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== Related Information ==
{|
| [[File:Warfare-links.png|64px|link=]]
| '''Command Bursts''' are modules that increase the effectiveness of one or several aspects of a ship. They can only be fitted to certain ships but are extremely potent as they will give their bonuses to every single member of the fleet (up to 256 people) as long as they are within the area of effect of the burst.
|}


''see also [[Fleet Leadership]].''
Prior to the Ascension expansion of November 2016, Command Bursts existed as a set of modules called Warfare Links (or just 'Links'), which provided similar effects but with less flexibility.


''see also [[Skills:Leadership]].''
== Command Bursts ==
The command burst modules come in six different variants. Each variant comes with at least three different type of charges, each giving different bonuses, as well as a tech one and a tech two version of the command burst modules. Compared to the {{co|coral|Command Burst I}}, the {{co|coral|Command Burst II}} consumes slightly more CPU and Powergrid to fit, and requires training in the burst's Specialization skill, but in exchange fires bursts which are '''25% stronger''' than the bursts of a tech I module.


== Warfare Links: Introduction  ==
Upon activation of a {{co|coral|Command Burst}} module you will get a [[File:icon_timer_weapons.png|16px|link=]] [[Timers#Weapon Timer|weapon timer]] for 60 seconds (equal to the module's 60 second cycle time) and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range are highly influenced by your skills and if you're using any of the special [[#Command Mindlink implants|command mindlink implants]] or [[#Industrial core|industrial cores]].


Warfare Links are ship modules that provide specific bonuses to a fleet or wing that add to the combat or mining effectiveness of all fleet / wing members. The item description for all Warfare Links states, ''"Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships. While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems."'' As noted, Warfare Links can be fit only on certain ships, and operating a warfare link requires training of advanced leadership skills.  Please refer to the [[Skills:Leadership]] and [[Fleet Leadership]] guides for more detailed information about those related topics.
Command Bursts are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements. See [[Remote assistance#Command Bursts|remote assistance]] for more details.


== Gang Assist Modules  ==
All Command Burst modules require the [[Omega clone]] state to be used. However, any character can benefit from bursts fired by fleet members.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Command Burst modules
! Command Burst charges
! Effect
! Base
! Max <ref>This assumes that all relevant '''skills are maxed''', use the '''tech two variant''' of the command burst module, a '''ship with the strongest bonuses''' and the best '''command mindlink'''.</ref>


In the Eve markets, Warfare Links are found under the name "Gang Assist Modules" in the Ship Equipment category. The individual modules are known as "Warfare Links."
|-
| rowspan="3" | [[File:icon armor command burst.png|32px|link=]] {{co|coral|Armor Command Burst}}
| [[File:Icon armor energizing.png|24px|link=]] Armor Energizing Charge
| Armor Resistance Bonus
| +8%
| +22.50%
|-
| [[File:Icon armor reinforcement.png|24px|link=]] Armor Reinforcement Charge
| Armor HP Bonus
| +8%
| +22.50%
|-
| [[File:Icon rapid repair.png|24px|link=]] Rapid Repair Charge
| Armor Repair Modules: Duration & capacitor-use bonus
| -8%
| -22.50%


Gang assist modules are high slot, active modules that emit a fleet-wide bonus to one or more attributes for as long as they are active. The pilot operating the warfare link(s) only provide Warfare Link bonuses to other fleet members when:
|-
| rowspan=4 | [[File:icon expedition command burst.png|32px|link=]] {{co|coral|Expedition Command Burst}}
| [[File:Icon expedition pinpointing.png|24px|link=]] Expedition Pinpointing Charge
| Scan Probe Deviation Bonus<br>Salvager Module Duration Bonus
| -8%
| -21.6%
|-
| [[File:Icon expedition reach.png|24px|link=]] Expedition Reach Charge
| Directional scanner, hacking and salvage module range bonus
| +20%
| +53.9%
|-
| rowspan=2 | [[File:Icon expedition strength.png|24px|link=]] Expedition Strength Charge
| Scan Probe Strength Bonus
| +8%
| +21.6%
|-
| Analyzer Coherence Bonus
| +8
| +21 {{verify}}
|-


1. he has the Booster role;<br>
|-
2. the fleet chain of command is complete;<br>
| rowspan=5 | [[File:icon information command burst.png|32px|link=]] {{co|coral|Information Command Burst}}
3. the pilot providing boosts and the required fleet command structure are in the same system; and<br>
| rowspan=2 | [[File:Icon electronic hardening.png|24px|link=]] Electronic Hardening Charge
4. the pilot providing boosts is not in warp (Warfare Links do not operate while the ship is in warp).<br>
| Sensor Strength bonus
| +18%
| 50.63%
|-
| Remote Sensor Dampener / Remote Weapon Disruption Resistance Bonus
| +9%
| +25.31%
|-
| [[File:Icon electronic superiority.png|24px|link=]] Electronic Superiority Charge
| Electronic Warfare modules: Range and Strength bonus
| +9%
| +25.31%
|-
| rowspan=2 | [[File:Icon sensor optimization.png|24px|link=]] Sensor Optimization Charge
| Scan Resolution bonus
| 9%
| +25.31%
|-
| Targeting Range bonus
| +18%
| +50.63%


Warfare Links are classified by the five leadership skill categories required to operate them. The actual Warfare Link module names all begin with "X Warfare Link," as shown below. A module's base bonus level is referred to as its Command Bonus. While the Command Bonus of any warfare link appears to be rather small, these are significantly multiplied by skills, select ships, and Slot 10 implants known as "Mindlinks.". See [[Warfare links#Command Bonus Multipliers]] for additional information on how Command Bonuses work in practice.
|-
| rowspan="5" | [[File:icon mining command burst.png|32px|link=]] {{co|coral|Mining Foreman Burst}}
| [[File:Icon mining equipment preservation.png|24px|link=]] Mining Equipment Preservation Charge
| Mining crystal volatility bonus
| -15%
| -61.52%
|-
| rowspan=2 | [[File:Icon mining laser efficiency.png|24px|link=]] Mining Laser Efficiency Charge
| Residue Probability Reduction
| -15%
| -61.52%
|-
| Mining critical success chance bonus
| +50%
| +205.08%
|-
| [[File:Icon mining laser field enhancement.png|24px|link=]] Mining Laser Field Enhancement Charge
| Mining/Survey module range bonus
| +40%
| +164.06%
|-
| [[File:Icon mining laser optimization.png|24px|link=]] Mining Laser Optimization Charge
| Mining Modules: Duration & Capacitor-use bonus
| -15%
| -61.52%
|-
| rowspan="3" | [[File:icon shield command burst.png|32px|link=]] {{co|coral|Shield Command Burst}}
| [[File:Icon active shielding.png|24px|link=]] Active Shielding Charge
| Shield Repair Modules: Duration & Capacitor-use bonus
| -8%
| -22.50%
|-
| [[File:Icon shield extension.png|24px|link=]] Shield Extension Charge
| Shield HP Bonus
| +8%
| +22.50%
|-
| [[File:Icon shield harmonizing.png|24px|link=]] Shield Harmonizing Charge
| Shield Resistance Bonus
| +8%
| +22.50%


