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

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'''The Gallente Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.
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{{ShipGuideBoilerintro}}
 +
{{Tocright}}
  
=Rookie Ship=
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This guide aims to provide an overview of the different ships and their roles rather than specific fits.
  
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships.  
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The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships.
  
==Velator==
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{{RaceShipInfo|Gallente}}
{{Infobox Ship Horizontal2
 
|shipimg=Velator.jpg
 
|caption=Velator
 
|shipname=Velator
 
|faction=Gallente Federation
 
|class=Rookie Ship
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=1
 
|cargohold=120 m3
 
|dronebay=10 m3
 
|bandwidth=10 Mbit/sec
 
|roles=Missions
 
|variations=None
 
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to hybrid turret damage per skill level
 
|info=The Velator can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. A civilian shield booster will suffice for the first missions, although beyond the first few missions in the tutorial, civilian modules should never be used.
 
}}
 
  
{{ShipGuideFittings
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== General Traits ==
|name=Velator, PvE Basic Skills
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The following characteristics are shared across most or all Gallente ships:
  
|high=
+
* '''[[Hybrid Turret]]s''': many Gallente ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
75mm Gatling Rail I<br>
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** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged weapons (autocannon and pulse lasers). Some Gallente ships are particularly suited to brawling at minimum range with blasters, though they can adopt other tactics too.
75mm Gatling Rail I
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** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Caldari hybrid turret ships are more associated with railguns, but some Gallente turret ships can work well with railguns too.
|mid=
+
* '''[[Drones]]''': many Gallente ships have bonuses for drones which make it viable to use drones as your main weapon--or even your only weapon; notable examples are the Algos, Vexor, Myrmidon, and Dominix. Almost all Gallente ships have substantial dronebays and drone bandwidth for their size and class.
Civilian Shield Booster I
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* '''[[Tanking#Armor tanking|Armor tanks]]'''. Some Gallente ships have bonuses for armor repairers, which let them mount especially good active armor tanks. Some examples include the Incursus, Brutix, and Hyperion. Almost all Gallente ships armor tank well.
|low=
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* '''[[Electronic warfare#Remote Sensor Dampening|Sensor Dampening]]'''. The Gallente racial EWAR specialty is sensor dampening, which cuts down enemy target locking range and/or slows down enemy targeting speed. Reducing target locking range works well against snipers and kiters; reducing targeting speed works well on large ships (which take a while to lock anything up anyway) and on [[Logistics|logistics ships]], which have to re-target their allies frequently in order to apply remote support.
Damage Control I
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* '''Tough hulls'''. Gallente ships have unusually tough hull ("structure") hit points, which means they tend to live a little longer when things turn bad and damage is getting through both the shields and the armor. (Some Gallente ships are frequently hull-tanked as that is just the best way to maximise EHP!)
  
|charges=
+
If there is a broader hallmark of Gallente ships, it is perhaps '''damage''': most Gallente combat ships can muster a lot of potential DPS at short range. The Vexor, for example, can achieve eye-watering potential DPS for a T1 cruiser if fitted with blasters, thanks to having damage bonuses to ''both'' turrets and drones. On the other hand, Gallente ships can be a little more fragile (the ships with tanking bonuses have bonuses to active armor tanks, not the resistance bonuses found on Amarr ships), with the lineup including some true "glass cannon" ships such as the Catalyst, and when fitted for DPS Gallente ships need to get to and maintain close ranges with their targets.
Antimatter Charge S
 
|drones=
 
|rigs=
 
  
|required1=
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== Notable uses ==
Gallente Frigate I
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'''PvE'''
|required2=
 
Hull Upgrades I
 
|required3=
 
Small Hybrid Turret I
 
  
|recommended1=
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The long range and fully selectable damage of drones (set against the locking of hybrid turrets to kinetic and thermal damage) makes the line of Gallente drone boats very popular for PvE combat, as it means that pilots can pack drones to target the damage type that their NPC enemies are weakest to. A typical [[mission]]-runner progression might involve the Incursus or Tristan and then the Algos for L1s, the Vexor for L2s, the Myrmidon for L3s, and the Dominix for L4s.
|recommended2=
 
|recommended3=
 
  
|notes=
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Gallente drone ships are also popular as basic [[ratting]] ships in nullsec space, and for initial forays into low-tier [[Abyssal Deadspace]] PvE challenges; in both of these use-cases, Gallente ships are eventually elbowed aside in more advanced uses by Guristas ships such as the [[Gila]].
* Civilian modules are terrible and should never be used beyond the early career tutorial missions.
 
}}
 
  
=Frigate=
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The [[Catalyst]], with its many high slots, makes a good basic salvaging ship.
  
[[Frigate|Frigates]] are small, fast ships, used mostly for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
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'''PvP'''
  
==Atron==
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Short-range brawling with blasters is one of the core Gallente ship archetypes, and unsurprisingly many Gallente ships wind up being used for this in PvP: notable examples include the Catalyst, Thorax, Brutix, and Megathron. Railguns do work on these hulls, though. The Megathron can snipe well, and the Brutix can be turned into a surprisingly fast kiting ship.
{{Infobox Ship Horizontal2
 
|shipimg=Atron.jpg
 
|caption=Atron
 
|shipname=Atron
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|cargohold=125 m3
 
|dronebay=5 m3
 
|bandwidth=5Mbit/sec
 
|roles=Tackle, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Ares Ares], [http://wiki.eveonline.com/en/wiki/Tanaris Tanaris]
 
|bonuses='''Gallente Frigate Skill Bonus:'''<br> 10% bonus to Small Hybrid Turret falloff per skill level <br> 5% Small Hybrid Turret damage per skill level
 
|info=The Atron is the Gallente fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus and Destroyers I for the Catalyst.
 
}}
 
  
{{ShipGuideFittings
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The Gallente drone boats are some of the most versatile and unpredictable hulls available for PvP. The hulls without direct bonuses for weapons other than drones, such as the Myrmidon and Dominix, are often fitted with projectile turrets (for additional capacitor-free DPS), energy neutralizers (for [[capacitor warfare]]), or remote repair modules (a group of Dominixes can "tank" by repairing each other). Large dronebays mean that drone boat pilots can select damage types and can bring along extra tactical options such as ECM drones. Drones carry on fighting even if their mothership is affected by EWAR or has its capacitor neuted out.
|name=Atron, PvE Basic Skills
 
  
|high=
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Drone boats are less popular, however, for highly mobile small gangs (drones tend to get left behind in tactical warps) and in large fleets fighting at long range (normal drones take too long to travel to their target, while sentry drones get left behind in fleet movements). Drones also cannot be [[overheat]]ed, unlike hull-mounted weapons systems.
75mm Gatling Rail I<br>
 
75mm Gatling Rail I
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I
 
|low=
 
Damage Control I<br>
 
Small Armor Repairer I
 
  
|charges=
+
Thanks to its very attractive ratio of high potential DPS to cheap cost, the Catalyst is popular with [[Suicide ganking|suicide gankers]].
Antimatter Charge S
 
|drones=
 
Hobgoblin I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
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== Skills ==
Gallente Frigate II<br>
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Gallente ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[fitting skills]] which make it easier to fit modules onto ships, and the [[support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
Scout Drone Operation I<br>
 
Small Hybrid Turret I
 
|required2=
 
Hull Upgrades I<br>
 
Afterburner I
 
|required3=
 
Repair Systems I<br>
 
Energy Grid Upgrades II
 
  
|recommended1=
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That said, there are some considerations that are specific to Gallente ships. Probably the most prominent one is the early importance of good [[Drones#Skills|drone skills]]. In particular, any Gallente pilot will want to train the "core" skill of this category, {{sk|Drones}}, to level V quickly. Drones V is a relatively quick train compared to some advanced skills, but it's likely to be one of the first level Vs that a new Gallente pilot trains, and it will require some patience. It <em>is</em> worthwhile: being able to control a full flight of five drones really matters with many Gallente ships. At the latest, a pilot will want to have Drones V when they start using cruisers, as the [[Vexor]] is a fine and versatile ship.
Small Hybrid Turret II
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
  
==Navitas==
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The good news about the early investment in drone skills is that every race's ships eventually have significant dronebays, and so all pilots will one day have to polish these skills; Gallente pilots will just have a head start on others.
{{Infobox Ship Horizontal2
 
|shipimg=Navitas.jpg
 
|caption=Navitas
 
|shipname=Navitas
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|cargohold=215 m3
 
|dronebay=5 m3
 
|bandwidth= 5 Mbit/sec
 
|roles=Mining
 
|variations=None
 
|bonuses='''Gallente Frigate Skill Bonus:'''<br> 5% bonus to cargo capacity per skill level <br> 20% bonus to mining laser yield per skill level <br>
 
'''Role Bonus:'''<br> -60% mining laser capacitor use
 
|info=The Navitas is the Gallente mining frigate. Compared to the Caldari mining frigate (considered the best racial mining frigate) it has a slightly smaller cargo bay.
 
