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Marauders are one of the two classes of Tech II battleships. Each is based off of the Tier 2 hull and receives both the Tier 2 hull bonuses, as well as the tanking bonuses of the Tier 3 ship. As an added bonus, the Marauders are designed as “deep space vessels,” meaning they are supposed to be self-supportive far away from stations. As such, they are meant to have larger cargo bays, doubled tractor beam range, and more utility. The added utility comes from the fact that Marauders each only have 4 weapon slots but a 100% damage modifier, allowing you to fit those last few high slots as you choose. The major drawback is decreased fitting specs and an appalling sensor strength for a battleship. The Marauders can all be easily permajammed, making you wonder why you spent over a billion on your ship only to be incapacitated by a Blackbird. That being said, they're still powerful ships and, with ECCM and tackling support, can add a frightening aspect to small gang warfare.

PvE Use

The Vargur is optimized for the use of autocannons, with the large falloff bonus and lack of grid to use artillery. It does reasonably well with autocannons, provided your targets hang out in the 5-30 km range. Because it's slightly faster than a Tempest, and has added effective range, it's a fairly good belt-ratting option for Minmatar pilots that don't want to cross-train into a Raven. With the three extra high slots for salvagers/tractors and the bonus to tractor beam range and speed, it can make back some of the extra isk you spent on the ship fairly quickly. It also works for missions/deadspace complexes.


  • Minmatar Battleship V
    • Spaceship Command IV
    • Minmatar Battlecruiser III
      • Spaceship Command III
      • Minmatar Cruiser III
        • Spaceship Command II
        • Minmatar Destroyer III
          • Minmatar Frigate III
            • Spaceship Command I
  • Marauders I
    • Energy Grid Upgrades V
      • Power Grid Management II
      • Science I
    • Advanced Weapon Upgrades V
      • Weapon Upgrades V
        • Gunnery II
    • Spaceship Command V


Role bonuses:

  • 100% bonus to Large Projectle Turret damage
  • 100% bonus to Tractor Beam range and velocity
  • 70% reduction in Micro Jump Drive reactivation delay
  • Can fit Bastion modules

Minmatar Battleship bonuses (per skill level):

  • 5% bonus to Large Projectile Turret rate of fire
  • 10% bonus to Large Projectile Turret falloff

Marauders bonuses (per skill level):

  • 7.5% bonus to Shield Booster amount
  • 7.5% bonus to Large Projectile Turret tracking speed


[Vargur, L4 Overkill]

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Pith X-Type Large Shield Booster
Shield Boost Amplifier II
100MN Afterburner II
Large Micro Jump Drive
Tracking Computer II
Multispectrum Shield Hardener II

800mm Repeating Cannon II, Republic Fleet EMP L
Small Tractor Beam II
Salvager I
800mm Repeating Cannon II, Republic Fleet EMP L
Bastion Module I
800mm Repeating Cannon II, Republic Fleet EMP L
Salvager I
800mm Repeating Cannon II, Republic Fleet EMP L

Large Projectile Burst Aerator II
Large EM Shield Reinforcer II

Hammerhead II x5
Hobgoblin II x5

Hail L x480
EMP L x5001
Fusion L x5000
Phased Plasma L x5000
Optimal Range Script x1
Tracking Speed Script x1

eve/ships/battleships/vargur.txt · Last modified: 2021/01/05 04:25 by CorryBasler