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

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(Updated Rupture PvE fit (and noted that PVP fit is outdated))
(Removed boxes and fittings, added individual ship links, cleaned up links and headers, added basic ship and class information)
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==Rookie Ship==
 
==Rookie Ship==
 +
Little more than slower, armed shuttles, rookie ships (or "noobships") are the basic frigates that new pilots start with. You can acquire a new noobship (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running. Eve University has, however, been known to field fleets composed entirely of noobships, more for their comedy value than for their effectiveness in battle.
  
{{Ship|Reaper|box}}
+
====[[Reaper]]====
 
 
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.
 
  
 
==Frigate==
 
==Frigate==
[[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.
+
[[Frigate|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.
<br><br>
 
 
 
{{Ship|Breacher|box}}
 
 
 
This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the far superior Rifter.
 
<br><br>
 
 
 
{{Ship|Burst|box}}
 
 
 
The Burst is the Minmatar logistic frigate.
 
<br><br>
 
 
 
{{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.
 
<br><br>
 
 
 
{{Ship|Rifter|box}}
 
 
 
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
 
|name=Rifter, Tackling
 
 
 
|high=
 
200mm AutoCannon I <br>
 
200mm AutoCannon I <br>
 
200mm AutoCannon I <br>
 
Light 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=
 
EMP S <br>
 
Scourge Light Missile <br>
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
 
 
|recommended1=
 
Minmatar Frigate III <br>
 
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>
 
Light 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>
 
Light Missiles III <br>
 
Propulsion Jamming I <br>
 
High Speed Maneuvering I <br>
 
 
 
|notes=
 
*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=
 
125mm Gatling AutoCannon I <br>
 
125mm Gatling AutoCannon I <br>
 
125mm Gatling AutoCannon I <br>
 
[empty high slot]
 
|mid=
 
Experimental 1MN Afterburner I<br>
 
Explosive Deflection 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 Power Grid Management IV you have the option of fitting 150mm autocannons.
 
}}
 
<br><br>
 
 
 
{{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).
 
<br>
 
  
{{ShipGuideFittings
+
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 [[Destroyer|destroyers]] instead.
|name=Slasher, Cheap Low Skill Tackle
 
|high=125mm Gatling AutoCannon I<br>125mm Gatling AutoCannon I<br>125mm Gatling Autocannon I
 
|mid=1MN MicroWarpdrive I<br>Stasis Webifier I<br>Warp Scrambler I<br>Medium Shield Extender I
 
|low=Micro Auxiliary Power Core I<br>Overdrive Injector System I
 
|charges=1800x Phased Plasma S
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
|recommended1=Minmatar Frigate II<br>Energy Management II<br>Hull Upgrades I
 
|recommended2=Shield Upgrades I<br>High Speed Maneuvering I<br>Propulsion Jamming I
 
|recommended3=Gunnery I<br>Small Projectile Turret I
 
|notes=*This is a generic fit for fleet tackling.
 
*This will fit with the listed recommended skills.
 
*The cap will last about 90 seconds with starter skills.
 
*Meta 1 and 2 modules can be cheaper and easier to fit, so check the market if you are buying for yourself.
 
*For a bit more isk, you can fit shield resist rigs to boost your tank.
 
}}
 
<br><br>
 
  
{{Ship|Vigil|box}}
+
====[[Breacher]]====
 +
This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the other factions' missile platforms, most notably the [[Kestrel]].
  
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.
+
====[[Burst]]====
<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 [[Scythe]], the Minmatar Tier 1 Cruiser logi ship, before eventually training into the [[Scimitar]], the Minmatar Tier 2 Logistics ship.
  
</noinclude>{{#ifeq:{{{1|Vigil}}}|Vigil|
+
====[[Probe]]====
{{Fittings
+
The Probe is the Minmatar Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the [[Cheetah]]. It's 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.
|name=Vigil, Ewar
 
  
|high=
+
====[[Rifter]]====
250mm Light Artillery Cannon I <br>
+
The Rifter is the primary damage frigate for Minmatar. For tackling, a [[Slasher]] or [[Merlin]] is by far better. While the Rifter used to be considered the best T1 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.
250mm Light Artillery Cannon I <br>
 
Light 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=
+
====[[Slasher]]====
Republic Fleet Carbonised Lead S <br>
+
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 tier one frigates. Four mid slots also allow a great deal of flexibility in fitting.
Caldari Navy Mjolnir Light Missile <br>
 
|drones=
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
====[[Vigil]]====
Minmatar Frigate II <br>
+
The Vigil is the Tech 1 [[EWar 101 Guide|EWAR]] 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.
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>
 
Light 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.
 
