The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.
|Power output||1300 MW|
|CPU output||350 tf|
| Shield resists|
| Armor resists|
|Drone Bandwidth||25 Mbit/s|
|Max Speed||150 m/s|
|Updated for Booster Patch|
|View Ships by Type|
The Battle Chicken. Basically a big Maller, the Prophecy is an Amarr Battlecruiser. The exception being that this ship actually has enough grid to mount a tank and actually use cruiser guns, as opposed to the Maller.
The Prophecy is more tank than gank. Most of the time you want to undergun and supertank it. The more named weapons you can fit, the faster your ratting will go, so if you are having a problem breaking rat tanks, consider stepping up to some named heavy pulses.
- 10% reduction in Medium Energy Weapon capacitor use
- 5% bonus to all armor resistances per level
- 99% reduction in the CPU need of Warfare Link modules.
 PvP Setups
 Standard Prophecy
- 6x Focused Medium Pulse Laser II (loaded with Conflagration M for large targets, Multifrequency M for close-range frigates or cruisers, Scorch M for distant targets)
- 1x Small Remote Armor Repairer I
- 1x 10mn MicroWarpdrive II
- 1x Medium Capacitor Booster II (Cap Booster 800)
- 1x Tracking Computer II (Tracking Speed Script)
- 3x N-Type Armor Hardeners (Explosive, Kinetic, and Thermic)
- 2x Heat Sink II
- 1x 1600mm Rolled Tungsten Plates I
- 5x Hobgoblin IIs
- 10x Cap Booster 800
Fitting Skills: Fits with Electronics V, Engineering V, and Weapon Upgrades IV. If you drop the Remote Armor Repairer, you can fit this with Electronics IV.
The most obvious fitting imaginable, and yet also perhaps the best. This packs a goodly chunk of armor (9k) with decent resists (~39k effective hp with Battlecruisers IV). You can move around 800 m/s with decent skills, sufficient to get out of bubbles or into optimal range from a gate or from a warp-in. You aren't under-gunned and thus actually make use of your ship bonuses, plus you can actually keep your guns running for as long as your Cap Booster charges hold out. The lack of an active tank preserves your cap but means you will need friends; so too, the lack of a tackle.
Options: If you swap out the Tracking Computer for a Warp Disruptor, you are probably better off not using Conflagration crystals. If you don't mind dramatically lowering your DPS, you may further toughen your tank by swapping out Heat Sinks for Armor Hardeners, EANM, Damage Controls, or even Regenerative Plating. Trimark Armor Pump I rigs trade mobility for armor, but I would save those for a full tank setup.
 Low-Skill, High EHP Tackle-Prophecy
- 5x Medium Beam Laser
- 2x Medium Nos
- 1x 10MN MWD
- 1x Warp Disruptor (T2 for the extra 4km range, isn't too expensive and only reqs. prop jamming II)
- 1x Warp Scram/Stasis Web
- 2x 1600mm Rolled Tungsten Plate
- 2x EANM
- 1x Damage Control (ffs use T2 since it's dirt cheap and adds a bunch more ehp)
- 1x 800mm RT plate/N-type damage hardener/adaptive nano plating/3rd EAMN
This thing is a flies like a brick but with crap skills will have around 75k ehp with the DC II, BC3, and armor compensation to III. This isn't for chasing down HACs this is a straight up battleship/carrier/dread tackler. Warp to a wreck if you can or MWD if they're relatively close and orbit at 5km and try to grab a second point with the long range disruptor and laugh at their T2 drones as they plink, harmlessly, off your armor. Not only do you have a brick tank but you will literally be the last thing killed on the battle field because "lol prophecy", although bubbles are bad news since you are still slow as fuck and align in 15s minimum. Try to stay out of them and use the MWD trick if you need to align in a hurry.
As far as fitting, at the most you may need Eng.4 and Elec.4 but feel free to drop a NOS and you can probably fit with both at 3. You need the beams for the range to hit any drones on you and if you are 1x/2x NOSing a BS or capital you can run the guns and MWD and keep ~80% cap but feel free to just use 200mm autocannons (lol 0.6 km optimal). Keep the scram for fleet engagements when you're going to be orbiting a BS until he dies but the web is for smaller work, gangs/camping stations or gates, since anything smaller than a BC can easily fly away from you and your buddies might not have a web of their own. The last low-slot is kind of a wildcard and there's been lots of theorycrafting about what to use. The extra plate definitely adds more ehp at the cost of and even longer align time and max speed drop (not to mention cost but you should be getting the plates from salvaging/ratting anyway). I've been using a N-type thermic hardener since kenny and friends like to use weapons with therm damage, although there's a small explosive hole in this setup so an explosive hardener isn't a bad idea either. Don't use the ANP unless you're really tight on fitting.
 Cheap Low skills Warfare Link Prophecy
- 5x Heavy Beam Laser I (named are dirt cheap)
- 1x Small Remote armor rep
- 1x Warfare Link
- 1x Tracking Computer I
- 2x Cap rechargers
- 1x Small Armor Rep (Medium Armor Rep)
- 1x Exp/Kin/Therm Hardeners
- 1x EANM
- 1x Cap power relay (Damage Control)
- 5x Warrior (II)
Fits with elec/eng 4. If you have the grid use a medium rep. Its designed to run everything forever(except the rep). With better cap/laser/BC skills you can drop the cap relay for a DC. Your heavy beams(microwave) with the tracking computer should have around a 35km optimal. The range lets you sit near the edge of a dictor bubble, and be able to put some heat(in addition to drones) on any sucker trapped inside.
