Minmatar Basic Ship and Skill Guide
From UniWiki
This guide provides general information and recommendations for T1 ships of a single player faction.
For more advanced and in-depth information on specific ships refer to the new ship index. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.
Contents |
Rookie Ship
The rookie ship is the first ship you start with. If you are Minmatar, it will be a Reaper. A new rookie ship is given whenever you dock at a station where you do not have any ships.
Reaper
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 5% bonus to velocity per skill level. The Reaper-class is the smallest of the Minmatar frigates, just barely reaching frigate status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars on either side of the law. |
The Reaper is good for travel if you're too cheap to buy a shuttle. It can be used to go through the first tutorial missions, but should be replaced by a frigate from the Military tutorial as soon as possible.
Minmatar Frigate Skill Bonus:
5% bonus to velocity per skill level
Frigate
Frigates are the smallest of the ship classes in EVE. They are used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.
Burst
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 5% bonus to cargo capacity and 20% bonus to mining laser yield per skill level. The Burst is a small and fast cargo vessel. It can easily be used as a small-time miner, but requires some crunching assistance for large-scale mining operations. |
The Burst is the Minmatar mining frigate and can be used as a starting point for budding miners.
| EFT Fitting |
|---|
| [Burst, Basic Mining]
EP-S Gaussian I Excavation Pulse 1MN Afterburner I Expanded Cargohold I [empty rig slot] |
Afterburner I
Energy Systems Operation II
Energy Management II
Energy Grid Upgrades II
Electronics Upgrades I
Hull Upgrades I
Evasive Maneuvering II
Warp Drive Operation II
Shield Management I
Minmatar Frigate II
Repair Systems I
Mining III
Hull Upgrades II
- General fit for a beginning mining frigate would simply include two mining lasers, afterburner, and a possible tank.
Slasher
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per skill level. The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers. |
The Slasher is a cheap combat oriented frigate. It has the fastest base speed of any standard T1 frigate (although the Vigil is actually faster because of its hull bonus to speed). However, the Slasher is not nearly as useful a fighter as the Rifter, mainly due to its lack of a third midslot and only having a single lowslot.
| EFT Fitting |
|---|
| [Slasher, PVP Tackle LR]
250mm Light Artillery Cannon I, Fusion S 1MN MicroWarpdrive I Micro Auxiliary Power Core I [empty rig slot] |
Energy Systems Operation III
Energy Management III
Energy Grid Upgrades II
Electronics Upgrades I
Long Range Targeting II
Targeting III
Energy Management II
Afterburner III
Signature Analysis III
Evasive Maneuvering II
Warp Drive Operation II
Mechanic III
Hull Upgrades III
Propulsion Jamming II
High Speed Maneuvering I
Gunnery III
Rapid Firing II
Sharpshooter I
Motion Prediction III
Fuel Conservation II
Signature Analysis III
Propulsion Jamming I
- Long range version using a Warp Disruptor (<20km).
| EFT Fitting |
|---|
| [Slasher, PVP Tackle SR]
Small Nosferatu I 1MN MicroWarpdrive I Micro Auxiliary Power Core I [empty rig slot] |
Energy Emission Systems I
Afterburner III
Energy Systems Operation III
Energy Management III
Energy Grid Upgrades II
Electronics Upgrades I
High Speed Maneuvering I
Propulsion Jamming I
Long Range Targeting II
Targeting II
Signature Analysis II
Evasive Maneuvering II
Energy Management II
Engineering IV
Warp Drive Operation II
Hull Upgrades II
Propulsion Jamming II
Fuel Conservation II
- This is a short range tackle (<7.5km) using a Warp Scrambler.
- Instead of training Engineering IV or Energy Emission Systems, you may opt to drop one Nosferatu or replace the Nosferatu with the largest small guns that can fit on the ship.
