Eve Capital Ships

Ships with built-in jump drives can use their drives to instantly travel to a friendly Cynosural Field or Pharolux Cyno Beacon in another star system, within a limited range and expending Isotopes as fuel. All capital ships, Jump Freighters, and Black Ops Battleships have built-in jump drives. Jump drives allow for rapid movement and deployment. Ships A ship or spaceship in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses.

In EVE Online, there are a set of Capital Ship Modules which have no direct subcapital analogue. This page gives a general overview of each module, and the stats for that item if the ship class page does not yet have a section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships.

  • 1General Modules
  • 2Dreadnoughts
  • 3Force Auxiliary
  • 4Carriers/Supercarriers
  • 5Titans
    • 5.1Superweapons
  • 6Rorqual

General Modules

Capital Flex Hardeners

Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.

Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.
The Capital Flex Armor and Shield Hardeners are multi-purpose resistance modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Energized Adaptive Nano Membrane II & Multispectrum Shield Hardener II), consuming much more cap and giving lower resists. Scripted, they do not reach the resist values of A or X-Type active deadspace hardeners of a particular damage type while consuming much more capacitor. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight.

Capital Emergency Hull Energizer

Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.

An alternative to the Damage Control only available to capital ships, the Capital Emergency Hull Energizer (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation.

ModuleTechMetaActivation cost (GJ)Duration (s) Skill
Capital Emergency Hull Energizer II080100,00010,00014.0Hull Upgrades I
Capital Implacable Compact Emergency Hull EnergizerI16080,00010,00016.5Hull Upgrades I
Capital Indefatigable Enduring Emergency Hull EnergizerI180100,0008,00016.5Hull Upgrades I
Capital Emergency Hull Energizer IIII580120,00012,00016.5Hull Upgrades IV
Sisters Capital Emergency Hull Energizer880100,0008,00019.0Hull Upgrades I

Clone Vat Bay

When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.

Fittable to Titans and Rorquals, the Clone Vat Bay enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a Rorqual and 75 for a Titan. The clone count can be improved through the Cloning Facility Operation skill.


Siege Module

Main article: Dreadnoughts - The Siege Module

An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.

Eve Capital Ships

The Siege Module is the defining module of the Dreadnought, bringing the full force of their capital weaponry online, visibly extending the ship's weapon hardpoints, and turning the ship into a stationary gun tower and one-capsuleer army. While active, the siege module grants the dreadnought enormous bonuses to weapon damage and local repairs, and near-immunity to electronic warfare, at the cost of rendering the ship unable to move, warp, dock, jump, or receive remote repairs. The Siege Module consumes 250 Strontium Clathrates to activate, and remains active for a 300 second (5 minute) cycle. Strontium Clathrate usage can be reduced through training the Tactical Weapon Reconfiguration skill, which is require to use the Siege Module.

High-Angle Weapons

Main article: Turrets - Capital Ship Turrets
  • Quad 800mm Repeating Cannon
  • Triple Neutron Blaster Cannon
  • Quad Mega Pulse Laser
  • Rapid Torpedo Launcher

Dreadnoughts have access to a unique set of capital ship weapons. Known as 'High-Angle Weapons', these are multiple battleship-sized weapons mounted to a capital hardpoint. They offer significantly lower damage than standard anticapital weapons, however in exchange they offer high enough accuracy to allow a HAW Dreadnought to engage and destroy hostile battleships and battlecruisers.

Force Auxiliary

Triage Module

Main article: Force Auxiliaries - The Triage Module

An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.

The Triage Module is a high slot module available only to Force Auxiliaries (FAX). Analogous to the Siege Module, it uses Strontium Clathrates to improve the FAX's remote and local repair capabilities, with a 300 second duration, and at the expense of movement and remote assistance capabilities.


Fighter Support Unit

Main article: Fighters - Fighter Improving Modules

A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.

Fittable to Carriers, Supercarriers, and the Caiman and Komodo Guristas ships, the Fighter Support Unit (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers.

ModuleTechMetaFighter Velocity Bonus
Fighter ROF Bonus
Fighter Shield Recharge Bonus
Fighter Shield Bonus
Fighter Support UnitI07575,0005.0%Fighter Hangar Management I
Hermes Compact Fighter Support UnitI16060,0005.5%Fighter Hangar Management I
Fighter Support Unit IIII57590,0006.0%Fighter Hangar Management IV
Sentient Fighter Support Unit88080,0006.5%Fighter Hangar Management I
Unit D-34343's Modified Fighter Support Unit116275,0007.0%Fighter Hangar Management I
Unit F-435454's Modified Fighter Support Unit125975,0007.2%Fighter Hangar Management I
Unit P-343554's Modified Fighter Support Unit135375,0007.4%Fighter Hangar Management I
Unit W-634's Modified Fighter Support Unit145075,0007.6%Fighter Hangar Management I

Networked Sensor Array

The Networked Sensor Array is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active.