}}
 
  
{{ShipGuideFittings
+
Gallente pilots will also want to prioritize skills for armor tanking, and capacitor skills to keep their turrets running. Any Gallente pilots with an interest in electronic warfare should look into the skills {{sk|Sensor Linking}}, {{sk|Signal Suppression}}, {{sk|Long Distance Jamming}}, {{sk|Frequency Modulation}}. A fairly new character with these skills trained even just to III or IV can have a significant battlefield impact, and they open up the road to some very powerful advanced ships such as the [[Keres]] and [[Lachesis]].
|name=Navitas, PvE Basic Skills
 
  
|high=
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== Ships ==
Miner I<br>
+
Here are the Gallente T1 ships.  Please follow the links to the specific pages of the ship database for more details.
Miner I
 
|mid=
 
Civilian Shield Booster I<br>
 
[empty mid slot]
 
|low=
 
Expanded Cargohold I<br>
 
Mining Laser Upgrade I
 
  
|charges=
+
=== Corvette ===
|drones=
+
Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and a civilian afterburner) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
Hobgoblin I
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
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{{Ship|Velator|box}}
Gallente Frigate II<br>
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A Velator can be used for the initial tutorial missions, but pilots should consider up-shipping to a T1 frigate when they can.
Scout Drone Operation I
 
|required2=
 
Hull Upgrades I
 
|required3=
 
Mining Upgrades I
 
  
|recommended1=
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=== Frigates ===
|recommended2=
+
Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
|recommended3=
 
  
|notes=
 
*As a Gallente pilot you have probably trained your drone skills, so take a drone with you to take care of rats. With decent drone skills, it can probably defend you against 2 or 3 rats in 0.6.
 
*With Mining Upgrades II and Shield Operation I you could replace the Expanded Cargohold I with a Quantum Co-Processor I and use a Small Shield Booster I instead of the civilian version.
 
*You can also use any other light scout drone, at best matching it to the rats you expect to encounter.
 
}}
 
  
==Imicus==
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{{Ship|Atron|box}}
{{Infobox Ship Horizontal2
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The Atron is the Gallente Attack Frigate. It is designed to be fast and has a capacitor bonus to tackle modules and bonuses to hybrid turrets, favouring blasters. The Atron doesn't have great firepower and it still isn't the most durable of ships, but with its speed and agility, good piloting can keep it alive while tackling a target while other ships deliver the punch. Furthermore, it can serve as a level 1 mission runner until {{Sk|Gallente Frigate|III}} is trained for the [[Incursus]] and {{Sk|Gallente Destroyer|I}} for the [[Catalyst]].
|shipimg=Imicus.jpg
 
|caption=Imicus
 
|shipname=Imicus
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|cargohold=320 m3
 
|dronebay=15 m3
 
|bandwidth=15 Mbit/sec
 
|roles=Exploration, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Helios Helios]
 
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to drone range per level<br>5% increase to scan strength of probes per level<br>5% increase to survey probe flight time per level
 
|info=The Imicus is the Gallente scanning frigate, and it boasts a 15 m3 drone bay, enough for 3 light drones. Some players who train drone skills early will use if for level 1 missions instead of the incursus or catalyst.
 
}}
 
  
{{ShipGuideFittings
+
The Atron is a great hull for new pilots interested in learning how to +1. The agile but fragile ship will assist new pilots in understanding some of the limitations of [[Interceptors]]. It can serve as an amazing long-point tackle ship.
|name=Imicus, PvE Basic Skills
 
  
|high=
+
"Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the [[Incursus]].
75mm Gatling Rail I<br>
 
75mm Gatling Rail I
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I
 
|low=
 
Damage Control I<br>
 
Small Armor Repairer I
 
  
|charges=
+
The Atron is the "fastest" T1 attack Frigate. While the Minmatar [[Slasher]] is (originally) 10m/s faster than the Atron, the three low slots allow adding an Overdrive or Nanofiber Hull resulting in a faster ship while still retaining the same tank. A large capacitor allows a stable fit relatively easily, allowing you to keep point on a target for prolonged times until your fleet or gang arrives on grid. In addition, an ample Power Grid and CPU make the Atron easy to fit with little training.
Antimatter Charge S
 
|drones=
 
Hobgoblin I x3
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
 
Gallente Frigate II<br>
 
Afterburner I<br>
 
Scout Drone Operation I
 
|required2=
 
Hull Upgrades I<br>
 
Energy Grid Upgrades II<br>
 
Drones III
 
|required3=
 
Repair Systems I<br>
 
Small Hybrid Turret I
 
  
|recommended1=
+
{{Ship|Imicus|box}}
Small Hybrid Turret II
+
The Imicus is the Gallente 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 [[Helios]]. Its bonus to virus strength allows it to complete Data and Relic sites faster and more reliably.
|recommended2=
 
|recommended3=
 
  
|notes=
 
}}
 
  
==Incursus==
+
{{Ship|Incursus|box}}
{{Infobox Ship Horizontal2
+
The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the [[Tristan]], which makes it better for tackling in PvP. The Incursus will likely deal more damage than a Tristan for pilots without {{Sk|Drones|V}}.
|shipimg=Incursus.jpg
 
|caption=Incursus
 
|shipname=Incursus
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=3
 
|turrets=3
 
|launchers=0
 
|mediums=3
 
|lows=2
 
|cargohold=165 m3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=Tackle, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Enyo Enyo], [http://wiki.eveonline.com/en/wiki/Ishkur Ishkur]
 
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 10% bonus to Small Hybrid Turret falloff per level <br> 5% bonus to Small Hybrid Turret damage per level
 
|info=The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. Turret fitted Incursus may deal more damage than a Tristan depending on missile skills.
 
}}
 
  
{{ShipGuideFittings
 
|name=Incursus, PvE Basic Skills
 
  
|high=
+
{{Ship|Maulus|box}}
125mm Railgun I<br>
+
The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffective at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.
125mm Railgun I<br>
 
125mm Railgun I
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I
 
|low=
 
Damage Control I<br>
 
Small Armor Repairer I
 
  
|charges=
 
Antimatter Charge S
 
|drones=
 
Hobgoblin I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
+
{{Ship|Navitas|box}}
Gallente Frigate III<br>
+
The Navitas is the Gallente logistics frigate and is designed for remote armor repair. It makes an ideal entry point for beginner Gallente capsuleers who want to train into the [[Exequror]], the Gallente Tier 1 logistics Cruiser, before eventually moving on to the Tier 2 [[Oneiros]].
Afterburner I<br>
 
Scout Drone Operation I
 
|required2=
 
Hull Upgrades I<br>
 
Energy Grid Upgrades II
 
|required3=
 
Repair Systems I<br>
 
Small Hybrid Turret I
 
  
|recommended1=
+
Note: The Navitas is designed to be self-sufficient on capacitor (i.e. to fly without the need of a [[Logistics#Remote capacitor transmitters|cap chain]]) like its larger variants: the Exequror and Oneiros. However, logistics capsuleers can cross-train into the Amarr [[Augoror]] relatively easily, and from there to the T2 {{sh|Guardian}} although both of these ships require a cap chain.
Acceleration Control I<br>
 
Afterburner II<br>
 
Controlled Bursts II<br>
 
Energy Management II<br>
 
Energy Systems Operation II<br>
 
Rapid Firing II
 
|recommended2=
 
Evasive Maneuvering I<br>
 
Gunnery III<br>
 
Hull Upgrades II<br>
 
Mechanic II<br>
 
Motion Prediction II
 
|recommended3=
 
Repair Systems II<br>
 
Small Hybrid Turret III<br>
 
Sharpshooter II<br>
 
Targeting II<br>
 
Weapon Upgrades I
 
  
|notes=
 
}}
 
  
{{ShipGuideFittings
+
{{Ship|Tristan|box}}
|name=Incursus, PvE Epic Arc Boss Killer
+
The Tristan is an excellent frigate for PvP and PvE. It is a dedicated drone boat - the only T1 frigate that can operate 5 drones - and thus requires high drone skills to be flown effectively. It offers a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed. However, it is slower and has less scan resolution than the [[Incursus]], making it slightly worse for a dedicated tackling role in fleets.
  
