Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault ship, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
|Power output||600 MW|
|CPU output||600 tf|
| Shield resists|
| Armor resists|
|Drone Bandwidth||25 Mbit/s|
|Max Speed||170 m/s|
|Updated for Apocrypha 1.1|
|View Ships by Type|
The Rook is the Combat Recon counterpart to the Force Recon Falcon. It serves as an excellent ECM platform for any T2 cruiser gang. Due to the recent changes in the April 16th ECM patch, the Rook has lost the Optimal Range bonus in favor of a RoF bonus. In addition to a 10% increase in jammer strength per level, drone bay and base shield boost, the Rook functions as an up close "brawler" ECM boat and is now actually useful.
- Caldari Cruiser Skill Bonus
- 5% Bonus to Heavy and Heavy Assault Missile Launcher Rate of Fire per level
- 10% Bonus to ECM Target Jammer capacitor use per level
- Recon Ships Skill Bonus
- 30% Bonus to ECM Target Jammer strength per level
- 10% Bonus to Heavy Assault & Heavy Missile velocity per level
 Mars's High-Skill Improved Ganking Rook
- 4X Heavy Assault Missile Launcher II, Terror Rage Assault Missile
- Improved Cloaking Device II
- 4X 'Hypnos' Multispectral ECM I (or tech II)
- Large Shield Extender II
- Warp Disruptor II
- Y-T8 Overcharged Hydrocarbon I Microwarpdrive
- 2X Signal Distortion Amplifier II
- Ballistic Control System II
- Medium Particle Dispersion Augmentor I
- Medium Bay Loading Accelerator I (or MCDFE)
- Hobgoblin II x5
- Zainou 'Snapshot' ZME1000
- Zainou 'Deadeye' ZMM100
This is a close range setup, so use hams you mongoloid. Don't try to fly this with low skills because you need to squeeze every ounce of DPS out of those four launchers. With drones (shitty skills), recon V, ham spec IV, and missile implants I get 396 dps unheated. If you think you can sneak up on ratters fast enough (you probably can't), you can try dropping the cloak & LSEII for another launcher I guess. Use a covops alt w/ probes while loitering in this ship (cloaked) - I promise you'll have more fun. Costs about 150m isk.
All of the following is true only if you have recon V - if not, your chances of missing a jam and dieing (and getting laughed at for using multispecs) go up dramatically without it. You've been warned.
Jamming: Don't stagger the jammers - this isn't a fleet blackbird. Mash all your jammers down at once. As designed, this ship's primary target is ratting battleships. Like all multispec setups, this is NOT for jamming multiple targets. If someone else shows up, gtfo. That being said, this thing will jam the fuck out of just about any single ship except for recon ships (you have on average a 20% chance of missing a jam against them). Caldari BS are the hardest BS to jam, with a 13% chance of missing. Amarr BS are the easiest, with a chance of missing as low as 4%. Rule of thumb: any ship with <20 sensor strength is virtually helpless against you, provided your missiles can hit it.
But what if my jam misses: It will take a raven ~15 sec to lock you. Your jammers have a 20 sec cycle time. He will have about 5 seconds to realize that you missed your jam to lock and attack you. Amarr ships are much worse off (~3 sec margin). Even if they do get a shot off, you should have enough buffer to survive at least 2 hits worst case (EM anything). Watch for drones and smartasses with FoF missiles, this thing is made of paper.
Unpopular Conjecture: Despite it's fragility, this thing can be more gnarly against ratters than a dual LSE vagabond if it's piloted with competence and patience. It has more DPS (according to the DLSE vaga wiki entry) and can't be nueted away. If you land on top of a lone ratter with this, there is literally nothing he can do besides scream for help and wait for death. Granted, it lacks the maneuverability and versatility of a vaga, but the frustration experienced by your helpless victim is a worthy compromise.
