The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.
|Power output||55 MW|
|CPU output||215 tf|
| Shield resists|
| Armor resists|
|Max Speed||210 m/s|
|Updated for Booster Patch|
|View Ships by Type|
With seven turret slots and a single lowslot, this ship is good for mounting lots of guns. With good dps, an easy 20k optimal range, and fast lock times, it's an ok ship to have in a gatecamp. As a Tech 2 anti-interceptor platform, it lacks severely in comparison to the Coercer. With the post-Kali HP boost, it's no longer the tissue paper ship it used to be. Now it's just paper.
Destroyer Skill Bonus:
- 10% bonus to Small Hybrid Turret tracking speed
- 10% bonus to Small Hybrid Turret optimal range per level
- 50% bonus to optimal range for small hybrid turrets
- -25% rate of fire for all turrets
 T1 Instalocking MWD Tackling Cormorant
Most effective in gate camps and station camps. Important functions include instalocking small ships, killing small ships and drones, and tackling with MWD and warp disruptor.
- 7x 125mm railgun. 'Scout' or Compressed Coil Gun recommended. (see tactics below for ammo type)
- 1x Rocket Launcher I, offline small remote armor repair, or salvager, depending on AWU skill level.
- 1x MicroWarpdrive I (named recommended)
- 2x Sensor Booster I (named recommended)
- 1x Warp Disruptor I
- 1x Magnetic Field Stabilizer I (named recommended
This role can currently be filled better by a stiletto due to its better scan resolution, warp disrupt range, and speed.
During a gatecamp or station camp, position yourself right on the gate or station undock with sensor boosters active. When you're aware of a hostile jumping in or undocking, activate guns and warp disruptor and lock the ship as soon as possible. During other types of encounters this ship is flown much like another MWD frigate, but slower. Hold a tackle on important targets and fire on the primary or small ships of opportunity.
Ammo types - Many different types of small hybrid charges are useful for this ship, and this is dependent on your skill level with Destroyers and Sharpshooter, and the type of railguns you are using. Your ideal optimal range is about 16-18km because that's generally your ideal tackling range, and during a gate camp, incoming ships will be near that distance when they break cloak. Your most often used ammo type will be plutonium, uranium, or thorium. Antimatter is useful for station camps and for DPS in general. Iron is somewhat useful for sniping frigates and interceptors but the meager DPS is more likely to make them run away from you than blow up. Carrying many types of hybrid charges in your cargohold is recommended.
Capacitor - pay attention to your MWD and sensor boosters because they will run your cap dry if you are firing the railguns constantly. You do not need to keep both of the sensor boosters active if you already have important targets locked. Controlled bursts and high speed maneuvering skills are important for this ship.
Nearly anything can kill a destroyer quickly. Its defenses are minimal at best. This ship is slower than a frigate and is not useful for tackling targets at a long distance or providing warp-ins. This ship will have capacitor problems during a long battle if the MWD and sensor boosters are used excessively.
 Vio Geraci's Salvaging Cormorant
- 6x Salvager I
- 2x Small Tractor Beam I
- 1x 1MN MicroWarpdrive I
- 1x Cap Recharger I
- 1x Stasis Webifier I (Wildcard Slot - a medium shield extender will help you tank small rats longer)
- 1x Cap Recharger I (Wildcard Slot)
- 1x Nanofiber Internal Structure I
A beautiful salvager. This is designed to breeze through already ratted belts sucking up wrecks. I fill up the wildcard slots with stasis webs, maybe a target painter if I can swallow my pride, etc, so that I can conceivably help out a ratter while I am salvaging his wrecks. If you hit a particularly wreck laden belt you will find yourself running low on cap and wanting an additional cap recharger. This setup absolutely rapes wreckage, and it isn't expensive at all. The nanofiber internal structure is for faster aligning and mwd, but swapping it out for a warp core stabilizer I isn't a bad idea either. If you are gathering dropped loot aswell, a cargo hold expander is a viable choice as modules can take a lot of cargo space.
NOTE: You will want to mount an afterburner in lieu of the Microwarpdrive if you are using this to salvage wrecks in a mission or complex.
 Alt Buddy
- 7x 125mm Railgun I
- 1x Cold-Gas Arcjet Thrusters
- 3x Choice of Target Painter, Stasis Webifier, Cap Recharger, ECCM Projector
- 1x Tracking Enhancer I
Got a second computer but don't want to pay for a second account? Here's a setup designed to work with a disposable trial account almost immediately. Aggress everything with your main, then have it web/paint/pop the frigates and help loot the corpses. Make sure you've aggressed everything on your main first, because this thing will fall apart if you look at it wrong. But hey, if it dies, you're out less than a million.
Projected ECCM is for those fucking perma-jamming Guristas ships.
This requires Elec/Eng III. Note that the Caldari -> Military -> Soldier starts with these, and can fly the complete fitting in four hours.
For a slower but better alternative, go with Caldari -> Business -> Executive Commander for some decent gang bonuses (+8% shields, +6% targeting range, +4% base speed and +2% armor) You'll be able to fly this setup within a day or so.
With the changes from recent paches you no longer get free skills based on occupation when you start a new character.