|high=
+
=== Destroyers ===
Light Neutron Blaster I<br>
+
[[Destroyers]] are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for Level 1 missions, and as salvaging ships for pilots that have not yet acquired a {{sh|Noctis}}.
Light Neutron Blaster I<br>
 
Light Neutron Blaster I
 
|mid=
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
[empty mid slot]
 
|low=
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I
 
  
|charges=
 
Antimatter Charge S
 
|drones=
 
Hobgoblin I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
+
{{Ship|Algos|box}}
Gallente Frigate III<br>
+
The Algos is the second step on the Gallente drone boat path, between the [[Tristan]] and [[Vexor]].  It is slightly bulkier than the [[Catalyst]], and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where {{Sk|Drones|V}} is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.
Scout Drone Operation I
 
|required2=
 
Weapon Upgrades I<br>
 
Small Hybrid Turret I
 
|required3=
 
Energy Grid Upgrades II
 
  
|recommended1=
 
Controlled Bursts II<br>
 
Energy Management II<br>
 
Energy Systems Operation II<br>
 
Evasive Maneuvering I
 
|recommended2=
 
Hull Upgrades II<br>
 
Mechanic II<br>
 
Motion Prediction II<br>
 
Rapid Firing II
 
|recommended3=
 
Small Hybrid Turret III<br>
 
Sharpshooter II<br>
 
Targeting II<br>
 
Gunnery III
 
  
|notes=
+
{{Ship|Catalyst|box}}
* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br>
+
The Catalyst is a Gallente destroyer. Its bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for an armor tank. Unfortunately, the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and its slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner but has trouble tanking level 2s. The catalyst's very high damage at short range makes it the ship of choice for high sec suicide ganks, as it is able to easily reach 900 Dps with T2 guns.
* While orbiting at 500m, Dagan's guns should not be able to track the Incursus. If your own guns have difficulty tracking at full speed, reduce speed to 75%.<br>
 
* This fitting should also work well against Kristan Parthus.
 
}}
 
  
{{ShipGuideFittings
+
Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a {{sh|Noctis}}.
|name=Incursus, PvP Basic Skills
 
  
|high=
 
75mm Gatling Rail I<br>
 
75mm Gatling Rail I<br>
 
[empty high slot]
 
|mid=
 
1MN MicroWarpdrive I<br>
 
Stasis Webifier I<br>
 
Warp Disruptor I
 
|low=
 
Damage Control I<br>
 
Overdrive Injector System I
 
  
|charges=
+
=== Cruisers ===
Lead Charge S
+
[[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.
|drones=
 
Warrior I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
 
Gallente Frigate III<br>
 
Scout Drone Operation I
 
|required2=
 
Hull Upgrades I<br>
 
Small Hybrid Turret I
 
|required3=
 
High Speed Maneuvering I<br>
 
Propulsion Jamming I
 
  
|recommended1=
+
{{Ship|Celestis|box}}
Acceleration Control III<br>
+
The Celestis is the Gallente EWAR cruiser. It can be made surprisingly tough for an EWAR cruiser with its 5 lows. Its extra lock range and bonus to sensor dampener range make it considerably better at range damping snipers than the smaller [[Maulus]].
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Electronics IV<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Motion Prediction III
 
|recommended2=
 
Evasive Maneuvering III<br>
 
Gallente Frigate IV<br>
 
Gunnery III<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Targeting III
 
|recommended3=
 
Propulsion Jamming III<br>
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Warp Drive Operation III
 
  
|notes=
 
* With Electronics IV it is possible to fit a third 75mm Gatling Rail I.<br>
 
* Weapon Upgrades I allows the fitting of three named variants of 75mm railguns (for example the '75mm Carbide Railgun I'), with Electronics skill still at level III.<br>
 
* Like other frigates, the Incursus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
 
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.
 
}}
 
  
{{ShipGuideFittings
+
{{Ship|Exequror|box}}
|name=Incursus, PvP T2 Solo
+
The Exequror is the Gallente logistics cruiser. Its bonuses to remote armor repair range and power allow it to serve as a T1 armor logistic cruiser. It is an effective ship for new logistics pilots.
  
|high=
 
Light Ion Blaster II<br>
 
Light Ion Blaster II<br>
 
Light Ion Blaster II
 
|mid=
 
Catalyzed Cold-Gas I Arcjet Thrusters<br>
 
X5 Prototype I Engine Enervator<br>
 
J5b Phased Prototype Warp Scrambler I
 
|low=
 
Damage Control II<br>
 
Overdrive Injector System II
 
  
|charges=
+
{{Ship|Thorax|box}}
Caldari Navy Antimatter Charge S
+
The Thorax is a gun boat, designed to use hybrid turrets. In PvP, the Thorax is used as a hard hitting blaster boat. This can be highly effective but is very "do or die", and will make most Thoraxes' lives glorious but short. In PvE, the Thorax is less popular; the slow and steady style of the [[Vexor]] is more suited to mission running. Despite this, the Thorax can be popular as a first mission running cruiser, because most pilots will have trained gunnery skills while piloting frigates and destroyers, while they will probably have neglected the drone skills required to use a Vexor effectively. Having said that, the Thorax has a 50{{m3}} drone bay, so will also benefit greatly from drone skills.
|drones=
 
Hobgoblin II x1
 
|rigs=
 
Small Hybrid Collision Accelerator I<br>
 
Small Hybrid Ambit Extension I<br>
 
Small Hybrid Ambit Extension I
 
  
|required1=
 
Gallente Frigate III<br>
 
Gallente Drone Specialization I<br>
 
Hybrid Weapon Rigging III<br>
 
Advanced Weapon Upgrades III
 
|required2=
 
Hull Upgrades IV<br>
 
Small Blaster Specialization I<br>
 
Electronics V
 
|required3=
 
High Speed Maneuvering I<br>
 
Propulsion Jamming I<br>
 
Engineering V
 
  
|recommended1=
+
{{Ship|Vexor|box}}
|recommended2=
+
The Vexor, like the [[Myrmidon]] and [[Dominix]], is a drone boat. The Vexor is an excellent mission ship, and can also be a good PvP ship.  It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows, Vexors are most often armor tanked.
|recommended3=
 
  
|notes=
+
The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor, and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.
* This fit was copied from Lexa Hellfury's [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1231887 9 Days, 20 Incursii] video. The T2 MWD was changed to a named MWD to make it easier to fit for characters without maxed fitting skills.<br>
 
* Due to the presence of rigs, this fit should not be flown by Uni members during wartime.
 
}}
 
  
==Maulus==
+
Among T1 cruisers the Vexor is a little more skill demanding than the [[Thorax]]. In particular, you should not get a Vexor unless you have at least {{Sk|Drones|IV}} and should make getting {{Sk|Drones|V}} a high priority.
{{Infobox Ship Horizontal2
 
|shipimg=Maulus.jpg
 
|caption=Maulus
 
|shipname=Maulus
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=3
 
|turrets=2
 
|launchers=0
 
|mediums=3
 
|lows=2
 
|cargohold=175 m3
 
|dronebay=10 m3
 
|bandwidth=10 Mbit/sec
 
|roles=Electronic Warfare
 
|variations=[http://wiki.eveonline.com/en/wiki/Keres Keres]
 
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level
 
|info=The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffecitve at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.
 