Vigil
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 5% ship velocity and Target Painter effectiveness per skill level. The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets. |
The Vigil is the Tech 1 Electronic Warfare ship of the Minmatar Republic. This ship is the fastest standard T1 frigate, and makes a decent first-strike tackler. The bonus to target painters isn't that useful, as target painters are stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.
| EFT Fitting |
|---|
| [Vigil, Ewar]
250mm Light Artillery Cannon I Target Painter I 50mm Reinforced Steel Plates I [empty rig slot] |
Republic Fleet Carbonised Lead S
Caldari Navy Sabretooth Light Missile
Minmatar Frigate II
Missile Launcher Operation I
Energy Systems Operation III
Energy Management III
Energy Grid Upgrades II
Electronics Upgrades I
Long Range Targeting II
Targeting IV
Hull Upgrades I
Standard Missiles I
Evasive Maneuvering II
Warp Drive Operation II
Mechanic III
Hull Upgrades III
Shield Management III
Signature Analysis III
Target Painting III
Minmatar Frigate III
Long Distance Jamming III
Frequency Modulation III
Repair Systems III
Target Painting I
Engineering IV
- This setup is the E-Uni Basic Ewar Vigil, intended for fleet use.
- I have not included recommendations for weapon damage skills as your main role in Fleet is Ewar.
Breacher
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 10% bonus to Explosive missile damage and 5% bonus to EM, Kinetic and Thermal missile damage per level. The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat. |
This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the far superior Rifter.
Rifter
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level. The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary. |
The Rifter is the top-of-the-line T1 combat frigate of the Minmatar Republic, some say that it is indeed the best PvP T1 frigate in the game. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank, making it an unpredictable opponent. It is the perfect starting point to learn solo frigate PvP.
| EFT Fitting |
|---|
| [Rifter, Tackling]
200mm AutoCannon I 1MN MicroWarpdrive I Nanofiber Internal Structure I [empty rig slot] |
EMP S
Bloodclaw Light Missile
Minmatar Frigate III
Missile Launcher Operation I
Energy Systems Operation III
Energy Management III
Energy Grid Upgrades II
Electronics Upgrades I
Long Range Targeting II
Targeting IV
Signature Analysis III
Hull Upgrades I
Standard Missiles I
Evasive Maneuvering II
Warp Drive Operation II
Mechanic III
Hull Upgrades III
Shield Management III
Repair Systems III
Missile Launcher Operation III
Gunnery III
Rapid Firing II
Sharpshooter I
Motion Prediction III
Gunnery IV
Trajectory Analysis II
Standard Missiles III
Propulsion Jamming I
High Speed Maneuvering I
- This setup is intended for fleet use. See the tackling guide.
- Because it has no tank beyond its speed, this fit won't survive long against drones or accurate fire; if you have a few more fitting skills you may want to investigate slower but tougher Rifter fits.
| EFT Fitting |
|---|
| [Rifter, PvE Basic Skills Rifter]
125mm Gatling AutoCannon I Experimental 1MN Afterburner I Shield Power Relay I
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Energy Grid Upgrades II
Shield Operation II
Shield Upgrades I
Gunnery II
Small Projectile Turret III
Afterburner I
Minmatar Frigate III
- With recommended skills, this setup tanks 20 dps from Angels and can run the afterburner for over 5 minutes.
- You could run the afterburner indefinitely either by training Afterburner III and Energy Systems Operation III or by replacing one Shield Power Relay with a Power Diagnostic System I (weakening the tank slightly).
- With Engineering IV you have the option of fitting 150mm autocannons.
Probe
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S H I P B O N U S E S Minmatar Frigate Skill Bonus: The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner. Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on fighter assistance if engaged in combat. |
The Probe is the Minmatar exploration frigate. This ship is best used as a probing boat, but if you have the skills to deal with its small capacitor it can be a speedy and cheap delivery ship due to its comparatively large cargo bay.
