Difference between revisions of "Minmatar Basic Ship and Skill Overview"

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{{ShipGuideBoilerintro}}
 
{{ShipGuideBoilerintro}}
 +
{{Tocright}}
  
=Rookie Ship=
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The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
  
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.
+
{{RaceShipInfo|Minmatar}}
  
==Reaper==
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==General Traits==
{{Ship|Reaper|box}}
 
  
{{Infobox Ship Horizontal2
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The following characteristics are generally shared across most or all Minmatar ships:
|shipimg=Reaper.jpg
 
|caption=Reaper
 
|shipname=Reaper
 
|class=Rookie Ship
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=1
 
|cargohold=120 m3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=Missions
 
|variations=None
 
|bonuses='''Minmatar Frigate Skill Bonus:'''<br>5% bonus to velocity per skill level
 
|info=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.
 
}}
 
  
=Frigate=
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* '''Speed'''. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics that involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar haulers can travel slightly faster because they spend slightly less time aligning.
 +
* '''[[Turrets#Projectile_turrets|Projectile turrets]]''' are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them. Projectile turrets require no [[capacitor]] to fire, unlike other turrets. Projectile turrets are also the only kind of turret that lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
 +
** Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges; pilots mounting autocannon should expect to fight in falloff range routinely.
 +
** Long-ranged artillery has a very high [[Alpha|alpha damage]] potential, though it deals less damage per second than some other options. In some circumstances—some types of fleet battle, and also suicide ganking—alpha can be more important than DPS.
 +
* '''[[Missiles]]''' are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses; notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles have fully-selectable damage types. Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms.
 +
* '''Sensor advantages'''. This is a slightly subtler positive: Minmatar ships typically have high scan resolution for their size and class, which means they lock onto targets more quickly; they also have small signature radii for their size and class, which means they are harder to hit with turrets, take less damage from missiles, and are targeted more slowly by other ships.
 +
* '''Utility high slots'''. Minmatar ships often have one or two spare high slots once all of the primary weapons have been fitted. These can be used for a range of other helpful modules: a secondary weapon system for more DPS, [[Capacitor warfare|energy neutralizers or nosferatus]], remote repair modules, drone link augmentors, [[Salvaging|salvagers]], &c. <!-- Something missing ?? -->>
 +
* '''[[Electronic warfare#Target Painting|Target Painting]]''' is the type of electronic warfare which some Minmatar ships have bonuses for. Target painting makes ships easier to hit, and particularly helps missiles apply damage. This is a more situational kind of EWAR than that used by some of the other races.
 +
* '''[[Tanking#Shield_tanking|Shield tanks]]'''. Most Minmatar ships can fit shield tanks. Some, such as the Breacher, Cyclone, and Maelstrom, have bonuses for shield boosters, which means they can mount excellent active shield tanks; many other ships can mount good active and/or passive shield tanks. However, Minmatar ships also use...
 +
* ...'''[[Tanking#Armor tanking|Armor tanks]]'''. Although none have explicit bonuses for armor tanks, many Minmatar ships can mount good active or buffer armor tanks.
 +
* '''Lower sensor strengths''' (for size and class of ship). This makes it easier to jam Minmatar ships with ECM.
 +
* '''Weaker potential buffer tanks'''. Minmatar ships can be made sturdy, but they can't mount the kind of shield buffers possible on some Caldari hulls, or the kind of armor buffers possible on some Amarr hulls.
 +
* '''Smaller capacitors'''. Minmatar ships typically have the smallest capacitors of the four races' ships, for their size and class. This is partly balanced out by both common Minmatar weapon systems requiring no capacitor to fire.
  
[[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.  
+
The broader hallmark of Minmatar ships is '''versatility'''. Most Minmatar ships can be fitted in many ways; this is typified, but not limited to, their tendency to be open to both armor and shield tanks. In PvP, especially, this makes Minmatar ships less predictable, and opponents have a harder time guessing how Minmatar ships will perform.
  
==Burst==
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However, if Minmatar pilots want to have all the different fitting options available, they will have to train more in-game skills and learn more about the game than pilots flying other races. That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with a wide range of weapons, tactics, and fitting approaches. Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships.
{{Ship|Burst|box}}
 
  
The Burst is the Minmatar mining frigate and can be used as a starting point for budding miners.
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==Notable uses==
  
{{ShipGuideFittings
+
===PvE===
|name=Burst, Basic Mining
 
  
|high=
+
Relatively-selectable damage from projectile turrets and fully-selectable damage from missiles make Minmatar ships fairly flexible PvE combat platforms. An "orthodox" progression for a character running missions might be the Rifter and Thrasher for Level 1 missions, the Rupture for L2s, the Hurricane for L3s, and the Maelstrom for L4s. A character focusing on missiles could consider the Breacher, Talwar, Bellicose, Cyclone, and the Typhoon, though Caldari missile ships tend to outdo Minmatar ones at missile-based mission running, as they are built around ranged combat.
EP-S Gaussian I Excavation Pulse <br>
 
EP-S Gaussian I Excavation Pulse <br>
 
|mid=
 
1MN Afterburner I <br>
 
Small Shield Booster I <br>
 
[empty med slot] <br>
 
|low=
 
Expanded Cargohold I <br>
 
  
|charges=
+
The Thrasher, with its high speed and a large number of high slots, is a good cheap salvaging ship.
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
Both the Hurricane and the Minmatar attack battlecruiser, the Tornado, see use in some types of [[Wormholes|wormhole]] PvE.
Afterburner I<br>
 
Energy Systems Operation II<br>
 
Energy Management II<br>
 
Energy Grid Upgrades II<br>
 
Electronics Upgrades I<br>
 
|recommended2=
 
Hull Upgrades I<br>
 
Evasive Maneuvering II<br>
 
Warp Drive Operation II<br>
 
Shield Management I<br>
 
|recommended3=
 
Minmatar Frigate II<br>
 
Repair Systems I<br>
 
Mining III<br>
 
Hull Upgrades II<br>
 
  
|notes=
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===PvP===
*General fit for a beginning mining frigate would simply include two mining lasers, afterburner, and a possible tank.
 
}}
 
  
==Slasher==
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T1 Minmatar ships find roles in most PvP contexts. Kiting tactics go well with Minmatar ships' high speeds, and in solo and small-gang PvP the Breacher and Stabber can be found kiting; a T2 development of the Stabber, the {{sh|Vagabond}}, is built around this tactic. The Rupture puts out remarkable DPS for a T1 cruiser hull. The Hurricane is a perennially popular and highly versatile ship, capable of a variety of tanks and tactics, ranging from scram-range brawling, through autocannon kiting, to long-range artillery fits.
{{Ship|Slasher|box}}
 
  
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.
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All three T1 Minmatar battleships can be dangerous in PvP, though like all T1 battleships they are expensive hulls and sometimes have their battlefield roles usurped by [[HAC]]s. The Typhoon can be fitted and boosted to achieve startling speed for a battleship, and its rarely-noted bonus to "explosion velocity" means it's a rare example of a large missile ship that can really apply some DPS to smaller targets.
  