  • 500% bonus to Scan Resolution
  • 50% bonus to sensor strength
  • Disables the use of electronic warfare modules
  • Disables warp drive (applies 100 points of warp disruption)

Burst Projectors

Fittable only to Supercarriers, Burst Projectors are area of effect generators that can apply a tackle or EWAR effect in a 10km radius anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the Burst Projector Operation skill.

TypeEffectAOE Duration (s)Module duration (s)
ECM JammerRainbow 5 strength jam40300
Energy Neutralization3000 GJ Neutralization, 500m Signature RadiusN/A480
Sensor Dampening-18% Targeting Range, -18% Scan Resolution60300
Stasis Webification-55% Velocity40480
Target Illumination35% Increased Signature Radius60300
Warp DisruptionInfinite Point Bubble40480
Weapon Disruption-14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time
-20% Optimal Range, -20% Falloff, -20% Tracking Speed



  • Ships jammed by the ECM Jammer Burst Projector can not target the supercarrier that generated it.
  • The Warp Disruption Burst Projector generates a warp disruption bubble in the targeted area for the listed duration. See Tackle for more details on interdiction bubble mechanics.

Tactical Capsuleer Recloner

The Tactical Capsuleer Recloner allows pilots of capsules destroyed in the local system to reclone at a supercarrier equipped with an active recloner. To overcome the limitations of standard capsuleer cloning, particularly the need to pre-install compatible clone blanks at a cloning location, the system relies on capsuleers using a special augmentation: the Nanoheuristic Clone Mapper.

Introduced in November 2020, the Tactical Capsuleer Recloner acts similarly to a Clone Vat Bay, but instead of servicing as a regular jump clone location, this module turns a Supercarrier into a mobile respawn location for capsuleers. The module can be activated in one-minute cycles, consuming 10 fuel blocks per cycle. Capsuleers who have taken a Nanoheuristic Clone Mapper booster and die in a system with one of these active in their fleet will respawn in a supercarrier with one of these modules, instead of their normal medical clone location.



Titans have access to a set of extremely large special weapons, known as superweapons. A titan can only fit one superweapon at any given time. Firing a superweapon will deal immense damage to one or more enemy ships, but will immobilize the titan for 30 seconds, and disable its ability to dock, tether, cloak, or use its jump drive for 5 minutes. Superweapons have firing delays, during which time their target(s) are given very clear warning of their impending doom. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons.

Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in Lowsec.

Doomsday weapons all have 5 minute cycle times, however the skill Doomsday Rapid Firing reduces this by 12 seconds per level down to at minimum 4 minutes. Furthermore, the damage of doomsday weapons can be increased by the Doomsday Operation skill by 10% per level.


Doomsdays (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals 1,000,000 damage in its one shot.


Lances target a 2.5km-radius, 200km long line, and, after a 15-second delay, deal up to 50,000 damage per second for 15 seconds to all ships within the beam. Lances have a damage signature radius of 5km. Similar to Doomsdays, each empire has a variant of the lance with a different damage type, and restricted to their own faction or pirate faction's titan.


Similar to Lances, Reapers deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam fired is not stationary, and will sweep between two targeted points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans.

Bosonic Field Generator

The Bosonic Field Generator (or Boson) is a non-racial superweapon that, after a 10 second delay, deals up to 40,000 Omni damage per second, with a signature radius of 10km, in a wide, 30km-long cone over 20 seconds. The exact width of this cone is not specified in-game. The Boson can be used by any titan.

A long, long time ago..

Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage supcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these uses cases have been largely invalidated by the change.

Gravitational Transportation Field Oscillator

Unlike the other superweapons above, the Gravitational Transportation Field Oscillator (GTFO) does no damage. Instead, after a 15-second delay, it teleports all subcapital ships in a 10km radius sphere to a random location somewhere else in the system. Those ships will then be unable to warp for 60 seconds.

Phenomena Generators

Phenomena Generators are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike other superweapons, Phenomena Generators do not immobilize the titan using them (although they do disallow Docking and Tethering). Each empire has their own Phenomena Generator, with its own list of special effects.

