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'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed, unlike regular modules. They don't have powergrid or CPU fitting requirements, but most have some other drawback associated with them. These penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill.
[[File:Icon_fit_rig.png|left|32px]]
'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, in most ships they must be destroyed in order to be removed (unlike regular [[modules]]). The exceptions are T3 Strategic Cruisers which feature removable rigs. Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your {{sk|Armor Rigging}} skill. However, if you're willing to face the full drawback, you can fit any rig with no skills whatsoever.


Each rig requires ''calibration'', a rig specific fitting resource. All ships have 400 calibration, except for pirate faction ships which have 350. Rig calibration requirements range from 50 to 200, with tech 2 variants requiring 50% calibration than their tech 1 equivalents.
Rigs don't have powergrid or CPU fitting requirements, but instead require ''calibration'', a rig-specific fitting resource. All ships that can fit rigs have 400 calibration points, except for [[Pirate Faction Ship Guide|pirate faction ships]] which have 350. [[Alliance Tournament]] ships have 400 points regardless of faction, while other special edition ships follow the pirate faction rule. A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents.  


Rigs are made from [[Guide To Salvaging|salvaged material]].
Rigs fit into ''rig slots'', and, just like modules, each rig takes up one rig slot. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships (notably [[Freighters]], [[Jump Freighters]], [[Corvettes]], and [[Shuttles]]) have none.


==Armor==
Rigs come in four sizes:
Unless otherwise noted, fitting these rigs will reduce your ship's maximum velocity.
* Small, for [[frigates]] and [[destroyers]]
* Medium, for [[cruisers]], [[battlecruisers]], [[haulers]], and [[mining Barge]]s
* Large, for [[battleships]]
* Capital, for [[capital Ships]]


'''Nano Pump''': Increases the amount an armor repair repairs. Increases armor repairer powergrid requirements.
Unlike for modules, it's not possible to fit a "wrong-sized" rig on a ship. Nearly all rigs come in all four sizes, with identical stats for each size.


'''Nanobot Accelerator''': Reduces the armor repair cycle time. Increases armor repairer powergrid requirements.
Rigs are [[manufacturing|manufactured]] by players, using [[Salvaging|salvaged material]].


'''Remote Repair Augmentor''': Reduces the capacitor need for a remote repair.
== Armor ==
 
{{see also|Armor Tanking|Logistics}}
'''Resistance Pumps''': Increase armor resistances (each damage type has its own rig).
The drawbacks of armor rigs can be mitigated by training {{sk|Armor Rigging|icon=yes}}.
 
{| class="wikitable"
'''Transverse Bulkhead''': Increase total hull hit points by a percentage. Decreases cargo capacity.
|- style="background-color: var(--background-color-warning-subtle);"
 
! Name
'''Trimark Armor Pump''': Increases total armor of a ship by a percentage, without a stacking penalty.
! Effect
! Drawback
|-
| '''EM Armor Reinforcer'''
| Increase armor resistance to EM damage
| rowspan=4 | Decreases ship's maximum velocity
|-
| '''Explosive Armor Reinforcer'''
| Increase armor resistance to explosive damage
|-
| '''Kinetic Armor Reinforcer'''
| Increase armor resistance to kinetic damage
|-
| '''Thermal Armor Reinforcer'''
| Increase armor resistance to thermal damage
|-
| '''Auxillary Nano Pump'''
| Increase amount a local armor repair module repairs per cycle
| rowspan=2 | Increases armor repairer powergrid requirements
|-
| '''Nanobot Accelerator'''
| Decrease local armor repair module cycle time<ref>This is not subject to [[stacking penalties]], despite what the rig's description says.</ref>
|-
| '''Remote Repair Augmentor'''
| Reduces capacitor used by remote armor repair modules
| Decreases ship's maximum velocity
|-
| '''Transverse Bulkhead'''
| Increases hull hit points by a percentage
| Decreases ship's cargo capacity
|-
| '''Trimark Armor Pump'''
| Increases armor hit points by a percentage
| Decreases ship's maximum velocity
|}
<small><references /></small>


==Astronautic==
==Astronautic==
Unless otherwise noted, fitting these rigs will reduce the amount of armor on your ship.
The drawbacks of astronautic rigs can be mitigated by training {{sk|Astronautics Rigging|icon=yes}}.
 