{{ShipGuideFittings
+
T1 Minmatar ships also have some more niche PvP uses. The high amount of alpha damage that can be wrung from artillery-fit Thrashers and Tornadoes, relative to their cost and size, makes them popular ships for suicide ganking.
|name=Slasher, PVP Tackle LR
 
  
|high=
+
== Skills ==
250mm Light Artillery Cannon I, Fusion S <br>
 
250mm Light Artillery Cannon I, Fusion S <br>
 
[empty high slot] <br>
 
|mid=
 
1MN MicroWarpdrive I <br>
 
Warp Disruptor I <br>
 
|low=
 
Micro Auxiliary Power Core I <br>
 
  
|charges=
+
Minmatar ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
That said, there are some considerations that are specific to Minmatar ships. Pilots training to fly these ships should particularly polish their skills in the [[Support_skills#Mobility|Navigation category]], to bring out the Minmatar strengths in speed and agility. [[Support_skills#Capacitor|Capacitor skills]], meanwhile, are an important way to make up for these ships' relatively weaker capacitors.
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Energy Grid Upgrades II <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Targeting III <br>
 
Energy Management II <br>
 
Afterburner III <br>
 
|recommended2=
 
Signature Analysis III <br>
 
Evasive Maneuvering II <br>
 
Warp Drive Operation II <br>
 
Mechanic III <br>
 
Hull Upgrades III <br>
 
Propulsion Jamming II <br>
 
High Speed Maneuvering I <br>
 
|recommended3=
 
Gunnery III <br>
 
Rapid Firing II <br>
 
Sharpshooter I <br>
 
Motion Prediction III <br>
 
Fuel Conservation II <br>
 
Signature Analysis III <br>
 
Propulsion Jamming I <br>
 
  
|notes=
+
Projectile turret skills and missile skills are necessary to bring out the damage potential of Minmatar ships. Note that while many skills in the Gunnery category are vital for projectile turrets, {{sk|Controlled Bursts}} has no effect on projectile guns, as it reduces turrets' capacitor demand, and projectile weapons don't use any capacitor. {{sk|Sharpshooter}} increases optimal range, and so is not very useful for autocannon, but still helpful for artillery. Pilots using autocannon will want to prioritise {{sk|Trajectory Analysis}} more than pilots flying other races' ships, as this boosts falloff range.
*Long range version using a Warp Disruptor (<20km).
 
}}  
 
  
{{ShipGuideFittings
+
==Ships==
|name=Slasher, PVP Tackle SR
 
  
|high=
+
Here are the Minmatar T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
Small Nosferatu I <br>
 
Small Nosferatu I <br>
 
Small Nosferatu I <br>
 
|mid=
 
1MN MicroWarpdrive I <br>
 
Warp Scrambler I <br>
 
|low=
 
Micro Auxiliary Power Core I <br>
 
  
|charges=
+
===Corvette===
|drones=
+
Little more than slower, armed shuttles, corvette (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
{{Ship|Reaper|box}}
Energy Emission Systems I <br>
 
Afterburner III <br>
 
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Energy Grid Upgrades II <br>
 
Electronics Upgrades I <br>
 
|recommended2=
 
High Speed Maneuvering I <br>
 
Propulsion Jamming I <br>
 
Long Range Targeting II <br>
 
Targeting II <br>
 
Signature Analysis II <br>
 
Evasive Maneuvering II <br>
 
|recommended3=
 
Energy Management II <br>
 
Engineering IV <br>
 
Warp Drive Operation II <br>
 
Hull Upgrades II <br>
 
Propulsion Jamming II <br>
 
Fuel Conservation II <br>
 
  
|notes=
+
{{Clear}}<!-- Without this clear, the frigate heading is not visible in the page -->
*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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=== Frigates ===
{{Ship|Vigil|box}}
+
[[Frigates]] are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for [[Tackling|tackling]] or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.
  
The Vigil is the Tech 1 [[EWar 101 Guide|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.
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In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyers|destroyers]] instead.
  
{{ShipGuideFittings
 
|name=Vigil, Ewar
 
  
|high=
+
{{Ship|Breacher|box}}
250mm Light Artillery Cannon I <br>
+
This is a long-range missile boat. It has some popularity in Faction Warfare PvP complexes, where it can sometimes kite other small frigates and benefits from its cheap cost.
250mm Light Artillery Cannon I <br>
 
Standard Missile Launcher I <br>
 
|mid=
 
Target Painter I <br>
 
Target Painter I <br>
 
Target Painter I <br>
 
|low=
 
50mm Reinforced Steel Plates I <br>
 
50mm Reinforced Steel Plates I <br>
 
Damage Control I <br>
 
  
|charges=
 
Republic Fleet Carbonised Lead S <br>
 
Caldari Navy Sabretooth Light Missile <br>
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
{{Ship|Burst|box}}
Minmatar Frigate II <br>
+
The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the {{sh|Scythe}}, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the {{sh|Scimitar}}, the Minmatar Tier 2 Logistics ship.
Missile Launcher Operation I <br>
 
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Energy Grid Upgrades II <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Targeting IV <br>
 
|recommended2=
 
Hull Upgrades I <br>
 
Standard Missiles I <br>
 
Evasive Maneuvering II <br>
 
Warp Drive Operation II <br>
 
Mechanic III <br>
 
Hull Upgrades III <br>
 
Shield Management III <br>
 
Signature Analysis III <br>
 
|recommended3=
 
Target Painting III <br>
 
Minmatar Frigate III <br>
 
Long Distance Jamming III <br>
 
Frequency Modulation III <br>
 
Repair Systems III <br>
 
Target Painting I <br>
 
Engineering IV <br>
 
  
|notes=
 
*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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{{Ship|Probe|box}}
{{Ship|Breacher|box}}
+
The Probe is the Minmatar Tech 1 [[Exploration|exploration, and scanning]] frigate. It is a good ship for players who are getting into probing and don't have the skills for the T2 version, the {{sh|Cheetah}}. Its bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. 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.
  
This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the far superior Rifter.
 
  
==Rifter==
 
 
{{Ship|Rifter|box}}
 
{{Ship|Rifter|box}}
 +
The Rifter is the primary damage frigate for Minmatar. For tackling, a {{sh|Slasher}} or {{sh|Merlin}} is by far better. While the Rifter used to be considered the best Tech 1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.
  
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.
 
  
{{ShipGuideFittings
+
{{Ship|Slasher|box}}
|name=Rifter, Tackling
+
The Slasher is the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the T1 frigates. Four mid slots also allow a great deal of flexibility in fitting.
  
|high=
 
200mm AutoCannon I <br>
 
200mm AutoCannon I <br>
 
200mm AutoCannon I <br>
 
Standard Missile Launcher I <br>
 
|mid=
 
1MN MicroWarpdrive I <br>
 
Stasis Webifier I <br>
 
Warp Disruptor I <br>
 
|low=
 
Nanofiber Internal Structure I <br>
 
Overdrive Injector System I <br>
 
Overdrive Injector System I <br>
 
  
|charges=
+
{{Ship|Vigil|box}}
EMP S <br>
+
The Vigil is the Tech 1 [[Electronic warfare|EWAR]] ship of the Minmatar Republic. Target painters are only situationally useful; they are also stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.
Bloodclaw Light Missile <br>
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
=== Destroyers ===
Minmatar Frigate III <br>
+
[[Destroyers]] are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters, and some doctrines use destroyers as a cheap, expendable source of fast-moving DPS.
Missile Launcher Operation I <br>
 
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Energy Grid Upgrades II <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Targeting IV <br>
 
Signature Analysis III <br>
 
|recommended2=
 
Hull Upgrades I <br>
 
Standard Missiles I <br>
 
Evasive Maneuvering II <br>
 
Warp Drive Operation II <br>
 
Mechanic III <br>
 
Hull Upgrades III <br>
 
Shield Management III <br>
 
Repair Systems III <br>
 
Missile Launcher Operation III <br>
 
|recommended3=
 
Gunnery III <br>
 
Rapid Firing II <br>
 
Sharpshooter I <br>
 
Motion Prediction III <br>
 
Gunnery IV <br>
 
Trajectory Analysis II <br>
 
Standard Missiles III <br>
 
Propulsion Jamming I <br>
 
High Speed Maneuvering I <br>
 
  
|notes=
+
In PvE, destroyers are most often used for Level 1 missions, and they make superb introductory [[Salvaging|salvage]] ships.  
*This setup is intended for '''fleet''' use. See the [[Tackling_101_Guide|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.
 