}}
 
}}<noinclude>
 
  
 
==Destroyer==
 
==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.
+
[[Destroyer|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. Due to their limitations, flying destroyers is not recommended for PvP Uni fleets. However, there are some exceptions, such as specialized hit and run fleets or doctrines designed to maximize the strengths, such as the Talwar Doctrine.
 
 
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, such as specialized hit &amp; run fleets.
 
<br><br>
 
 
 
{{Ship|Talwar|box}}
 
<br><br>
 
 
 
{{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.
 
<br><br>
 
 
 
{{ShipGuideFittings
 
|name=Thrasher, PvE Basic
 
 
 
|high=
 
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=
 
Minmatar Frigate III <br>
 
Destroyers I <br>
 
|recommended2=
 
Afterburner I <br>
 
Tactical Shield Manipulation I <br>
 
|recommended3=
 
Hull Upgrades I <br>
 
 
 
|notes=
 
*If you have high CPU Management skills, you may be able to replace the Overdrive Injector with a Gyrostabilizer.
 
}}
 
 
 
{{ShipGuideFittings
 
|name=Thrasher, PvP Basic
 
 
 
|high=
 
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.
 
}}
 
  
</noinclude>{{#ifeq:{{{1|Thrasher}}}|Thrasher|
+
In PvE, they are most often used for Level 1 missions, and they make superb introductory salvage ships.
{{Fittings
 
|name=Thrasher, AB Salvager
 
  
|high=
+
====[[Talwar]]====
Salvager I <br>
+
The Talwar uses rockets or light missiles to fight smaller craft like Frigates or other Destroyers. Due to its unique bonus amongst Destroyers reducing the signature radius bloom of MicroWarp Drives, it is the fastest Destroyer available and able to reach such speeds without increasing its own signature radius significantly. With its speed, range, and alpha abilities, a fleet of Talwars can be devastating.
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=
+
====[[Thrasher]]====
|drones=
+
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. 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.
|rigs=
 
Small Salvage Tackle I <br>
 
Small Salvage Tackle I <br>
 
Small Salvage Tackle I <br>
 
  
|recommended1=
+
==Cruisers==
Salvaging III <br>
+
[[Cruiser|Cruisers]] are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|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 tech 1 cruisers, such as the Gallente [[Thorax]] and the Minmatar [[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 [[EWar 101 Guide|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than Tech 1 tackling frigates.
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=
+
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
* 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.
 
}}
 
}}<noinclude>
 
  
==Cruiser==
+
====[[Bellicose]]====
 +
The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the [[Vigil|Vigil's]] target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform from which to project EWar. On top of that, like the [[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, meaning that the ship can also double up as DD, and is often used in a fleet support role.
  
{{Ship|Bellicose|box}}
+
====[[Rupture]]====
 +
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 use artillery and drones to destroy mission rats from range.
  
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.
+
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.
<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.
 
<br><br>
 
 
 
{{ShipGuideFittings
 
|name=Bellicose, PvP Fleet Antifrigate
 
 
 
|high=
 
Rapid Light Missile Launcher I<br>
 
Rapid Light 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 Nova 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>
 
Light 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.
 
}}
 
 
 
{{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.
 
<br><br>
 
 
 
{{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 />
 
Rapid Light Missile Launcher I <br />
 
Rapid Light 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>
 
Mjolnir 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].
 
*This fit is out of date
 
}}
 
 
 
{{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>
 
XR-3200 Heavy Missile Bay <br />
 
|mid=
 
10MN Afterburner II <br>
 
Adaptive Invulnerability Field II <br>
 
Explosive Deflection 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>
 
Tracking Enhancer II <br>
 
 
 
|charges=
 
EMP M x1 <br>
 
Mjolnir Heavy Missile x1 <br>
 
|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>
 
Capacitor Systems Operation III <br>
 
Capacitor Management III <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Target Management IV <br>
 
Signature Analysis III <br>
 
Power Grid Management V<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>
 
Mechanics 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.
 