}}
 
  
{{ShipGuideFittings
 
|name=Maulus, PvP Basic Skills
 
  
|high=
+
=== Battlecruisers ===
125mm Railgun I<br>
+
[[Battlecruisers]] are larger, slower, and have more slots than [[cruisers]], but they're smaller than [[battleships]] and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to [[destroyers]]' position between [[frigates]] and [[cruisers]], although battlecruisers are much more versatile and widely used than destroyers.
125mm Railgun I<br>
 
[empty high slot]
 
|mid=
 
1MN Afterburner I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I
 
|low=
 
Damage Control I<br>
 
Signal Amplifier I
 
  
|charges=
 
Lead Charge S<br>
 
Scan Resolution Dampening
 
|drones=
 
Warrior I x2
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|required1=
+
{{Ship|Brutix|box}}
Gallente Frigate II<br>
+
The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship.
Scout Drone Operation I<br>
 
Sensor Linking I
 
|required2=
 
Hull Upgrades I<br>
 
Drones II<br>
 
Small Hybrid Turret I
 
|required3=
 
Electronics Upgrades I<br>
 
Afterburner I
 
  
|recommended1=
 
Acceleration Control II<br>
 
Afterburner III<br>
 
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Drones III<br>
 
Electronics IV<br>
 
Electronic Warfare III<br>
 
Energy Emission Systems I<br>
 
Energy Management III<br>
 
Mechanic III
 
|recommended2=
 
Energy Systems Operation III<br>
 
Evasive Maneuvering II<br>
 
Frequency Modulation III<br>
 
Fuel Conservation III<br>
 
Gallente Frigate IV<br>
 
Gunnery III<br>
 
Hull Upgrades III<br>
 
Long Distance Jamming III<br>
 
Long Range Targeting III<br>
 
Warp Drive Operation III
 
|recommended3=
 
Motion Prediction III<br>
 
Navigation III<br>
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sensor Linking III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Targeting III
 
 
|notes=
 
* The afterburner should only be used to get out of smartbomb range, or to go to optimal orbit in a defensive gate camp. Running the afterburner while damping will cap out the ship shortly.<br>
 
* Like other frigates, the Maulus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
 
}}
 
 
==Tristan==
 
{{Infobox Ship Horizontal2
 
|shipimg=Tristan.jpg
 
|caption=Tristan
 
|shipname=Tristan
 
|faction=Gallente Federation
 
|class=Frigate
 
|highs=4
 
|turrets=2
 
|launchers=2
 
|mediums=3
 
|lows=3
 
|cargohold=140 m3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=Mission, Tackle
 
|variations=[http://wiki.eveonline.com/en/wiki/Nemesis Nemesis]
 
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 7.5% bonus to Small Hybrid Turret tracking speed per skill level
 
|info=The Tristan is an excellent PvP frigate, but requires missile skills to use effectively, which many Gallente players will not train early in their career. It is also slower and has less scan resolution than the Incursus, making it a worse tackler for typical Uni fleets.
 
}}
 
 
{{ShipGuideFittings
 
|name=Tristan, PvE Recon
 
 
|high=
 
[empty high slot]<br>
 
[empty high slot]<br>
 
[empty high slot]<br>
 
[empty high slot]
 
|mid=
 
1MN Afterburner I<br>
 
Small Shield Extender I<br>
 
Medium Shield Extender I
 
|low=
 
Damage Control I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I
 
 
|charges=
 
|drones=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|required1=
 
Gallente Frigate III<br>
 
Shield Upgrades I
 
|required2=
 
Hull Upgrades I
 
|required3=
 
Afterburner I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* This fitting is made specifically for the Recon missions (level 2). Since they require no fighting, a quick frigate with moderate tank will perform best to complete the missions quickly with minimal risk.
 
}}
 
 
{{ShipGuideFittings
 
|name=Tristan, PvP Small Gang
 
 
|high=
 
Light Ion Blaster I<br>
 
Light Ion Blaster I<br>
 
Rocket Launcher I<br>
 
Rocket Launcher I
 
|mid=
 
1MN Afterburner I<br>
 
Stasis Webifier I<br>
 
Warp Scrambler I
 
|low=
 
Damage Control I<br>
 
Small Armor Repairer I<br>
 
Reactive Plating I
 
 
|charges=
 
Antimatter Charge S<br>
 
Foxfire Rocket
 
|drones=
 
Warrior I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|required1=
 
Gallente Frigate III<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I<br>
 
Weapon Upgrades III
 
|required2=
 
Hull Upgrades I<br>
 
Afterburner I<br>
 
Propulsion Jamming I
 
|required3=
 
Repair Systems I<br>
 
Rockets I<br>
 
Electronics IV
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
Fuel Conservation III<br>
 
Gallente Frigate IV<br>
 
Rapid Firing III
 
|recommended2=
 
Gunnery III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Missile Bombardment III<br>
 
Missile Launcher Operation III<br>
 
Missile Projection III<br>
 
Motion Prediction III<br>
 
Navigation III<br>
 
Propulsion Jamming III
 
|recommended3=
 
Rockets III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Targeting III<br>
 
Target Navigation Prediction III<br>
 
Warp Drive Operation III<br>
 
Rapid Launch III
 
 
|notes=
 
* Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers, or keep foxfire rockets loaded if you're unsure what you'll be facing.<br>
 
* This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor.
 
}}
 
 
=Destroyer=
 
 
[[Destroyer|Destroyers]] are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.
 
 
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
 
 
==Catalyst==
 
{{Infobox Ship Horizontal2
 
|shipimg=Catalyst.jpg
 
|caption=Catalyst
 
|shipname=Catalyst
 
|class=Destroyer
 
|highs=8
 
|turrets=8
 
|launchers=0
 
|mediums=2
 
|lows=3
 
|cargohold=400 m3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=Salvager, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Eris Eris]
 
|bonuses='''Destroyer Skill Bonus:'''<br>10% Bonus to Small Hybrid Turret tracking speed per level <br> 10% bonus to Small Hybrid Turret falloff per level <br>
 
'''Role Bonus:'''<br> 50% bonus to optimal range for small hybrid turrets <br> <font color=red>-25% rate of fire for all turrets</font>
 
|info=The Catalyst has 8 high slots, all of which can be fitted with guns. It is the typical level 1 mission runner ship for Gallente pilots once they have amassed enough ISK to purchase it and fit it out.
 
 
The Catalyst is also used as a salvaging boat or suicide gank ship against small craft.
 
}}
 
 
{{ShipGuideFittings
 
|name=Catalyst, PvE Basic Skills
 
 
|high=
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I<br>
 
125mm Railgun I
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I
 
|low=
 
Damage Control I<br>
 
Small Armor Repairer I<br>
 
Micro Auxiliary Power Core I
 
 
|charges=
 
Antimatter Charge S
 
|drones=
 
Hobgoblin I x1
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control I<br>
 
Afterburner II<br>
 
Controlled Bursts II<br>
 
Destroyers I<br>
 
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Energy Management II
 
|recommended2=
 
Energy Systems Operation II<br>
 
Evasive Maneuvering I<br>
 
Gallente Frigate III<br>
 
Gunnery III<br>
 
Hull Upgrades II<br>
 
Mechanic II<br>
 
Motion Prediction II
 
|recommended3=
 
Rapid Firing II<br>
 
Repair Systems II<br>
 
Scout Drone Operation I<br>
 
Sharpshooter II<br>
 
Small Hybrid Turret III<br>
 
Targeting II
 
 
|notes=
 
* Switch the Micro Auxiliary Power Core I to Adaptive Nano Plating I (omni tanking) or Reactive Plating I (to fill the explosive hole in armor tanking, especially when facing Angel Cartel rats) if you have sufficient powergrid.
 
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).
 
}}
 
 
{{ShipGuideFittings
 
|name=Catalyst, Salvaging Boat
 
 
|high=
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I
 
|mid=
 
1MN MicroWarpdrive I<br>
 
Cap Recharger I
 
|low=
 
Capacitor Power Relay I<br>
 
Capacitor Power Relay I<br>
 
Co-Processor I
 
 
|charges=
 
|drones=
 
|rigs=
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I
 
 
|recommended1=
 
Acceleration Control II<br>
 
Afterburner III<br>
 
Armor Rigging II<br>
 
Destroyers I<br>
 
Electronics IV<br>
 
Electronics Upgrades I
 
|recommended2=
 
Energy Grid Upgrades II<br>
 
Energy Management II<br>
 
Energy Systems Operation II<br>
 
Evasive Maneuvering II<br>
 
Gallente Frigate III<br>
 
High Speed Maneuvering III
 
|recommended3=
 
Jury Rigging III<br>
 
Mechanic III<br>
 
Navigation III<br>
 
Salvaging III
 
 
|notes=
 
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit a third Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.
 
* Rigs are optional, they are very expensive for most newbies.
 
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.
 
}}
 
 
=Cruiser=
 
 
==Celestis==
 
{{Infobox Ship Horizontal2
 
|shipimg=Celestis.jpg
 
|caption=Celestis
 
|shipname=Celestis
 
|class=Cruiser
 
|highs=4
 
|turrets=3
 
|launchers=2
 
|mediums=5
 
|lows=3
 
|cargohold=320 m3
 
|dronebay=40 m3
 
|bandwidth=40 Mbit/sec
 
|roles=Electronic Warfare
 
|variations=[http://wiki.eveonline.com/en/wiki/Arazu Arazu], [http://wiki.eveonline.com/en/wiki/Lachesis Lacheses]
 
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret Damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level
 
|info=The Celestis is the Gallente EW cruiser. Damps have a poor optimal, and even in falloff, it has difficulty applying damps at typical sniper range. Although it can do well with range damping against mid-range snipers up to 100 km or so. Resolution damping is made much more useful with ECM on the field as well.
 