+30% capacitor recharge rate+30% shield hitpoints+30% armor hitpoints-30% signature radius
+10% kinetic resistances+10% EM resistances+10% explosive resistances+10% thermal resistances
-15% EM resistances-15% kinetic resistances-15% thermal resistances-15% explosive resistances
-10% velocity-10% remote armor repairer effectiveness-10% remote shield booster effectiveness-10% hybrid turret and energy turret optimal range

While the empire titans are limited to their respective empire's Phenomena Generator, pirate faction titans (Komodo, Molok, and Vanquisher) can choose between two Phenomena Generators based on their hull bonus (e.g. the Molok can choose between the Amarr and Minmatar Phenomena Generator)

Jump Portal Generator

Main article: Jump Drives - Bridging

A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.


The Jump Portal Generator is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute, and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through.


Industrial Core

The Industrial Core is the Siege Module of the Rorqual, granting massive mining, foreman bursting, shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower, and while the core is active, both the Rorqual pilot and any nearby fleet members with access to the Rorqual's fleet hangar have the option to Compress ore or ice placed in the Rorqual, effectively removing concerns about cargohold capacity while mining normal asteroids or ice. (However, the unique ores extracted from moons cannot be compressed.) 1000 Heavy Water is used to activate the industrial core for 5 minutes. The amount of heavy water used can be reduced using the Industrial Reconfiguration skill.

When activated, it has the following effects:

  • 80% bonus to Drone damage and hitpoints ((Tech II: 100%)
  • 25% bonus to Drone velocity ((Tech II: 30%)
  • 400% bonus to Drone ore mining yield ((Tech II: 500%)
  • -75% bonus to Ice harvesting speed ((Tech II: -80%)
  • 30% bonus to Mining Foreman Burst strength ((Tech II: 36%)
  • 150% bonus to Command Burst range ((Tech II: 200%)
  • 100% bonus to Capital Remote Shield Booster range ((Tech II: 120%)
  • -75% bonus to Capital Remote Shield Booster duration and capacitor use
  • -60% bonus to Shield Booster duration ((Tech II: 75%)
  • 60% bonus to Shield Booster amount
  • 100% bonus to Scan Resolution ((Tech II: 120%)
  • Immunity to ECM
  • 75% Remote Sensor Dampener resistance (Tech II: 80%)
  • 80% remote assistance impedance (remote Sensor and Tracking boosters)
  • 10x ship mass
  • -100% maximum velocity
  • Cannot receive remote repairs

Pulse Activated Nexus Invulnerability Core

Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time.

The Pulse Activated Nexus Invulnerability Core (or PANIC Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals). However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in Invulnerability Core Operation up to 6 minutes.

Retrieved from 'https://wiki.eveuniversity.org/index.php?title=Capital_Ship_Modules&oldid=169092'
The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.

Jump Drives are an alternative means of interstellar travel. Ships with built-in jump drives can use their drives to instantly travel to a friendly Cynosural Field or Pharolux Cyno Beacon in another star system, within a limited range and expending Isotopes as fuel. All capital ships, Jump Freighters, and Black Ops Battleships have built-in jump drives. Jump drives allow for rapid movement and deployment of both subcapital and supercapital ships, and are commonly used for defensive, offensive, and industrial purposes.


Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the Jump Drive Operation skill to pilot. The following classes of ship contain jump drives:

Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed that drive, and can be produced by refining corresponding ice. The respective fuel type for each faction is:

Amarr, Blood Raider, Sansha, CONCORDHelium isotopes
Caldari, GuristaNitrogen isotopes
Gallente, ORE, SerpentisOxygen isotopes
MinmatarHydrogen isotopes

The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year.The skill Jump Drive Calibration increases the jump range by 20% per level which means at the maximum of level five the range is doubled.The skill Jump Fuel Conservation reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five.

Jump freighters also have their required fuel reduced by the skill required to fly them.

Eve online capitals

The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships.

Eve Capital Ship Docking

Ship classShip typeBase RangeMax Skills RangeFuel per lyFuel bay (m3)Fuel bay (units)
CapitalDreadnought3.5 ly7 ly3000 units8 000266 666
Carrier3 000100 000
Super CapitalSupercarrier3.0 ly6 ly3000 units5 000166 666
Titan60 0002 000 000
Jump FreighterAnshar5.0 ly10 ly9400 units12 000400 000
Nomad8200 units
Ark8800 units
Rhea10000 units
Black Ops Battleship4.0 ly8 ly700 units2 15071 666
Capital Industrial ShipRorqual5 ly10 ly4000 units10 000333 333

Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of Jump Drive Operation). Because Jump Drive Operation level five is required for the Jump Drive Calibration skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is coloquially called 'jump cap'. Because of the huge amount of cap needed for jumping capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps.

Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a warp interdiction bubble (from an Interdictor or Heavy Interdiction Cruiser, or if the ship has been warp disrupted below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.)

Jumpdrive Isotope Usage Formula

The amount of fuel used in a jump can be calculated with the following formula.

[math] displaystylerm text{Isotopes used} = D times F times ( 1 - 0.1 times JFC ) times{color{green} ( 1 - 0.1 times JF )} times{color{red} ( 1 - JDE_1) times ( 1 - ( JDE_2 times 0.869 )) times ( 1 - ( JDE_3 times 0.571 )) times ( 1 - ( JDE_4 times 0.283 ))} [/math]

The white part of the formula applies to all jumpdrive capable ships. The green part only applies to Jump Freighters and the red part only applies to Jump Freighters and Rorquals. The red part is stacking penalized so the order of the modules is from highest bonus to lowest bonus.

Variable NameMeaningValid Values
DDistance in light yearsup to ~ 10.00Distance of the jump.
FFuel consumptionup to 10 000Base Isotope Fuel Consumption per Light Year.
JFCJump Fuel Conservation level0-5
JFJump Freighters level0-5Only applies to Jump Freighters.
JDExJump Drive Economizer module0.04, 0.07, 0.1Jump Drive Economizer fuel bonus. Stacking penalized, ordered with highest bonus

first and lowest bonus last. Only Jump Freighters and Rorquals.

Cynosural Fields

Eve Capital Ships

Cynosure (pronounced like 'sigh no sure') is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.

Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by the navigational structure Pharolux Cyno Beacon (colloquially simply called beacon or cyno beacon). Cynosural fields are generated or 'lit' by the ship module Cynosural Field Generator I. Cynosural fields and their generators are colloquially abbreviated as 'cyno'. A cynosural field can be seen on the overview from any place in the system and is 'warpable'. Further, it appears on the universe map.The Cynosural Field Generator module requires the skill Cynosural Field Theory at level one to be fitted. Its base activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption is reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle, and the minimum consumption is thus 250. Cynos can only be lit in null and low sec. Cynos cannot be lit in high sec, and while they can be lit in wormhole space they serve no purpose as jump drives cannot jump to systems in wormhole space. Mobile Cynosural Inhibitors prevent the activation of cynos in a 200km radius but do not remove existing cynos. Solar systems as a whole can be cyno jammed either through the navigation structure Tenebrex Cyno Jammer or a Sansha Incursion.If you want to light a cyno you have to be in a fleet (only fleet members can jump to that cyno) and slower than 500 m/s. After you light the cyno your nominal speed becomes zero but you continue to drift and can also be bumped, but the cynosural field stays at the position, where you lit it. Further, you cannot dock in a station or structure and cannot eject, but you can self destruct. Indeed you can light a cyno after you initiated the self destruct sequence. This is used as a trick for extra safe traveling. The cyno needs several seconds until it appears on the universe map. If you light the cyno shortly before you self destruct and immediately jump to it, you can minimize the risk of being caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies you still jump but don't land at the former spot of the cyno but at the sun – usually, a very undesirable result.

As of the September 2019 release cynos can only be fitted to Force Recons and Black Ops Battleships. (Prior to this release, cynos could, and commonly were, fitted to any ship with enough CPU and cargo space.) Both Force Recons and Black Ops (except the Marshal) have 50% reduced cycle time for cynos (both normal and Covert), but Force Recons add an 80% fuel cost reduction on top of the reduced cycle time (reducing the duration to 5 minutes and only 50 Liquid Ozone).

Cynos are sometimes used for 'cyno vigils' to remember eve online players who died in real life. If other pilots are aware of such an occasion they don't attack those vigils out of piety.

Covert Cynosural Fields

Covert Cynosural Fields are a special variant of 'normal' Cynosural Fields which were discussed above. In a context, where you might speak of either version, cynos, which are not covert, are often called hard cynos. A Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are Black Ops Battleship, Blockade Runners, Covert Ops Frigates, Force Recon Ships, Stealth Bombers, and Strategic Cruisers (with the covert subsystem); further, the single hulls Etana, Prospect, and Rabisu. As a rule all ships which can fit a covert cloak (except the Sisters of EVE ships) can fit a covert cyno. The Covert Cynosural Field Generator requires Cynosural Field Theory at level 5. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of Force Recon Cruisers and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds.

Only Black Ops battleships can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below section about it.