As of January 2012, Warfare Links became available in both Tech 1 and Tech 2 versions. The key skill prerequisite for the Tech 2 links is {Type of Link} Warfare Specialist V (e.g., Armored Warfare Specialist V) as opposed to lower levels of training for that skill. Tech 2 Warfare Links provide greater Command Bonuses but require additional power grid and CPU for fitting purposes.
|-
| rowspan="3" | [[File:icon skirmish command burst.png|32px|link=]] {{co|coral|Skirmish Command Burst}}
| [[File:Icon evasive maneuvers.png|24px|link=]] Evasive Maneuvers Charge
| Signature Radius bonus<br>Agility bonus
| -6%
| -16.88%
|-
| [[File:Icon interdiction maneuvers.png|24px|link=]] Interdiction Maneuvers Charge
| Tackle module range bonus
| +12%
| +33.75%
|-
| [[File:Icon rapid deployment.png|24px|link=]] Rapid Deployment Charge
| AB/MWD module speed increase bonus
| +12%
| +33.75%
|}
<small><references/></small>
You can find the modules on the market under the [[File:icon_gunnery_turret.png|16px|link=]] {{co|coral|Ship Equipment}} and [[File:Warfare-links.png|16px|link=]] {{co|coral|Fleet Assistance Modules}}, whereas the charges are under the [[File:icon_market_ammo.png|16px|link=]] {{co|coral|Ammunition & Charges}} and [[File:Warfare-links.png|16px|link=]] {{co|coral|Command Burst Charges}}.


=== Armored Warfare Links  ===
== Skills ==
There are several skills influencing the effect of command bursts, be that their '''strength''', '''duration''', '''area of effect range''' or '''reload speed'''. These skills are all under the Fleet Support skill family, and thus require the Charisma attribute to be trained quickly.


Provide bonuses to support armor-based defense of the fleet, including remote armor repair. The base Command Bonuses for the T1 and T2 modules are -2% / -2.5%, respectively. For Armored Warfare Links, the command bonuses show as negative because they improve resists,  increase repair speed, or lower capacitor need. The item descriptions for these modules state:
{{sk|Leadership|icon= yes}} (+7% range per level, +35% max)<br>
{{sk|Wing Command|icon= yes}} (+6% range per level, +30% max)<br>
{{sk|Fleet Command|icon= yes}} (+5% range per level, +25% max)<br>
{{sk|Command Burst Specialist|icon= yes}} (-10% reload speed per level, -50% max)<br>
{{sk|Armored Command|icon= yes}} (+10% duration of armor bursts, +50% max)<br>
{{sk|Armored Command Specialist|icon= yes}} (+10% strength of armor bursts, +50% max)<br>
{{sk|Shield Command|icon= yes}} (+10% duration of shield bursts, +50% max)<br>
{{sk|Shield Command Specialist|icon= yes}} (+10% strength of shield bursts, +50% max)<br>
{{sk|Information Command|icon= yes}} (+10% duration of information bursts, +50% max)<br>
{{sk|Information Command Specialist|icon= yes}} (+10% strength of information bursts, +50% max)<br>
{{sk|Skirmish Command|icon= yes}} (+10% duration of skirmish bursts, +50% max)<br>
{{sk|Skirmish Command Specialist|icon= yes}} (+10% strength of skirmish bursts, +50% max)<br>
{{sk|Expedition Command|icon= yes}} (+10% duration of expedition bursts, +50% max)<br>
{{sk|Expedition Command Specialist|icon= yes}} (+10% strength of expedition bursts, +50% max)<br>
{{sk|Mining Foreman|icon= yes}} (+10% duration of mining bursts, +50% max)<br>
{{sk|Mining Director|icon= yes}} (+10% strength of mining bursts, +50% max)
<!-- Decided not to use this big chart
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Group
! rowspan="2" | Skill
! colspan="4" | Skill effect per level
! rowspan="2" | Max
|- style="background-color: var(--background-color-warning-subtle);"
! Strength
! Duration
! Range
! Reload
|-
| rowspan="4" | [[image:Warfare-links.png|48px|link=]] || {{sk|Leadership}} || || || +7% || || +35% range
|-
| {{sk|Wing Command}} || || || +6% || || +30% range
|-
| {{sk|Fleet Command}} || || || +5% || || +25% range
|-
| {{sk|Command Burst Specialist}} || || || || -10% || -50% reload speed
|-
| rowspan="2" | [[image:icon armor command burst.png|48px|link=]] || {{sk|Armored Command}} || || +10% || || || +50% duration
|-
| {{sk|Armored Command Specialist}} || +10% || || || || +50% strength
|-
| rowspan="2" | [[image:icon shield command burst.png|48px|link=]] || {{sk|Shield Command|icon= yes}} || || +10% || || || +50% duration
|-
| {{sk|Shield Command Specialist}} || +10% || || || || +50% strength
|-
| rowspan="2" | [[image:icon information command burst.png|48px|link=]] || {{sk|Information Command|icon= yes}} || || +10% || || || +50% duration
|-
| {{sk|Information Command Specialist}} || +10% || || || || +50% strength
|-
| rowspan="2" | [[image:icon skirmish command burst.png|48px|link=]] || {{sk|Skirmish Command}} || || +10% || || || +50% duration
|-
| {{sk|Skirmish Command Specialist}} || +10% || || || || +50% strength
|-
| rowspan="2" | [[image:icon mining command burst.png|48px|link=]] || {{sk|Mining Foreman}} || || +10% || || || +50% duration
|-
| {{sk|Mining Director}} || +10% || || || || +50% strength
|}
-->