}}
 
 
 
{{Ship|Scythe|box}}
 
  
 +
====[[Scythe]]====
 
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 and be cap stable, but getting the Scythe both cap stable and have a good tank can be tricky for low skilled pilots.  
 
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 and be cap stable, but getting the Scythe both cap stable and have a good tank can be tricky for low skilled pilots.  
<br><br>
 
 
{{Ship|Stabber|box}}
 
 
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.
 
<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.
 
<br><br>
 
  
</noinclude>{{#ifeq:{{{1|Stabber}}}|Stabber|
+
====[[Stabber]]====
{{Fittings
+
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 drone bay. It's best to think of it as a 'heavy frigate' or a 'light cruiser' rather than a cruiser proper. If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with. It can be fit as a tackle ship or an anti-frigate platform. Unfortunately it lacks the grid and CPU to fit the artillery or the combination of autocannon and tracking enhancers that would make it a viable kiting ship.
|name=Stabber, PvP Heavy Tackle
 
 
 
|high=
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
Rapid Light Missile Launcher I <br>
 
Rapid Light 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=
 
Republic Fleet Fusion M <br>
 
Mjolnir Light Missile <br>
 
|drones=
 
Warrior I x1<br>
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
 
 
|recommended1=
 
CPU Management 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.
 
}}
 
}}<noinclude>
 
  
 
==Battlecruisers==
 
==Battlecruisers==
 +
When you begin to fly Minmatar [[Battlecruiser|Battlecruisers]], it is a good idea to be training towards a Shield or Armor [[Full T2 Tank|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 Guide#Gunnery_Support_Skills|Gunnery Support skills]] sorted out, and to be training towards T2 light and medium drones.
  
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.  
+
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.
  
{{Ship|Cyclone|box}}
+
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.
  
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.
+
====[[Cyclone]]====
<br><br>
+
The Cyclone is inferior to the Hurricane in most situations, but it has a few niche uses. 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 a 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.
  
{{Ship|Hurricane|box}}
+
====[[Hurricane]]====
 +
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.
 
<br><br>
 
The Feb 2013, Retribution 1.1 patch removed a high slot that had often held an energy neutralizer. This left it with one utility high slot. It is also had a slight reduction in hitpoints, and an increase in mass that was intended to slow down align times by two tenths of a second.[http://community.eveonline.com/news/dev-blogs/74270]
 
<br><br>
 
  
{{ShipFitting|
+
====[[Tornado]]====
ship=Hurricane|
+
The Tornado was made to do one thing and one thing only: blow the every 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 similar style to the [[Maelstrom]].
shipTypeID=24702|
 
fitName=PvE Passive Shield|
 
fitID=PvE-Passive-Shield|
 
high1name=650mm Artillery Cannon II|
 
high1typeID=2921|
 
high2name=650mm Artillery Cannon II|
 
high2typeID=2921|
 
high3name=650mm Artillery Cannon II|
 
high3typeID=2921|
 
high4name=650mm Artillery Cannon II|
 
high4typeID=2921|
 
high5name=650mm Artillery Cannon II|
 
high5typeID=2921|
 
high6name=650mm Artillery Cannon II|
 
high6typeID=2921|
 
high7name=Prototype 'Arbalest' Rapid Light Missile Launcher|
 
high7typeID=8027|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Explosive Deflection Field II|
 
mid2typeID=2297|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=10MN Afterburner II|
 
mid4typeID=12058|
 
low1name=Shield Power Relay II|
 
low1typeID=1422|
 
low2name=Shield Power Relay II|
 
low2typeID=1422|
 
low3name=Shield Power Relay II|
 
low3typeID=1422|
 
low4name=Gyrostabilizer II|
 
low4typeID=519|
 
low5name=Gyrostabilizer II|
 
low5typeID=519|
 
low6name=Gyrostabilizer II|
 
low6typeID=519|
 
drone1name=Hobgoblin II x6|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=EMP M x1|
 
charge1typeID=193|
 
charge2name=Mjolnir Light Missile x1|
 
charge2typeID=212|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Purger I|
 
rig1typeID=31802|
 
rig2name=Medium Core Defense Field Purger I|
 
rig2typeID=31802|
 
rig3name=Medium Core Defense Field Purger I|
 
rig3typeID=31802|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24702:2921;6:8027;1:2281;1:2297;1:3841;1:12058;1:519;3:1422;3:31802;3:2456;6:193;1:212;1::|
 
