As we have hinted several times before, Marauders are next on the Tech2 to-do list. And guess what? It’s feedback time!

Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.

We also believe that designing them for a very specific activity doesn’t fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple “jam me now and forever” target dummy.

As such, after much internal and CSM discussion, we have designed Marauders with two modes of operation, specialized in harassing tactics.

In regular mode, they work approximately on the same fashion as on TQ, but are capable of using Micro Jump Drive at a faster rate than usual to quickly relocate on the battlefield.

In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying)

and they become fixed weapon placement with a bonus to resistances, tanking, damage projection and receiving EW immunity. However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. They also cannot use Micro Jump Drives in that mode.

The combination of both results in a ship that can jump 100km away to quickly react to a shifting environment, then go into bastion mode and use its increased damage application to deal with opposition while absorbing damage. However, due to the lack of remote assistance in that mode and isolating nature of Micro Jump Drives, they will still die easily in larger fights where DPS is concentrated. Remember that the spool up nature of the Micro Jump Drives plus the time needed to align will give opponents a window of opportunity to tackle them before they can jump again.

This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don’t necessarily want them to out-damage or go faster than Pirate Battleships – instead, they tank and project damage better.


Before we look at the hulls, here are the details about the Bastion module itself:


Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)
Increases shield and armor repair amount by 100%
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
Has a cycle time of 60 seconds.
When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way
When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp. Also receives a weapons timer that prevents station docking or gate jumping. Weapon time should not require the user to drop weapon safeties in high-sec (being investigated)
Only one may be fitted per Marauder, cannot be deactivated before cycle ends
Uses 10 CPU and 100 powergrid to fit
Uses no specific fuel or capacitor – we were discussing the use of Heavy Water as fuel. However, it doesn’t really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging.
Skill requirements: High Energy Physics 4 and Energy Grid Upgrades 5

Please remember all of this is subject to change – training high energy physics is at your own risk if the bastion mode skill requirements change during the iteration process.


Giving a new deployed mode is not enough however, as some modifications need to be made on the hulls themselves. First, we wanted to encourage Marauders to use Micro Jump Drives to move around, and as such have reduced mobility next to their Tech1 counterparts (bit higher mass and lower max velocity). We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system. They also keep the resistances they have right now instead of gaining full Tech2 resists, otherwise the combination with the bastion module would be quite over the top.

However, we realize Marauder hulls have a certain number of issues; as such we are significantly increasing their fittings so that they can fit Large Micro Jump Drives plus Heavy Capacitor Boosters with more ease (the Vargur especially needed more fitting options). We also are increasing their high slots to 8 to compensate for the slot allocation of the bastion mode. We also are increasing their maximum targeting range and scan resolution a bit to make use of the increased damage projection, while decreasing their signature radius.

As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate – waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.

Detailed changes below.


Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

Amarr Battleship Skill Bonus:
5% bonus to capacitor capacity
7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)

Marauder Skill Bonus:
7.5% bonus to repair amount of armor repair systems
5% bonus to large energy turret damage per level

Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
Fittings: 16500 PWG (+3000), 530 CPU (+30)
Defense (shields / armor / hull) : 6300(-500) / 8000(-200) / 7700(+400)
Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)
Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .119(-0.009) / 111665000(+6465000) / 18.42s
Drones (bandwidth / bay): 25(-50) / 50(-25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
Sensor strength: 12 Radar
Signature radius: 420(-80)


Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

Caldari Battleship Skill Bonus:
10% bonus to cruise missile and torpedo velocity
5% bonus to cruise missile and torpedo explosion velocity per level

Marauders Skill Bonus:
7.5% bonus to shield boost amount
10% bonus to effectiveness of target painters per level

Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
Fittings: 8500 PWG (+2000), 715 CPU
Defense (shields / armor / hull) : 8000(-200) / 6100(-1200) / 7000(+300)
Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .12 / 114195000(+8995000) / 19s
Drones (bandwidth / bay): 25(-50) / 50(-25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
Sensor strength: 14 Gravimetric
Signature radius: 450(-125)


Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

Gallente Battleship Skill Bonus:
5% bonus to large hybrid weapon damage
10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)

Marauder Skill Bonus:
7.5% bonus to repair amount of armor repair systems
7.5% bonus to large hybrid weapon tracking per level

Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
Fittings: 14000 PWG (+2000), 580 CPU (+30)
Defense (shields / armor / hull) : 6600(-200) / 7200(-100) / 8600(+400)
Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
Mobility (max velocity / agility / mass / align time): 92 m/s(-28) / .114(-0.0038) / 113160000(+11360000) / 17.8s
Drones (bandwidth / bay): 50(-25) / 50(-75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
Sensor strength: 13 Magnetometric
Signature radius: 420(-80)


Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

Minmatar Battleship Skill Bonus:
5% bonus to large projectile turret rate of fire
10% bonus to large projectile turret falloff per level

Marauder Skill Bonus:
7.5% bonus to shield boost amount
7.5% bonus to large projectile turret tracking per level

Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
Fittings: 12900 PWG(+5000), 625 CPU
Defense (shields / armor / hull) : 7500(-100) / 6600(-200) / 6300 (-1000)
Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
Mobility (max velocity / agility / mass / align time): 100 m/s(-30) / .112(-0.004) / 116840000(+10740000) / 18.1s
Drones (bandwidth / bay): 50(-25) / 50(-25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
Sensor strength: 11 Ladar
Signature radius: 360(-65)

[Here is the original Dev Post in case you wish to air some good feedback.]


  1. Seacow

    Wow, I don’t mind useful changes, but this is just stupid. Half of the fun of a Paladin was that web bonus. Can we at least get rid of the tractor beam bonus?

    Whelp, that’s a bunch of training I eventually wasted for nothing.

    August 31, 2013 at 6:15 am Reply
    1. fazors to stun


      August 31, 2013 at 7:16 am Reply
    2. Caliborn

      except the tracking beam bonus is still useful, fuckwit.

      September 1, 2013 at 5:18 pm Reply
    3. ioioio

      Ya! U right! Ya! why damn will lost web bonus?!?!! Why CCP not build a new battleship class? uh… ya… DUST… they have to build DUST… i forget abut this…

      September 2, 2013 at 1:21 pm Reply
  2. Just Checkin'

    It remains to be seen if it will be cost worthy to deploy a ship that will have to stay still for 1 min to deal good damage but still isn’t as good as a pirate faction BS…
    I guess these ships are too expensive, costing from 1 to 1.2 bil each, to be used just like faction ships.
    Maybe we will see them in WH action.

    August 31, 2013 at 6:19 am Reply
    1. The Observer

      I don’t know. the damage increase for the marauders will be nice. 100% damage bonus on top of the role bonus and battleship/marauder bonus will be interesting. Paladin, for instance, would get a total of 225% bonus to damage, 137.5% increase in optimal range, and a 137.5% increase in armor repair amount. I’d say that will make them a but more useful that the pirate battleships in missions at least. I can possibly see them being used to in wormhoels as well. Mini dreads that take up 1/10th the mass, but do 1/8th the dps and are cheaper/easier to get into.

      August 31, 2013 at 11:09 am Reply
      1. what

        what are you going on about? what damage increase. learn to read

        August 31, 2013 at 12:10 pm Reply
      2. Just Checkin'

        You do realize that I was talking about used in PvP, right?
        In PvE they should be great. Huge tanking + good dmg = win in missions, ratting, possibly incursions and possibly some other PvE activities that I don’t even know.

        August 31, 2013 at 12:56 pm Reply
        1. Moo

          In PVE, the Paladin is actually worse after these changes. It needed the web bonus to be able to solo missions. Not to mention the smaller drone bays.

          Marauders have always been great at PVE. They have very limited use in PVP, mostly because there are other ships to do similar damage for a fraction of the cost.

          Marauders are too specialized to be useful, and this will only make it worse.

          August 31, 2013 at 5:17 pm Reply
          1. Caliborn

            paladin was an amarr ship, face it, if CCP cared about making an amarr hull “viable”, theyd make it a missile boat, since lasers have gotten nothing but a nerfbat shoved up their ass for years

            September 1, 2013 at 5:18 pm
        2. Darth Nefarius

          How will it survive in Incursions when it can’t be remote repped for a minute?

          August 31, 2013 at 5:24 pm Reply
          1. Just Checkin'

            High resistances + boost on repping.

            (Provides 30% shield, armor and hull resistances when activated, which
            function on the same way than Damage Control modules (not stacking

            Increases shield and armor repair amount by 100%)

            I guess that at that 100% repair amount you can add the repair amount of the marauder skill it self.