}}
 
  
{{ShipGuideFittings
 
|name=Rifter, PvE Basic Skills Rifter
 
  
|high=
+
{{Ship|Talwar|box}}
125mm Gatling AutoCannon I <br>
+
The Talwar uses rockets or light missiles to fight smaller craft like frigates or other destroyers. Due to its bonus reducing the signature radius bloom of microwarp drives—unique among T1 destroyers—it can reach great speeds without increasing its own signature radius significantly.
125mm Gatling AutoCannon I <br>
 
125mm Gatling AutoCannon I <br>
 
[empty high slot]
 
|mid=
 
Experimental 1MN Afterburner I<br>
 
Explosion Dampening Amplifier I <br>
 
Medium Shield Extender I
 
|low=
 
Shield Power Relay I<br>
 
Shield Power Relay I<br>
 
Shield Power Relay I
 
  
|charges=
 
Fusion S
 
|drones=
 
|rigs=
 
  
|recommended1=
 
Energy Grid Upgrades II<br>
 
Shield Operation II<br>
 
Shield Upgrades I
 
|recommended2=
 
Gunnery II<br>
 
Small Projectile Turret III<br>
 
Afterburner I
 
|recommended3=
 
Minmatar Frigate III
 
 
|notes=
 
*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==
 
{{Ship|Probe|box}}
 
 
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=
 
 
[[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 &amp; run fleets.
 
 
==Thrasher==
 
 
{{Ship|Thrasher|box}}
 
{{Ship|Thrasher|box}}
 +
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, and it finds a role in some "glass cannon" group tactics. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.
  
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.
+
=== Cruisers ===
  
{{ShipGuideFittings
+
[[Cruisers]] are EVE's medium-sized ships, larger than [[Frigates|frigates]] and [[Destroyers|destroyers]] but still much smaller, faster and nimbler than [[Battlecruisers|battlecruisers]] and [[Battleships|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some T1 cruisers, such as the Gallente {{sh|Thorax}} and the Minmatar {{sh|Rupture}}, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[Electronic warfare|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than T1 tackling frigates.
|name=Thrasher, PvE Basic
 
  
|high=
+
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
[empty high slot]
 
|mid=
 
1MN Afterburner I<br>
 
Adaptive Invulnerability Field I<br>
 
Medium Shield Booster I<br>
 
|low=
 
Damage Control I<br>
 
Overdrive Injector System I<br>
 
  
|charges=
 
EMP S<br>
 
|drones=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
{{Ship|Bellicose|box}}
Minmatar Frigate III <br>
+
The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the {{sh|Vigil}}'s target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform. Target painting is more situationally useful than ECM (Caldari) or sensor dampening (Gallente). On the other hand, like the {{sh|Arbitrator}}, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault, and Heavy Missile Launchers. This means the ship can also double up as DD and is often used in a fleet support role.
Destroyers I <br>
 
|recommended2=
 
Afterburner I <br>
 
Tactical Shield Manipulation I <br>
 
|recommended3=
 
Hull Upgrades I <br>
 
  
|notes=
 
*If you have high Electronics skills, you may be able to replace the Overdrive Injector with a Gyrostabilizer.
 
}}
 
  
{{ShipGuideFittings
+
{{Ship|Rupture|box}}
|name=Thrasher, PvP Basic
+
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 armor tank or regenerating passive shield tank and can use artillery and drones to destroy mission rats from range.
  
|high=
+
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 armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
200mm AutoCannon I<br>
 
[empty high slot]
 
|mid=
 
1MN MicroWarpdrive I<br>
 
Stasis Webifier I<br>
 
Warp Disruptor I<br>
 
|low=
 
400mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
  
|charges=
 
EMP S<br>
 
|drones=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
 
Electronics IV<br>
 
Minmatar Frigate III<br>
 
Destroyers I<br>
 
Energy Systems Operation III<br>
 
Energy Management III<br>
 
Energy Grid Upgrades II<br>
 
Electronics Upgrades I<br>
 
Long Range Targeting II<br>
 
Targeting III<br>
 
Signature Analysis III<br>
 
|recommended2=
 
Afterburner III<br>
 
High Speed Maneuvering I<br>
 
Evasive Maneuvering II<br>
 
Warp Drive Operation II<br>
 
Mechanic III<br>
 
Hull Upgrades III<br>
 
Shield Management III<br>
 
Shield Operation III<br>
 
|recommended3=
 
Shield Upgrades III<br>
 
Rapid Firing II<br>
 
Sharpshooter I<br>
 
Motion Prediction III<br>
 
Gunnery IV<br>
 
Trajectory Analysis II<br>
 
Propulsion Jamming I<br>
 
Hull Upgrades II<br>
 
 
|notes=
 
*Use the MicroWarpdrive to get within range, but don't run it permanently.
 
}}
 
 
{{ShipGuideFittings
 
|name=Thrasher, AB Salvager
 
 
|high=
 
Salvager I <br>
 
Salvager I <br>
 
Salvager I <br>
 
Salvager I <br>
 
Small Tractor Beam I <br>
 
Small Tractor Beam I <br>
 
Small Tractor Beam I <br>
 
Small Tractor Beam I <br>
 
|mid=
 
1MN Afterburner I <br>
 
Cap Recharger I <br>
 
Cap Recharger I <br>
 
|low=
 
Expanded Cargohold I <br>
 
Expanded Cargohold I <br>
 
 
|charges=
 
|drones=
 
|rigs=
 
Small Salvage Tackle I <br>
 
Small Salvage Tackle I <br>
 
Small Salvage Tackle I <br>
 
 
|recommended1=
 
Salvaging III <br>
 
Minmatar Frigate III <br>
 
Destroyers I <br>
 
Mechanic III <br>
 
Survey III <br>
 
|recommended2=
 
Salvaging I <br>
 
Afterburner I <br>
 
Energy Grid Upgrades II <br>
 
|recommended3=
 
Hull Upgrades I <br>
 
Jury Rigging III <br>
 
Armor Rigging I <br>
 
 
|notes=
 
* 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==
 
 
{{Ship|Scythe|box}}
 
{{Ship|Scythe|box}}
 +
The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining cap stable, but getting the Scythe both cap stable and well-tanked can be tricky for characters with limited SP.
  
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.
 
 
{{ShipGuideFittings
 
|name=Scythe, PvE Hi-Sec Miner
 
 
|high=
 
Miner II <br>
 
Miner II <br>
 
Miner II <br>
 
|mid=
 
[empty mid slot] <br>
 
[empty mid slot] <br>
 
[empty mid slot] <br>
 
|low=
 
Mining Laser Upgrade I <br>
 
Co-Processor II <br>
 
Co-Processor II <br>
 
 
|charges=
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
 
|recommended1=
 
Mining IV <br>
 
Minmatar Cruiser IV <br>
 
Electronic Upgrades IV <br>
 
|recommended2=
 
Mining Upgrades I <br>
 
Science IV
 
|recommended3=
 
Astrogeology I
 
Electronic Upgrades IV <br>
 
 
|notes=
 
*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==
 
{{Ship|Bellicose|box}}
 
 
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.
 
<br><br>
 
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.
 
 
{{ShipGuideFittings
 
|name=Bellicose, PvP Fleet Antifrigate
 
  
|high=
 
Assault Missile Launcher I<br>
 
Assault Missile Launcher I<br>
 
Dual 180mm AutoCannon I<br>
 
Dual 180mm AutoCannon I<br>
 
Dual 180mm AutoCannon I
 
|mid=
 
Target Painter I<br>
 
Warp Disruptor I<br>
 
Stasis Webifier I<br>
 
10MN MicroWarpdrive I<br>
 
|low=
 
800mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
Adaptive Nano Plating I
 
 
|charges=
 
Caldari Navy Piranha Light Missile<br>
 
Republic Fleet Fusion M
 
|drones=
 
Warrior I x5<br>
 
Warrior I x3
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Minmatar Cruiser II<br>
 
Hull Upgrades III<br>
 
Target Painting I
 
|recommended2=
 
High Speed Maneuvering I<br>
 
Medium Projectile Turret I<br>
 
Standard Missiles I
 
|recommended3=
 
Scout Drone Operation I<br>
 
Propulsion Jamming I
 
 
|notes=
 
*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==
 
 
{{Ship|Stabber|box}}
 
{{Ship|Stabber|box}}
 +
The Stabber is the fastest T1 cruiser, and it has a falloff bonus that lets autocannon strike from longer ranges.
  