 The Just-Fly-a-Falcon Rook
- 5x Wildcard (Mix/Match from: Improved Cloak II, Probe Launcher, Cyno Generator, Remote Armor/Hull Rep or Weapon System of Choice)
- 1x 10mn MWD II
- 6x Racial Jammers (Best Named or T2, don't use mutispecs)
- 2x Signal Distortion Amplifier II
- 1x 1600mm Reinforced Rolled Tungsten Plates I
- 1x Particle Dispersion Projector I
- 1x Particle Dispersion Augmentor I
- 5x Light Armor Rep Drones (or Warrior II)
Basically the same as the Falcon fit. There isn't enough grid to fit a 1600mm plate (or even 800mm) with 5 T2 Heavy Launchers. With the jammer range nerf defense is more important than the minimal DPS you can add to the gang. Your job is to jam everything and this ship can do that. Optimal on the jammers will be around 60km, with 40km falloff depending on skills. Train warp drive operation and energy management up so you can actually warp places with a 1600 fit. The only thing the Rook has over the Falcon now is that it's slightly cheaper to buy and fit.
 Solo Ganking Rook
- 5x Heavy Missile Launcher II, Caldari Navy Scourge, Thunderbolt
- 1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
- 1x Warp Disruptor II
- 0-1x Stasis Webifier II
- 3-4x Best-Named Racial or Multispec jammers (see note)
- 1x Large Shield Extender II (Shield Upgrades V) / 1x Large F-S9 Regolith Shield Induction (Shield Upgrades IV)
- 2x Signal Distortion Amplifier II
- 1x Ballistic Control System II
- 2x Core Defence Field Extender I
- Slot 6: Hardwiring - Inherent Implants 'Squire' PG4 (3% powergrid, required for LSEII / SU IV)
- Slot 7: Hardwiring - Zainou 'Snapshot' ZMH1000 (3% HML damage)
- Slot 10: Hardwiring - Zainou 'Deadeye' ZMM100 (3% launcher ROF)
Obsolete: This fit kinda sucks now - if you want to gank in a rook, use the gank setup above.
Notes: I didn't think this was a terribly viable concept until I watched The Doomcryer camp AZN/E-P for two weeks in a tackling HML Rook that could easily solo a ratting battleship by eliminating their ability to fight back. This is more or less a reverse-engineering of his fit based on what it was capable of, although it isn't perfect because I don't have a lossmail to go by (that's either high praise for the ship or a condemnation of our defense response in Feythabolis; probably a bit of both).
Skills: Recon V is a must to make this effective, not only for jam strength but for DPS, as you need every last bit you can muster to break ratting tanks without the help of a triple battleship spawn. Shield Upgrades V allows you to forgo the 3% implant with a named LSE, or to use an LSE II with the implant. The implant is required even for a named LSE at Shield Upgrades IV. HML IIs with at least spec III and support skills to IV-V are necessary for effective DPS.
ECM: With three Hypnos multispecs @ 8.11, this Rook has a 75% chance per cycle to jam a Raven; with four, an 85% chance. All other battleships are comparatively easier, ranging up to a 97% chance with four jammers vs an Armageddon or Typhoon. Fitting four mixed racial jammers results in a moderately reduced chance of jam success vs a single target, but obviously better jam success vs multiple targets. Since --unlike the typical 220km+ Falcon setup --this fitting does not rely on jammer range nor is it intended to jam multiple targets at once, multispectral jammers are actually a superior choice for keeping a ratting battleship down and out. Don't be tempted to fit four Caldari jammers unless you're prepared to only go after Ravens - many other non-Caldari battleships have relatively high sensor strengths, and even vs an Armageddon or Typhoon your per-cycle jam chance with off-racials is in the 50% range.
Damage: With the listed implants and missile supports at V, it does 225 DPS kinetic and 180dps of other damagetypes, which is certainly enough to nudge most rating tanks over the edge with the help of 1-3 rat battleships.
Defense: At 16k EHP, the shieldtank is an emergency buffer to coast you through failed jam cycles, not something that you should rely on. The web isn't necessary for pure battleship ganking --this setup can outrun even an MWD battleship and won't cap out before they do --but it's fairly vital for quickly killing any backup that might arrive, or tacklers that try to hold you down. In most cases, you'll have a 99% chance to jam a single interceptor or interdictor, and won't have a problem simply slipping away.
Cloak option: This can be made easier to fit and slightly more survivable if one of the launchers is dropped in favor of an Improved Cloak, however this lowers DPS to 160/205, at which point you'll need to idle cloaked and wait until your target has engaged a multiple battleship spawn (wait for a wreck to appear on scan).
Doomcryer Killmail: http://killboard.goonfleet.com/km/346176/fitting#items