}}
 
 
{{ShipGuideFittings
 
|name=Celestis, PvP Standard
 
 
|high=
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I
 
|low=
 
Damage Control I<br>
 
800mm Reinforced Steel Plates I<br>
 
Signal Amplifier I
 
 
|charges=
 
Scan Resolution Dampening
 
|drones=
 
Hornet EC-300 x2<br>
 
Vespa EC-600 x3
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Drones V<br>
 
Drone Navigation III<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Energy Emission Systems III
 
|recommended2=
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
Frequency Modulation III<br>
 
Gallente Cruiser IV<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Long Distance Jamming III
 
|recommended3=
 
Long Range Targeting III<br>
 
Mechanic III<br>
 
Navigation III<br>
 
Scout Drone Operation IV<br>
 
Sensor Linking III<br>
 
Signature Analysis III<br>
 
Targeting III<br>
 
Warp Drive Operation III
 
 
|notes=
 
*Cargohold should have 4 range scripts to switch if needed.
 
*The neuts on this version are purely defensive if some small ship decides to tackle the Celestis and orbits close.
 
}}
 
 
{{ShipGuideFittings
 
|name=Celestis, PvP Gonzo Neut
 
 
|high=
 
Medium Energy Neutralizer I<br>
 
Medium Energy Neutralizer I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Medium Capacitor Booster I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I<br>
 
Remote Sensor Dampener I
 
|low=
 
Damage Control I<br>
 
Signal Amplifier I<br>
 
Reactive Plating I
 
 
|charges=
 
Cap Booster 800<br>
 
Scan Resolution Dampening
 
|drones=
 
Hornet EC-300 x2<br>
 
Vespa EC-600 x3
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Drones V<br>
 
Drone Navigation III<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Energy Emission Systems III
 
|recommended2=
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
Frequency Modulation III<br>
 
Gallente Cruiser IV<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Long Distance Jamming III
 
|recommended3=
 
Long Range Targeting III<br>
 
Mechanic III<br>
 
Navigation III<br>
 
Scout Drone Operation IV<br>
 
Sensor Linking III<br>
 
Signature Analysis III<br>
 
Targeting III<br>
 
Warp Drive Operation III
 
 
|notes=
 
*This Celestis does three types of EW: damping, ECM, and cap warfare.
 
*Cargohold should have 3 range scripts to switch if needed, and as many 800 cap charges as can fit.
 
}}
 
 
==Exequror==
 
{{Infobox Ship Horizontal2
 
|shipimg=Exequror.jpg
 
|caption=Exequror
 
|shipname=Exequror
 
|class=Cruiser
 
|highs=4
 
|turrets=4
 
|launchers=0
 
|mediums=4
 
|lows=3
 
|cargohold=600 m3
 
|dronebay=40 m3
 
|bandwidth=40 Mbit/sec
 
|roles=Logistics, Hauler
 
|variations=[http://wiki.eveonline.com/en/wiki/Oneiros Oneiros], [http://wiki.eveonline.com/en/wiki/Exequror_Navy_Issue Exequror Navy Issue]
 
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>10% bonus to Cargo Capacity per skill level <br> 10% bonus to capacitor need of remote armor repair system per skill level <br>
 
'''Role Bonus:'''<br> 500% bonus to range of remote armor repair systems
 
|info=The Exequror is the Gallente logistics cruiser. It is not often used in PvP. It has a cargo bay bonus which can make it useful for players on trial accounts who cannot train industrial ships. An Exequror fitted with Expanded Cargohold in low slots can haul over 1000 m3 in its cargo bay.
 
}}
 
 
{{ShipGuideFittings
 
|name=Exequror, PvP RR
 
 
|high=
 
Small Remote Armor Repair System I<br>
 
Small Remote Armor Repair System I<br>
 
Small Remote Armor Repair System I<br>
 
Small Remote Armor Repair System I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
Medium Capacitor Booster I
 
|low=
 
Damage Control I<br>
 
800mm Reinforced Steel Plates I<br>
 
Adaptive Nano Plating I
 
 
|charges=
 
Optimal Range Disruption<br>
 
Cap Booster 800
 
|drones=
 
Vespa EC-600 x3<br>
 
Hornet EC-300 x2
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
*Small RR range on an Exeq is 24 km.
 
*Meant for Uni members looking to practice logistics before getting into proper T2 logistic ships.
 
}}
 
 
==Thorax==
 
{{Infobox Ship Horizontal2
 
|shipimg=Thorax.jpg
 
|caption=Thorax
 
|shipname=Thorax
 
|class=Cruiser
 
|highs=5
 
|turrets=5
 
|launchers=0
 
|mediums=3
 
|lows=5
 
|cargohold=265 m3
 
|dronebay=50 m3
 
|bandwidth=50 Mbit/sec
 
|roles=Damage Dealer, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Deimos Deimos], [http://wiki.eveonline.com/en/wiki/Phobos Phobos], [http://wiki.eveonline.com/en/wiki/Vigilant Vigilant]
 
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 5% increase to MicroWarpdrive capacitor bonus per level.
 
|info=The Thorax is the first ship newbie pilots should look at to fill a damage dealing role in PvP fleets. Its bonus to MWD cap and high DPS potential make it an excellent heavy tackler.
 
}}
 
 
{{ShipGuideFittings
 
|name=Thorax, PvP Basic Skills
 
 
|high=
 
Heavy Ion Blaster I<br>
 
Heavy Ion Blaster I<br>
 
Heavy Ion Blaster I<br>
 
Heavy Ion Blaster I<br>
 
Heavy Ion Blaster I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Stasis Webifier I<br>
 
Warp Scrambler I
 
|low=
 
Damage Control I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
400mm Reinforced Steel Plates I
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=
 
Hammerhead I x5
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drones V<br>
 
Electronics IV<br>
 
Energy Management III<br>
 
Energy Systems Operation III
 
|recommended2=
 
Evasive Maneuvering III<br>
 
Gallente Cruiser IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Medium Hybrid Turret IV<br>
 
Motion Prediction III<br>
 
Navigation III<br>
 
Propulsion Jamming III
 
|recommended3=
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Surgical Strike III<br>
 
Targeting III<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades IV
 
 
|notes=
 
* If you're missing CPU due to not having Electronics IV and Weapon Upgrades IV, you can upgrade some modules to a higher meta level to reduce cpu required. You could also use a tracking enhancer instead of the third magnetic field stab.
 
* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.
 
* This training plan should take 1 month or so to complete, although this will vary a lot with implants and neural remap.
 
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.
 
}}
 
 
{{ShipGuideFittings
 
|name=Thorax, PvP T2 Shield
 
 
|high=
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Large Shield Extender II<br>
 
J5b Phased Prototype Warp Scrambler I
 
|low=
 
Damage Control II<br>
 
Nanofiber Internal Structure II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=
 
Hammerhead II x5
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I<br>
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Anti-Kinetic Screen Reinforcer I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* An advanced fit with 19k EHP and 628 dps for maxed skills.<br>
 
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.
 
}}
 
 
{{ShipGuideFittings
 
|name=Thorax, Wormhole Thorax
 
 
|high=
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I
 
|mid=
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
Armor Explosive Hardener II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
 
|charges=
 
Antimatter Charge M<br>
 
|drones=
 
Hobgoblin I x5<br>
 
Hobgoblin II x5
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* A basic fit for class 1 and 2 wormholes in gangs.
 
}}
 
 
==Vexor==
 
{{Infobox Ship Horizontal2
 
|shipimg=Vexor.jpg
 
|caption=Vexor
 
|shipname=Vexor
 
|class=Cruiser
 
|highs=5
 
|turrets=4
 
|launchers=0
 
|mediums=3
 
|lows=4
 
|cargohold=480 m3
 
|dronebay=100 m3
 
|bandwidth=75 Mbit/sec
 
|roles=Mission, Damage Dealer
 
|variations=[http://wiki.eveonline.com/en/wiki/Ishtar Ishtar], [http://wiki.eveonline.com/en/wiki/Vexor_Navy_Issue Vexor Navy Issue]
 
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per skill level <br> 10% bonus to drone hitpoints, damage and mining yield per skill level
 
|info=The Vexor, like the Myrmidon and Dominix, is a drone boat. The drone boats are excellent PvE ships, and they are also good PvP ships. Drone boats are sometimes fitted with tractors and salvagers to salvage wrecks during missions. This lowers dps, and thus increases mission completion time,  although it also saves time by removing the need to return to the mission site in another ship to salvage. Whether this saves time overall or merely makes salvaging more convenient is debatable.
 
