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New Shinies

So, there was this post a long time ago wondering why we didn’t have Navy Issue Battlecruisers.

Well, now we have them.  And strangely enough, in at least one case, we had it all along.

Presenting the newest ships to be released with Odyssey: The Navy Issue Battlecruisers:

First in the line-up is the former top dog of Amarr Battlecruisers, then Harbinger.  It has been brought into new life…


We decided to give this ship some much needed flexibility by adding a 5th medium slot, and replacing the Medium Energy Turret capacitor reduction bonus with a 7.5% Medium Energy Turret tracking bonus per level. However, the drone bay has been slightly reduced next to its regular counterpart.

• Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level
• Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers
• Fittings: 1495 PWG, 410 CPU
• Defense (shields / armor / hull) : 4500 / 7500 / 6750
• Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8
• Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s
• Drones (bandwidth / bay): 50 / 50
• Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6
• Sensor strength: 21 Radar
• Signature radius: 270

So, the Navy Issue Harbinger gets back to its damage dealing roots with a nice damage bonus and tracking bonus which will be beloved by those laser lovers.  The drone bay reduction really isn’t a big deal as you still have enough to have a wing of medium drones or two wings of small drones (likely a set of damage and a set of ECM smalls).  Its agility and speed are the same as the current standard Harbinger, but the Powergrid is equal to pre-Retribution and the CPU has been boosted as well.  With five midslots, expect Shield tanked versions of these ships to be the new standard.


Unwilling to imitate our dear friend Victor by creating a Drakenstein monster, the Navy version focuses on flexibility instead of improving the already good raw firepower and tank of the standard Drake. It has a 10% missile velocity and 5% missile explosion radius bonus per level, 8 launchers and improved mobility.

• Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level
• Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers
• Fittings: 880 PWG, 550 CPU
• Defense (shields / armor / hull) :7875 / 4875 / 5625
• Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8
• Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s
• Drones (bandwidth / bay): 25 / 25
• Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8
• Sensor strength: 23 Gravimetric
• Signature radius: 295

The new Navy Issue Drake gets back the High slot it lost while retaining its mid and low slots.  The Damage bonuses along with the extra missile launcher will mean that more damage gets on target sooner and more effectively than the standard issue Drake.  The downside is that the tank is significantly less resistant, though it does gain a nearly 50% shield HP increase.  Its higher speed and agility, coupled with about 1mil m3 less mass will give it some options in using speed.  The other thing is that both the powergrid and the CPU have been upgraded over the Standard Drake setup so many of your old pre-Retribution fit will fit rather nicely on this hull.

This vessel is an iteration over the regular version. The Armor Repairer amount bonus has been swapped for a 7.5% Medium Hybrid Turret tracking bonus per level, another low slot has been added and it is a bit more maneuverable as well.

• Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level
• Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers
• Fittings: 1235 PWG, 455 CPU
• Defense (shields / armor / hull): 5250 / 6750 / 7125
• Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8
• Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s
• Drones (bandwidth / bay): 50 / 50
• Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
• Sensor strength: 22 Magnetometric
• Signature radius: 305

Oh, if Gallente pilots could have had a wet dream, this would be it.  In what must be a virtual slap in the face to the frogs, CCP has decided to remove the repair bonus from the Navy Issue model and replace it with a tracking mod.  Shields, Armor, and Hull have been massively upgraded in comparison to the post-Retribution Brutix.  Powergrid and CPU also have been pushed up for the Navy Issue, and this has been supplemented with an extra low and a bit less mass.  This ship is likely going to show up on the battlefield in two flavors:  A Shield, heavy DPS version with 3x Magstabs and 3x TEs, but a little light on tank or a Heavily tanked nut that could also field long range Railguns.  This is absolutely the ship you wanna use if you have Armor Honeycombing trained up.


Over its regular version, this ship has 8 high slots, two utility slots, slightly more mobility and fittings, while the role itself doesn’t change. Kind of reminds us of something, but what could that be? Memory must be playing tricks on us.
• Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level
• Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers
• Fittings: 1235 PWG, 420 CPU
• Defense (shields / armor / hull): 6375 / 6750 / 5250
• Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8
• Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s
• Drones (bandwidth / bay): 30 / 30
• Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6
• Sensor strength: 20 Ladar
• Signature radius: 250

Oh.. haha.. a trick of the memory.  Yes, a wonderfully sad trick about how we Minmatar lost our best and favorite Tech 1 ship, only to get it sold back to us for more isk.  Gotta love those “diminishing returns”, right guys?  First, the bad news.  The Navy Issue Hurricane is ALMOST like our old love, but while it did get increased powergrid and a little more CPU, the powergrid still is short from the original Hurricane model.  It also managed to get a tad bit fatter while off sipping margaritas in CCP’s backyard scarp pile.  On the plus side, the Hurricane snagged a 50% bonus to shield, armor, and hull HP as well as a significant increase in the sensor stats.

Cost Plus

No idea what these ships will cost but I figure that they will at least take a month before we see the serious price range show up as usual.  I figure serious price will be in the 170 to 200mil isk range because the LP costs run roughly about half of Navy issue Battleships.  I also think they will probably get a secondary boost as people stop buying Navy issue cruisers to see if they can jump on the Battlecruiser bandwagon.  Having the deficit of Navy Cruisers, their prices will go up and push the price of Navy BCs up that much more.  These battlecruisers have significantly upgraded stats, and combat focused bonuses, which will make them utterly dangerous to just about any cruiser to battleship engagement.  The interesting note is that many of the old Pre-retribution fits will work quite well in these ships.

Meta Creep Worries?

Kirith Kodachi has written an interesting article on what might be some interesting issues related to the release of Navy Issue BCs.

General PVP Prowess of new Navy Issue BCs

Will we see many of these Navy Issue BCs in effective combat practice.  Yes, but likely on in more specialized and better trained smaller fleets.  The reason behind it is that all it does is the same role as attack battlecruisers do, only a little better.. at a 4x to 5x price.  Not good numbers there for the larger fleets to try and field, particularly since the recently released Tier 3 Battlecruisers like the Tornado, Naga, etc are still able to fulfill that role regardless with support (as the larger fleets are likely to have).  In essence, what you have is what amounts to a pirate boost.  A ship that is just as fast (faster in some cases) as current BCs, with a much, much better tank, similar fitting requirements and more combat orientated bonuses.  If pirates were thinking that CCP busily crapping on them, this had better make them think twice.

You may see these ships also begin a role in the fleets of Faction Warfare.  Likely the income generated from the sales of these ships will allow those in FW to fly these better class of ships into battle more often, mowing down enemy standard BCs with relative ease.