Destroyer
Destroyers are slightly larger and have more highslots than frigates but fit the same small-sized weapons. They're designed to slaughter frigates but be vulnerable to most other ships. They are often used in PvE for Level 1 missions, and as salvage ships.
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, such as specialized hit & run fleets.
Thrasher
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S H I P B O N U S E S Destroyer Skill Bonus: Engineered as a supplement to its big brother the Cyclone, the Thrasher's tremendous turret capabilities and advanced tracking computers allow it to protect its larger counterpart from smaller, faster menaces. |
The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers.
| EFT Fitting |
|---|
| [Thrasher, PvE Basic]
200mm AutoCannon I 1MN Afterburner I Damage Control I [empty rig slot] |
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
[empty high slot]
EMP S
Minmatar Frigate III
Destroyers I
Afterburner I
Tactical Shield Manipulation I
Hull Upgrades I
- If you have high Electronics skills, you may be able to replace the Overdrive Injector with a Gyrostabilizer.
| EFT Fitting |
|---|
| [Thrasher, PvP Basic]
200mm AutoCannon I 1MN MicroWarpdrive I 400mm Reinforced Steel Plates I [empty rig slot] |
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
200mm AutoCannon I
[empty high slot]
EMP S
Electronics IV
Minmatar Frigate III
Destroyers I
Energy Systems Operation III
Energy Management III
Energy Grid Upgrades II
Electronics Upgrades I
Long Range Targeting II
Targeting III
Signature Analysis III
Afterburner III
High Speed Maneuvering I
Evasive Maneuvering II
Warp Drive Operation II
Mechanic III
Hull Upgrades III
Shield Management III
Shield Operation III
Shield Upgrades III
Rapid Firing II
Sharpshooter I
Motion Prediction III
Gunnery IV
Trajectory Analysis II
Propulsion Jamming I
Hull Upgrades II
- Use the MicroWarpdrive to get within range, but don't run it permanently.
| EFT Fitting |
|---|
| [Thrasher, AB Salvager]
Salvager I 1MN Afterburner I Expanded Cargohold I Small Salvage Tackle I |
Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Salvaging III
Minmatar Frigate III
Destroyers I
Mechanic III
Survey III
Salvaging I
Afterburner I
Energy Grid Upgrades II
Hull Upgrades I
Jury Rigging III
Armor Rigging I
- If you bookmark each pocket of a mission and complete the mission, the wrecks will be sent into normal space. This will allow you to warp to each pocket bookmark and salvage without letting the bonus timer run out. If you desire, swap the Afterburner for a MicroWarpdrive.
Cruiser
Scythe
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S H I P B O N U S E S Minmatar Cruiser Skill Bonus: 20% bonus to mining laser yield and 3.5% bonus to tracking links per level. The Scythe-class cruiser is the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. Recent firmware upgrades "borrowed" from the Caldari have vastly increased the efficiency of its mining output. |
The Minmatar Scythe is a ship most often seen used as a mining cruiser, given that it receives a strong mining laser bonus per level of the Minmatar Cruiser skillbook. In addition to mining, it also gains a bonus to tracking links which assist friendly ships using turret-based weapons with boosts to their tracking speed.
| EFT Fitting |
|---|
| [Scythe, PvE Hi-Sec Miner]
Miner II [empty mid slot] Mining Laser Upgrade I [empty rig slot] |
Mining IV
Minmatar Cruiser IV
Electronic Upgrades IV
Mining Upgrades I
Science IV
Astrogeology I
Electronic Upgrades IV
- At the recommended skill levels, the lasers would yield 429 m3 of ore per cycle. This can be improved upon by training Astrogeology even further, as well as training Mining Upgrades to IV in order to use T2 upgrades. For defense from belt rats, you could either fit two missile launchers or a shield booster, or both. Finish it off with a drone if you have the skills.
