250 57.5 230
Moa 2,500 1,000 1,500 380 850 15 15 1,550 55.0 190
Caracal Navy Issue 3,000 1,950 2,250 465 900 25 25 1,450 57.5 210
Osprey Navy Issue 2,550 1,800 2,100 450 730 25 25 1,450 60.0 260

Caracal - First PvE Caracal

[Caracal, First RLM Caracal]
Ballistic Control System II
Ballistic Control System II
Type-D Restrained Capacitor Flux Coil
Type-D Restrained Capacitor Flux Coil

10MN Monopropellant Enduring Afterburner
Large Compact Pb-Acid Cap Battery
Large Azeotropic Restrained Shield Extender
Medium Shield Booster II
Enduring Multispectrum Shield Hardener

Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Core Probe Launcher I

Medium Ancillary Current Router I
Medium Core Defense Operational Solidifier I
Medium Hydraulic Bay Thrusters I

Hornet I x2

Scourge Light Missile x3000
Core Scanner Probe I x8

Moa - First PvE Moa

[Moa, First Rail Moa]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Mark I Compact Power Diagnostic System
Mark I Compact Power Diagnostic System

10MN Monopropellant Enduring Afterburner
Large Compact Pb-Acid Cap Battery
Large Clarity Ward Enduring Shield Booster
Enduring Multispectrum Shield Hardener
Cap Recharger II

200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Kinetic Shield Reinforcer I

Hornet I x3

Core Scanner Probe I x8
Iron Charge M x3000
Lead Charge M x3000
Antimatter Charge M x3000

Gallente

Emblem for the Gallente player faction

Thorax

The Thorax's bonus to turret tracking make it a great first choice for young Gallente pilots, allowing it to hit smaller targets with relative ease. While it lacks a utility high-power slot, players can take advantage of its damage bonus to handle many of the easy to mid-tier combat sites even while fitting a probe launcher.

Vexor

The Vexor's drone bonuses and deep drone bay make it a great choice for young or experienced pilots alike. It also lacks a utility high-power slot, but its damage bonuses make it equally capable while fitting a probe launcher.

Vexor Navy Issue

With bonuses to both damage and tracking speed, along with a deep drone bay, the Vexor Navy Issue is a strong alternative to both the Thorax and Vexor. The armor repair bonus and six low power slots make it an armor-tanking powerhouse, giving experienced Omega pilots perhaps the most capable navy cruiser for PvE activities. It has a utility high-power slot, allowing it to fit a probe launcher.

Exequror Navy Issue

With a significant bonus to damage, as well as a bonus to turret falloff, the Exequror Navy Issue is a strong alternative to the Thorax. Its reduction in armor plate mass penalty allows it to retain its speed and maneuverability even while fitting an armor plate. It has a utility high-power slot, allowing it to fit a probe launcher.

Base Ship Attributes

Ship Name Shield HP Armor HP Structure HP CPU Power Grid Drone Bay Drone Bandwidth Capacitor Targeting Range Velocity
Thorax 1,200 1,600 1,600 330 820 50 50 1,450 52.5 240
Vexor 1,100 2,000 2,000 300 700 125 75 1,450 52.5 195
Vexor Navy Issue 1,650 3,000 3,000 350 850 200 75 1,500 52.5 210
Exequror Navy Issue 1,800 1,950 2,550 340 1,030 25 25 1,500 47.5 280

Thorax - First PvE Thorax

[Thorax, First Rail Thorax]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Reactive Armor Hardener
Damage Control II
Medium Armor Repairer II

10MN Monopropellant Enduring Afterburner
Medium Cap Battery II
Cap Recharger II
Cap Recharger II

200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Auxiliary Nano Pump I

Hobgoblin I x10

Core Scanner Probe I x8
Antimatter Charge M x2500
Lead Charge M x2500
Iron Charge M x2500

Vexor - First PvE Vexor

[Vexor, First Rail Vexor]
Drone Damage Amplifier II
Drone Damage Amplifier II
Reactive Armor Hardener
Damage Control II
Medium Armor Repairer II

10MN Monopropellant Enduring Afterburner
Medium Cap Battery II
Cap Recharger II
Cap Recharger II

200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
200mm Prototype Gauss Gun
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Auxiliary Nano Pump I

Ogre I x3
Hobgoblin I x4
Hammerhead I x3

Core Scanner Probe I x8
Antimatter Charge M x2500
Lead Charge M x2500
Iron Charge M x2500

Minmatar

Emblem for the Minmatar player faction

Rupture

The Rupture's bonuses to both damage and rate of fire make it a good first choice for young Minmatar pilots, though its slot layout and higher armor hit points may be counterintuitive for younger pilots fighting against the Angel Cartel. It has a utility high-power slot, as well as a single launcher hardpoint, allowing players to choose between a probe launcher or missile launcher.

Stabber

The Stabber's bonuses to rate of fire and falloff make it a decent alternative to the Rupture. It has two utility high-power slots, or two launcher hardpoints, allowing players to choose whether to fit a probe launcher.

Bellicose

While the Bellicose's bonus to target painters probably makes it more suitable for specialized PvP roles, its bonuses to missile rate of fire and explosion velocity can be fun to play with for more experienced pilots. It lacks a utility high-power slot, but does have five mid-power slots and a reasonably-sized drone bay.

Stabber Fleet Issue

With bonuses to both damage and tracking speed, the Stabber Fleet Issue is a strong alternative to both the regular Stabber or Rupture. Its high hit points and six low power slots give it plenty of room to pack either a strong shield or armor tank. It lacks a utility high-power slot, though it does somewhat oddly offer three launcher hardpoints.

Scythe Fleet Issue

With bonuses to both medium projectile damage or missile damage, the Scythe Fleet Issue is a highly flexible alternative to other Minmatar cruisers. Its high hit points and even slot layout make it equally flexible for either a strong shield or armor tank. It has a utility high-power slot, allowing it to fit a probe launcher.

Base Ship Attributes

Ship Name Shield HP Armor HP Structure HP CPU Power Grid Drone Bay Drone Bandwidth Capacitor Targeting Range Velocity
Rupture 1,500 1,800 1,500 350 860 30 30 1,275 50.0 210
Stabber 1,600 1,300 1,300 340 715 25 25 1,200 47.5 290
Bellicose 1,400 1,200 1,500 400 700 50 50 1,200 62.5 240
Stabber Fleet Issue 2,250 2,700 2,250 310 950 40 40 1,275 40.0 250
Scythe Fleet Issue 2,400 1,950 1,950 400 745 25 25 1,275 50.0 280

Rupture - First PvE Rupture

[Rupture, First Arty Rupture]
Gyrostabilizer II
Gyrostabilizer II
Type-D Restrained Capacitor Flux Coil
Type-D Restrained Capacitor Flux Coil
Mark I Compact Power Diagnostic System

10MN Y-S8 Compact Afterburner
Medium Shield Booster II
Medium Shield Booster II
Large Compact Pb-Acid Cap Battery

650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
Core Probe Launcher I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Core Defense Operational Solidifier I

Warrior I x6

Core Scanner Probe I x8
Nuclear M x4000
Fusion M x4000
Depleted Uranium M x4000

Stabber - First PvE Stabber

[Stabber, First Auto Stabber]
Gyrostabilizer II
Gyrostabilizer II
Type-D Restrained Shield Power Relay
Type-D Restrained Shield Power Relay

10MN Monopropellant Enduring Afterburner
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender

220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I
TE-2100 Ample Light Missile Launcher
Core Probe Launcher I

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Warrior I x5

Core Scanner Probe I x8
Nova Light Missile x800
Fusion M x4000