{| class="wikitable"
'''Auxiliary Thruster''': Increases maximum velocity.
|- style="background-color: var(--background-color-warning-subtle);"
 
! Name
'''Cargohold Optimization''': Increases cargo capacity.
! Effect
 
! Drawback
'''Dynamic Fuel Valve''': Decreases the amount of capacitor used by afterburners and microwarpdrives.
|-
 
| '''Auxiliary Thruster'''
'''Engine Thermal Shielding''': Increases the duration of afterburner or microwarpdrive cycles.
| Increase maximum velocity
 
| rowspan=4 | Decreases armor hit points
'''Higgs Anchor''': Increase mass and agility while greatly reducing maximum velocity. Reduces warp velocity. Only one can be fitted.
|-
 
| '''Cargohold Optimization'''
'''Hyperspatial Velocity Optimizer''': Increases your maximum warp velocity. Increases signature radius.
| Increases cargo capacity<ref>This only affects the "normal" cargo bay, it doesn't increase the capacity of any "special" cargo bays (e.g. mining hold, fleet hangar, etc)</ref>
 
|-
'''Low Friction Nozzle Joints''': Increases agility.
| '''Dynamic Fuel Valve'''
 
| Decreases the capacitor used by afterburners and microwarpdrives
'''Polycarbon Engine Housing''': Increases maximum velocity and speed.
|-
 
| '''Engine Thermal Shielding'''
'''Warp Core Optimizer''': Reduces the capacitor needs for warping. Increases signature radius.
| Increases cycle duration of afterburners and microwarpdrives
 
|-
==Drone==
| '''Higgs Anchor'''<ref>Only one Higgs Anchor rig can be fit to a ship at time. Additionally, there is no Tech 2 variant of this rig.</ref>
Fitting these rigs will reduce your ship's CPU capacity.
| Increase mass and agility while greatly reducing maximum velocity
 
| Reduces warp velocity
'''Control Range Augmentor''': Increases the range at which you can control drones.
|-
 
| '''Hyperspatial Velocity Optimizer'''
'''Durability Enhancer''': Increases the HP of drones.
| Increases maximum warp velocity
 
| Increases signature radius
'''Mining Augmentor''': Increases the yield of mining drones and decreases cycle time for ice harvesting drones.
|-
 
| '''Low Friction Nozzle Joints'''
'''Repair Augmentor''': Increases the repair of repair drones.
| Increases agility
 
| rowspan=2 | Decreases armor hit points
'''Scope Chip''': Increases the optimal range of drones.
|-
 
| '''Polycarbon Engine Housing'''
'''Speed Augmentor''': Increases the speed of drones.
| Increases maximum velocity and agility
 
|-
'''Sentry Damage Augmenor''': Increases the damage of sentry drones.
| '''Warp Core Optimizer'''
 
| Reduces the capacitor needs for warping
'''Stasis Drone Augmentor''': Increases stasis drones' factor of velocity decrease.
| Increases signature radius
 
|}
==Electronics superiority==
<small><references /></small>
Fitting these rigs will reduce the amount of shields on your ship.