Bellicose
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S H I P B O N U S E S Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret Rate of Fire and 7.5% bonus to target painter effectiveness per skill level. Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat. |
The Bellicose is the Minmatar EWAR cruiser, with bonuses to target painting and projectile turret rate of fire. It is a rare and unloved ship. Target painting is only vital in a few very specific situations (like a missile-ship-only fleet), and it can be done from unbonused midslots on normal combat ships. The Bellicose doesn't tank very well, has tight CPU and powergrid and a comparatively small capacitor. And, to top it all off, it only has three turret hardpoints, which limits the benefit of the rate of fire bonus.
However, its reputation means that the Bellicose is rarely primary target and it can be a useful fleet support ship. It's not much use in PvE.
| EFT Fitting |
|---|
| [Bellicose, PvP Fleet Antifrigate]
Assault Missile Launcher I Target Painter I 800mm Reinforced Steel Plates I [empty rig slot] Warrior I x5 |
Assault Missile Launcher I
Assault Missile Launcher I
Dual 180mm AutoCannon I
Dual 180mm AutoCannon I
Dual 180mm AutoCannon I
Caldari Navy Piranha Light Missile
Republic Fleet Fusion M
Minmatar Cruiser II
Hull Upgrades III
Target Painting I
High Speed Maneuvering I
Medium Projectile Turret I
Standard Missiles I
Scout Drone Operation I
Propulsion Jamming I
- This fit is designed to support a fleet or gang by destroying enemy frigates (interceptors, Dramiels, assault frigates &c) or persuading them to run away.
- You can still, however, tackle, paint and shoot targets of any size.
- You may want to tell your squad commander (before the fleet leaves, not during battle!) that this is what your ship is fitted for and find out whether they want you to shoot/tackle the primary or use your own initiative and hunt enemy frigates.
- You will want to train Drones to IV or V to get as much value out of the large drone bay as possible by fielding a full or near-full flight of drones.
Stabber
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S H I P B O N U S E S Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret firing speed and 5% bonus to max velocity per level. The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space. |
The Stabber's key feature is its hull bonus to speed: It's the fastest T1 cruiser. Unfortunately it also has limited grid and CPU, limited slots and a tiny dronebay. It's best to think of it as a 'heavy frigate' or a 'light cruiser' rather than a cruiser proper.
If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with. It can be fit as a tackle ship or an anti-frigate platform. Unfortunately it lacks the grid and CPU to fit the artillery or the combination of autocannon and tracking enhancers that would make it a viable kiting ship.
| EFT Fitting |
|---|
| [Stabber, PvP Heavy Tackle]
220mm Vulcan AutoCannon I 10MN MicroWarpdrive I Damage Control I [empty rig slot] |
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
Assault Missile Launcher I
Assault Missile Launcher I
Republic Fleet Fusion M
Sabretooth Light Missile
Electronics IV
Minmatar Frigate IV
Minmatar Cruiser III
Gunnery III
Medium Projectile Turret I
Missile Launcher Operation I
Afterburner III
High Speed Maneuvering I
Propulsion Jamming I
Hull Upgrades III
Weapon Upgrades I
Drones I
Scout Drone Operation I
- Rigs are optional but a Medium Anti-EM Screen Reinforcer and Medium Anti-Thermal Screen Reinforcer can be added for relativily cheap.
Rupture
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S H I P B O N U S E S Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret firing speed and 5% bonus to Medium Projectile Turret damage per level. The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations. |
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armour tank or regenerating passive shield tank (as below) and use artillery and drones to destroy mission rats from range.
The Rupture is also a strong PvP ship. A number of fittings work well; in E-UNI fleets the most common approach is to fit an armour buffer tank (as below) and provide extra DPS and some sticky secondary tackle.