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; T2 autocannon can load Barrage ammunition which really unleashes the Stabber's autocannon kiting potential and points the way towards the advanced version of this ship, the {{sh|Vagabond}}. On the other hand, the Stabber has an especially limited capacitor and pilots must be careful in their energy use while flying it.
<br><br>
 
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.
 
  
{{ShipGuideFittings
+
The Stabber can also be fitted as a fast-yet-tough tackle ship or as a kind of "super destroyer" anti-frigate platform.
|name=Stabber, PvP Heavy Tackle
 
  
|high=
+
=== Battlecruisers ===
220mm Vulcan AutoCannon I <br>
+
When you begin to fly Minmatar [[Battlecruisers]], it is a good idea to be training towards a Shield or Armor [[Tanking|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 extremely helpful in PVP or PVE.) It is also wise to have basic [[Skills:Gunnery|Gunnery Support skills]] sorted out and to be training towards T2 light and medium drones.
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
Assault Missile Launcher I <br>
 
Assault Missile Launcher I <br>
 
|mid=
 
10MN MicroWarpdrive I <br>
 
Warp Scrambler I <br>
 
Stasis Webifier I <br>
 
|low=
 
Damage Control I <br>
 
Nanofiber Internal Structure I <br>
 
Gyrostabilizer I <br>
 
  
|charges=
+
In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed, and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.
Republic Fleet Fusion M <br>
 
Sabretooth Light Missile <br>
 
|drones=
 
Warrior I x1<br>
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.
Electronics IV <br>
 
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Gunnery III <br>
 
Medium Projectile Turret I <br>
 
|recommended2=
 
Missile Launcher Operation I <br>
 
Afterburner III <br>
 
High Speed Maneuvering I <br>
 
Propulsion Jamming I <br>
 
|recommended3=
 
Hull Upgrades III <br>
 
Weapon Upgrades I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
  
|notes=
 
*Rigs are optional but a Medium Anti-EM Screen Reinforcer and Medium Anti-Thermal Screen Reinforcer can be added for relativily cheap.
 
}}
 
  
==Rupture==
 
{{Ship|Rupture|box}}
 
 
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.
 
<br><br>
 
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.
 
<br><br>
 
Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.
 
 
{{ShipGuideFittings
 
|name=Rupture, PvP Starter Rupture
 
 
|high=
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
Assault Missile Launcher I <br>
 
Assault Missile Launcher I <br>
 
|mid=
 
10MN MicroWarpdrive I <br>
 
Warp Scrambler I <br>
 
Stasis Webifier I <br>
 
|low=
 
Damage Control I <br>
 
800mm Reinforced Steel Plates I <br>
 
Gyrostabilizer I <br>
 
Gyrostabilizer I <br>
 
Tracking Enhancer I <br>
 
 
|charges=
 
Republic Fleet Fusion M <br>
 
Sabretooth Light Missile <br>
 
|drones=
 
Warrior I x5 <br>
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
 
|recommended1=
 
Electronics IV <br>
 
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Gunnery III <br>
 
Medium Projectile Turret I <br>
 
|recommended2=
 
Missile Launcher Operation I <br>
 
Afterburner III <br>
 
High Speed Maneuvering I <br>
 
Propulsion Jamming I <br>
 
|recommended3=
 
Hull Upgrades III <br>
 
Weapon Upgrades I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
 
|notes=
 
*This fitting is listed [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32029 here].
 
}}
 
 
{{ShipGuideFittings
 
|name=Rupture, PvE T2 Shield
 
 
|high=
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
'Arbalest' Assault Missile Launcher <br>
 
'Arbalest' Assault Missile Launcher <br>
 
|mid=
 
10MN Afterburner II <br>
 
Adaptive Invulnerability Field II <br>
 
Large Shield Extender II <br>
 
|low=
 
Shield Power Relay II <br>
 
Shield Power Relay II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Power Diagnostic System II <br>
 
 
|charges=
 
|drones=
 
Hobgoblin I x6 <br>
 
|rigs=
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
 
|recommended1=
 
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Gunnery III <br>
 
Medium Projectile Turret I <br>
 
Missile Launcher Operation I <br>
 
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Targeting IV <br>
 
Signature Analysis III <br>
 
|recommended2=
 
Afterburner IV <br>
 
Tactical Shield Manipulation IV <br>
 
Shield Upgrades IV <br>
 
Energy Grid Upgrades IV <br>
 
Weapon Upgrades IV <br>
 
Evasive Maneuvering II <br>
 
Warp Drive Operation II <br>
 
Hull Upgrades III <br>
 
Shield Management III <br>
 
Rapid Firing II <br>
 
|recommended3=
 
Sharpshooter I <br>
 
Motion Prediction III <br>
 
Medium Projectile Turret III <br>
 
Gunnery IV <br>
 
Trajectory Analysis II <br>
 
Mechanic III <br>
 
Jury Rigging III <br>
 
Shield Rigging I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
 
|notes=
 
*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 Guide#Gunnery_Support_Skills|Gunnery Support skills]] sorted out, and to be training towards T2 light and medium drones.
 
 
==Cyclone==
 
 
{{Ship|Cyclone|box}}
 
{{Ship|Cyclone|box}}
 +
The Cyclone is inferior to the Hurricane in most situations, but it has a few niches. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for an only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.
  
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==
 
 
{{Ship|Hurricane|box}}
 
{{Ship|Hurricane|box}}
 +
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 armor tank.
  
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 Hurricane can be fitted as a simple, armor-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.
<br><br>
 
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.
 
  
{{ShipGuideFittings
 
|name=Hurricane, Basic PvE
 
  
|high=
+
{{Ship|Tornado|box}}
650mm Medium 'Scout' Artillery I <br>
+
The Tornado was made to do one thing and one thing only: blow the ever loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in a similar style to the [{sh|Maelstrom}}.
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
650mm Medium 'Scout' Artillery I <br>
 
'Arbalest' Assault Missile Launcher <br>
 
'Arbalest' Assault Missile Launcher <br>
 
|mid=
 
Large Shield Extender II <br>
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
10MN Afterburner II <br>
 
|low=
 
Shield Power Relay II <br>
 
Shield Power Relay II <br>
 
Shield Power Relay II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
  
|charges=
+
=== Battleships ===
|drones=
+
In PvP, Tech 1 [[Battleships]]  can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships, therefore, struggle to force smaller ships to engage and to kill smaller ships even when they can be pinned down.
Hobgoblin II x6
 
|rigs=
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
  
|recommended1=
+
In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursions|Incursion]] fleets.
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Spaceship Command IV <br>
 
Battlecruisers II <br>
 
Gunnery III <br>
 
Sharpshooter III <br>
 
Energy Systems Operation V <br>
 
Energy Management IV <br>
 
Engineering V <br>
 
Electronics V <br>
 
Electronics Upgrades V <br>
 
Long Range Targeting IV <br>
 
Signature Analysis IV <br>
 
|recommended2=
 
Medium Projectile Turret III <br>
 
Missile Launcher Operation I <br>
 
Shield Upgrades IV <br>
 
Tactical Shield Manipulation IV <br>
 
Afterburner IV <br>
 
Energy Grid Upgrades IV <br>
 
Targeting V <br>
 
Multitasking I <br>
 
Navigation IV <br>
 
Evasive Maneuvering III <br>
 
Warp Drive Operation III <br>
 
Hull Upgrades IV <br>
 
Shield Management IV <br>
 
|recommended3=
 
Mechanic V <br>
 
Gunnery V <br>
 
Rapid Firing IV <br>
 
Motion Prediction IV <br>
 
Trajectory Analysis IV <br>
 
Weapon Upgrades IV <br>
 
Mechanic III <br>
 
Jury Rigging III <br>
 
Shield Rigging I <br>
 
Scout Drone Operation V <br>
 
Drones V <br>
 
Minmatar Drone Specialization I <br>
 
  
|notes=
 
* 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.
 