'''Inverted Signal Field Generator''': Increases the effectiveness of remote sensor dampeners.
== Drone ==
{{see also|Drones}}
The drawbacks of drone rigs can be mitigated by training {{sk|Drones Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Drone Control Range Augmentor'''
| Increases the drone control range
| rowspan=8 | Decreases ship's CPU
|-
| '''Drone Durability Enhancer'''
| Increases drones' hit points (armor, shield, and hull)
|-
| '''Drone Mining Augmentor'''
| Increases the yield of mining drones and decreases cycle time for ice harvesting drones
|-
| '''Drone Repair Augmentor'''
| Increases the amount repaired by repair drones
|-
| '''Drone Scope Chip'''
| Increases the optimal range of drones' weapons
|-
| '''Drone Speed Augmentor'''
| Increases the speed of drones
|-
| '''Sentry Damage Augmentor'''
| Increases the damage of sentry drones
|-
| '''Stasis Drone Augmentor'''
| Increases the amount by which stasis webifier drones reduce their target's velocity
|}


'''Particle Dispersion Augmentor''': Increases the strength of ECM modules.
== Electronic superiority ==
{{see also|Electronic warfare}}
The drawbacks of electronic superiority rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Inverted Signal Field Generator'''
| Increases the strength of remote sensor dampener modules
| rowspan=3 | Decreases shield hit points
|-
| '''Particle Dispersion Augmentor'''
| Increases the strength of ECM modules
|-
| '''Particle Dispersion Projector'''
| Increases the range of EWAR modules<ref>This applies to all forms of electronic warfare (remote sensor dampeners, weapon disruptors, ECM, and target painters).</ref>
|-
| '''Signal Disruption Amplifier'''
| Decreases the capacitor need for ECM and ECM Burst modules
| No drawback
|-
| '''Targeting Systems Stabilizer'''
| Decreases the targeting delay after uncloaking
| rowspan=2 | Decreases shield hit points
|-
| '''Tracking Diagnostic Subroutines'''
| Increases the strength of tracking disruptor modules
|}
<small><references /></small>


'''Particle Dispersion Projector''': Increases the range of ECM modules.
== Engineering ==
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Ancillary Current Router'''
| Increases ship's powergrid
| rowspan=8 | No drawback
|-
| '''Capacitor Control Circuit'''
| Increases ship's capacitor recharge rate
|-
| '''Command Processor'''<ref>There is no Tech 2 variant of this rig.</ref>
| Increase the number of Command Burst modules that can be equipped to a command-capable ship
|-
| '''Egress Port Maximizer'''
| Decreases the capacitor use of capacitor [[Guide_to_Logistics#Remote_Capacitor_Transfer|transfer]] and [[Capacitor warfare|neutralizer]] modules
|-
| '''Liquid Cooled Electronics'''
| Reduces the CPU needs of modules that require the {{sk|Electronics Upgrades}}<ref>This includes modules like Co-Processors and Signal Amplifiers.</ref> skill
|-
| '''Powergrid Subroutine Maximizer'''
| Decreases the CPU need for all power upgrade modules<ref>All modules which increase a ship's powergrid, e.g. Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units.</ref>
|-
| '''Processor Overclocking Unit'''
| Increases ship's CPU, -5% shield recharge rate
|-
| '''Semiconductor Memory Cell'''
| Increases ship's total capacitor
|}
<small><references /></small>


'''Signal Disruption Amplifier''': Decreases the capacitor need for ECM modules.
== Missile launcher ==
{{see also|Missile Launchers}}
The drawbacks of missile launcher rigs can be mitigated by training {{sk|Launcher Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Bay Loading Accelerator'''
| Increases the rate of fire of launchers
| rowspan=6 | Increases CPU cost of missile launchers
|-
| '''Hydraulic Bay Thrusters'''
| Increases missile velocity
|-
| '''Rocket Fuel Cache Partition'''
| Increases missile flight time
|-
| '''Warhead Calefaction Catalyst'''
| Increases missile damage
|-
| '''Warhead Flare Catalyst'''
| Increases missile explosion velocity
|-
| '''Warhead Rigor Catalyst'''
| Decreases missile explosion radius
|}


'''Targeting Systems Stabilizer''': Decreases the targeting delay after uncloaking.
== Resource processing ==
 