Strong fitting skills and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.
| EFT Fitting |
|---|
| [Rupture, PvP Starter Rupture]
220mm Vulcan AutoCannon I 10MN MicroWarpdrive I Damage Control I [empty rig slot] |
Damage Control I
800mm Reinforced Steel Plates I
Gyrostabilizer I
Gyrostabilizer I
Tracking Enhancer I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
Rapid Light Missile Launcher I
Rapid Light Missile Launcher I
Republic Fleet Fusion M
Sabretooth Light Missile
Electronics IV
Minmatar Frigate IV
Minmatar Cruiser III
Gunnery III
Medium Projectile Turret I
Missile Launcher Operation I
Afterburner III
High Speed Maneuvering I
Propulsion Jamming I
Hull Upgrades III
Weapon Upgrades I
Drones I
Scout Drone Operation I
- This fitting is listed here.
| EFT Fitting |
|---|
| [Rupture, PvE T2 Shield]
650mm Medium 'Scout' Artillery I 10MN Afterburner II Shield Power Relay II Medium Core Defense Field Purger I |
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Power Diagnostic System II
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Minmatar Frigate IV
Minmatar Cruiser III
Gunnery III
Medium Projectile Turret I
Missile Launcher Operation I
Energy Systems Operation III
Energy Management III
Electronics Upgrades I
Long Range Targeting II
Targeting IV
Signature Analysis III
Engineering V
Afterburner IV
Tactical Shield Manipulation IV
Shield Upgrades IV
Energy Grid Upgrades IV
Weapon Upgrades IV
Evasive Maneuvering II
Warp Drive Operation II
Hull Upgrades III
Shield Management III
Rapid Firing II
Sharpshooter I
Motion Prediction III
Medium Projectile Turret III
Gunnery IV
Trajectory Analysis II
Mechanic III
Jury Rigging III
Shield Rigging I
Drones I
Scout Drone Operation I
- Use lower meta level items if cost is an issue.
- You may use Meta 4 items instead of Tech 2 items to fit into the ship early.
Battlecruisers
When you begin to fly Minmatar battlecruisers it is a good idea to be training towards a Shield or Armor Full T2 Tank. (You will need a full T2 tank to fly battlecruisers in wartime PvP, if you're a uni pilot; whether or not you're in the uni, a T2 tank is helpful in PvE.) It is also wise to have basic Gunnery Support skills sorted out, and to be training towards T2 light and medium drones.
Cyclone
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S H I P B O N U S E S Battlecruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to shield boosting per level The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's eight high-power slots and powerful thrusters have proved ideal. |
The Cyclone is inferior to the Hurricane in most situations, but it has a few niche uses. With a shield booster and capacitor booster support, and possibly bonuses from expensive implants and combat drugs, the Cyclone can mount a decent active tank. Such a fit can work well as a solo or small gang PvP ship.
Hurricane
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S H I P B O N U S E S Battlecruiser Skill Bonus: 5% increase in projectile weapons damage and Rate of Fire per level The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them. |
The Hurricane has a long history of positive PvP and PvE performance and is one of the most versatile ships in EVE. It can deal impressive DPS, and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armour tank.
In PvP the 'cane can be fitted as a simple, armour-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
| EFT Fitting |
|---|
| [Hurricane, Basic PvE]
650mm Medium 'Scout' Artillery I Large Shield Extender II Shield Power Relay II Medium Core Defense Field Purger I |
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
10MN Afterburner II
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
'Arbalest' Assault Missile Launcher
'Arbalest' Assault Missile Launcher
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Minmatar Frigate IV
Minmatar Cruiser III
Spaceship Command IV
Battlecruisers II
Gunnery III
Sharpshooter III
Energy Systems Operation V
Energy Management IV
Engineering V
Electronics V
Electronics Upgrades V
Long Range Targeting IV
Signature Analysis IV
Medium Projectile Turret III
Missile Launcher Operation I
Shield Upgrades IV
Tactical Shield Manipulation IV
Afterburner IV
Energy Grid Upgrades IV
Targeting V
Multitasking I
Navigation IV
Evasive Maneuvering III
Warp Drive Operation III
Hull Upgrades IV
Shield Management IV
Mechanic V
Gunnery V
Rapid Firing IV
Motion Prediction IV
Trajectory Analysis IV
Weapon Upgrades IV
Mechanic III
Jury Rigging III
Shield Rigging I
Scout Drone Operation V
Drones V
Minmatar Drone Specialization I
- This is a passive shield tanked PvE fit.
