Rokh

Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.
Caldari Battleship Skill Bonus: 10% large hybrid optimal range per level and 5% shield resistance per level
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Structure |
Structure Hitpoints 7,500 HP |
Max Velocity 89 m/sec |
Inertia Modifier 0.136 |
Mass 105,300,000 kg |
Volume 486000 m3 |
Capacity 625 m3 |
Fitting |
powergrid Output 15,000 MW |
Low Slots 5 |
Med Slots 6 |
High Slots 8 |
CPU Output 780 tf |
Launcher hardpoints 4 |
Turret hardpoints 8 |
Calibration 400 points |
Upgrade Hardpoints 3 |
Capacitor |
Recharge time 1250 s |
Capacitor Capacity 6000 GJ |
Targeting |
Maximum Targeting Range 90 km |
Max Locked Targets 7 |
Gravimetric Sensor Strength 24 points |
Signature Radius 500 m |
Scan Resolution 75 mm |
Shield |
Shield Capacity 8500 HP |
Shield Em Damage Resistance 0 % |
Shield Explosive Damage Resistance 50 % |
Shield Kinetic Damage Resistance 40 % |
Shield Thermal Damage Resistance 20 % |
Shield recharge time 2500 s |
Armor |
Armor Hitpoints 7,000 HP |
Armor Em Damage Resistance 50 % |
Armor Explosive Damage Resistance 10 % |
Armor Kinetic Damage Resistance 25 % |
Armor Thermal Damage Resistance 45 % |
Drones |
Drone Capacity 50 m3 |
Drone Bandwidth 50 Mbit/sec |
Miscellaneous |
Rig Size Large |
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Required skills |
| Primary Skill required |
Caldari Battleship III |
Spaceship Command IV |
Caldari Cruiser IV |
Spaceship Command III |
Caldari Frigate IV |
Spaceship Command I |
Material Requirements |
| Skill / Industry |
Industry 1 |
| Material / Mineral |
Tritanium 11,861,903 |
Pyerite 3,489,984 |
Mexallon 733,132 |
Isogen 185,937 |
Nocxium 53,485 |
Zydrine 13,631 |
Megacyte 3,332 |
| Waste |
Waste Factor 10%
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Uses
The most common use for a Rokh is for a a sniper in fleets, though they can also make excellent mission running ships. However, the Rokh is always better suited when flying in a group, as its tanking capabilities are much lower when compared to other Caldari battleships and its long range specialization can give it trouble with smaller ships that get close up.
As a sniper in a large fleet, and due to new probe-down techniques that have made the 130-150km range the standard range for fleet engagements, the Rokh has one very major advantage over the other battleships. Due to a combination of its high CPU for weapon upgrades, large base targeting range, awesome bonus to hybrid optimal range and the already long range of 425mm railguns, the Rokh appears to be the only battleship able to hit at optimal at the 130-150km range with a faction ammo type that does more damage than its corresponding tech II ranged ammo, while still fitting the basic requirements of a propulsion mod and a half-decent tank. Even the Amarr Apocalypse with enough powergrid equipment to let it fit a full rack of tech II tachyon beam lasers won't be able to hit at this range with an ammo that does more damage than Aurora crystals. Because of this, even though with tech II ammo some of the other battleships may be able to beat the Rokh at this range in volley damage (such as the Maelstrom), the Rokh can beat all of them in overall DPS by quite a fair margin, and for those rare occasions where fights do happen at the 200+km range the Rokh can easily slap in some Spike ammo and targeting range scripts to be able to engage, where none of the other battleships have a hope in hell of reaching.
See Also
Additional Images
Below are additional ships images. Click the image below for a larger version:
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