Starting the engine

Amarr · Command Carrier · Tech II

Salvation

As the dust settled following the Warpath conflict of YC128, many smaller holdings on the fringes of the Amarr Empire fell into chaos.

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Amarr Empire Command Carrier

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.

Blueprint

Everything it takes to build one.

DWG-92822 Scale - Sheet 1 of 1

Drafting Salvation

01

Fitting

Slots, hardpoints and the resources a fit spends

High
6
Mid
4
Low
8
Rig
2

0

Turret hardpoints

0

Launcher hardpoints

Powergrid MW 786,075
CPU tf 820
Calibration 400
Fighter bay m³ 65,000
Fighter tubes 4
02

Defense

Hit points and resistances per layer

LayerHP EM Therm Kin Exp
Shield 15,000 s recharge51,5000% 20% 63% 81%
Armor 70,00050% 35% 55% 70%
Structure 74,50033% 33% 33% 33%
Total196,000
03

Systems

Capacitor, targeting and navigation

Capacitor

Capacity GJ 62,850
Recharge s 4,824.2

Targeting

Range km 315
Locked targets 14
Scan resolution mm 79
Signature m 10,635
Radar pts 72

Navigation

Velocity m/s 80
Align time s 35.8
Inertia x 0.041
Warp speed AU/s 1.5
04

Bonuses

Per skill level, then role

Amarr Carrier bonuses 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 bonuses 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

Role bonus

  • · 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
05

Issuing authority

The faction that builds the ship

Amarr Empire

The Amarr Empire is built upon faith in the One True God and loyalty to the Throne.

The largest of the five main empires, the Amarr Empire is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on part of the other empires is the fact that the Amarrians embrace slavery.

Vessel
Salvation
Class
Command Carrier
Builder
Amarr Empire
Tech
Tech II
Length
-
Drawing
DWG-92822
SDE
3607705

Skins

9 looks. Try them on.

Every skin CCP makes for the Salvation, and every design capsuleers have up for sale on the Paragon Hub. See it on the hull before you spend a single PLEX.

Standard issue

The hull's own colors

In-game 3

SKINR 6

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