}}
 
  
{{ShipGuideFittings
+
{{Ship|Maelstrom|box}}
|name=Hurricane, PvP Shield Gank
+
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. It is also a great introductory ship to get into [[Incursions]].
  
|high=
+
In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
Medium Energy Neutralizer II <br>
 
Medium Energy Neutralizer II <br>
 
|mid=
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
Experimental 10MN MicroWarpdrive I<br>
 
Warp Scrambler II <br>
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
  
|charges=
 
Republic Fleet Fusion M <br>
 
Republic Fleet EMP M <br>
 
|drones=
 
Warrior II x6
 
|rigs=
 
Medium Core Defense Field Extender I <br>
 
Medium Core Defense Field Extender I <br>
 
Medium Anti-EM Screen Reinforcer I <br>
 
  
|recommended1=
+
{{Ship|Tempest|box}}
Minmatar Frigate IV <br>
+
The Tempest is one of two Minmatar Attack Battleships. Its bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missiles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the {{sh|Tornado}}, as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. Nonetheless, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.
Minmatar Cruiser III <br>
 
Spaceship Command IV <br>
 
Battlecruisers II <br>
 
Gunnery III <br>
 
Motion Prediction IV <br>
 
Small Projectile Turret V <br>
 
Small Autocannon Specialization IV <br>
 
Energy Systems Operation V <br>
 
Energy Management IV <br>
 
Energy Grid Upgrades IV <br>
 
Engineering V <br>
 
Electronics V <br>
 
Electronics Upgrades V <br>
 
Long Range Targeting IV <br>
 
|recommended2=
 
Medium Projectile Turret V <br>
 
Medium Autocannon Specialization I <br>
 
Energy Emission Systems IV <br>
 
Shield Upgrades IV <br>
 
Tactical Shield Manipulation IV <br>
 
Propulsion Jamming II <br>
 
Hull Upgrades IV <br>
 
Signature Analysis IV <br>
 
Targeting V <br>
 
Multitasking I <br>
 
Navigation IV <br>
 
Evasive Maneuvering III <br>
 
Warp Drive Operation III <br>
 
Shield Management IV <br>
 
|recommended3=
 
Mechanic V <br>
 
Repair Systems IV <br>
 
Gunnery V <br>
 
Rapid Firing IV <br>
 
Sharpshooter III <br>
 
Trajectory Analysis IV <br>
 
Weapon Upgrades IV <br>
 
Mechanic III <br>
 
Jury Rigging III <br>
 
Shield Rigging I <br>
 
Scout Drone Operation V <br>
 
Drones V <br>
 
Minmatar Drone Specialization I <br>
 
 
 
|notes=
 
* 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 [[Full T2 Tank|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==
 
 
{{Ship|Typhoon|box}}
 
{{Ship|Typhoon|box}}
 +
The Typhoon is the missile-focused Minmatar T1 battleship. With no bonus for missile range, it is a bit more suited to brawling, unlike the Caldari {{sh|Raven}}. The Typhoon has an unusual bonus to missile explosion velocity, which means that it can apply its missile damage to smaller targets rather more easily than most large missile platforms. It has a very high base speed (for a battleship) and one niche use for it is as an unusually large fast ship in small, quickly-moving gangs.
  
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.
+
=== Haulers ===
<br><br>
+
[[Haulers]] are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Haulers are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some haulers have a better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.
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 [[Spider Tanking|armor RR]] for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones.
 
<br><br>
 
However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
 
 
 
{{ShipGuideFittings
 
|name=Typhoon, RRBS Artillery
 
 
 
|high=
 
1400mm 'Scout' Artillery I <br>
 
1400mm 'Scout' Artillery I <br>
 
1400mm 'Scout' Artillery I <br>
 
1400mm 'Scout' Artillery I <br>
 
1400mm 'Scout' Artillery I <br>
 
Large Energy Transfer Array II <br>
 
Large Remote Armor Repair System II <br>
 
Large Remote Armor Repair System II <br>
 
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
Sensor Booster II <br>
 
Tracking Computer II <br>
 
Cap Recharger II <br>
 
|low=
 
Damage Control II <br>
 
Power Diagnostic System II <br>
 
Reactor Control Unit II <br>
 
Energized Adaptive Nano Membrane II <br>
 
Armor Kinetic Hardener II <br>
 
Armor Explosive Hardener II <br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
 
|charges=
 
|drones=
 
Warrior II x5 <br>
 
Valkyrie II x5 <br>
 
Vespa EC-600 x5 <br>
 
Medium Armor Maintenance Bot x5
 
|rigs=
 
Large Trimark Armor Pump I <br>
 
Large Trimark Armor Pump I <br>
 
Large Anti-Thermic Pump I
 
 
 
|notes=
 
* 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.
 
}}
 
 
 
{{ShipGuideFittings
 
|name=Typhoon, RRBS Cruise
 
 
 
|high=
 
'Arbalest' Cruise Launcher I <br>
 
'Arbalest' Cruise Launcher I <br>
 
'Arbalest' Cruise Launcher I <br>
 
'Arbalest' Cruise Launcher I <br>
 
'Arbalest' Cruise Launcher I <br>
 
Large Energy Transfer Array II <br>
 
Large Remote Armor Repair System II <br>
 
Large Remote Armor Repair System II <br>
 
|mid=
 
Prototype 100MN MicroWarpdrive I<br>
 
Sensor Booster II <br>
 
Target Painter II <br>
 
Cap Recharger II <br>
 
|low=
 
Damage Control II <br>
 
Ballistic Control System II <br>
 
Ballistic Control System II <br>
 
Energized Adaptive Nano Membrane II <br>
 
Armor Kinetic Hardener II <br>
 
Armor Explosive Hardener II <br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
 
|charges=
 
|drones=
 
Warrior II x5 <br>
 
Valkyrie II x5 <br>
 
Vespa EC-600 x5 <br>
 
Medium Armor Maintenance Bot x5
 
|rigs=
 
Large Trimark Armor Pump I <br>
 
Large Trimark Armor Pump I <br>
 
Large Anti-Thermic Pump I
 
 
 
|notes=
 
* 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==
 
{{Ship|Tempest|box}}
 
 
 
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.
 
<br><br>
 
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==
 
{{Ship|Maelstrom|box}}
 
 
 
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.
 
<br><br>
 
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.
 
 
 
{{ShipGuideFittings
 
|name=Maelstrom, PvE
 
 
 
|high=
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
1200mm Heavy 'Scout' Artillery I <br>
 
|mid=
 
X-Large Shield Booster II <br>
 
Shield Boost Amplifier II <br>
 
Cap Recharger II <br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
Experimental 100MN Afterburner I<br>
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
 
 
|charges=
 
Phased Plasma L <br>
 
Fusion L <br>
 
EMP L <br>
 
|drones=
 
Warrior II x5 <br>
 
Valkyrie II x5 <br>
 
Hornet EC-300 x5 <br>
 
|rigs=
 
Large Capacitor Control Circuit I <br>
 
Large Capacitor Control Circuit I <br>
 
Large Capacitor Control Circuit I <br>
 
 
 