 
The Vexor is also an excellent PvP ship. For low skill pilots, it is usually easier to get DPS out of the Thorax, even with more skills in drones than gunnery.
 
}}
 
 
{{ShipGuideFittings
 
|name=Vexor, PvE Basic Skills
 
 
|high=
 
Dual 180mm AutoCannon I<br>
 
Dual 180mm AutoCannon I<br>
 
Dual 180mm AutoCannon I<br>
 
Dual 180mm AutoCannon I<br>
 
[empty high slot]
 
|mid=
 
10MN Afterburner I<br>
 
Cap Recharger I<br>
 
Large Capacitor Battery I
 
|low=
 
Damage Control I<br>
 
Armor Thermic Hardener I<br>
 
Armor Kinetic Hardener I<br>
 
Medium Armor Repairer I
 
 
|charges=
 
Phased Plasma M
 
|drones=
 
Hammerhead I x5<br>
 
Hobgoblin I x5
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control II<br>
 
Afterburner II<br>
 
Combat Drone Operation II<br>
 
Controlled Bursts III<br>
 
Drones V<br>
 
Drone Durability II<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting II
 
|recommended2=
 
Energy Grid Upgrades III<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Fuel Conservation II<br>
 
Gallente Cruiser III<br>
 
Gunnery III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Medium Projectile Turret III
 
|recommended3=
 
Motion Prediction III<br>
 
Rapid Firing III<br>
 
Repair Systems IV<br>
 
Scout Drone Operation IV<br>
 
Sharpshooter III<br>
 
Small Projectile Turret III<br>
 
Targeting III<br>
 
Weapon Upgrades III
 
 
|notes=
 
* The example fitting has drones and hardeners fitted for Serpentis rats.
 
* The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.
 
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.
 
* This recommended skill plan should take approximately two weeks to complete, depending on remaps and implants used. The Vexor can be piloted earlier to get into level 2 missions, after about one week, depending on how the character was skilled and the player's ability to pilot the ship effectively using proper kiting techniques in difficult missions.
 
* This fit uses a large battery instead of a second cap recharger; with cruiser fits that are not cap stable, the large battery adds a significant amount to capacitor duration for low skill point pilots. Medium autocannons are fitted in high slots both to save cap, and because their fitting requirements are much lower than medium hybrids weapons.
 
}}
 
 
{{ShipGuideFittings
 
|name=Vexor, PvE T2
 
 
|high=
 
Dual 150mm Railgun II<br>
 
Dual 150mm Railgun II<br>
 
Dual 150mm Railgun II<br>
 
Dual 150mm Railgun II<br>
 
Drone Link Augmentor I
 
|mid=
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
Armor Thermic Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Medium Armor Repairer II
 
 
|charges=
 
Antimatter Charge M
 
|drones=
 
Hammerhead II x5<br>
 
Hobgoblin II x5
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
}}
 
 
{{ShipGuideFittings
 
|name=Vexor, PvP Basic Skills
 
 
|high=
 
Heavy Electron Blaster I<br>
 
Heavy Electron Blaster I<br>
 
Heavy Electron Blaster I<br>
 
Heavy Electron Blaster I<br>
 
Small Energy Neutralizer I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Stasis Webifier I<br>
 
Warp Scrambler I
 
|low=
 
Damage Control I<br>
 
Energized Adaptive Nano Membrane I<br>
 
Energized Adaptive Nano Membrane I<br>
 
800mm Reinforced Steel Plates I
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=
 
Hammerhead I x5<br>
 
Warrior I x5<br>
 
Hornet EC-300 x5
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Controlled Bursts III<br>
 
Combat Drone Operation III<br>
 
Drone Navigation III<br>
 
Drones V<br>
 
Drone Interfacing III<br>
 
Drone Sharpshooting III<br>
 
Electronics IV<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing II<br>
 
Energy Emission Systems III
 
|recommended2=
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
Gallente Cruiser IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Medium Hybrid Turret IV<br>
 
Motion Prediction III<br>
 
Navigation III
 
|recommended3=
 
Propulsion Jamming III<br>
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Surgical Strike III<br>
 
Targeting III<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades I
 
 
|notes=
 
* The Hornet EC-300 can be handy to disengage from fights, but are completely optional. If you don't wish to train up Electronic Warfare and Electronic Warfare Drone Interfacing to use them, you can replace them by hobgoblins instead to have some spare light drones.<br><br>
 
}}
 
 
{{ShipGuideFittings
 
|name=Vexor, PvP T2 Shield
 
 
|high=
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
5W Infectious Power System Malfunction
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Large Shield Extender II<br>
 
J5b Phased Prototype Warp Scrambler I
 
|low=
 
Damage Control II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Power Diagnostic System II
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
Hornet EC-300 x5
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I<br>
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Anti-Kinetic Screen Reinforcer I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* Pilots with lower fitting skills (Electronics 4, Engineering 4, and Weapon Upgrades 4) will need to downgrade the ions to electrons and unfit the neut.<br>
 
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.
 
}}
 
 
=Industrial=
 
 
==Iteron Series==
 
{{Infobox Ship Horizontal2
 
|shipimg=IteronIII.jpg
 
|caption=Iteron Series
 
|shipname=Iteron Series
 
|class=Industrial Hauler
 
|highs= 1-2
 
|turrets= 1
 
|launchers= 0
 
|mediums= 2-5
 
|lows= 2-5
 
|cargohold=3000-6000 m3
 
|dronebay=0 m3
 
|bandwidth=0 Mbit/sec
 
|roles=Hauler
 
|variations=[http://wiki.eveonline.com/en/wiki/Viator Viator]
 
|bonuses= '''Gallente Industrial Skill Bonus:'''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
 
|info=The Iteron line of ships, from I to V, are excellent haulers. The Iteron V when rigged is the industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice. Industrials can be used to store mission loot and salvage, to haul at a later time and sell at a trade hub for more ISK than can be made in most backwater mission stations.
 
}}
 
 
{{ShipGuideFittings
 
|name=Iteron Mark III, Hauler
 
 
|high=
 
[empty high slot]<br>
 
[empty high slot]
 
|mid=
 
Medium Shield Extender I<br>
 
Medium Shield Extender I<br>
 
Medium Shield Extender I
 
|low=
 
Expanded Cargohold II<br>
 
Expanded Cargohold II<br>
 
Expanded Cargohold II
 
 
|charges=
 
|drones=
 
|rigs=
 
Medium Cargohold Optimization I<br>
 
Medium Cargohold Optimization I<br>
 
Medium Cargohold Optimization I
 
 
|recommended1=
 
Astronautics Rigging I<br>
 
Gallente Industrial III
 
|recommended2=
 
Hull Upgrades II<br>
 
Jury Rigging III
 
|recommended3=
 
Mechanic III<br>
 
Shield Upgrades I
 
 
|notes=
 
* An Iteron III fitted like this is a moderate skill investement, and can carry up to 17,672 m3.
 
* A repackaged frigate is 2,500 m3, a repackaged destroyer is 5,000 m3, a repackaged cruiser is 10,000 m3, and a repackaged battlecruiser is 15,000 m3.
 
* For war time hauling, a hauling alt is recommended. For this purpose, an Amarr pilot trained for a Bestower is best for the least skill investment. See the [[Creating an Alt Hauler]] article for more information.
 
* Industrial ships are easily suicide ganked in highsec. Suicide ganks are more likely close to trade hubs, or on paths between trade hubs, especially in 0.5 or 0.6 systems. If you are carrying less than 20 million ISK in goods, a suicide gank is extremely unlikely. Many suicide gankers will not bother with cargo worth less than 50 million ISK, but some will. Some suicide gankers will do it simply to cause grief rather than for profit. The shield tank fitted is mostly to avoid random suicide ganks from ships with low firepower or untargeted smartbomb suicide ganks. See 'The Dark Side of Eve' in the [[Eve University Class Library]] for more information about suicide ganking and how to avoid it.
 