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Spaceship Command IV</li><li>Minmatar Battlecruiser II</li><li>Gunnery III</li><li>Sharpshooter IV</li><li>Small Projectile Turret V</li><li>Small Artillery Specialization IV</li><li>Capacitor Systems Operation V</li><li>Capacitor Management IV</li><li>Power Grid Management V</li><li>CPU Management V</li><li>Electronics Upgrades V</li><li>Long Range Targeting IV</li><li>Signature Analysis IV</li><li>Medium Projectile Turret V</li><li>Medium Artillery Specialization I</li><li>Missile Launcher Operation I</li><li>Shield Upgrades IV</li><li>Tactical Shield Manipulation IV</li><li>Afterburner IV</li><li>Energy Grid Upgrades IV</li><li>Target Management V</li><li>Advanced Target Management I</li><li>Navigation IV</li><li>Evasive Maneuvering III</li><li>Warp Drive Operation III</li><li>Hull Upgrades IV</li><li>Shield Management IV</li><li>Mechanic V</li><li>Gunnery V</li><li>Rapid Firing IV</li><li>Motion Prediction IV</li><li>Trajectory Analysis IV</li><li>Weapon Upgrades IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Scout Drone Operation V</li><li>Drones V</li><li>Gallente Drone Specialization I|
 
notes=This is a passive shield tanked PvE fit. Swap the hardeners depending on mission enemies.</li><li>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.</li><li>You need Advanced Weapon Upgrades or 'Squire' Engineering EG-602 or better implant or you have to replace one lowslot module with Power Diagnostic System.}}    {{ShipFitting|
 
ship=Hurricane|
 
shipTypeID=24702|
 
fitName=PvP Shield Gank|
 
fitID=PvP-Shield-Gank|
 
high1name=425mm AutoCannon II|
 
high1typeID=2913|
 
high2name=425mm AutoCannon II|
 
high2typeID=2913|
 
high3name=425mm AutoCannon II|
 
high3typeID=2913|
 
high4name=425mm AutoCannon II|
 
high4typeID=2913|
 
high5name=425mm AutoCannon II|
 
high5typeID=2913|
 
high6name=425mm AutoCannon II|
 
high6typeID=2913|
 
high7name=open|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Experimental 10MN Microwarpdrive I|
 
mid3typeID=5975|
 
mid4name=Warp Scrambler II|
 
mid4typeID=448|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Tracking Enhancer II|
 
low2typeID=1999|
 
low3name=Tracking Enhancer II|
 
low3typeID=1999|
 
low4name=Gyrostabilizer II|
 
low4typeID=519|
 
low5name=Gyrostabilizer II|
 
low5typeID=519|
 
low6name=Gyrostabilizer II|
 
low6typeID=519|
 
drone1name=Warrior II x6|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Republic Fleet EMP M x1|
 
charge1typeID=21896|
 
charge2name=Republic Fleet Fusion M x1|
 
charge2typeID=21904|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-EM Screen Reinforcer I|
 
rig3typeID=31718|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24702:2913;6:448;1:2281;1:3841;1:5975;1:519;3:1999;2:2048;1:31718;1:31790;2:2488;6:21896;1:21904;1::|
 
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Spaceship Command IV</li><li>Minmatar Battlecruiser II</li><li>Gunnery III</li><li>Motion Prediction IV</li><li>Small Projectile Turret V</li><li>Small Autocannon Specialization IV</li><li>Capacitor Systems Operation V</li><li>Capacitor Management IV</li><li>Energy Grid Upgrades IV</li><li>Power Grid Management V</li><li>CPU Management V</li><li>Electronics Upgrades V</li><li>Long Range Targeting IV</li><li>Medium Projectile Turret V</li><li>Medium Autocannon Specialization I</li><li>Capacitor Emission Systems IV</li><li>Shield Upgrades IV</li><li>Tactical Shield Manipulation IV</li><li>Propulsion Jamming II</li><li>Hull Upgrades IV</li><li>Signature Analysis IV</li><li>Target Management V</li><li>Advanced Target Management I</li><li>Navigation IV</li><li>Evasive Maneuvering III</li><li>Warp Drive Operation III</li><li>Shield Management IV</li><li>Mechanic V</li><li>Gunnery V</li><li>Rapid Firing IV</li><li>Sharpshooter III</li><li>Trajectory Analysis IV</li><li>Weapon Upgrades IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Scout Drone Operation V</li><li>Drones V</li><li>Minmatar Drone Specialization I|
 
notes=This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS.</li><li>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.</li><li>In a large fleet and want more tank? Swap out the Warp Scrambler II for another Large Shield Extender II.}}
 