* [http://wiki.eveonline.com/en/wiki/Armored_Warfare_Link_-_Damage_Control Damage Control] -- Reduces the capacitor need of the fleet's personal and targeted armor repair systems.  
== Command Mindlink implants ==
* [http://wiki.eveonline.com/en/wiki/Armored_Warfare_Link_-_Passive_Defense Passive Defense] -- Grants a bonus to the fleet's armor resistances.  
Various command mindlink implants boost the '''strength''' and '''duration''' effect of Command Burst modules. These implants all take up Slot 10.
* [http://wiki.eveonline.com/en/wiki/Armored_Warfare_Link_-_Rapid_Repair Rapid Repair] -- Increases the speed of the fleet's personal and targeted armor repair systems.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Implant
! Requirement
! Effect
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Armored Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Expedition Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Expedition Command Specialist|V}}
| +25% bonus to [[File:icon expedition command burst.png|24px|link=]] '''Expedition Command Burst''' strength and duration
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Information Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Information Command Specialist|V}}
| +25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Mining Foreman Mindlink }}
| {{sk|Cybernetics|V}}<br>{{sk|Mining Director|V}}
| +25% bonus to [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength and duration
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Shield Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration
|-
| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Skirmish Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Skirmish Command Specialist|V}}
| +25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Caldari Navy Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}<br>{{sk|Information Command Specialist|V}}
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.<br>+25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Federation Navy Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Imperial Navy Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}<br>{{sk|Information Command Specialist|V}}
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration.<br>+25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|ORE Mining Director Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Mining Director|V}}<br>{{sk|Shield Command Specialist|V}}
| +25% bonus to [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman''' strength and duration.<br>+25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Republic Fleet Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
|-
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Sisters Expedition Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}<br>{{sk|Expedition Command Specialist|V}}
| +25% bonus to [[File:icon expedition command burst.png|24px|link=]] '''Expedition Command Burst''' strength and duration.<br>+25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration.
|-
| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Guri Malakim Command Mindlink}}
| {{sk|Cybernetics|V}}<br>{{sk|Information Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
| +25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
|}


=== Information Warfare Links  ===
== Ship & module restrictions ==
Command burst modules can only be fitted to ships of the following categories: '''Capital Industrial Ships''', '''Carriers''', '''Combat Battlecruisers''', '''Command Destroyers''', '''Command Ships''', '''Force Auxiliaries''', '''Industrial Command Ships''', '''Strategic Cruisers''', '''Supercarriers''' and '''Titans'''.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Ships
! Strength & duration bonus
! Range bonus
! Command burst modules allowed
|-
| [[Titans]]
| No bonuses
| {{co|lightgreen|+200%}} range
| rowspan=3 | Can fit {{co|lightgreen|three}} Command Burst modules
|-
| [[Capital Ship#Capital Industrial Ships|Capital Industrial Command Ships]] – [[Rorqual]]
| {{co|lightgreen|+5%}} and {{co|lightgreen|+3%}} to two racial types
| {{co|lightgreen|+50%}} range
|-
| [[ORE Basic Ship and Skill Guide#Industrial command ship|Industrial Command Ships]] – [[Orca]]
| {{co|lightgreen|+3%}} and {{co|lightgreen|+1%}} to two racial types
| {{co|lightgreen|+50%}} range
|-
| [[Attack Command Ships]]
| {{co|lightgreen|+4%}} to two racial types
| {{co|lightgreen|+50%}} range
| rowspan=6 | Can fit {{co|lightgreen|two}} Command Burst modules
|-
| [[Fleet Command Ships]]
| {{co|lightgreen|+3%}} to two racial types
| {{co|lightgreen|+100%}} range
|-
| [[Expedition Command Ships]] – [[Odysseus]]
| {{co|lightgreen|+3%}} and {{co|lightgreen|+1%}} to two racial types
| {{co|lightgreen|+50%}} range
|-
| [[Supercarriers]]
| {{co|lightgreen|+2%}} to two racial types
| {{co|lightgreen|+200%}} range
|-
| [[Carriers]] / [[Force Auxiliaries]]
| {{co|lightgreen|+1%}} to two racial types
| {{co|lightgreen|+200%}} range
|-
| [[ORE Basic Ship and Skill Guide#Industrial command ship|Industrial Command Ships]] – [[Porpoise]]
| {{co|lightgreen|+2%}} to one racial type
| No bonus
|-
| [[Strategic Cruisers]]
| {{co|lightgreen|+2%}} to three racial types
| {{co|lightgreen|+50%}} bonus
| rowspan=3 | Can fit {{co|lightgreen|one}} Command Burst module
|-
| [[Command Destroyers]]
| {{co|lightgreen|+2%}} to two racial types
| No bonus
|-
| [[Battlecruiser#Combat Battlecruisers|Combat Battlecruisers]]
| No bonus
| {{co|lightgreen|+50%}} range
|}
<small><references/></small>


Provide bonuses to improve the effectiveness of e-war and sensor strength of the fleet. The item descriptions for the Information Warfare Link modules state:
=== Racial types ===
Several ships get multiple bonuses to Command Burst modules.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Race
! Primary
! Secondary
! Tertiary <small><ref>Ships like [[Strategic Cruisers]] get three racial bonuses.</ref></small>
|-
| [[File:logo_faction_amarr_empire_clean.png|24px|link=]] {{co|yellow|Amarr ships}} || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst'''
|-
| [[File:Logo_faction_caldari_state_clean.png|24px|link=]] {{co|paleblue|Caldari ships}} || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst'''
|-
| [[File:Logo_faction_gallente_federation_clean.png|24px|link=]] {{co|green|Gallente ships}} || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst'''
|-
| [[File:Logo_faction_minmatar_republic_clean.png|24px|link=]] {{co|orange|Minmatar ships}} || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst'''
|-
| [[File: Logo faction sisters of eve.png|24px|link=]] {{co|grey|Sisters of EVE ships}} || [[File:icon expedition command burst.png|24px|link=]] '''Expedition Command Burst''' || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' ||
|-
| [[File:Logo_faction_triglavian_collective.png|24px|link=]] {{co|red|Triglavian ships}} || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' ||
|-
| [[File:logo_faction_outer_ring_excavations.png|24px|link=]] '''O.R.E. ships''' || [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst'''<small><ref>With the exception of the [[Porpoise]] which only gets the mining bonus.</ref></small> ||
|}
<small><references/></small>


* [http://wiki.eveonline.com/en/wiki/Information_Warfare_Link_-_Electronic_Superiority Electronic Superiority]: Boosts the strength of the fleet's electronic warfare modules.  
=== Command Processor rigs ===
* [http://wiki.eveonline.com/en/wiki/Information_Warfare_Link_-_Recon_Operation Recon Operation]: Boosts the range of the fleet's electronic warfare modules.  
There's a rig called {{co|coral|Command Processor I}} that will allow your ship to fit an additional command burst module. The rig uses [[File:icon calibration.png|16px|link=]] '''150 calibration''' so ships are limited to +2 more command burst modules due to the high calibration cost (as ships cannot have more than 350 - 400 calibration available). This will allow an Orca to fit up to 5 command burst modules, command ships to get 4 command burst modules, command destroyers to fit 3 command burst modules etc. The balance comes with the fact that you'll be giving up precious rig slots, which often drastically lowers the tank potential of the ship.
* [http://wiki.eveonline.com/en/wiki/Information_Warfare_Link_-_Sensor_Integrity Sensor Integrity]: Boosts sensor strengths for all of the fleet's ships.