{{see also|Ice harvesting|Mining|Salvaging}}
'''Tracking Diagnostic Subroutines''': Increases the effectiveness of tracking disruptors.
{| class="wikitable"
 
|- style="background-color: var(--background-color-warning-subtle);"
==Engineering==
! Name
These modules have no penalty.
! Effect
 
! Drawback
'''Ancillary Current Router''': Increases ship's powergrid.
|-
 
| '''Ice Harvester Accelerator'''<ref name="medonly" />
'''Capacitor Control Circuit''': Increases ship's capacitor recharge rate.
| Reduces the cycle time of ice harvester modules
 
| rowspan=2 | No drawback
'''Command Processor''': Increase the number of Command Burst modules that can be equipped to a command-capable ship.
|-
 
| '''Mercoxit Mining Crystal Optimization'''<ref name="medonly" />
'''Egress Port Maximizer''': Decreases the capacitor use of all energy emission modules.
| Increase the mining yield of modules using Mercoxit mining crystals
 
|-
'''Liquid Cooled Electronics''': Reduces the CPU needs of modules that require the electronics upgrade skill.
| '''Salvage Tackle'''
 
| Increases the chance to salvage successfully
'''Powergrid Subroutine Maximizer''': Decreases the CPU need for all power upgrade modules.
| Decreases maximum velocity<ref>This can be mitigated by training {{sk|Armor Rigging}}.</ref>
 
|}
'''Processor Overclocking Unit''': Increases the base amount of CPU of your ship.
<small><references>
 
<ref name="medonly">This rig is only available as a Tech 1, medium-sized rig.</ref>
'''Semiconductor Memory Cell''': Increases a ship's total capacitor.
</references></small>
 
==Missile launcher==
Fitting these rigs will increase the amount of CPU required by any [[Missile Launchers|missile launchers]] fitted to your ship.
 
'''Bay Loading Accelerator''': Increases the rate of fire of launchers.
 
'''Hydraulic Bay Thrusters''': Increases missile velocity.
 
'''Rocket Fuel Cache Partition''': Increases missile flight time.
 
'''Warhead Calefaction Catalyst''': Increases missile damage.
 
'''Warhead Flare Catalyst''': Increases missile explosion velocity.
 
'''Warhead Rigor Catalyst''': Decreases the explosion radius of missiles.
 
==Resource procurement==
These rigs have no penalty.
 
'''Ice Harvester Accelerator''': Reduces the duration of ice harvester cycles. Available only in medium size.
 
'''Mercoxit Mining Crystal Optimization''': Increase the yield modifier of modules using Mercoxit mining crystals. Available only in medium size.
 
'''Salvage Tackle''': Increases the chance to salvage successfully. Has a max velocity penalty mitigated by Armor Rigging skill.


==Scanning==
==Scanning==
These rigs have no penalty.
{{see also|Scanning}}
 
{| class="wikitable"
'''Emission Scope''': Increases the success chance of analyzer modules.
|- style="background-color: var(--background-color-warning-subtle);"
 
! Name
'''Gravity Capacitor''': Increases the strength of scan probes.
! Effect
 
! Drawback
'''Memetic Algorithm Bank''': Increases the success chance of hacking modules.
|-
 
| '''Emission Scope Sharpener'''
'''Signal Focusing Kit''': Increases the speed of scanners (cargo, ship, and survey scanners).
| Increases virus coherence of relic analyzer modules
 
| rowspan=3 | No drawback
==Shield==
|-
Fitting these rigs will increase your ship's signature radius.
| '''Gravity Capacitor Upgrade'''
 
| Increases scan strength of scan probes
'''Screen Reinforcers''': Increase your resistance to a particular type of damage.
|-
 
| '''Memetic Algorithm Bank'''
'''Core Defense Capacitor Safeguard''': Decreases the cap used by modules that require the shield operations skill.
| Increases virus coherence of data analyzer modules
 
|-
'''Core Defense Charger Economizer''': Decreases powergrid use of shield upgrade modules.
| '''Signal Focusing Kit'''
 
| Increases speed of cargo, ship, and survey scanners
'''Core Defense Field Extender''': Increases shield capacity.
| Decreases shield hit points<ref>This can be mitigated by training {{sk|Electronic Superiority Rigging}}.</ref>
 
|}
'''Core Defense Field Purger''': Increases shield recharge rate.
<small><references /></small>
 
'''Core Defense Operation Solidifier''': Decreases the cycle time for shield boosters.
 