- It's less complicated to fly than the active armour tanked alternative, and shields' higher explosive resistance comes in useful in missions against the Angel Cartel.
- Want more tank? Replace a gyro with a Damage Control module. Want even more tank? Replace a Large Shield Extender with another Shield hardener of the type relevant to the mission.
- Want a longer Cap life? switch the Adaptive Invulnerability Field for a single damage type hardener. Against angels, a single Explosive Dampening Field II gives more tank than the Adaptive Invulnerability Field.
- The basic fit requires 1623 powergrid. At Engineering IV, only 1620 is available. Save a few PG by downgrading the afterburner, using autocannons, or using two hardeners and a single Extender.
| EFT Fitting |
|---|
| [Hurricane, PvP Shield Gank]
425mm AutoCannon II Large Shield Extender II Damage Control II Medium Core Defense Field Extender I |
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I
Warp Scrambler II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Republic Fleet Fusion M
Republic Fleet EMP M
Minmatar Frigate IV
Minmatar Cruiser III
Spaceship Command IV
Battlecruisers II
Gunnery III
Motion Prediction IV
Small Projectile Turret V
Small Autocannon Specialization IV
Energy Systems Operation V
Energy Management IV
Energy Grid Upgrades IV
Engineering V
Electronics V
Electronics Upgrades V
Long Range Targeting IV
Medium Projectile Turret V
Medium Autocannon Specialization I
Energy Emission Systems IV
Shield Upgrades IV
Tactical Shield Manipulation IV
Propulsion Jamming II
Hull Upgrades IV
Signature Analysis IV
Targeting V
Multitasking I
Navigation IV
Evasive Maneuvering III
Warp Drive Operation III
Shield Management IV
Mechanic V
Repair Systems IV
Gunnery V
Rapid Firing IV
Sharpshooter III
Trajectory Analysis IV
Weapon Upgrades IV
Mechanic III
Jury Rigging III
Shield Rigging I
Scout Drone Operation V
Drones V
Minmatar Drone Specialization I
- This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS.
- Although it's not as fast or agile as a Vagabond, it has a fair turn of speed and can successfully take advantage of the long falloff of T2 Barrage ammo to kite slower targets.
- The two medium neuts give it some defence against smaller, faster enemies that get in close.
Battleships
When you step into a battleship it's important to have solid support skills. A T2 tank is extremely helpful (and required to fly BSs in wartime Uni PvP fleets), while access to T2 light and medium drones will be useful, as they will be your main defence against targets too small for your large weapons.
Typhoon
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S H I P B O N U S E S Minmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret Rate of Fire and 5% bonus to Siege and Cruise missile launcher Rate of Fire per level Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification. |
The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.
The Typhoon is consequently not a common sight, but when it is used it's usually fitted with missiles, often with torpedoes and either neuts or armor RR for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones.
However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
| EFT Fitting |
|---|
| [Typhoon, RRBS Artillery]
1400mm 'Scout' Artillery I Prototype 100MN MicroWarpdrive I Damage Control II Large Trimark Armor Pump I Warrior II x5 |
Damage Control II
Power Diagnostic System II
Reactor Control Unit II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Explosive Hardener II
1600mm Reinforced Rolled Tungsten Plates I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Large Energy Transfer Array II
Large Remote Armor Repair System II
Large Remote Armor Repair System II
- Artillery takes up a very large amount of your powergrid. This fit doesn't work without using reactor control units and good fitting skills.