            I don’t have big experience in incursion running so I could be totally wrong…

            August 31, 2013 at 6:23 pm
          2. Pregnant Wombat

            In incursions, being remote repped is crucial to surviving… Turning on that bastion module would kill you, even if you could tank it a little better than before it would just slightly slow the fact you are about to lose your ship. So for incursion runners, yeah this ship is being nerfed… for solo pvers or groups that don’t do remote reps, its probably a slight boost.

            September 1, 2013 at 5:30 am
          3. dsfds

            it would get destroyed in an incursion not to mention nueted dry in one cycle of a double outni spawn…might last 10 seconds…probably not though

            September 1, 2013 at 4:08 pm
          4. Aaron

            The Dev spoke about the insane tank he managed on this. It can survive 60 seconds.

            September 2, 2013 at 9:52 am
      3. Dinsdale Pirannha

        Man, are you dumb. The ship ALWAYS has had the 100% bonus to guns. The Marauder dps is being NERFED, as the drone bandwidth is cut by two third’s, and the web bonus that allows it to nail frigs is being removed. The ship is fucked. These retards at CCP have never flown the ship, or are simply caving to the null sec cartel’s desire to wipe out high sec incursion income.

        August 31, 2013 at 3:46 pm Reply
  3. ccp dreaming ratters creaming

    TL;DR same damage, bastion “triage” mod boosts tank while still being able to use weapons.

    and nobody is going to drop 100 of these for any reason considering the price tag vs effectiveness. one wrong move and say good bye to a titans worth of T2 battleships.

    August 31, 2013 at 6:45 am Reply
    1. dsfds

      people use faction bs fleets(same price) why not?

      September 1, 2013 at 4:06 pm Reply
      1. lol marauder

        because they do more damage, are cheaper and can receive reps? bastion without damage/range bonus is useless. you heard it here first.

        September 1, 2013 at 5:25 pm Reply
  4. Billbo

    Does this mean my Vargur will turn into Megatron?

    August 31, 2013 at 7:30 am Reply
  5. Okuus

    Fun, i like it. I really wonder if this will tho make lvl 4 missions super easy. Warp in and go in to B mode and kill off the first wave even faster than now. Specially since you are immune to EW it will be allot easier.
    Then just use MJD and move location to go into a new B mode.

    August 31, 2013 at 9:18 am Reply
  6. Azule

    I think its safe to say that this confirms the fact that the dev team has run out of ideas. Once more they try to dictate how people play their game. However they will look nice on the kill mails.

    August 31, 2013 at 9:22 am Reply
    1. Aaron

      Noones forcing you to slap a bastion module on the ship or forcing you into the marauder.

      September 2, 2013 at 9:50 am Reply
  7. JG

    Interesting changes indeed. Just wondering if i should go for th paladin or vargur.

    August 31, 2013 at 9:36 am Reply
    1. Aaron

      Try both on Test server first?

      September 2, 2013 at 9:50 am Reply
  8. LOL.

    feels a bit too much love for the vagur compared to the others

    August 31, 2013 at 9:39 am Reply
    1. Aaron

      Vargur has always been the ‘worst’ Marauder in terms of fitting options and still got the biggest nerf to EHP.

      September 2, 2013 at 9:50 am Reply
  9. Musashibou Benkei

    no increase in actual dps = no fucking point

    August 31, 2013 at 9:45 am Reply
    1. val

      Increased range translates to increased damage. Both via the range per cent (the paladin is now more akin to its base apocalypse hull in that sense) and also via the module.

      September 3, 2013 at 6:56 pm Reply
  10. why!

    whats with the massive HP reduction on the vargur???????
    it has significantly less hit points then the other marauders

    August 31, 2013 at 9:55 am Reply
    1. because!

      uh, simple…duct tape doesn’t hold the scrap metal together very well

      August 31, 2013 at 12:08 pm Reply
      1. sadleric

        Duct Tape and Courage

        September 1, 2013 at 3:38 am Reply
  11. Aristash

    not bad, not bad…

    August 31, 2013 at 10:31 am Reply
  12. Why Bother?