The base Command Bonuses for the Tech 1 and Tech 2 version of each module type are:
For the armor and shield command burst using the [[File:Icon armor reinforcement.png|16px|link=]] {{co|coral|Armor Reinforcement Charge}} or the [[File:Icon shield extension.png|16px|link=]] {{co|coral|Shield Extension Charge}} it usually pays off to have one person run it, as the maximum bonus (+22.5% hit points) will give you a higher boost compared to a [[File:Module icon armor rig tech2.png|16px|link=]] {{co|coral|Trimark Armor Pump II}} or [[File:Module icon shield rig tech2.png|16px|link=]] {{co|coral|Core Defense Field Extender II}} rig (+20% hit points), not to mention the fact it gives this bonus to anyone within range.


A. Electronic Superiority (to module strength):<br>
=== Industrial core ===
* Target Painting 2% / 2.5%<br>
The industrial core is a module that the [[Rorqual]], [[Orca]], and [[Porpoise]] can fit that gives additional bonuses to the strength of [[File:icon mining command burst.png|24px|link=]] {{co|coral|Mining Foreman Burst}} modules and to the range of all command burst modules, but only when activated. Activating the core locks the ship down in a similar manner to how a [[Dreadnought]]'s Siege Module works (immobilizing the ship and blocking remote assistance, but significantly amplifying the ship's defenses and other abilities). The industrial core come in three flavors, {{co|coral|Medium Industrial Core}}, {{co|coral|Large Industrial Core}}, and {{co|coral|Capital Industrial Core}}, and are fit on different ships. The Porpoise can fit the {{co|coral|Medium Industrial Core}}, the Orca can fit the {{co|coral|Large Industrial Core}}, and the Rorqual can fit the {{co|coral|Capital Industrial Core}}.  
* ECM 2% / 2.5%<br>
* Tracking Disruption 1.2% / 1.5%<br>
* Remote Sensor Dampening 1.2% / 1.5%<br>


B. Recon Operation (to module range) 2% / 2.5%
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan=2 colspan=2 | Type of core
! colspan=3 style="text-align: center;" | Effect (by size)
|- style="background-color: var(--background-color-warning-subtle);"
! Medium ([[Porpoise]])
! Large ([[Orca]])
! Capital ([[Rorqual]])
|-
| rowspan=2 style="text-align:left;" | [[File:module icon industrial core i.png|24px|link=]] {{co|coral|<size> Industrial Core I}}
| [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength bonus
| 5%
| 10%
| 30%
|-
| Command Burst range bonus
| 45%
| 75%
| 200%
|-
| rowspan=2 style="text-align:left;" | [[File:module icon industrial core ii.png|24px|link=]] {{co|coral|<size> Industrial Core II}}
| [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength bonus
| 7.5%
| 15%
| 40%
|-
| Command Burst range bonus
| 60%
| 100%
| 250%
|}


C. Sensor Integrity (to sensor strength) 3% / 3.75%
== Calculating Command Burst bonuses ==
For those wondering how these different bonuses are calculated, here's the math behind the way CCP calculates Command Burst bonuses.


=== Siege Warfare Links ===
=== For strength ===
The various multipliers for '''strength''' are calculated as follows:


Provide bonuses to improve shield-based defenses of the fleet, including remote shield repair. For Siege Warfare Links, the command bonuses show as negative because they improve resists, increase repair speed, or lower capacitor need. The item descriptions for the Siege Warfare Link modules state:
: <math> \displaystyle \text{strength} = \text{base charge bonus} \times \left( 1 + \frac {\text{specialization} } {100} \right) \times \left( 1 + \frac {\text{module} } {100}\right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) </math>
: The {{Co|teal|Industrial Core}} bonus only applies to the Mining Foreman Bursts from a [[Porpoise]], [[Orca]], or [[Rorqual]].


* [http://wiki.eveonline.com/en/wiki/Siege_Warfare_Link_-_Active_Shielding Active Shielding]: Increases the speed of the fleet's shield boosters and decreases the duration of shield transporters.
* [http://wiki.eveonline.com/en/wiki/Siege_Warfare_Link_-_Shield_Efficiency Shield Efficiency]: Reduces the capacitor need of the fleet's shield boosters and shield transporters.
* [http://wiki.eveonline.com/en/wiki/Siege_Warfare_Link_-_Shield_Harmonizing Shield Harmonizing]: Boosts all shield resistances for the fleet's ships.


The base Command Bonuses for the Tech 1 and Tech 2 versions of each module type are -2% and -2.5%, respectively.
Here are two examples of how the '''strength''' scale with skills, ship bonuses and implants. This assumes you swap to a tech two module once you have the required skills for it (indicated by the tech two icon in the chart).


=== Skirmish Warfare Links  ===
The following is a bonus-scale for the {{co|lightgreen|8% resist}} bonus:
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Ship bonus
! rowspan="2" | Base
! colspan="5" style="text-align: center;" | Command Specialist skill
! colspan="5" style="text-align: center;" | Ship skill
! rowspan="2" | [[File:icon implant mindlink.png|36px|link=]]
|- style="background-color: var(--background-color-warning-subtle);"
! <div style="position: relative;"><div style="position: absolute; top: -5px; left: -3px">[[File:Icon_tech2.png|16px|link=]]</div>[[File:certificate-level1.png|24px|link=]]</div>
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
|-
| style="text-align:left;" | [[Attack Command Ships]] ({{co|lightgreen|+4%}} per level)
| 8%
| 11%
| 12%
| 13%
| 14%
| 15%
| 15.60%
| 16.20%
| 16.80%
| 17.40%
| 18.00%
| 22.50%
|-
| style="text-align:left;" | [[Rorqual]] / [[Fleet Command Ships]] ({{co|lightgreen|+3%}} per level)
| 8%
| 11%
| 12%
| 13%
| 14%
| 15%
| 15.45%
| 15.90%
| 16.35%
| 16.80%
| 17.25%
| 21.56%
|-
| style="text-align:left;" | [[Supercarriers]] / [[Strategic Cruiser]] / [[Command Destroyer]]s ({{co|lightgreen|+2%}} per level)
| 8%
| 11%
| 12%
| 13%
| 14%
| 15%
| 15.30%
| 15.60%
| 15.90%
| 16.20%
| 16.50%
| 20.63%
|-
| style="text-align:left;" | [[Orca]] / [[Carriers]] / [[Force Auxiliaries]] / [[Odysseus]] ({{co|lightgreen|+1%}} per level)
| 8%
| 11%
| 12%
| 13%
| 14%
| 15%
| 15.15%
| 15.30%
| 15.45%
| 15.60%
| 15.75%
| 19.69%
|-
| style="text-align:left;" | [[Battlecruisers]] / [[Titans]] (no bonus)
| 8%
| 11%
| 12%
| 13%
| 14%
| 15%
| -
| -
| -
| -
| -
| 18.75%
|}