- Propulsion mod is so BS can close range on each other quickly after jumping through gates to be in range for energy transfer and remote repair.
| EFT Fitting |
|---|
| [Typhoon, RRBS Cruise]
'Arbalest' Cruise Launcher I Prototype 100MN MicroWarpdrive I Damage Control II Large Trimark Armor Pump I Warrior II x5 |
Damage Control II
Ballistic Control System II
Ballistic Control System II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Explosive Hardener II
1600mm Reinforced Rolled Tungsten Plates I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
Large Energy Transfer Array II
Large Remote Armor Repair System II
Large Remote Armor Repair System II
- Cruise launchers take up much less powergrid than artillery, and so there is more room to alter the fitting for missile typhoons.
- Propulsion mod is so BS can close range on each other quickly after jumping through gates to be in range for energy transfer and remote repair.
Tempest
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S H I P B O N U S E S Minmatar Battleship Skill Bonus: The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril. |
The Tempest is quite similar in role to the Hurricane battlecruiser. Both have similar slot layouts (the Tempest has one extra mid slot). The Tempest, in theory, could use an extra missile launcher, but it would not be applying its bonuses to projectiles.
Tempests tend to be armor tanked, utilizing the high number of low slots, though they are sometimes shield tanked as well. For PVP, the Tempest can fit a armor buffer tank, or go for a nano autocannon and heavy neut kiting fit.
Maelstrom
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S H I P B O N U S E S Minmatar Battleship Skill Bonus: With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield. |
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone it can also deal lots of damage.
The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead.
| EFT Fitting |
|---|
| [Maelstrom, PvE]
1200mm Heavy 'Scout' Artillery I X-Large Shield Booster II Damage Control II Large Capacitor Control Circuit I Warrior II x5 |
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
X-Large Shield Booster II
Shield Boost Amplifier II
Cap Recharger II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 100MN Afterburner I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Phased Plasma L
Fusion L
EMP L
Minmatar Frigate IV
Minmatar Cruiser IV
Spaceship Command IV
Minmatar Battleship III
Shield Operation V
Shield Management V
Tactical Shield Manipulation IV
Energy Management IV
Energy Systems Operation V
Shield Compensation IV
Rapid Firing III
Trajectory Analysis III
Surgical Strike III
Large Projectile Turret IV
Sharpshooter IV
Motion Prediction IV
Long Range Targeting IV
Minmatar Battleship IV
Drone Interfacing III
Drone Durability III
Energy Grid Upgrades III
Gunnery V
Small Projectile Turret III
Medium Projectile Turret III
Large Projectile Turret I
Weapon Upgrades IV
Hull Upgrades IV
Drone Navigation IV
Gallente Drone Specialization II
Signature Analysis IV
Targeting V
Multitasking I
Electronic Warfare IV
Electronic Warfare Drone Interfacing I
Mechanic IV
Engineering IV
Navigation IV
Evasive Maneuvering III
Warp Drive Operation III
Electronics V
Afterburner I
Mechanic III
Jury Rigging I
Drones V
Scout Drone Operation V
Minmatar Drone Specialization II
Small Projectile Turret V
Small Artillery Specialization IV
Medium Projectile Turret V
Medium Artillery Specialization IV
Sharpshooter V
Large Projectile Turret V
Large Artillery Specialization II
Weapon Upgrades V
Advanced Weapon Upgrades I
Small Autocannon Specialization IV
Medium Autocannon Specialization IV
Motion Prediction V
Large Autocannon Specialization II
- Cap skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed).
- When fighting Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
- T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.
- Variants: Replace the Cap Recharger with a Cap Booster, a SeBo, or a 3rd Hardner. Drop the DC2 for another Gyro.
- Other rigs to consider are the Large Core Defense Capacitor Safeguard and the Large Semiconductor Memory Cell.
- As always, hardners, ammo and drones should be selected to match the rats' damage and weaknesses.