}}
 
 
=Battlecruiser=
 
 
==Brutix==
 
{{Infobox Ship Horizontal2
 
|shipimg=Brutix.jpg
 
|caption=Brutix
 
|shipname=Brutix
 
|class=Battlecruiser
 
|highs=7
 
|turrets=7
 
|launchers=0
 
|mediums=4
 
|lows=5
 
|cargohold=400 m3
 
|dronebay=50 m3
 
|bandwidth=50 Mbit/sec
 
|roles=Damage Dealer, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Astarte Astarte], [http://wiki.eveonline.com/en/wiki/Eos Eos]
 
|bonuses='''Battlecruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 7.5% bonus to Armor Repairer effectiveness per level <br>
 
'''Role Bonus:'''<br> 99% reduction in the CPU need of Warfare Link modules
 
|info=The Brutix is reknowned for its high DPS potential in PvP. It is also a popular suicide gank ship.
 
  
 
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.
 
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.
  
}}
 
 
{{ShipGuideFittings
 
|name=Brutix, PvP T2 Shield
 
 
|high=
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II<br>
 
Heavy Ion Blaster II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Invulnerability Field II<br>
 
Large Shield Extender II<br>
 
Warp Scrambler II
 
|low=
 
Damage Control II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Tracking Enhancer II
 
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=
 
Hammerhead II x5
 
|rigs=
 
Medium Core Defence Field Extender I<br>
 
Medium Core Defence Field Extender I<br>
 
Medium Anti-EM Screen Reinforcer I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Battlecruisers IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts III<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drones V<br>
 
Electronics IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering III<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization III
 
|recommended2=
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades IV<br>
 
Jury Rigging III<br>
 
Long Range Targeting III<br>
 
Mechanic V<br>
 
Medium Blaster Specialization IV<br>
 
Medium Hybrid Turret V<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming III<br>
 
Rapid Firing IV<br>
 
Science IV<br>
 
Scout Drone Operation V
 
|recommended3=
 
Sharpshooter IV<br>
 
Shield Management IV<br>
 
Shield Rigging III<br>
 
Shield Upgrades IV<br>
 
Signature Analysis III<br>
 
Small Blaster Specialization IV<br>
 
Small Hybrid Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Tactical Shield Manipulation IV<br>
 
Targeting IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades IV
 
 
|notes=
 
* This version deals around 691 DPS and has 50k EHP with recommended skills.<br>
 
}}
 
 
{{ShipGuideFittings
 
|name=Brutix, PvP T2 Armor
 
 
|high=
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II<br>
 
Heavy Electron Blaster II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
Stasis Webifier II<br>
 
Warp Scrambler II
 
|low=
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Magnetic Field Stabilizer II
 
 
|charges=
 
Caldari Navy Antimatter Charge M
 
|drones=Hammerhead II x5
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Afterburner III<br>
 
Armor Rigging III<br>
 
Battlecruisers IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts III<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
EM Armor Compensation III<br>
 
Electronic Warfare I<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering IV
 
|recommended2=
 
Explosive Armor Compensation III<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization II<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation III<br>
 
Mechanic V<br>
 
Medium Blaster Specialization IV<br>
 
Medium Hybrid Turret V<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming IV
 
|recommended3=
 
Rapid Firing IV<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Shield Management III<br>
 
Signature Analysis IV<br>
 
Small Blaster Specialization IV<br>
 
Small Hybrid Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Targeting IV<br>
 
Thermic Armor Compensation III<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades IV
 
 
|notes=
 
* This fitting has 67k EHP and 520 DPS with recommended skills.<br>
 
* Pilots with tracking disruption and EW support skills trained may wish to fit a tracking disruptor instead of the ECCM.
 
}}
 
 
{{ShipGuideFittings
 
|name=Brutix, Wormhole
 
 
|high=
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I<br>
 
Dual 150mm Compressed Coil Gun I
 
|mid=
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II
 
 
 
|charges=
 
Antimatter Charge M
 
|drones=
 
Hobgoblin I x5
 
Hobgoblin II x5
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.
 
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.
 
}}
 
 
==Myrmidon==
 
{{Infobox Ship Horizontal2
 
|shipimg=Myrmidon.jpg
 
|caption=Myrmidon
 
|shipname=Myrmidon
 
|class=Battlecruiser
 
|highs=6
 
|turrets=6
 
|launchers=0
 
|mediums=5
 
|lows=6
 
|cargohold=400 m3
 
|dronebay=150 m3
 
|bandwidth=75 Mbit/sec
 
|roles=Mission, Damage Dealer
 
|variations=None
 
|bonuses='''Battlecruiser Skill Bonus:'''<br>10% increase to drone hitpoints and damage dealt by drones per level <br> 7.5% increase to armor repair amount per level <br> 99% reduction in the CPU need of Warfare Link modules
 
|info=The Myrmidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.
 
 
The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. The Myrmidons shown here have autocannons, since it will perform much better with those, although if you have T2 autocannons trained, you should have cross-trained to a hurricane which will perform much better with a buffer tank. The myrm is sometimes used in PvP with dual or triple reps, although such setups are much more useful for solo or small gangs than for most Uni fleets.
 
 
The most DPS from drones is with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and ec-300 drones in their drone bay instead.
 
}}
 
 
{{ShipGuideFittings
 
|name=Myrmidon, PvE
 
 
|high=
 
650mm Medium Prototype I Siege Cannon<br>
 
650mm Medium Prototype I Siege Cannon<br>
 
650mm Medium Prototype I Siege Cannon<br>
 
650mm Medium Prototype I Siege Cannon<br>
 
650mm Medium Prototype I Siege Cannon<br>
 
Drone Link Augmentor I
 
|mid=
 
10MN Afterburner II<br>
 
Parallel Weapon Navigation Transmitter<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Energized Adaptive Nano Membrane II
 
 
|charges=Fusion M
 
|drones=
 
Warrior II x5<br>
 
Valkyrie II x5
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner IV<br>
 
Battlecruisers IV<br>
 
Combat Drone Operation IV<br>
 
Drone Durability II<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting III<br>
 
Drones V<br>
 
EM Armor Compensation III<br>
 
Energy Grid Upgrades III<br>
 
Energy Management IV
 
|recommended2=
 
Energy Systems Operation IV<br>
 
Engineering IV<br>
 
Explosive Armor Compensation III<br>
 
Fuel Conservation III<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization II<br>
 
Gunnery III<br>
 
Hull Upgrades V<br>
 
Jury Rigging I<br>
 
Kinetic Armor Compensation III<br>
 
Long Range Targeting III<br>
 
Mechanic IV
 
|recommended3=
 
Medium Projectile Turret III<br>
 
Minmatar Drone Specialization II<br>
 
Motion Prediction III<br>
 
Rapid Firing III<br>
 
Repair Systems IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter III<br>
 
Spaceship Command IV<br>
 
Targeting III<br>
 
Target Painting III<br>
 
Thermic Armor Compensation III
 
 
|notes=
 
* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br>
 
* With recommended skills, the capacitor should last 18 minutes with the target painter active, cap stable if it is inactive.
 
}}
 
 
{{ShipGuideFittings
 
|name=Myrmidon, PvP T2 Shield
 
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Large Shield Extender II<br>
 
Invulnerability Field II<br>
 
Large Shield Extender II<br>
 
Warp Disruptor II
 
|low=
 
Damage Control II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
 
Gyrostabilizer II<br>
 
Gyrostabilizer II<br>
 
Gyrostabilizer II
 
 
|charges=Republic Fleet Phased Plasma M<br>
 
|drones=
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
Ogre II x2<br>
 
Hammerhead II x2<br>
 
Hobgoblin II x1
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I<br>
 
Medium Core Defence Field Extender I<br>
 
Medium Core Defence Field Extender I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Battlecruisers IV<br>
 
Combat Drone Operation IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics V<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering III<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization IV
 
|recommended2=
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades IV<br>
 
Jury Rigging III<br>
 
Mechanic IV<br>
 
Medium Autocannon Specialization IV<br>
 
Medium Projectile Turret V<br>
 
Minmatar Drone Specialization III<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming IV<br>
 
Rapid Firing IV<br>
 
Science IV<br>
 
Scout Drone Operation V
 
|recommended3=
 
Sharpshooter IV<br>
 
Shield Rigging III<br>
 
Shield Management IV<br>
 
Shield Operation III<br>
 
Shield Upgrades IV<br>
 
Signature Analysis III<br>
 
Small Autocannon Specialization IV<br>
 
Small Projectile Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike IV<br>
 
Tactical Shield Manipulation IV<br>
 
Targeting IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation IV<br>
 
Weapon Upgrades IV
 
 
|notes=
 
* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.
 