{{ShipFitting|
 
ship=Hurricane|
 
shipTypeID=24702|
 
fitName=Frig Killer|
 
fitID=Frig-Killer|
 
high1name=220mm Vulcan AutoCannon II|
 
high1typeID=2897|
 
high2name=220mm Vulcan AutoCannon II|
 
high2typeID=2897|
 
high3name=220mm Vulcan AutoCannon II|
 
high3typeID=2897|
 
high4name=220mm Vulcan AutoCannon II|
 
high4typeID=2897|
 
high5name=220mm Vulcan AutoCannon II|
 
high5typeID=2897|
 
high6name=220mm Vulcan AutoCannon II|
 
high6typeID=2897|
 
high7name=Small Energy Neutralizer II|
 
high7typeID=13003|
 
mid1name=Stasis Webifier II|
 
mid1typeID=527|
 
mid2name=Stasis Webifier II|
 
mid2typeID=527|
 
mid3name=Warp Scrambler II|
 
mid3typeID=448|
 
mid4name=Experimental 10MN Microwarpdrive I|
 
mid4typeID=5975|
 
low1name=1600mm Reinforced Steel Plates II|
 
low1typeID=20353|
 
low2name=Gyrostabilizer II|
 
low2typeID=519|
 
low3name=Gyrostabilizer II|
 
low3typeID=519|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
low5name=Energized Adaptive Nano Membrane II|
 
low5typeID=11269|
 
low6name=Energized Adaptive Nano Membrane II|
 
low6typeID=11269|
 
drone1name=Warrior II x5|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Arch Angel EMP M x1|
 
charge1typeID=20008|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-Explosive Pump I|
 
rig1typeID=31011|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24702:2897;6:13003;1:448;1:527;2:5975;1:519;2:2048;1:11269;2:20353;1:31011;1:31055;2:2488;5:20008;1::|
 
skills=|
 
notes=68k ehp (eft) with 550dps}}    {{ShipFitting|
 
ship=Hurricane|
 
shipTypeID=24702|
 
fitName=High resistance|
 
fitID=High-resistance|
 
high1name=425mm AutoCannon II|
 
high1typeID=2913|
 
high2name=425mm AutoCannon II|
 
high2typeID=2913|
 
high3name=425mm AutoCannon II|
 
high3typeID=2913|
 
high4name=425mm AutoCannon II|
 
high4typeID=2913|
 
high5name=425mm AutoCannon II|
 
high5typeID=2913|
 
high6name=425mm AutoCannon II|
 
high6typeID=2913|
 
high7name=open|
 
mid1name=Stasis Webifier II|
 
mid1typeID=527|
 
mid2name=Stasis Webifier II|
 
mid2typeID=527|
 
mid3name=Warp Scrambler II|
 
mid3typeID=448|
 
mid4name=Experimental 10MN Afterburner I|
 
mid4typeID=6005|
 
low1name=1600mm Reinforced Rolled Tungsten Plates I|
 
low1typeID=11325|
 
low2name=Armor Explosive Hardener II|
 
low2typeID=11646|
 
low3name=Armor Kinetic Hardener II|
 
low3typeID=11644|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
low5name=Armor Thermic Hardener II|
 
low5typeID=11648|
 
low6name=Energized Adaptive Nano Membrane II|
 
low6typeID=11269|
 
drone1name=Warrior II x5|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Barrage M x1|
 
charge1typeID=12773|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Trimark Armor Pump I|
 
rig1typeID=31055|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24702:2913;6:448;1:527;2:6005;1:2048;1:11269;1:11325;1:11644;1:11646;1:11648;1:31055;3:2488;5:12773;1::|
 
skills=|
 
notes=This fit gives 89k ehp (eft).</li><li>A tech 2 1600mm plate can be fit with a 5% pg implant.</li><li>Dropping down to tech 2 220mm Vulcans allow for both a tech 2 1600mm plate and mwd to be fitted.}}
 
<br><br>
 
 
 
{{Ship|Tornado|box}}
 
<br><br>
 
The Tornado is the Minmatar Attack Battlecruiser. This ship is a popular choice for highsec gankers, because its high alpha strike. A small gang of 15 can take down large targets as Freighters and Battleships before CONRCORD arrives. 
 