Provide bonuses to a fleet's speed, speed tanking, and tackling capabilities. The item descriptions for these modules state:  
Here's a bonus-scale for the {{co|lightgreen|-15% duration}} bonus:
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Ship bonus
! rowspan="2" | Base
! colspan="5" style="text-align: center;" | Command Specialist skill
! colspan="5" style="text-align: center;" | Ship skill
! rowspan="2" | [[File:icon implant mindlink.png|24px|link=]]
! rowspan="2" | [[File:module icon industrial core i.png|24px|link=]]
! rowspan="2" | [[File:module icon industrial core ii.png|24px|link=]]
|- style="background-color: var(--background-color-warning-subtle);"
! <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-5px; left:-3px">[[File:Icon_tech2.png|16px|link=]]</div>[[File:certificate-level1.png|24px|link=]]</div>
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-right: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
|-
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+5%}} per level)
| -15%
| -20.63%
| -22.50%
| -24.38%
| -26.25%
| -28.13%
| -29.53%
| -30.94%
| -32.34%
| -33.75%
| -35.16%
| -43.95%
| -57.13%
| -61.52%
|-
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+3%}} per level)
| -15%
| -20.63%
| -22.50%
| -24.38%
| -26.25%
| -28.13%
| -28.97%
| -29.81%
| -30.66%
| -31.50%
| -32.34%
| -40.43%
| -44.50%
| -46.50%
|-
| style="text-align:left;" | [[Porpoise]] ({{co|lightgreen|+2%}} per level)
| -15%
| -20.63%
| -22.50%
| -24.38%
| -26.25%
| -28.13%
| -28.69%
| -29.25%
| -29.81%
| -30.38%
| -30.94%
| -38.67%
| -40.60%
| -41.60%
|-
| style="text-align:left;" | '''Non-mining ships''' (no bonus)
| -15%
| -20.63%
| -22.50%
| -24.38%
| -26.25%
| -28.13%
| -
| -
| -
| -
| -
| -35.16%
| -
| -
|}


* [http://wiki.eveonline.com/en/wiki/Skirmish_Warfare_Link_-_Evasive_Maneuvers Evasive Maneuvers]: Lowers the signature radius of ships in the fleet.
=== For duration ===
* [http://wiki.eveonline.com/en/wiki/Skirmish_Warfare_Link_-_Interdiction_Maneuvers Interdiction Maneuvers]: Boosts the range of the fleet's propulsion jamming modules, except for Warp Disruption Field Generators.
For '''duration''' the multipliers are calculated as follows:
* [http://wiki.eveonline.com/en/wiki/Skirmish_Warfare_Link_-_Rapid_Deployment Rapid Deployment]: Increases the speed of the fleet's afterburner and microwarpdrive modules.


The base Command Bonuses for the Tech 1 and Tech 2 versions of each module type are:<br>
: <math> \displaystyle \text{duration} = 60\text{s} \times \left( 1 + \frac {\text{command} } {100} \right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right)</math>
* Evasive Maneuvers -2% / -2.5%
* Interdiction Maneuvers 3% / 3.75%
* Rapid Deployment 2% / 2.5%


=== Mining Foreman Links  ===


Provide bonuses to mining activity. The item descriptions for these modules state:  
Here's a bonus-scale for the {{co|lightgreen|60 second duration}} of command bursts:
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Ship bonus
! rowspan="2" | Base
! colspan="5" style="text-align:center;" | Command skill
! colspan="5" style="text-align:center;" | Ship skill
! rowspan="2" | [[File:icon implant mindlink.png|24px|link=]]
|- style="background-color: var(--background-color-warning-subtle);"
! [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
|-
| style="text-align:left;" | [[Odysseus]] (Expedition bursts) ({{co|lightgreen|+100%}} bonus + {{co|lightgreen|3%}} per level)
| 60s
| 132s
| 144s
| 156s
| 168s
| 180s
| 185.4s
| 190.8s
| 196.2s
| 201.6s
| 207.0s
| 258.8s
|-
| style="text-align:left;" | [[Rorqual]]<small><ref name="rorq">The [[Rorqual]] gets a {{co|lightgreen|+5%}} bonus to mining bursts and {{co|lightgreen|+3%}} bonus to shield bursts.</ref></small> ({{co|lightgreen|+5%}} per level)
| 60s
| colspan=5| ''Req. {{sk|Mining Foreman|V}}''
| 94.5s
| 99.0s
| 103.5s
| 108.0s
| 112.5s
| 140.6s
|-
| style="text-align:left;" | [[Attack Command Ships]] ({{co|lightgreen|+4%}} per level)
| 60s
| 66s
| 72s
| 78s
| 84s
| 90s
| 93.6s
| 97.2s
| 100.8s
| 104.4s
| 108.0s
| 135.0s
|-
| style="text-align:left;" | [[Rorqual]]<small><ref name="rorq"/></small> / [[Orca]]<small><ref name="orca">The [[Orca]] gets a {{co|lightgreen|+3%}} bonus to mining bursts and {{co|lightgreen|+1%}} bonus to shield bursts. For mining bursts, {{sk|Mining Foreman|V|icon=yes}} is required to sit in the ship, so values prior to Command Skill V are unobtainable alongside the 3% bonus.</ref></small> / [[Fleet Command Ships]] ({{co|lightgreen|+3%}} per level)
| 60s
| 66s
| 72s
| 78s
| 84s
| 90s
| 92.7s
| 95.4s
| 98.1s
| 100.8s
| 103.5s
| 129.4s
|-
| style="text-align:left;" | [[Supercarriers]] / [[Strategic Cruiser]] / [[Command Destroyer]]s / [[Porpoise]] ({{co|lightgreen|+2%}} per level)
| 60s
| 66s
| 72s
| 78s
| 84s
| 90s
| 91.8s
| 93.6s
| 95.4s
| 97.2s
| 99.0s
| 123.8s
|-
| style="text-align:left;" | [[Orca]]<small><ref name="orca"/></small> / [[Carriers]] / [[Force Auxiliaries]] / [[Odysseus]] (Armor bursts) ({{co|lightgreen|+1%}} per level)
| 60s
| 66s
| 72s
| 78s
| 84s
| 90s
| 90.9s
| 91.8s
| 92.7s
| 93.6s
| 94.5s
| 118.1s
|-
| style="text-align:left;" | [[Battlecruisers]] / [[Titans]] (no bonus)
| 60s
| 66s
| 72s
| 78s
| 84s
| 90s
| -
| -
| -
| -
| -
| 112.5s
|}
<small><references/></small>


* [http://wiki.eveonline.com/en/wiki/Mining_Foreman_Link_-_Harvester_Capacitor_Efficiency Harvester Capacitor Efficiency] - Decreases the capacitor need of mining lasers, gas harvesters and ice harvesters.
=== For area of effect range ===
* [http://wiki.eveonline.com/en/wiki/Mining_Foreman_Link_-_Laser_Optimization Laser Optimization] - Decreases mining laser, gas harvester and ice harvester duration.
The '''area of effect range''' is calculated like this:
* [http://wiki.eveonline.com/en/wiki/Mining_Foreman_Link_-_Mining_Laser_Field_Enhancement Mining Laser Field Enhancement] - Increases the range of the fleet's mining lasers, gas harvesters and ice harvesters.


