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eve:ships:capitals:aeon

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Aeon

Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.

Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.

Amarr Carrier Skill Bonuses:

50% bonus to Capital Energy and Armor transfer range per level

4% bonus to all Armor resistances per level

99% reduction in CPU need for Warfare Link modules

Can fit Projected Electronic Counter Measures

Can deploy 3 additional Fighters or Fighter Bombers per level

Can fit 1 additional Warfare Link module per level

200% bonus to Fighter or Fighter Bomber control range

Immune to all forms of Electronic Warfare

Overview

The Aeon has the second largest of tanks of any Supercarriers after the Wyvern. It is one of the favored SCs in the game due to that tanking capability and the more common use of Armor Reppers. Super Carriers are capable of fielding Fighter and Fighter Bombers. With Amarr Carrier V it is able to launch up to 20 Fighter/Fighter Bombers at one time.

It is now second to the Wyvern in terms of Supercarrier priority for TEST.

Fittings

<EFT> [Aeon, Aeon]

Damage Control II Centum A-Type Energized Adaptive Nano Membrane Centum A-Type Energized Adaptive Nano Membrane Corpus X-Type Armor Explosive Hardener Corpus X-Type Armor Thermic Hardener Corpus X-Type Armor EM Hardener Corpus X-Type Armor Kinetic Hardener Reactive Armor Hardener

Cap Recharger II Cap Recharger II Cap Recharger II Shadow Serpentis Sensor Booster

Capital Murky Energy Transmitter I Capital Murky Energy Transmitter I Capital Coaxial Regenerative Projector Setele's Modified Large Plasma Smartbomb Selynne's Modified Heavy Energy Neutralizer Remote ECM Burst I

Large Trimark Armor Pump II Large Trimark Armor Pump II Large Trimark Armor Pump II </EFT>

Extra Modules to carry:

  • 10 x Capacitor Power Relay II
  • 10 x Cap Recharger II
  • 1 x Capital Coaxial Regenerative Projector
  • 4 x Faction Smartbombs
  • 4 x Faction Heavy Energy Neutralizers
  • 1 x Faction/Officer Cloaking Device
  • 1 x Faction Warp Disruptor
  • 1 x Cynosural Field Generator

Recommended Implants:

  • Slot 1: Slave Alpha
  • Slot 2: Slave Beta
  • Slot 3: Slave Gamma
  • Slot 4: Slave Delta
  • Slot 5: Slave Epsilon
  • Slot 6: Slave Omega
  • Slot 7: Inherent Implants 'Squire' Energy Emission Systems ES-706
  • Slot 8: Inherent Implants 'Squire' Energy Management EM-806
  • Slot 10: Inherent Implants 'Noble' Hull Upgrades HG-1008

Recommended Boosters:

Strong Mindflood Booster

Which officer or faction modules you have doesn't matter that much. For smartbombs you want at least 8km range, preferably greater than 8.5km. Smartbombs pop dictor bubbles and enemy fighter bombers. For neuts it's also about range. A hictor with a T2 infinipoint and HIC V can point out to 36 kilometers. Only the very best officer neuts can hit that far. The neut in the fit above hits to 33.6 km and costs a little under a bil usually.

eve/ships/capitals/aeon.1550697359.txt.gz · Last modified: 2019/02/20 21:15 by Fof