|recommended1=
 
Minmatar Frigate IV <br>
 
Minmatar Cruiser IV <br>
 
Spaceship Command IV <br>
 
Minmatar Battleship III <br>
 
Shield Operation V <br>
 
Shield Management V <br>
 
Tactical Shield Manipulation IV <br>
 
Energy Management IV <br>
 
Energy Systems Operation V <br>
 
Shield Compensation IV <br>
 
Rapid Firing III <br>
 
Trajectory Analysis III <br>
 
Surgical Strike III <br>
 
Large Projectile Turret IV <br>
 
Sharpshooter IV <br>
 
Motion Prediction IV <br>
 
Long Range Targeting IV <br>
 
Minmatar Battleship IV <br>
 
Drone Interfacing III <br>
 
Drone Durability III <br>
 
|recommended2=
 
Energy Grid Upgrades III <br>
 
Gunnery V <br>
 
Small Projectile Turret III <br>
 
Medium Projectile Turret III <br>
 
Large Projectile Turret I <br>
 
Weapon Upgrades IV <br>
 
Hull Upgrades IV <br>
 
Drone Navigation IV <br>
 
Gallente Drone Specialization II <br>
 
Signature Analysis IV <br>
 
Targeting V <br>
 
Multitasking I <br>
 
Electronic Warfare IV <br>
 
Electronic Warfare Drone Interfacing I <br>
 
Mechanic IV <br>
 
Engineering IV <br>
 
Navigation IV <br>
 
Evasive Maneuvering III <br>
 
Warp Drive Operation III <br>
 
|recommended3=
 
Electronics V <br>
 
Afterburner I <br>
 
Mechanic III <br>
 
Jury Rigging I <br>
 
Drones V <br>
 
Scout Drone Operation V <br>
 
Minmatar Drone Specialization II <br>
 
Small Projectile Turret V <br>
 
Small Artillery Specialization IV <br>
 
Medium Projectile Turret V <br>
 
Medium Artillery Specialization IV <br>
 
Sharpshooter V <br>
 
Large Projectile Turret V <br>
 
Large Artillery Specialization II <br>
 
Weapon Upgrades V <br>
 
Advanced Weapon Upgrades I <br>
 
Small Autocannon Specialization IV <br>
 
Medium Autocannon Specialization IV <br>
 
Motion Prediction V <br>
 
Large Autocannon Specialization II <br>
 
 
 
|notes=
 
* 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==
 
{{Ship|Wreathe|box}}
 
  
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==
 
 
{{Ship|Hoarder|box}}
 
{{Ship|Hoarder|box}}
 +
The Hoarder is a highly specialized Hauler for hauling large volumes of ammunition. This is especially useful for transporting high-volume low-ISK items such as cap booster charges or large ammunition.
  
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==
 
 
{{Ship|Mammoth|box}}
 
{{Ship|Mammoth|box}}
 +
The Mammoth offers a good compromise between one of the largest cargo holds of the Haulers and a relatively fast align time. The low-slots can be filled with either cargo expanders or agility modules to balance these depending on the task at hand.
  
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.
+
{{Ship|Wreathe|box}}
 +
The Wreathe is the entry-level Hauler provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.
  
=Ammunition, Range, and Kiting=
+
==Projectile Turret Tips==
 +
{{main|Turrets#Projectile turrets|Projectile turrets}}
 +
{{main|Projectile ammunition}}
  
You can read a detailed description of projectile turret ammunition [[Turrets#Projectile_Ammo|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 [[NPC Damage Types#A_brief_Summary_of_NPC_Damage_Types|here]] and select the appropriate ammunition.  
+
Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.
  
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.
+
===Autocannon===
  
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.
+
The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:
  
Projectile turrets are unusual in having very long [[Gunnery Guide#Range|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.
+
* EMP ammo for EM damage
 +
* Fusion ammo for explosive damage
 +
* Phased Plasma for thermal damage
  
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.  
+
There are two ammo types with 33% less damage but a 20% turret tracking bonus.
  
=Tech and Meta Levels=
+
* Titanium Sabot for mostly kinetic damage
 +
* Depleted Uranium for explosive damage spiced with thermal damage
  
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.  
+
The 33% reduced damage limits these types' usefulness: [[Guristas]] NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.
  
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 Piñata 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.
+
Tech 2 autocannon ammo comes in two varieties:
  
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.
+
* Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
 +
* Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range
  
=Drones=
+
===Artillery===
  
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.  
+
Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:
  
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.
+
* EMP ammo for EM damage
 +
* Fusion ammo for explosive damage
 +
* Phased Plasma for thermal damage
  
See [[Drones]] and [[Using Drones]] for more advice on drone selection and deployment.
+
Tech 2 artillery ammo comes in two varieties:
  
=Tank &amp; Gank=
+
* Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
 +
* Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets that get too close
  
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
+
==Missile Tips==
  
Drones and hardeners should be switched around based on rat types.
+
{{main|Missiles}}
  
Damage type resistance and dealt by rats can be found in the [[NPC Damage Types#A_brief_Summary_of_NPC_Damage_Types|NPC Damage Types]] article.
+
Missiles are simpler to use than projectile turrets. For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
  
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
+
* "Mjolnir": EM damage
 +
* "Inferno": thermal damage
 +
* "Scourge": kinetic damage
 +
* "Nova": explosive damage
  
All EHP in this guide is from [http://www.eve-ivy.com/wiki/index.php?title=EFT EFT] calculations, not in-game EHP.  
+
In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.
  
=Salvaging After Missions=
+
A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.
  
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.  
+
Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. Target painting can help with this, as can rare ship bonuses such as the explosion velocity bonus on the Typhoon battleship, but you can also use small drones to scrape small targets off you.
  
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 [[Module Stacking and Speed Modules|stacking penalties]]).
+
==Related Links==
 +
*[[Missions]]
 +
*[[Drones]] and [[Drone mechanics|Using Drones]]
 +
{{ShipGuideLinks}}
  
=Related Links=
 
 
{{ShipGuideLinks}}
 
  
[[Category:Guides]] [[Category:Ships]]
+
[[Category:Ships]]

Latest revision as of 16:45, 13 March 2024

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 EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.


Link= Minmatar Republic Characteristics

 Tank Type: Icon ISIS defense armor.png Armor or Icon ISIS defense Shields.png Shield
 Main Weapon Systems: Icon ISIS weapon Projectileturrets.png Projectile Turrets or Icon ISIS weapon Missiles.png Missile Launchers
 Electronic Warfare: Icon ISIS Targetpainting.png Target Painting and Icon ISIS Stasiswebifying.png Stasis Webifying


General Traits

The following characteristics are generally shared across most or all Minmatar ships:

  • Speed. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics that involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar haulers can travel slightly faster because they spend slightly less time aligning.
  • Projectile turrets are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them. Projectile turrets require no capacitor to fire, unlike other turrets. Projectile turrets are also the only kind of turret that lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
    • Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges; pilots mounting autocannon should expect to fight in falloff range routinely.
    • Long-ranged artillery has a very high alpha damage potential, though it deals less damage per second than some other options. In some circumstances—some types of fleet battle, and also suicide ganking—alpha can be more important than DPS.
  • Missiles are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses; notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles have fully-selectable damage types. Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms.
  • Sensor advantages. This is a slightly subtler positive: Minmatar ships typically have high scan resolution for their size and class, which means they lock onto targets more quickly; they also have small signature radii for their size and class, which means they are harder to hit with turrets, take less damage from missiles, and are targeted more slowly by other ships.
  • Utility high slots. Minmatar ships often have one or two spare high slots once all of the primary weapons have been fitted. These can be used for a range of other helpful modules: a secondary weapon system for more DPS, energy neutralizers or nosferatus, remote repair modules, drone link augmentors, salvagers, &c. >
  • Target Painting is the type of electronic warfare which some Minmatar ships have bonuses for. Target painting makes ships easier to hit, and particularly helps missiles apply damage. This is a more situational kind of EWAR than that used by some of the other races.
  • Shield tanks. Most Minmatar ships can fit shield tanks. Some, such as the Breacher, Cyclone, and Maelstrom, have bonuses for shield boosters, which means they can mount excellent active shield tanks; many other ships can mount good active and/or passive shield tanks. However, Minmatar ships also use...
  • ...Armor tanks. Although none have explicit bonuses for armor tanks, many Minmatar ships can mount good active or buffer armor tanks.
  • Lower sensor strengths (for size and class of ship). This makes it easier to jam Minmatar ships with ECM.
  • Weaker potential buffer tanks. Minmatar ships can be made sturdy, but they can't mount the kind of shield buffers possible on some Caldari hulls, or the kind of armor buffers possible on some Amarr hulls.
  • Smaller capacitors. Minmatar ships typically have the smallest capacitors of the four races' ships, for their size and class. This is partly balanced out by both common Minmatar weapon systems requiring no capacitor to fire.

The broader hallmark of Minmatar ships is versatility. Most Minmatar ships can be fitted in many ways; this is typified, but not limited to, their tendency to be open to both armor and shield tanks. In PvP, especially, this makes Minmatar ships less predictable, and opponents have a harder time guessing how Minmatar ships will perform.