Industrial
Wreathe
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S H I P B O N U S E S Minmatar Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level The Wreathe is an old ship of the Minmatar Republic and one of the oldest ships still in usage. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship incapable of handling anything but the most mundane tasks. |
The introductory Minmatar industrial ship, the Wreathe is similar in nature to all the entry industrials. It is a little faster than some of the other races' industrials but has a little less cargo space.
Hoarder
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S H I P B O N U S E S Minmatar Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level The Hoarder is the second in line of the Minmatar industrial ships, it's not as strong as the Mammoth but its cargo space is very large for its price. It's perfect for operation in peaceful areas or when it has strong escort. |
The Hoarder is the mid-level ship for the Minmatar industials, although it does have a greater amount of cargo space than what you'd expect from the mid-level ship. Some starter industrialists find the Hoarder more valuable than the Wreathe as their first Minmatar industrial.
Mammoth
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S H I P B O N U S E S Minmatar Industrial Skill Bonus: 5% Bonus Cargo Capacity and Max Velocity per skill level The Mammoth is the biggest and the strongest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy. |
After the Iteron Mark V, the Mammoth is often considered the next best industrial in existence. It has more cargo capacity than the other two races' industrials, and the highest number of low slots for cargohold expanders.
Ammunition, Range, and Kiting
You can read a detailed description of projectile turret ammunition here. Minmatar ships have the ability to control the type of damage they deal and therefore target their enemy's weaknesses. In PvE you can look up the damage type your enemy is weak to here and select the appropriate ammunition.
By default, close range (EMP, Fusion or Phased Plasma) ammo should be used for the best DPS. There is no close-range projectile ammo which does primarily kinetic damage, but the higher DPS of the short-ranged projectile ammunition types may compensate for this if you target their second-weakest resist. If you are taking too much damage at close range, switch to medium range (Titanium Sabot or Depleted Uranium) or long (Proton, Nuclear or Carbonized Lead) range ammo and fire from further away. See the dedicated Projectile Ammunition page for more advice.
Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats.
Projectile turrets are unusual in having very long falloff. This means that keeping within optimal range is not as essential for you as it is for pilots using lasers and hybrids. Autocannon have such short optimal ranges that you are more or less condemned to fight in falloff with them; with artillery you should probably aim to be at the edge of your optimal range. There's no need to be closer than that, and the more range you can keep at the less trouble your guns will have tracking the enemy.
To find out your optimal and falloff ranges with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
Tech and Meta Levels
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser wit T2 fittings.
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot PiƱata for the enemy when it is destroyed, for very little increase in effective dps. It is strongly recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships.
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market.
Drones
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies.
Avoid Amarr drones: due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, Gallente drones are fine to use exclusively, although switching drones will make more efficient runs. In level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
See Drones and Using Drones for more advice on drone selection and deployment.
Tank & Gank
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
Drones and hardeners should be switched around based on rat types.
Damage type resistance and dealt by rats can be found in the NPC Damage Types article.
Mission-specific damage profiles can be found on Eve Survival.
All EHP in this guide is from EFT calculations, not in-game EHP.
Salvaging After Missions
Salvaging boats, most commonly destroyers, are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
For Level 4 missions, many players switch from a destroyer to a Notics because they have bonuses to tractor beams range and salvager cycle time. The Hurricane is still a popular salvaging ship for wormholes because it is fast and agile (for a BC), and can fit a resonable tank, has eight high slots for salvagers and tractor beams and six low slots for expanded cargohold modules (which aren't subject to stacking penalties).
Related Links
- Basic Skills and Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
- Fitting Guidelines Some general guidelines for fitting ships.
- Fitting Modules and Rigs Guide A list of rigs and module types with short descriptions.
- Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
- NPC Damage Types and NPC Ship Attributes To see which resists to use and damage type to deal against NPC rats.
- Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
- Failheap Challenge The new incarnation of Scrapheap Challenge. A good place for experienced pilots to find fittings, and many threads also had tactic discussions on how to use them.



