The base Command Bonuses for the Tech 1 and Tech 2 versions of each module type are:<br>
: <math> \displaystyle \text{Range} = 15\text{km} \times \left( 1 + \frac {\text{leadership} } {100} \right) \times \left( 1 + \frac {\text{wing command} } {100}\right) \times \left( 1 + \frac {\text{fleet command} } {100} \right) \times \left(1 + \frac {\text{ship} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) </math>
* Harvestor Capacitor Efficiency -2% / -2.5%
: The {{Co|teal|Industrial Core}} bonus only applies to the Porpoise, Orca, and Rorqual.
* Laser Optimization -2% / -2.5%
* Mining Laser Field Enhancement 4.5% / 5.625%


== Ships and Fitting  ==


Warfare Link modules can only be fit on Battlecruisers (Tiers 1 and 2 only), Command Ships, Industrial Command Ships, Capital Industrial Ships, Carriers, Motherships, and Titans. This is enforced by all gang modules requiring 5000 CPU to fit; however, those ships listed previously have the role bonus "99% reduction in Warfare Link module CPU need." Therefore, a Warfare Link only requires 50 CPU (55 CPU for T2 mods) on one of these ships. Any of these ships can fit as many as they are able, but there are restrictions on how many a pilot can activate at once.  
Here's a bonus-scale for the {{co|lightgreen|15km area of effect range}} of command bursts:
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Ship bonus
! rowspan="2" | Base
! colspan="5"style="text-align:center;" | Leadership skill
! colspan="5"style="text-align:center;" | Wing Command skill
! colspan="5"style="text-align:center;" | Fleet Command skill
|- style="background-color: var(--background-color-warning-subtle);"
! [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level2.png|24px|link=]]
! [[File:certificate-level3.png|24px|link=]]
! [[File:certificate-level4.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
|-
| style="text-align:left;" | [[Capital Ship]]s ({{co|lightgreen|+200%}} range)
| 15km
| 48.2km
| 51.3km
| 54.5km
| 57.6km
| 60.8km
| 64.4km
| 68.0km
| 71.7km
| 75.3km
| 79.0km
| 82.9km
| 97.0km
| 90.8km
| 95.0km
| 98.7km
|-
| style="text-align:left;" | [[Fleet Command Ships]] ({{co|lightgreen|+100%}} range)
| 15km
|colspan=8|''Ship requires {{sk|Wing Command|IV|icon=yes}}''
| 50.2km
| 53.0km
| 55.3km
| 58.0km
| 60.6km
| 63.0km
| 65.8km
|-
| style="text-align:left;" | [[Porpoise]] (no bonus) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Medium Industrial Core II}} ({{co|lightgreen|+60%}} range)
| 15km
| 25.7km
| 27.4km
| 29.0km
| 30.7km
| 32.4km
| 34.3km
| 36.3km
| 38.2km
| 40.2km
| 42.1km
| 44.2km
| 46.3km
| 48.4km
| 50.5km
| 52.7km
|-
| style="text-align:left;" | [[Orca]]<ref name="IncCmdNote">For non-Mining Foreman bursts. The Orca and Rorqual gain an additional 5% per level bonus to Mining Foreman Burst range, which is accounted for in the table below.</ref> / [[Rorqual]]<ref name="IncCmdNote" /> / [[Battlecruiser#Combat Battlecruisers|Battlecruisers]] / [[Attack Command Ships]]<ref>Attack Command Ships require {{sk|Wing Command|IV|icon=yes}}.</ref> / [[Strategic Cruisers]] / [[Odysseus]] ({{co|lightgreen|+50%}} range)
| 15km
| 24.1km
| 25.7km
| 27.2km
| 28.8km
| 30.4km
| 32.2km
| 34.0km
| 35.8km
| 37.7km
| 39.0km
| 41.5km
| 43.0km
| 45.4km
| 47.0km
| 49.4km
|-
| style="text-align:left;" | [[Porpoise]] (no bonus) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Medium Industrial Core I}} ({{co|lightgreen|+45%}} range)
| 15km
| 23.3km
| 24.8km
| 26.3km
| 27.8km
| 29.4km
| 31.1km
| 32.9km
| 34.6km
| 36.4km
| 38.2km
| 40.1km
| 42.0km
| 43.9km
| 45.8km
| 47.7km
|-
| style="text-align:left;" | [[Destroyer#Command Destroyers|Command Destroyers]] / [[Porpoise]] (no bonus) <ref>Command Destroyers require {{sk|Leadership|V|icon=yes}}.</ref>
| 15km
| 16.1km
| 17.1km
| 18.1km
| 19.2km
| 20.3km
| 21.5km
| 22.7km
| 23.9km
| 25.1km
| 26.0km
| 27.6km
| 29.0km
| 30.3km
| 32.0km
| 32.9km
|}
<small><references /></small>


*Strategic Cruisers - 1 active Warfare Link
The Orca and Rorqual additionally get a 5% per ship skill level range bonus to their [[File:icon mining command burst.png|24px|link=]] {{co|coral|Mining Foreman Bursts}}, in addition to a 50% range bonus to all command bursts. As with most ships with multiple role bonuses affecting the same stat, these bonuses are multiplicative with one another. Ranges with their double ship bonuses, alongside industrial core configurations, are listed below. To keep the table compact, only stats at skill levels I and V are shown.
*Battlecruisers - 1 active Warfare Link
*Field Command Ships - 1 active Warfare Link
*Fleet Command Ships - 3 active Warfare Links
*Industrial Command Ship - 3 active Warfare Links
*Capital Industrial - 3 active Warfare Links
*Carriers - 1 active Warfare Link
*Motherships - 1 active Warfare Link plus 1 per level of the Carrier skill.  
*Titans - 1 active Warfare Link plus 1 per level of the Titan skill.


''Note: Strategic Cruisers can only operate a Warfare Link when configured with the Defensive Subsystem - Warfare Processor subsystem.''
{| class="wikitable" style="text-align:center;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Ship bonus
! rowspan="2" | Base
! colspan="2" style="text-align:center;" | Leadership skill
! colspan="2" style="text-align:center;" | Ship skill
! colspan="2" style="text-align:center;" | Wing Command skill
! colspan="2" style="text-align:center;" | Fleet Command skill
|- style="background-color: var(--background-color-warning-subtle);"
! [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
! style="border-left: var(--border-subtle);" | [[File:certificate-level1.png|24px|link=]]
! [[File:certificate-level5.png|24px|link=]]
|-
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Capital Industrial Core II}} ({{co|lightgreen|+250%}} range)
| 15km
| 84.3km
| 106.3km
| 111.7km
| 132.9km
| 140.9km
| 172.8km
| 181.4km
| 215.9km
|-
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Capital Industrial Core I}} ({{co|lightgreen|+200%}} range)
| 15km
| 72.2km
| 91.1km
| 95.7km
| 113.9km
| 120.7km
| 148.1km
| 155.5km
| 185.1km
|-
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Large Industrial Core II}} ({{co|lightgreen|+100%}} range)
| 15km
| 48.1km
| 60.7km
| 63.8km
| 75.9km
| 80.5km
| 98.7km
| 103.7km
| 123.4km
|-
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Large Industrial Core I}} ({{co|lightgreen|+75%}} range)
| 15km
| 42.1km
| 53.2km
| 55.8km
| 66.4km
| 70.4km
| 86.4km
| 90.7km
| 108.0km
|-
| style="text-align:left;" | [[Orca]] / [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range)
| 15km
| 24.1km
| 30.4km
| 31.9km
| 38.0km
| 40.2km
| 49.3km
| 51.8km
| 61.7km
|}


Any of these ships may fit a Command Processor I (mid slot module) which, when fit, allows the ship to activate one additional Warfare Link. In fact, as long as the ship has sufficient CPU, a pilot can fit as many Command Processors as he wishes and activate that many additional gang modules at once. Typically, one or more co-processor modules will be required to fit multiple Command Processors on a ship.  Using a Command Processor also requires the skill Warfare Link Specialist V.
=== For reload speed ===
Since '''reload speed''' is affected by fewer things, the calculation is simple:


Select ships among this eligible ship group provide additional bonuses to Warfare Links.  These are discussed in the next section.
: <math> \displaystyle \text{Reload speed} = 60\text{s} \times \left( 1 - \frac {\text{command specialist} } {10} \right) </math>


== Command Bonus Multipliers  ==


As noted previously, the base Command Bonus of any Warfare Link appears to be insignificant. By itself, it is. Typically, Command Bonuses are multipled by the boosting pilot's skills, his ship bonuses, and one of his implants. This section demonstrates the potentially powerful effects of Warfare Links when bonuses are compounded in this manner.
As such, the reload speed ranges from {{co|lightgreen|60}}, [[File:certificate-level1.png|16px|link=]] {{co|lightgreen|54}}, [[File:certificate-level2.png|16px|link=]] {{co|lightgreen|48}}, [[File:certificate-level3.png|16px|link=]] {{co|lightgreen|42}}, [[File:certificate-level4.png|16px|link=]] {{co|lightgreen|36}} and [[File:certificate-level5.png|16px|link=]] {{co|lightgreen|30 seconds}} based on your {{sk|Command Burst Specialist}} skill.


=== The Math of Warfare Link Bonuses  ===
== External links ==
* [https://www.eveonline.com/news/view/command-bursts Command Bursts and the New World of Fleet Boosting] (devblog)
** [https://www.eveonline.com/news/view/mining-foreman-revolution Mining Foreman Revolution] (devblog leading up to the one above)
* [https://support.eveonline.com/hc/en-us/articles/213817305-Command-Burst Command Burst] (helpdesk article)


==== Specialist Skill Bonus ====
[[Category:Fleets]]
 
[[Category:Fitting]]
Two advanced leadership skills (known as "specialist" skills) significantly impact the bonuses provided by any Warfare Link.  The first is the level of training for the related link itself (e.g., Siege Warfare Specialist). The other related skill is Warfare Link Specialist.  Throughout this section, the Siege (shield) bonuses using a T2 Warfare Link and all Level V skills are calculated for illustrative purposes.  To determine the actual bonuses of any one pilot, substitute the appropriate bonuses for themodule used and his skills into the formulas provided here.
 
The Siege Warfare Specialist states that it gives a "100% bonus to effectiveness of siege warfare link modules per level". The module requires level 1 of this specialist skill to fit it at all, and with that level 1 the module only provides the -2.0% Command Bonus (T2 module not available to this pilot). At level 2 the skill would give 200% of that base 2% effect, making for and actual -4% Command Bonus. The actual formula becomes obvious:
 
Actual Command Bonus = Base Command Bonus * Level of Specialist skill.
 
A pilot with Siege Warfare Specialist V using a Tech 2 Siege Warfare Link would therefore provide an actual Command Bonus of:
 
Bonus = -2.5% * 5 = -12.5%
 
Remember that siege bonuses are negative. Other specialist skill bonuses will be positive.
 
==== Warfare Link Specialist Skill Bonus ====
 
The Warfare Link Specialist skill "boosts effectiveness of <u>all</u> warfare link and mining foreman modules by 10% per level." This is added as a percentage of the initial Command Bonus, as calculated above. A pilot with Warfare Link Specialist V receives a 50% increase. The updated bonus result is:
 
Bonus = Actual Specialist Skill Bonus * (1+Percent of Warfare Link Specialist Bonus), which in this example is:
 
Bonus = -12.5% * 1.5 or  -18.75%
 
==== Special Ship Bonuses ====
 
Field Command Ships give a 3% bonus per level of Command Ship to increase gang modules appropriate to its race. The Rorqual gives a 5% bonus per level of Capital Industrial Ships to increase Mining Foreman Links. Strategic Cruisers give a 5% bonus per level of Defensive Subsystem skill to increase gang modules appropriate to it's race, but only when fitting the Warfare Processor Subsystem.
 
===== Amarr  =====
 
*Damnation - 3% bonus to effectiveness of Armored Warfare Links per level
*Legion - 5% bonus to effectiveness of Armored Warfare Links per subsystem skill level
 
===== Caldari  =====
 
* Vulture - 3% bonus to effectiveness of Siege Warfare Links per level
* Tengu - 5% bonus to effectiveness of Siege Warfare Links per subsystem skill level
 
===== Gallente  =====
 
*Eos - 3% bonus to effectiveness of Information Warfare Links per level
*Proteus - 5% bonus to effectiveness of Information Warfare Links per subsystem skill level
 
===== Minmatar  =====
 
*Claymore - 3% bonus to effectiveness of Skirmish Warfare Links per level
*Loki - 5% bonus to effectiveness of Skirmish Warfare Links per subsystem skill level
 
===== ORE  =====
 
*Orca - 3% bonus to effectiveness of Mining Foreman Links per level
*Rorqual - 5% bonus to effectiveness of Mining Foreman Links per level when in deployed mode
 
===== Ship Bonus Example =====
 
We can see from the example above that the Actual Command bonus from Siege Warfare Links due to max pilot skills is -18.75%.  Adding the ship bonus, which is multiplicative, is straightforward.  The fleet command ship that provides bonuses to Siege Warfare Links is a Vulture, which boosts by 3% per level.  The updated bonus formula now becomes:
 
Actual Bonus = Total Bonus Due to Skills * (1+Ship Bonus), which in this example equals:
 
Bonus = -18.75% * 1.15 or -21.5625%
 
Please note that this bonus would be higher if a Tech 3 ship, the Tengu, is used instead of a Vulture in the example. The key boosting benefit of a Vulture is it allows for all three Siege Warfare Links to be fit, activated, and bonused without the need for fitting Command Processors. The actual "ideal" ship choice used for fleet boosting therefore depends on the circumstances on the expected battle and fleet composition.
 