However, if Minmatar pilots want to have all the different fitting options available, they will have to train more in-game skills and learn more about the game than pilots flying other races. That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with a wide range of weapons, tactics, and fitting approaches. Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships.

Notable uses

PvE

Relatively-selectable damage from projectile turrets and fully-selectable damage from missiles make Minmatar ships fairly flexible PvE combat platforms. An "orthodox" progression for a character running missions might be the Rifter and Thrasher for Level 1 missions, the Rupture for L2s, the Hurricane for L3s, and the Maelstrom for L4s. A character focusing on missiles could consider the Breacher, Talwar, Bellicose, Cyclone, and the Typhoon, though Caldari missile ships tend to outdo Minmatar ones at missile-based mission running, as they are built around ranged combat.

The Thrasher, with its high speed and a large number of high slots, is a good cheap salvaging ship.

Both the Hurricane and the Minmatar attack battlecruiser, the Tornado, see use in some types of wormhole PvE.

PvP

T1 Minmatar ships find roles in most PvP contexts. Kiting tactics go well with Minmatar ships' high speeds, and in solo and small-gang PvP the Breacher and Stabber can be found kiting; a T2 development of the Stabber, the MinmatarVagabond, is built around this tactic. The Rupture puts out remarkable DPS for a T1 cruiser hull. The Hurricane is a perennially popular and highly versatile ship, capable of a variety of tanks and tactics, ranging from scram-range brawling, through autocannon kiting, to long-range artillery fits.

All three T1 Minmatar battleships can be dangerous in PvP, though like all T1 battleships they are expensive hulls and sometimes have their battlefield roles usurped by HACs. The Typhoon can be fitted and boosted to achieve startling speed for a battleship, and its rarely-noted bonus to "explosion velocity" means it's a rare example of a large missile ship that can really apply some DPS to smaller targets.

T1 Minmatar ships also have some more niche PvP uses. The high amount of alpha damage that can be wrung from artillery-fit Thrashers and Tornadoes, relative to their cost and size, makes them popular ships for suicide ganking.

Skills

Minmatar ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's Short Skill Plan; relatively new pilots should consider the 14 skills which affect every ship, the fitting skills which make it easier to fit modules onto ships, and the support skills which underpin much of your ship's performance. For longer-term training, EVE University's Pyramid Skill Plan offers one useful way of conceiving your goals.

That said, there are some considerations that are specific to Minmatar ships. Pilots training to fly these ships should particularly polish their skills in the Navigation category, to bring out the Minmatar strengths in speed and agility. Capacitor skills, meanwhile, are an important way to make up for these ships' relatively weaker capacitors.

Projectile turret skills and missile skills are necessary to bring out the damage potential of Minmatar ships. Note that while many skills in the Gunnery category are vital for projectile turrets, Controlled Bursts has no effect on projectile guns, as it reduces turrets' capacitor demand, and projectile weapons don't use any capacitor. Sharpshooter increases optimal range, and so is not very useful for autocannon, but still helpful for artillery. Pilots using autocannon will want to prioritise Trajectory Analysis more than pilots flying other races' ships, as this boosts falloff range.

Ships

Here are the Minmatar T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.

Corvette

Little more than slower, armed shuttles, corvette (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.

Corvette: INFORMATION
Reaper
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
120 m³
cargo capacity
cargo
defense
175 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
150 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.00 km
max. targeting range
tgt. range
48 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
10% bonus to ship max velocity
10% bonus to Small Projectile Turret damage
15% bonus to Target Painter effectiveness
15% bonus to Shield Booster amount

The Reaper-class corvette is one of the smallest of the Minmatar vessels, just barely reaching rookie ship status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars either side of the law.

Frigates

Frigates are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.

In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use destroyers instead.


Frigate: INFORMATION
Breacher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
3
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
175 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
35.00 km
max. targeting range
tgt. range
36 m
ship signature radius
sig. radius
365 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
5% bonus to Light Missile and Rocket rate of fire
7.5% bonus to Shield Booster amount

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 has some popularity in Faction Warfare PvP complexes, where it can sometimes kite other small frigates and benefits from its cheap cost.


Frigate: INFORMATION
Burst
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
34.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
415 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.

The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.

The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the MinmatarScythe, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the MinmatarScimitar, the Minmatar Tier 2 Logistics ship.


Frigate: INFORMATION
Probe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
35 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
300 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
32.50 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
360 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager duration
Role Bonus:
5+ bonus to Relic and Data Analyzer virus strength

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 drone assistance if engaged in combat.

The Probe is the Minmatar Tech 1 exploration, and scanning frigate. It is a good ship for players who are getting into probing and don't have the skills for the T2 version, the MinmatarCheetah. Its bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. 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.


Frigate: INFORMATION
Rifter
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
140 m³
cargo capacity
cargo
defense
450 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.50 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
365 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Small Projectile Turret rate of fire
10% bonus to Small Projectile Turret falloff

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 primary damage frigate for Minmatar. For tackling, a MinmatarSlasher or CaldariMerlin is by far better. While the Rifter used to be considered the best Tech 1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.


Frigate: INFORMATION
Slasher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
120 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.5 km
max. targeting range
tgt. range
30 m
ship signature radius
sig. radius
430 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Traits:
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

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 the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the T1 frigates. Four mid slots also allow a great deal of flexibility in fitting.


Frigate: INFORMATION
Vigil
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
250 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
34 m
ship signature radius
sig. radius
410 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Target Painter effectiveness
10% bonus to Target Painter optimal range

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 EWAR ship of the Minmatar Republic. Target painters are only situationally useful; they are also stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.

Destroyers

Destroyers are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters, and some doctrines use destroyers as a cheap, expendable source of fast-moving DPS.

In PvE, destroyers are most often used for Level 1 missions, and they make superb introductory salvage ships.


Destroyer: INFORMATION
Talwar
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
7
launcher hardpoints
launchers
0
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
400 m³
cargo capacity
cargo
defense
850 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
36.00 km
max. targeting range
tgt. range
60 m
ship signature radius
sig. radius
255 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Destroyer bonuses (per skill level):
5% bonus to explosive Light Missile and Rocket damage
15% reduction in Microwarpdrive signature radius penalty
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

The Talwar is redolent of the renowned Minmatar practicality in terms of battle. Irrespective of numbers, firepower and circumstances, their strategy when engaged in combat often revolves around the same central tenet: Stay untouchable as much as you can, either by sneaking around or rushing in, do as much damage as fast as you can, and get out before you get killed.

As such, the Talwar does not come equipped to hang around forever on the battlefield. It is built to rush around at speed without getting caught, and to hit very hard and very, very fast.

The Talwar uses rockets or light missiles to fight smaller craft like frigates or other destroyers. Due to its bonus reducing the signature radius bloom of microwarp drives—unique among T1 destroyers—it can reach great speeds without increasing its own signature radius significantly.


Destroyer: INFORMATION
Thrasher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
7
turret hardpoints
turrets
3
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
400 m³
cargo capacity
cargo
defense
800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
27.00 km
max. targeting range
tgt. range
56 m
ship signature radius
sig. radius
270 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Destroyer bonuses (per skill level):
5% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret tracking speed
Role Bonus:
50% bonus to Small Projectile Turret optimal range

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, and it finds a role in some "glass cannon" group tactics. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.

Cruisers

Cruisers are EVE's medium-sized ships, larger than frigates and destroyers but still much smaller, faster and nimbler than battlecruisers and battleships. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some T1 cruisers, such as the Gallente GallenteThorax and the Minmatar MinmatarRupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective EWAR platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than T1 tackling frigates.

In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.


Cruiser: INFORMATION
Bellicose
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
4
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
315 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
62.50 km
max. targeting range
tgt. range
120 m
ship signature radius
sig. radius
260 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Target Painter effectiveness
7.5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity

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 for the effectiveness of target painters. Although the MinmatarVigil's target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform. Target painting is more situationally useful than ECM (Caldari) or sensor dampening (Gallente). On the other hand, like the AmarrArbitrator, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault, and Heavy Missile Launchers. This means the ship can also double up as DD and is often used in a fleet support role.


