
Sure, you can build a battleship, but a Marauder is something more… as in you need to spend some more ISK and some more time. You cannot just build a Marauder with your everyday manufacturing skills.


Plus, with the Raven already paid for, that brought the cost down to 453,813,110.86 ISK. I have actually had that much ISK at one time. Of course, the single run blueprint itself was 60 million ISK, but at least I was 20 million ahead.ġ Raven – 84,752,935.98 ISK ( calculated here)ġ052 Gravemetric Sensor Clusters – 24,196,000.00 ISKģ002 Graviton Reactor Unit – 300,200.00 ISKġ577 Magpulse Thrusters – 63,080,000.00 ISKģ215 Scalar Capacitor Units – 45,010,000.00 ISKģ795 Sustained Shield Emitters – 151,800,000.00 ISKħ185 Titanium Diborite Armor Plates – 68,257,500.00 ISKġ415 Quantum Microprocessors – 31,130,000.00 ISKĪ lot of ISK, but less than the cost to buy the ship outright. Well, I have one of those! That covers about 80 million in ISK cost right up front! And, sure enough, there were some, and the first item on the bill of materials gave me some hope. So I started looking for blueprints in the contracts interface. Golem prices were in the 750-800 million ISK range, which is way out of my price range.įine, I thought, maybe I can build a Golem. So I looked into pricing for the Caldari flavor of Marauder, the Golem… and my jaw dropped. And so new that they do not even have an entry for it in their EVE database. More capacitor, more CPU, more offense, more defense, and they even doubled the range of tractor beams when fitted to them. This class was described as the mission runner’s dream. So, when level 4 missions were a challenge, I started looking at the market.ĬCP had introduced a new ship class not to far back, the marauder. When level 3 missions got tough… well, actually, the Drake was so good that it powered through all of the level 3 missions, so I never considered a replacement.īut the pattern of upgrading to solve problems was set. When the Moa wasn’t working out for me and I lost two Caracals on level 2 missions, I went to the Drake, a battlecruiser. When faced with a couple of tough level 1 missions, I upgraded to a destroyer. When faced with such troubles in the past, I tended to buy my way out of them. A new ship, a Raven, to get used to with its active shield tanking requirement as opposed to the passive shield tank of the Drake. Marauder ships, including those of the Horde, are fairly balanced when it comes to their loadout, so you'll need a balanced approach of your own to counter them.Starting out with level 4 missions was a bit of a trial. Since the Great Khan will actively seek to conquer their neighbors, the best strategy against their fleet is to fortify a system directly in their path, preferably with Starbase installations that debuff enemy ships. Their ships also have twenty percent more Hull points, move twenty percent faster, regenerate Hull and Armor daily, and have an enormous thirty percent Evasion bonus. This grants their fleet's weapons ten percent more damage and range and twenty percent faster firing. The Great Khan is the most powerful Admiral in Stellaris, starting at level ten and possessing the unique trait The Great Khan. The Horde will continue its effort to conquer the galaxy for as long as the Great Khan lives. The Khan's fleets will attack any empire that does not become a vassal to the Horde, and the conqueror will accept vassalage from any empire at any time. Once they reach their target planet they will bombard it until they've inflicted fifteen Devastation, at which point they will depart with plunder in the form of either pops or resources. The fleet will attack and destroy any Starbases it encounters along the way, potentially dealing a blow to their target's economy.

They will send a fleet, usually with a power of around four thousand, to attack an inhabited planet. Once a raid commences, the Marauders can no longer be paid off. If your empire is targeted for a raid, you can pay the Marauders off with Food, Minerals, or Energy.
Ship class marauder code#
Their code of honor dictates that they always give their intended target a heads-up that they're coming, and they will offer to withhold their fury in exchange for tribute. The Marauders are not allied to one another, and although they will ferociously defend their territory they do not attempt to expand it.Įach Marauder Empire will periodically raid a normal empire. Marauders start the game with powerful navies and a handful of spaceborne habitats, but control no planets. The number of possible Marauders can be set during New Game setup. The galaxy may have one or more Marauder Empires seeded into it at the beginning of a campaign.