This ship has an armor resist bonus, so you might as well take advantage of it. Your tank should have close to 70 or better resists across the board and 5k+ armor. In a typical GS fleet battle you'll warp out about 2 minutes after you give the command, so this tanking setup should hopefully give you a large enough buffer to get out alive(it saved me once, but then 20 fighters killed me). Plus, if you're looking for a damage platform rather than a support platform, look into getting a Harbinger.
 PvE Setups
 Angels Ratting Setup (Low SP)
- Hi Slot
- 6x 425mm Autocannon I (Fusion or Titanium Sabot ammo)
- 1x Medium Nosferatu
- 10MN Afterburner I (Substitute for named parts for the extra kick)
- 2x Cap Rechargers
- Low Slot
- 1x Medium 'Accommodation' Vestment Reconstructor I (Or use Medium Armor Repairer I if you can't find named parts)
- 1x N-Type Explosive Hardener
- 2x Adaptive Nano Plating
- 2x Capacitor Power Relay
- 2x Valkyrie I
- 1x Warrior I
This setup allows you to tank Angel spawns reasonably well. I managed to just about tank a 3 BS spawn with it, one of which was a Domination Throne BS. Your main worry are the support ships, so as soon as you have aggro from them, turn your burners on and burn towards the BS. Get in a 500m orbit on its ass & start up your NOS & guns. With Fusion ammo, the ACs have around 1500m optimals. Set your drones on the escorts & they should be able to handle them without too many adventures. Your chief source of pain will be the BS as you're closing so it's important to close fast. Once you get into a tight orbit, it won't be able to hit you. If it's still managing to nail you, turn your afterburner on & keep firing.
With any luck, by the time you're into your tank the escorts will have been thinned out by your drones. Turn on your hardeners and enjoy the 80% & 50% resists to explosive & kinetic damage. You can run your repper for a long time with this setup along with the afterburner. Make sure you keep the NOS on the BS or you'll lose the tank. It's slow going but you'll get there eventually. Amarr are not the best race to take on Angel spawns because of their stupid resists to EM AND Thermal.
If you're cross-training into projectile turrets, get them up to II or III to enjoy the damage modifier bonuses. My Medium Projectile Turrets is at I shamefully, but it still dishes out respectable damage thanks to the 6 ACs you have going.
Mileage may vary depending on support skills.
 Missions/General PvE (terminal mehmet)
- 1x Medium NOS
- 6x Focused Medium Pulse (microwave, ultraviolet, multifreq)
- 1x 10MN Afterburner (t2 if you can fit it. Remember, you can't use MWD in deadspace missions)
- 1x Stasis Webifier OR Targeting Computer OR Target Painter (depends on if your enemies get over 10k away)
- 1x Cap Recharger (named, if you can. Much better performance)
- 1x Medium Armor Repairer (Accomodation or Tech II)
- 1x Active Hardener (select appropriate for mission/rat, N-Type is best)
- 1x Active Hardener (select appropriate for mission/rat, N-Type is best)
- 1x 1600mm plate (Tungsten is best) OR Capacitor Power Relay
- 1x Capacitor Power Relay
- 1x Damage Control OR PDU/PDU II OR Heat Sink OR Power cap relay OR Active Hardener
- 5x Explosive or Kinetic drones, usually; but check your mission guidelines.
The basic philosophy is to be able to adapt to your mission requirements. This is why the setup uses focused medium pulse. You can hit anything with them. As you do your missions, make note of their title and what the enemies do. As you start to do them the second time around, you will know what they do and can quickly swap out fittings to adapt to them. This is especially helpful when deciding to use a webifier, target painter or tergeting computer. Always remember that PvE is more about keeping your tank up and your cap up. This is why there are a lot of Cap modules on this set up. If your cap skills are good enough where you don't need the two cap relays, swap one out for a 1600mm plate.
Some of this will depend on your fitting skills. If they are bad, you will probably need a PDS. You will vary this a little depending on what mission you are going on and what enemies you are fighting. It is a good idea to stock up on mods in the station you run missions out of (U4) so you can always be ready. It's really worth taking the time to swap out those mods because it can save you from getting blown up; which will save you time and money and get you into that BS that much faster.
Regarding tractor beams: fuck 'em. You need the extra DPS because Amarr weapons are slow at killing a lot of shit because their damage type is predictable. Frigate loot usually sucks and the Prophecy is slow. If you concentrate on just picking up the cruiser loot, you will be fine and still make a lot of isk. Suck it up and hit your afterburner.
Regarding active hardeners: you NEED them for most level 3 missions. You can get by with energized on a few. Plan for needing them more often than not. Also, get Battlecruiser up to at least level 3 to take advantage of the Prophecy's natural tanking ability. Go to 4 if you can spare the time.
Final tips: use named gear when you can afford it. It will help with fitting. Throw in a PDS (preferred) or RCU in that last low slot if you are having trouble fitting everything. Heat sinks are usually the best for the final low slot. You want to get your dps high without sacrificing tank. You will want to swap out your heat sink for a 3rd hardener if the enemies do more than 2 damage types. You will want to use a cap charger if you are having trouble keeping your tank up due to cap use (if this is the case, get your cap skills up before you do anything else, very important for Amarr ships). I use a damage control when fitting is tight for whatever reason, or when I go on missions where they do all four damage types. Use the Mission_Guides page for more information and don't forget there are mission guides outside of this wiki as well.
 More Info
Base resists per level