Industrial Cynosural Field

Introduced in September 2019, the Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by Jump Freighters and Black Ops Battleships. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to Industrial ships, Blockade Runners and Deep Space Transports.

As of November 2019, Industrial Cynos can also be fitted to Ventures, and the Venture has a role bonus which cuts the Industrial Cyno's Liquid Ozone cost in half.

Arriving ships materialize at a random point 5km from the Cynosural Field location. Jump Freighters will typically prefer to dock instantly which requires the Cynosural Field to be at least 5km within the structure's dock range. However, if the Cynosural Field is located too close to the structure (<5km), then the arriving ship may materialize with the structure, causing it to be ejected at a high velocity and be far from the dock range. Standard warp mechanics will not allow the ship to warp back to the structure until it has slowed sufficiently to align and warp.


A Jump Bridge is a way for a Titan or Black Ops Battleship to launch its allies, who cannot use jump drives, across space into battle.

Eve Capital Ships

A (Covert) Jump Portal Generator allows the user to create a bridge to another system. The Jump Portal Generator can only be fitted on a Titan, and the Covert version only to a Black Ops Battleship. They are high-slot passive modules which enable the bridge function of the ship. The module will visibly activate and cycle while the bridge is active, but cannot be manually activated.

Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the Covert Ops Cloaking Device. (The ships do not need to have the module fitted in order to use the bridge.) This includes the Sisters of EVE ships, and Strategic Cruisers fitted with the Covert Reconfiguration subsystem.

Using the module requires Jump Portal Generation skill at level one.

The ship with the generator must first be within jump range of a cyno lit by a member of the fleet.

Once the cyno is lit, the Generator pilot can create a jump bridge (the 'Bridge' option is right next to the 'Jump' option), which behaves something like a temporary stargate for the other ships in their fleet.

Titan jump bridges can only be created to standard Cynosural Fields, or Cynosural Beacons. Covert jump bridges can be created to any form of cyno.

A titan jump bridge stays open for one minute, and immobilizes the ship holding it open. A Covert jump bridge stays open for 20 seconds.

The act of opening a Titan bridge costs 500 units of Strontium Clathrates, modified by Jump Portal Generation. There is no cost for opening a Black Ops bridge. When ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold.

For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option 'Jump through to [SYSTEM NAME]'. If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.

Ships that jump through a jump portal use up isotopes from the bridger's fuel hold. The isotopes used will be of the same type as the bridger's jump drive. The formula to calculate how much fuel is used is:

Eve Capital Ship Calculator

[math] rm Fuel usage = Mass times text{Portal Consumption Mass Factor} times text{Base cost} times text{Skill mod} times text{Distance in LY}[/math]
TitanBlack Ops
Base Cost3000 Isotopes700 Isotopes
Portal Consumption Mass Factor0.0000000010.000000135
Skill Modifier1 - (0.1 x Generator's Jump Fuel Conservation level)

For example, a Manticore jumping through a Black Ops bridge with Jump Fuel Conservation V:

[math] 1,470,000,text{kg} times 0.000000135 times 700,text{isotopes} times 0.5 times 1,text{ly} = 69.4575,text{isotopes}[/math]

A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.

Jump Fatigue and Jump Activation Cooldown

As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.

  • Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes
  • Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)

During each jump (and before jump fatigue is recalculated) a Jump Activation cooldown also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal.

  • The Jump Activation cooldown has a minimum value of (1+(LY just jumped) in minutes
  • Otherwise, the Jump Activation cooldown is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)

In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps.

  • the Jump Activation cooldown is capped at 30 minutes
  • Jump Fatigue is capped at 5 hours

For example, if a carrier wants to travel a long distance by making 5 ly jumps:

Eve Online Ship Build

  • Before the first jump, the pilot has Jump Activation (JA) cooldown of 0 minutes and Jump Fatigue (JF) of 0 minutes.
  • After the first jump, the pilot has JA cooldown of 6 minutes and JF of 60 minutes.
  • After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 54 minutes.
  • After the second jump, the pilot has JA cooldown of 6 minutes and JF of 5 hours (the maximum).
  • After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 54m.
  • After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).
  • After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 30m.

Two groups of ships have special considerations:

  • Black Ops Battleships and the covert cloaking ships they bridge gain a 75% reduction to effective distance jumped when calculating fatigue.

Eve Online Capital Ships Size

The following ships gain a 90% reduction to effective distance traveled when calculating fatigue:

Eve Capital Ships Allowed

  • Jump Activation and Jump Fatigue (EVE Help Center)
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