==Targeting==
Fitting these rigs will reduce the amount of shields on your ship.
 
'''Ionic Field Projector''': Increases your maximum targeting range.
 
'''Targeting System Subcontroller''': Increases your targeting speed.
 
==Turret weapons==
Fitting these rigs will increase the amount of power grid required by any turrets fitted to your ship. There are variations for each type of turret, ie hybrid, energy, and projectile.
 
'''Algid Energy Administrations Unit''': Decreases turret CPU needs.


'''Ambit Extension''': Increases turret accuracy falloff.
== Shield ==
{{see also|Shield Tanking}}
The drawbacks of shield rigs can be mitigated by training {{sk|Shield Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''EM Shield Reinforcer'''
| Increase shield resistance to EM damage
| rowspan=9 | Increases ship's signature radius
|-
| '''Explosive Shield Reinforcer'''
| Increase shield resistance to explosive damage
|-
| '''Kinetic Shield Reinforcer'''
| Increase shield resistance to kinetic damage
|-
| '''Thermal Shield Reinforcer'''
| Increase shield resistance to thermal damage
|-
| '''Core Defense Capacitor Safeguard'''
| Decreases the capacitor used by modules that require the {{sk|Shield Operation}}<ref>Shield Boosters and Ancillary Shield Boosters.</ref> skill
|-
| '''Core Defense Charge Economizer'''
| Decreases powergrid use of shield upgrade modules
|-
| '''Core Defense Field Extender'''
| Increases shield capacity
|-
| '''Core Defense Field Purger'''
| Increases shield recharge rate
|-
| '''Core Defense Operation Solidifier'''
| Decreases the cycle time of shield boosters
|}
<small><references /></small>


'''Burst Aerator''': Increases turret rate of fire.
== Targeting ==
The drawbacks of targeting rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Ionic Field Projector'''
| Increases your maximum targeting range
| rowspan=2 | Decreases shield hit points
|-
| '''Targeting System Subcontroller'''
| Increases your targeting speed
|}


'''Collision Accelerator''': Increases turret damage.
== Turret weapons ==
{{see also|Turrets}}
Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The drawback of turret weapon rigs can be reduced by training {{sk|Energy Weapon Rigging|icon=yes}}, {{sk|Hybrid Weapon Rigging|icon=yes}}, or {{sk|Projectile Weapon Rigging|icon=yes}}, as appropriate.


'''Discharge Elutriation''': Decreases turret capacitor use. (Note that there is no Discharge Elutriation rig for projectile turrets, because they use no capacitor in the first place.)
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Algid Administrations Unit'''
| Decreases turret CPU needs
| rowspan=7 | Increases turret powergrid needs
|-
| '''Ambit Extension'''
| Increases turret accuracy falloff
|-
| '''Burst Aerator'''
| Increases turret rate of fire
|-
| '''Collision Accelerator'''
| Increases turret damage
|-
| '''Discharge Elutriation'''<ref>There is no version of this rig for projectile weapons, since they don't use capacitor.</ref>
| Decreases turret capacitor use
|-
| '''Locus Coordination'''
| Increases turret optimal range
|-
| '''Metastasis Adjuster'''
| Increases turret tracking speed
|}
<small><references /></small>


'''Locus Coordination''': Increases turret optimal range.
== See also ==
* [[Stacking penalties]]
* [[Fitting ships]]


'''Metastasis Adjuster''': Increases turret tracking speed.


[[Category:Ship Fitting]]
[[Category:Fitting]]