    These, uh, sound like mini-dreadnaughts…minus the tank, potential damage, and applications. Honestly, it just made them even more PvE, and it still seems like faction is the better way to go. I mean, what are you going to do? Bring a ship that cost as much as a dreadnaught(but isn’t) to a PoS bash? Nope. Perhaps WHs will use ’em, or missioners and even then. But that is a miniscule market to be sending a rebalance at. Nullsec or lowsec is just asking for a hotdrop. Heck, a few nados or even catalsyt shooting through a hefty resist hole is asking to get ganked. 1 minute is more than enough to be scanned and properly ganked, even if you see the probes launch. This is just stupid.
    On a different note, the Golem will be a beastly PvE ship.

    August 31, 2013 at 12:22 pm Reply
    1. NoirWolf

      Just wait until the Golem gets its Macross Missile Massacre module o.o.

      August 31, 2013 at 1:25 pm Reply
    2. anon

      Same price? Have you lost your mind? This brings marauder back to the front of the line for their original purpose. Solo PvE. Pure and simple. Double the Rep, plus the 15% buff coming to reppers (may already be in game, not sure semi afk with RL). Means replacing the t2 rep rig with a damage rig. It’s going to be an animal.

      September 1, 2013 at 5:20 am Reply
      1. Still No Point

        A) If you read the post he wants to expand the usefulness into PvP, which is not happening with the suggested outline B) Unless you want to try a lvl5, lvl4s will still be better served by a CNR or Rattlesnake seeing as there is no actual increase in DPS(please do the math), not to mention the loss of drones. So you are not getting them done any faster. C) Fine, half the price of a dread, but no where near half the performance. The Dread is still more cost effective for what it does, and considering Bastions acts like a Siege module…whats the pont again? Aside from the singular lvl4 capabilities? Still sounds like a waste of an update.
        So no, it is STILL not at the front of the PvE line, especially considering the price is still more than either of those ships.

        September 1, 2013 at 7:44 am Reply
        1. dsfds

          its like 1/3 the cost of a dread

          September 1, 2013 at 4:03 pm Reply
          1. EvE Central

            Moros, 2.3bil Jita, Paladin, 959mil. About Half. No where near a third. Granted you add in modules, then yeah.

            September 3, 2013 at 3:21 pm
        2. Aaron

          A) You do realize MJD is amazing for PVP? And anyone with a brain won’t be using the Bastion mod unless it’s sure-fire to either 1) survive against whatever is coming or 2) wont get you blobbed. This thing is going to be amazingly hard to kill. In large fleets, I imagine any DPS doctrine will have difficulty taking them down. Not to mention they get tracking bonuses, which means it’s a mobile POS tower. It should and will likely exceed as solo / small gang.
          B) I think marauders are intended to tank harder than lvl4 missions, in the PVE aspect. Like 10/10 DED with mostly damage mods in place of usual tanking mods, making use of the Bastion module. For speed, I have no doubt that a CNR is still king of missions. But with the tracking bonuses and less tank mods, you’re looking at blapping anything within 60km of you.
          C) Dreads cost way more unless you’re going insane with faction modules on a battleship hull. Dread is designed to deal massive damage with a bit of tank to survive the siege, but is highly limited by its own problems. Siege and Bastion are clearly two different modules, since the Bastion doesn’t use any charges and is designed to do the opposite; major survivability and damage application.

          We’ll see where it stands after the changes.

          P.S: If nothing else it’s an awesome excuse to have a ship that transforms into a damage platform. Personally hope the Vargur goes sideways and uses the long ‘nose’ as a cannon.

          September 2, 2013 at 9:49 am Reply
  13. Stump Ugly

    Hey man, April 1 was months ago…. Transformers in Eve? Really?

    August 31, 2013 at 1:29 pm Reply
  14. d

    Given the usual cost of most marauders there is no point for this. Better off in a dread

    August 31, 2013 at 1:46 pm Reply
    1. dsfds

      really …where do you find a dread for less than a billion?

      September 1, 2013 at 4:02 pm Reply
      1. Aaron

        and in hisec.

        September 2, 2013 at 9:40 am Reply
  15. JG

    I supose the new module is like an emergency pve module. Pvp not that much since solo means after activating the ship would be still (0 m/s). So anyone could bolt under 60 seconds from the scram/ disruptor range. but dam if they are gona be the next bait cynos.