<br><br>
 
  
 
==Battleships==
 
==Battleships==
 +
In PvP, Tech 1 [[Battleship|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.
  
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.
+
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.
 
 
{{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.
 
<br><br>
 
 
 
{{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=
+
====[[Maelstrom]]====
Minmatar Frigate IV <br>
+
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]].
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>
 
Capacitor Management IV <br>
 
Capacitor 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>
 
Target Management V <br>
 
Advanced Target Management I <br>
 
Electronic Warfare IV <br>
 
Electronic Warfare Drone Interfacing I <br>
 
Mechanics IV <br>
 
Power Grid Management IV <br>
 
Navigation IV <br>
 
Evasive Maneuvering III <br>
 
Warp Drive Operation III <br>
 
|recommended3=
 
CPU Management V <br>
 
Afterburner I <br>
 
Mechanics 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=
+
In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
* Capacitor 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.
 
}}
 
  
{{Ship|Tempest|box}}
+
====[[Tempest]]====
 +
The Tempest is one of two Minmatar Attack Battleships. It's bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missles/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 [[Tornado]] as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. None the less, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.
  
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.
+
====[[Typhoon]]====
<br><br>
+
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 a considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.
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.
 
<br><br>
 
  
{{Ship|Typhoon|box}}
+
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. However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
 
 
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.
 
<br><br>
 
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.
 
<br><br>
 
 
 
{{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.
 
}}
 
 
 
</noinclude>{{#ifeq:{{{1|Typhoon}}}|Typhoon|
 
{{Fittings
 
|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.
 
}}
 
}}<noinclude>
 
  
 
==Industrial==
 
==Industrial==
 +
Industrial ships are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Industrial Ships 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 Industrials have better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.
  
{{Ship|Hoarder|box}}
+
====[[Hoarder]]====
 
+
The Hoarder is the mid-level ship for the Minmatar industrials, 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.
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.
 
<br><br>
 
 
 
{{Ship|Mammoth|box}}
 
  
 +
====[[Mammoth]]====
 
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.
 
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.
<br><br>
 
 
{{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.
+
====[[Wreathe]]====
<br><br>
+
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but when just starting out it is capable enough to handle small hauling jobs. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital the cargo size of the Wreathe will be suited fine.
  
 
=Ammunition, Range, and Kiting=
 
=Ammunition, Range, and Kiting=
 
 
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.  
 
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.  
  
Line 1,181: Line 123:
 
=Tech and Meta Levels=
 
=Tech and Meta Levels=
  
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser with T2 fittings.  
+
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 with T2 fittings.  
  
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot 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.  
+
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.  
  
 
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.  
 
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.  

Revision as of 14:47, 8 February 2014

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

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.

Rookie Ship

Little more than slower, armed shuttles, rookie ships (or "noobships") are the basic frigates that new pilots start with. You can acquire a new noobship (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running. Eve University has, however, been known to field fleets composed entirely of noobships, more for their comedy value than for their effectiveness in battle.

Reaper

Frigate

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.

Breacher

This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the other factions' missile platforms, most notably the Kestrel.

Burst

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 Scythe, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the Scimitar, the Minmatar Tier 2 Logistics ship.

Probe

The Probe is the Minmatar Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the Cheetah. It's 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.

Rifter

The Rifter is the primary damage frigate for Minmatar. For tackling, a Slasher or Merlin is by far better. While the Rifter used to be considered the best T1 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.

Slasher

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 tier one frigates. Four mid slots also allow a great deal of flexibility in fitting.

Vigil

The Vigil is the Tech 1 EWAR 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.

Destroyer

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. Due to their limitations, flying destroyers is not recommended for PvP Uni fleets. However, there are some exceptions, such as specialized hit and run fleets or doctrines designed to maximize the strengths, such as the Talwar Doctrine.

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

Talwar

The Talwar uses rockets or light missiles to fight smaller craft like Frigates or other Destroyers. Due to its unique bonus amongst Destroyers reducing the signature radius bloom of MicroWarp Drives, it is the fastest Destroyer available and able to reach such speeds without increasing its own signature radius significantly. With its speed, range, and alpha abilities, a fleet of Talwars can be devastating.

Thrasher

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. 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 tech 1 cruisers, such as the Gallente Thorax and the Minmatar 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 EWAR platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than Tech 1 tackling frigates.

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

Bellicose

The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the Vigil's target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform from which to project EWar. On top of that, like the 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, meaning that the ship can also double up as DD, and is often used in a fleet support role.

Rupture

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 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.

Scythe

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 and be cap stable, but getting the Scythe both cap stable and have a good tank can be tricky for low skilled pilots.

Stabber

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 drone bay. It's best to think of it as a 'heavy frigate' or a 'light cruiser' rather than a cruiser proper. If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with. It can be fit as a tackle ship or an anti-frigate platform. Unfortunately it lacks the grid and CPU to fit the artillery or the combination of autocannon and tracking enhancers that would make it a viable kiting ship.

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.

Cyclone

The Cyclone is inferior to the Hurricane in most situations, but it has a few niche uses. 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 a 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.

Hurricane

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.

Tornado

The Tornado was made to do one thing and one thing only: blow the every 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 similar style to the 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.

Maelstrom

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.

Tempest

The Tempest is one of two Minmatar Attack Battleships. It's bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missles/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 Tornado as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. None the less, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.

Typhoon

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 a considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.

The Typhoon is consequently not a common sight, but when it is used it's usually fitted with missiles, often with torpedoes and either neuts or armor RR for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones. However, new Minmatar battleship pilots will probably be more effective in one of the other two options.

Industrial

Industrial ships are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Industrial Ships 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 Industrials have better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.

Hoarder

The Hoarder is the mid-level ship for the Minmatar industrials, 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

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.

Wreathe

The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but when just starting out it is capable enough to handle small hauling jobs. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital the cargo size of the Wreathe will be suited fine.

Ammunition, Range, and Kiting

You can read a detailed description of projectile turret ammunition here. Minmatar ships have the ability to control the type of damage they deal and therefore target their enemy's weaknesses. In PvE you can look up the damage type your enemy is weak to here and select the appropriate ammunition.

By default, close range (EMP, Fusion or Phased Plasma) ammo should be used for the best DPS. There is no close-range projectile ammo which does primarily kinetic damage, but the higher DPS of the short-ranged projectile ammunition types may compensate for this if you target their second-weakest resist. If you are taking too much damage at close range, switch to medium range (Titanium Sabot or Depleted Uranium) or long (Proton, Nuclear or Carbonized Lead) range ammo and fire from further away. See the dedicated Projectile Ammunition page for more advice.

Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats.

Projectile turrets are unusual in having very long falloff. This means that keeping within optimal range is not as essential for you as it is for pilots using lasers and hybrids. Autocannon have such short optimal ranges that you are more or less condemned to fight in falloff with them; with artillery you should probably aim to be at the edge of your optimal range. There's no need to be closer than that, and the more range you can keep at the less trouble your guns will have tracking the enemy.

To find out your optimal and falloff ranges with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.

Tech and Meta Levels

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 with T2 fittings.

Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot 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.

Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market.

Drones

Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies.

Avoid Amarr drones: due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, Gallente drones are fine to use exclusively, although switching drones will make more efficient runs. In level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.

See Drones and Using Drones for more advice on drone selection and deployment.

Tank & Gank

Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.

Drones and hardeners should be switched around based on rat types.

Damage type resistance and dealt by rats can be found in the NPC Damage Types article.

Mission-specific damage profiles can be found on Eve Survival.

All EHP in this guide is from EFT calculations, not in-game EHP.

Salvaging After Missions

Salvaging boats, most commonly destroyers, are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.

For Level 4 missions, many players switch from a destroyer to a Notics because they have bonuses to tractor beams range and salvager cycle time. The Hurricane is still a popular salvaging ship for wormholes because it is fast and agile (for a BC), and can fit a resonable tank, has eight high slots for salvagers and tractor beams and six low slots for expanded cargohold modules (which aren't subject to stacking penalties).

Related Links

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