==== Mindlink Bonus ====
 
The last increase that can be applied to this bonus is achieved by the boosting pilot plugging in a Mindlink, a slot 10 implant that requires Cybernetics V to use. There are five possible Mindlinks, one for each category of Gang Modules (Armor, Information, Siege, Skirmish, and Mining).  Only one Mindlink can be applied per clone, as they all use the same slot.
 
A Mindlink provides two significant bonuses. The first is unrelated to calculating the Warfare Link bonus formula, but it is still extremely powerful.  The first Mndlink bonus increases the effect of the related tier 1 skill by 50%.  IOn other words, a Siege Mindlink replaces the 10% bonus to the fleet's shield capacity normally provided by the booster having Siege Warfare V and increases this bonus to 15%.
 
Mindlinks also increase their related gang modules Command Bonuses by 50%. In the example used throughout this section, the Total Siege Warfare Bonus to all modules becomes:
 
Total Siege Bonus = (Bonus from Skills and Ships) * (1 + Mindlink Bonus), which is<br>
'''Total Siege Bonus = -21.5625% * 1.5 or  -32.34%''' (rounded)
 
=== Total Command Bonus ===
 
Note that this Total Command Bonus from the Siege Warfare Links bonus is very significant. When applying the -32.34% bonus from the Shield Harmonizing module, for example, the benefit is greater than adding an extra Invulnerability Field II to every member of the fleet!  Since this resistance bonus is applied as if it were another module fit on each ship, normal stacking penalties apply -- so a savvy fleet commander may choose to ask his fleet to each eliminate one Invulnerability Field II and fit another module in its place.
 
== Section to Delete (Covered in another Guide) Options for Using Warfare Links within the Fleet Structure  ==
 
The Booster role provides gang bonuses to the fleet. People with the Booster role are usually encouraged to bring gang modules suited to benefit certain types of ships, and are then made Booster for a Squad or Wing made up of those ship types.
 
The Boss role is exactly what it sounds like, the Boss. Even if the person with the Boss role is not the Fleet Commander, they still have all of the powers needed to manage the fleet, from inviting people into any Squad or Wing, moving people to and from Squads, promoting and demoting Commanders of any rank, The Boss.
 
I feel it's best if the actual op FC retains the Boss title, as they need that absolute control, but they do NOT have to be the Fleet Commander in game as well. If possible the Fleet Commander position should be given to someone with the Fleet Command skill and who is capable enough to manage invites, Commanders, and members and organize the fleet structure to make best use of the available bonuses. If this is simply not possible, then actual op leaders should only do this organization when well out of danger. It is simply not a priority if they are trying to plan the actions and movements of the fleet to also be answering every cry to be moved by Squad Members.
 
There are 3 types of Booster: Squad Booster, Wing Booster, and Fleet Booster, this is shown as a letter in brackets after the players name (S), (W), or (F). A Squad Booster can only give gang bonuses to other members of their own Squad. A Wing Booster can give bonuses to other pilots in their entire Wing. Of course the Fleet Booster provides gang bonuses across the entire fleet. Whether these bonuses are received by anyone depends on the fleet's chain of command being complete. What this refers to is that the people in the Squad, Wing, and Fleet Commander positions have the necessary skills for the fleet they are leading. Anyone can occupy any of these positions, but without the proper skills, no bonuses can be passed down through the fleet. The Boosters can have any place in the fleet structure; being a Booster simply means they are the source of the gang bonuses for part of the fleet, nothing more. Boosters do not even need to have Wing Command or Fleet Command skills -- even as a Squad Member they can be set as a Fleet Booster and provide the bonuses fleet wide.
 
  ___________________________________________________________________________
|                              FC (skilled)                                |
|______________________________Fleet Bonuses________________________________|
|      WC 1 (skilled)              |        WC 2 (unskilled)              |
|____Fleet + Wing Bonuses____________|___________No Bonuses_________________|
|  SC 1 (skilled) | SC 2 (unskilled) | SC 3 (skilled) |  SC 4 (unskilled)  |
|___All Bonuses___|____No Bonuses____|__Squad Bonuses_|_____No Bonuses______|
 
Having an FC with the Fleet Command skill means that some people can benefit from the bonuses of the Fleet Booster, as long as the other Commanders are also skilled. Wing 1 has a skilled Commander, so Squads below him may receive bonuses of both the Fleet Booster and Wing Booster (yes AND -- I'll get to that). Squad 1, having a skilled SC, can get bonuses from the Fleet, Wing, and Squad Boosters -- awesome. Squad 2, having an unskilled SC (or no SC at all, same effect) gets no bonuses from any Boosters. Due to Wing 2 having an unskilled WC, squads in this Wing cannot get either Fleet or Wing Booster bonuses -- they are cut off by the lack of command skills. Squad 3 is fortunate to have a skilled SC since they can at least get the Squad Booster's bonuses. Squad 4 is screwed.
 
Boosters can be anywhere in the fleet structure -- they do not have to occupy the Commander positions. In order for a Squad to get any bonuses, the '''SC''' of that squad must have Leadership at a high enough level to support the numbers in the Squad (10 members at level 5). To get Wing bonuses, the WC must have the Wing Command skill level high enough to support the number of Squads they have (5 Squads in a Wing at level 5). For Fleet bonuses to work, the FC must have Fleet Command trained to support the number of Wings they command (5 Wings in a fleet at level 5). The Commanders '''DO NOT''' have to have the skills or modules that provide the bonuses. Rather, they only need to have Leadership, Wing Command, or Fleet Command to ensure the bonuses of the Boosters are passed along. Likewise the Boosters DO NOT need to have Wing Command or Fleet Command to be a Booster for those ranks (they just cannot hold the Commander position). Of course, it is very convenient if you are 'the whole package'.
 
Now the best part: EVE will blend the best bonuses of all of the Boosters and give them ALL to the Squads. Assuming you have a completely skilled set of commanders, the members of a Squad will get the bonuses of the Fleet, Wing AND Squad Boosters. Note that if two Boosters are running the same module, only the best effect is given to the fleet, and the other is ignored.
 
What this means is while most fleets divvy up into Shield, Armour, and Speed Wings, you can still pump more bonuses into them at the Fleet and Squad levels.<br>