    August 31, 2013 at 1:50 pm Reply
  16. stone

    Does anyone see these with 4 large guns, 3 neuts and cloak II skipping around and cloaky warp tricking. Much like bobs. Just with active reps and siege instead of a jump drive/ bridge.
    They forgot to put +2 warp stab from the venture on it as well to counter the 1minute they are stuck in place death module.
    This thing is gonna need to be black ops bridge able its just gonna die tripping thru gates. Bombs and nados are just gonna eat these things up. Well anything really.
    For the cost anything will be better than these in PvP.
    Its a active tanky attack bc for 6x the cost and a dred training time.

    August 31, 2013 at 5:53 pm Reply
  17. not a good guesser

    Ooh, ooh, I’ve got it: next up: a new ship and module: tech 2 version of the third tier battleships, acts like a mini triage carrier with the new module.

    August 31, 2013 at 6:46 pm Reply
  18. BS

    Hmm PvP aside, do we see plexing/escalation monster here ?

    August 31, 2013 at 6:48 pm Reply
    1. zzzzzzz

      no. for pve it’s worde then before.

      August 31, 2013 at 9:45 pm Reply
  19. anon

    and next…. Pandas in space..

    August 31, 2013 at 10:45 pm Reply
  20. fake

    Welcome to EVE transformers

    September 1, 2013 at 1:22 am Reply
    1. FireBomber

      although i’m fairly sure that the pic is derived from macross, i’d love to see the rifter have a humanoid transform feature – it already looks like that.

      September 1, 2013 at 8:34 am Reply
      1. asdasdasdasdasd

        confirming next t3 should be transformer modules for t1 ships. eve needs more optimus battlebadgers.

        September 1, 2013 at 5:29 pm Reply
  21. GingerOne

    Immune to ew, will be the weapon of choice for high sec merc corps to deal with caldari towers.

    September 1, 2013 at 5:44 pm Reply
  22. mission carebear

    Kinda terrible, it is clearly a downgrade.
    – OP mentions how these ships are jammed forever and yet sensor strength isn’t changed at all.
    – They used to be among the most maneuverable of the bs class, and now are being hammered hard on that.
    – There is this nagging feeling EHP is being nerfed with alliance tournament in mind.
    – drone dps direct nerf.

    All in all they will be worst in PvE and too expensive & specific for PvP.
    They were already one of the least flow ship class, now they will be extinct.
    For anybody flying one of these, time to move on.

    September 2, 2013 at 2:24 am Reply
    1. Aaron

      EHP is being nerfed because this bitch will supertank.

      September 2, 2013 at 9:38 am Reply
  23. NoTech

    Sure, Marauders need some love, and as said when they’ve buffed the
    Pirate couterparts “they lost appeal as a whole”. BUT it baffles me what
    they’ve come up with: A Mini-Siege Module ??

    I get the ideal, but HELLOOO??? What they are talking about in their team meetings, something

    we have an expensive T2 PvE ship, that can easily be jammed with a
    shuttle and a tuba, what can we do about it??!??! Since NOONE EVER has
    used them successfully in an Alliance

    “Weeeell, lets do a mini siege module!!”.

    “A WHAT ??!??!”

    “Let call it BASTION MODULE(tm), it gives you tons of stuff you don’t need plus you can’t move“

    “But what about the shuttle and the tu…”

    “Hah, we make it Ewar resistant during the the use of the module!!”

    “Ohh, alright”

    “And it should benefit from Micro Jump Drives!!”

    “Ermm, but it can’t move.?!?!”

    “No no, in between cycles”

    “Ahh I get it, to deploy quickly”

    “Yes, but make it a fixed cycle that can’t be interupted”

    “But isn’t that kinda..“

    “Ahh and remove the web bonuses while keeping the target painter bonuses”

    “Well what about, giving a web range bonus ??!?“

    “Naw, that would unbalance the game….”

    “Ohh alright, I see, sounds you really thought that through, make it so…Next..“

    September 2, 2013 at 2:45 am Reply
  24. Aaron

    No point linking the original thread if you just copy and paste it.

    September 2, 2013 at 9:36 am Reply
  25. Luwc

    I love it.

    “Huge Balls Null Sec Ratting Module”
    This is what this game needs. A module that pins you and your AFK ass the fuck down in return for some pretty awesome bonuses. Not some Warpcore Brony kinda bullshit.

    I am gonna train the useless shipclass just to use this module.
    Though ccp… The training time is pretty annoying . Cut it down.

    September 3, 2013 at 10:14 am Reply

Leave a Reply