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Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.

Developer: Kaalakiota

As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.


Role bonuses:

  • Can fit Warp Disruption Field Generator
  • 20% bonus to all shield resistances

Caldari Cruiser bonuses (per skill level):

  • 5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
  • 5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire

Heavy interdiction Cruisers bonuses (per skill level):

  • 10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
  • 5% bonus to Warp Disruption Field Generator scramble range

Helful Guidelines

This is a good all-around setup with massive EHP, is cap-stable at all V skills (and you should have lots of V's if you're flying an Onyx) and the PDSs help its natural shield regen in addition to giving it 15% more shields. You shouldn't need a MWD on a fleet HIC - you'll either have a warpin on a supercap to tackle it or you'll stick with the main body of battleships (which you're more agile than and faster than). I put 2x WDFGs on my HICs so I can either bubble and superpoint a supercap or superpoint two - remember that your superpoints have a 30k range, try to stay out of heavy neut range (24k+, expect to need to be right near 30k - supercaps will have the very best of officer neuts!) if you're tackling a supercap or you'll have a very hard time keeping things running! Make sure you have two scripts in your cargohold at all times - you don't want to need them and not have them. There are three utility highs, I suggest fitting a Salvager, an Improved Cloaking Device, and something to killmail whore with. For example, a medium sized railgun. For Black Ops (where HICs are actually pretty useful) you can drop an HML II for an Improved Cloak. On all 3 of these fittings there's room to drop 1x Invuln II for a 10MN MWD if you'd prefer mobility to tank - just remember that while your bubble is up you have almost no speed boost from an MWD and your signature inflates like a blimp. (Vocab Word: a “superpoint” is the “point” that a Warp Disruption Field Generator puts on another ship when using a Focused Warp Disruption script, so named because it's technically infinite strength - no amount of Warp Core Stabs will allow you to warp with a superpoint on you)


[Onyx, Solo PvP]
Damage Control II
Power Diagnostic System II
Ballistic Control System II
Ballistic Control System II

Large Shield Extender II
Large Shield Extender II
Multispectrum Shield Hardener II
EM Shield Hardener II
Stasis Webifier II
10MN Microwarpdrive II

Warp Disruption Field Generator I
Heavy Assault Missile Launcher II, Mjolnir Assault Missile
Heavy Assault Missile Launcher II, Mjolnir Assault Missile
Heavy Assault Missile Launcher II, Mjolnir Assault Missile
Heavy Assault Missile Launcher II, Mjolnir Assault Missile
Heavy Assault Missile Launcher II, Mjolnir Assault Missile

Medium Core Defense Field Extender I

You're never going to be fast in an Onyx but 1v1 you shouldn't have to be - almost anyone will attempt to tackle and shoot a solo Onyx because their dps is so low - they may not be able to kill you but many ships are capable of holding you in one place long enough for a group to come kill you. This particular Onyx is setup to take advantage of that - you web them once they're in close and tackling you and rip them apart with the 300dps HAM's they weren't expecting. You can keep a point out to 30k with your WDFG and your web will help keep them in close for the kill - use heat! By the time they realize you're not dying very fast and *they* are it's usually too late for them to disengage and run away.

eve/ships/cruisers/onyx.txt · Last modified: 2020/06/04 22:13 (external edit)