Cruiser: INFORMATION
Rupture
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
1
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
30 m³
drone capacity
drones
30 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
1,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage

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 armor tank or regenerating passive shield tank and can 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 armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.


Cruiser: INFORMATION
Scythe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
1
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
45 m³
drone capacity
drones
45 Mbit/sec
drone bandwidth
b/w
475 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,100 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
52.50 km
max. targeting range
tgt. range
75 m
ship signature radius
sig. radius
250 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
12.5% bonus to Remote Shield Booster amount
5% reduction in Remote Shield Booster activation cost
Role Bonus:
430% bonus to Remote Shield Booster optimal range and falloff
100% bonus to Logistic Drone transfer amount

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Minmatar Republic the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Scythe.

The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. With its redesign, past firmware upgrades for mining output were tossed out entirely in favor of two new separate systems that focused on shield transporting and logistics drones respectively.

The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining cap stable, but getting the Scythe both cap stable and well-tanked can be tricky for characters with limited SP.


Cruiser: INFORMATION
Stabber
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
6
high slots
highs
2
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
420 m³
cargo capacity
cargo
defense
1,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
47.50 km
max. targeting range
tgt. range
100 m
ship signature radius
sig. radius
290 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
7.5% bonus to Medium Projectile Turret rate of fire
10% bonus to Medium Projectile Turret falloff

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 is the fastest T1 cruiser, and it has a falloff bonus that lets autocannon strike from longer ranges.

If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with; T2 autocannon can load Barrage ammunition which really unleashes the Stabber's autocannon kiting potential and points the way towards the advanced version of this ship, the MinmatarVagabond. On the other hand, the Stabber has an especially limited capacitor and pilots must be careful in their energy use while flying it.

The Stabber can also be fitted as a fast-yet-tough tackle ship or as a kind of "super destroyer" anti-frigate platform.

Battlecruisers

When you begin to fly Minmatar Battlecruisers, it is a good idea to be training towards a Shield or Armor 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 extremely helpful in PVP or PVE.) It is also wise to have basic Gunnery Support skills sorted out and to be training towards T2 light and medium drones.

In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed, and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.

In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.


Combat Battlecruiser: INFORMATION
Cyclone
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
5
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,750 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50 km
max. targeting range
tgt. range
250 m
ship signature radius
sig. radius
180 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
7.5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

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 seven high-power slots and powerful thrusters have proved ideal.

The Cyclone is inferior to the Hurricane in most situations, but it has a few niches. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for an only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.


Combat Battlecruiser: INFORMATION
Hurricane
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
3
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
425 m³
cargo capacity
cargo
defense
4,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
4,500 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
60 km
max. targeting range
tgt. range
250 m
ship signature radius
sig. radius
180 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret rate of fire
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Projectile Turret optimal range and falloff
50% bonus to Command Burst area of effect range

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 armor tank.

In PvP, the Hurricane can be fitted as a simple, armor-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.


Attack Battlecruiser: INFORMATION
Tornado
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
535 m³
cargo capacity
cargo
defense
1,890 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
60.00 km
max. targeting range
tgt. range
195 m
ship signature radius
sig. radius
225 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret falloff
Role Bonus:
95% reduction in Large Projectile Turret powergrid requirement
50% reduction in Large Projectile Turret CPU requirement

In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match.

What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely on flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.

The Tornado was made to do one thing and one thing only: blow the ever loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in a similar style to the [{sh|Maelstrom}}.

Battleships

In PvP, Tech 1 Battleships can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships, therefore, struggle to force smaller ships to engage and to kill smaller ships even when they can be pinned down.

In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in Incursion fleets.


Battleship: INFORMATION
Maelstrom
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
5
low slots
lows
drones & cargo
100 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
790 m³
cargo capacity
cargo
defense
8,800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
8,250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90 km
max. targeting range
tgt. range
460 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
10% bonus to Shield Booster amount
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

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. It is also a great introductory ship to get into Incursions.

In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.


Battleship: INFORMATION
Tempest
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
780 m³
cargo capacity
cargo
defense
7,480 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
81.00 km
max. targeting range
tgt. range
360 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
7,5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret damage
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

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 one of two Minmatar Attack Battleships. Its bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missiles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the MinmatarTornado, as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. Nonetheless, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.


Battleship: INFORMATION
Typhoon
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
7
low slots
lows
drones & cargo
125 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
780 m³
cargo capacity
cargo
defense
7,150 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
6,600 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
82.50 km
max. targeting range
tgt. range
330 m
ship signature radius
sig. radius
130 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
7.5% bonus to Cruise Missile and Torpedo explosion velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

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 is the missile-focused Minmatar T1 battleship. With no bonus for missile range, it is a bit more suited to brawling, unlike the Caldari CaldariRaven. The Typhoon has an unusual bonus to missile explosion velocity, which means that it can apply its missile damage to smaller targets rather more easily than most large missile platforms. It has a very high base speed (for a battleship) and one niche use for it is as an unusually large fast ship in small, quickly-moving gangs.

Haulers

Haulers are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Haulers are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some haulers have a better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.

Hauler: INFORMATION
Hoarder
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
500 m³
cargo capacity
cargo
defense
840 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
41.25 km
max. targeting range
tgt. range
185 m
ship signature radius
sig. radius
130 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Hauler bonuses (per skill level):
10% bonus to ship ammo bay capacity
10% bonus to ship Gas hold capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

Aside from being endowed with the usual carrying capabilities of haulers, the Hoarder possesses an extra cargo bay. That bay is a static-free, blast-proof chamber, and as such is meant to be dedicated solely to ferrying consumable charges of all kinds, including ammunition, missiles, capacitor charges, nanite paste and bombs.

The Hoarder is a highly specialized Hauler for hauling large volumes of ammunition. This is especially useful for transporting high-volume low-ISK items such as cap booster charges or large ammunition.

Hauler: INFORMATION
Mammoth
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
5,500 m³
cargo capacity
cargo
defense
640 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
600 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
180 m
ship signature radius
sig. radius
120 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Mammoth is the largest hauler 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.

The Mammoth offers a good compromise between one of the largest cargo holds of the Haulers and a relatively fast align time. The low-slots can be filled with either cargo expanders or agility modules to balance these depending on the task at hand.

Hauler: INFORMATION
Wreathe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
2,900 m³
cargo capacity
cargo
defense
1,140 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
35 km
max. targeting range
tgt. range
155 m
ship signature radius
sig. radius
140 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Haulers bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Wreathe is an old hauler of the Minmatar Republic and one of the oldest ship designs still in use. 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 Wreathe is the entry-level Hauler provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.

Projectile Turret Tips

Main article: Projectile turrets
Main article: Projectile ammunition

Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.

Autocannon

The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:

  • EMP ammo for EM damage
  • Fusion ammo for explosive damage
  • Phased Plasma for thermal damage

There are two ammo types with 33% less damage but a 20% turret tracking bonus.

  • Titanium Sabot for mostly kinetic damage
  • Depleted Uranium for explosive damage spiced with thermal damage

The 33% reduced damage limits these types' usefulness: Guristas NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.

Tech 2 autocannon ammo comes in two varieties:

  • Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
  • Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range

Artillery

Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:

  • EMP ammo for EM damage
  • Fusion ammo for explosive damage
  • Phased Plasma for thermal damage

Tech 2 artillery ammo comes in two varieties:

  • Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
  • Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets that get too close

Missile Tips

Main article: Missiles

Missiles are simpler to use than projectile turrets. For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:

  • "Mjolnir": EM damage
  • "Inferno": thermal damage
  • "Scourge": kinetic damage
  • "Nova": explosive damage

In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.

A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the tactical overlay and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.

Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. Target painting can help with this, as can rare ship bonuses such as the explosion velocity bonus on the Typhoon battleship, but you can also use small drones to scrape small targets off you.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions