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Salvation, Amarr Command Carrier
Amarr · Command Carrier

Salvation

A Amarr Command Carrier focused on disruption and armor. 51,500 shield. Omega-only.

T2Ω Omega onlySupportDisruptionArmor

Estimated Jita price

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Clone state

Ω Omega only
requires Omega

Needs Capital Ships IV, which an Alpha cannot train.

CCP base price

4.33B ISK
reference price, not market

Blueprint: Salvation Blueprint.

Hull stats

high / med / low6 / 4 / 8
rig slots2
CPU / powergrid820 tf / 786,075 MW
shield51,500
armor70,000
structure74,500
capacitor62,850 GJ 4,824.205 s
max velocity80 m/s
warp speed1.5 AU/s
align time71.6 s
signature radius10,635 m
scan resolution79 mm
target range315 km
cargo2,925 m³
mass1,260,000 t
volume13,950,000 m³

Bonuses

Role bonuses
Can fit Integrated Sensor Array
Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator
Can fit three Command Burst modules
+200% bonus to Command Burst area of effect range
+20% bonus to Capital Micro Jump Field Generator maximum ship jump cap
Can launch Light and Support Fighters
Can lock at extended ranges
Conduit Jump capable
+5x penalty to Entosis Link duration
Amarr Carrier — per level
+4% bonus to all armor resistances
+20% bonus to Support Fighter shield hitpoints
+10% bonus to Cenobite Support Fighter neutralization strength and optimal range
+20% increase in Conduit Jump capacity
Command Carriers — per level
+5% bonus to Armored Command and Information Command burst strength and duration
+5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up time

Skill requirements

V Amarr Carrier rank 14
IV Capital Ships rank 14
I Command Carriers rank 12
V Advanced Spaceship Command rank 5
III Amarr Battleship rank 8
V Drone Interfacing rank 5
IV Jump Fuel Conservation rank 8
III Amarr Battlecruiser rank 6
V Drones rank 1
III Jump Drive Operation rank 5
V Spaceship Command rank 1
III Amarr Cruiser rank 5
V Navigation rank 1
V Science rank 1
V Warp Drive Operation rank 1
III Amarr Destroyer rank 2
III Amarr Frigate rank 2

Mastery

24Grade I
36Grade II
39Grade III
44Grade IV
55Grade V

Skills required for each mastery grade. Open the tree to see the full training plan against your character.

SKINs (2)

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Description

As the dust settled following the Warpath conflict of YC128, many smaller holdings on the fringes of the Amarr Empire fell into chaos. The constant onslaughts of Minmatar Republic strike teams had left these communities exposed to pirate attacks and vulnerable to internal revolt. Local holders sought a means to reimpose control while relying on their own fleets, which unlike the Imperial Navy, were largely made up of small and medium-sized ships.

They needed a way to improve the operational efficiency of these fleets while also demonstrating the awesome power of the Empire that backs them. Carthum Conglomerate’s solution to this problem was the Salvation. An advanced support carrier with robust command burst functions, it was capable of elevating a group of lesser vessels into an unstoppable armada.