* This fit has 58k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 593. DPS with 5x Hammerheads is 525.
 
}}
 
 
{{ShipGuideFittings
 
|name=Myrmidon, PvP T2 Armor
 
 
|high=
 
220mm Vulcan AutoCannon II<br>
 
220mm Vulcan AutoCannon II<br>
 
220mm Vulcan AutoCannon II<br>
 
220mm Vulcan AutoCannon II<br>
 
220mm Vulcan AutoCannon II<br>
 
220mm Vulcan AutoCannon II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
X5 Prototype I Engine Enervator<br>
 
Warp Scrambler II<br>
 
Warp Disruptor II
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Gyrostabilizer II<br>
 
Gyrostabilizer II<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
|charges=
 
Republic Fleet Phased Plasma M
 
|drones=
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
Ogre II x2<br>
 
Hammerhead II x2<br>
 
Hobgoblin II x1
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Armor Rigging III<br>
 
Battlecruisers IV<br>
 
Combat Drone Operation IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics IV<br>
 
EM Armor Compensation III<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering III
 
|recommended2=
 
Explosive Armor Compensation III<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation III<br>
 
Mechanic V<br>
 
Medium Autocannon Specialization IV<br>
 
Medium Projectile Turret V<br>
 
Minmatar Drone Specialization III<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV
 
|recommended3=
 
Propulsion Jamming IV<br>
 
Rapid Firing IV<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Signature Analysis III<br>
 
Small Autocannon Specialization IV<br>
 
Small Projectile Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Targeting IV<br>
 
Thermic Armor Compensation III<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation IV<br>
 
Weapon Upgrades IV
 
 
|notes=
 
* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.
 
* This fit has 68k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 541. DPS with 5x Hammerheads is 474.
 
* Pilots with tracking disruption and EW support skills trained may wish to fit a tracking disruptor instead of the ECCM. A medium capacitor booster to be able to run MWD longer and counter neuts is another option.
 
}}
 
 
{{ShipGuideFittings
 
|name=Myrmidon, Wormhole
 
 
|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>
 
650mm Medium 'Scout' Artillery I<br>
 
Drone Link Augmentor I
 
|mid=
 
10MN Afterburner II<br>
 
Parallel Weapon Navigation Transmitter<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
Armor Explosive Hardener II<br>
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II
 
 
|charges=
 
Phased Plasma M
 
|drones=
 
Hobgoblin I x5<br>
 
Hobgoblin II x5<br>
 
Hammerhead I x5<br>
 
Hammerhead II x5
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.
 
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.
 
}}
 
 
{{ShipGuideFittings
 
|name=Myrmidon, PvP Triple Rep
 
 
|high=
 
Dual 180mm AutoCannon II<br>
 
Dual 180mm AutoCannon II<br>
 
Dual 180mm AutoCannon II<br>
 
Dual 180mm AutoCannon II<br>
 
Dual 180mm AutoCannon II<br>
 
Dual 180mm AutoCannon II
 
|mid=
 
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 
Medium Electrochemical Capacitor Booster I<br>
 
Medium Electrochemical Capacitor Booster I<br>
 
Stasis Webifier II<br>
 
Warp Scrambler II
 
|low=
 
Medium Armor Repairer II<br>
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Medium Armor Repairer II
 
 
|charges=
 
Republic Fleet EMP M<br>
 
Cap Booster 800
 
|drones=
 
Warrior II x5<br>
 
Hobgoblin II x1<br>
 
Hammerhead II x2<br>
 
Ogre II x2<br>
 
Hammerhead II x5
 
|rigs=
 
Medium Nanobot Accelerator I<br>
 
Medium Auxiliary Nano Pump I<br>
 
Medium Auxiliary Nano Pump I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Advanced Weapon Upgrades IV<br>
 
Afterburner III<br>
 
Armor Rigging III<br>
 
Battlecruisers V<br>
 
Combat Drone Operation IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics IV<br>
 
EM Armor Compensation IV<br>
 
Energy Management V<br>
 
Energy Systems Operation V<br>
 
Engineering V
 
|recommended2=
 
Evasive Maneuvering III<br>
 
Explosive Armor Compensation IV<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation IV<br>
 
Mechanic V<br>
 
Medium Autocannon Specialization IV<br>
 
Medium Projectile Turret V<br>
 
Minmatar Drone Specialization III<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III
 
|recommended3=
 
Navigation IV<br>
 
Propulsion Jamming IV<br>
 
Rapid Firing IV<br>
 
Repair Systems V<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Signature Analysis III<br>
 
Small Autocannon Specialization IV<br>
 
Small Projectile Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Targeting IV<br>
 
Thermic Armor Compensation IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation IV<br>
 
Weapon Upgrades V
 
 
|notes=
 
* This fit needs the skills Battlecruisers V and Repair Systems V to make full use of the active tanking in PvP.
 
}}
 
 
=Battleship=
 
 
==Dominix==
 
{{Infobox Ship Horizontal2
 
|shipimg=Dominix.jpg
 
|caption=Dominix
 
|shipname=Dominix
 
|class=Battleship
 
|highs=6
 
|turrets=6
 
|launchers=0
 
|mediums=5
 
|lows=7
 
|cargohold=600 m3
 
|dronebay=375 m3
 
|bandwidth=125 Mbit/sec
 
|roles=Mission, Support Ship
 
|variations=[http://wiki.eveonline.com/en/wiki/Sin Sin], [http://wiki.eveonline.com/en/wiki/Dominix_Navy_Issue Dominix Navy Issue]
 
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 10% bonus to drone hitpoints and damage per skill level
 
|info=The PVE Dominix fits are cap stable with Energy Management IV, Energy Systems Operation IV, Controlled Bursts III, and Fuel Conservation III (for the afterburner version). Meta 4 guns are used since every little bit of DPS helps when doing L4 missions. Normally you should not lose a Dominix to missions, since you should have good drone skills to kill warp jamming frigates fast. The single LAR tank version should be used in easier missions and the dual LAR in harder missions. Although as your skills increase and you become more familiar with L4 missions, you may want to set up some mission-specific fitting variants. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you should consider 1 or 2 Omnidirectional Tracking Links in mid slots.
 
}}
 
 
{{ShipGuideFittings
 
|name=Dominix, PvE Dual LAR
 
 
|high=
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Drone Link Augmentor I
 
|mid=
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Large Armor Repairer II<br>
 
Large Armor Repairer II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II
 
 
|charges=
 
Antimatter Charge L
 
|drones=
 
Warrior II x5<br>
 
Valkyrie II x5<br>
 
Berserker I x5<br>
 
Bouncer I x5
 
|rigs=
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts III<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronics IV<br>
 
EM Armor Compensation III<br>
 
Energy Grid Upgrades III<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering III
 
|recommended2=
 
Explosive Armor Compensation III<br>
 
Fuel Conservation III<br>
 
Gallente Battleship IV<br>
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization II<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging I<br>
 
Kinetic Armor Compensation III<br>
 
Large Hybrid Turret IV<br>
 
Long Range Targeting III<br>
 
Mechanic V<br>
 
Medium Hybrid Turret III<br>
 
Minmatar Drone Specialization II
 
|recommended3=
 
Motion Prediction IV<br>
 
Navigation IV<br>
 
Rapid Firing IV<br>
 
Repair Systems IV<br>
 
Scout Drone Operation V<br>
 
Sentry Drone Interfacing IV<br>
 
Sharpshooter IV<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Targeting IV<br>
 
Thermic Armor Compensation III<br>
 
Trajectory Analysis III
 
 
|notes=
 
* The example fitting has drones and hardeners fitted for Angel Cartel rats.
 
* The Damage Control can be changed to a third hardener (explosive or thermal, as some angel missions have more thermal damage than others), or to an EANM (if you have high armor compensation skills), or a tracking enhancer to help your guns track close-orbiting ships and to reach those who stay further away more easily (as the lack of AB makes range control difficult).
 
}}
 
 
{{ShipGuideFittings
 
|name=Dominix, PvE Single LAR
 
 
|high=
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Dual 250mm Prototype I Gauss Gun<br>
 
Drone Link Augmentor I
 
|mid=
 
100MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Large Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II
 
 
|charges=
 
Antimatter Charge L
 
|drones=
 
Warrior II x5<br>
 
Valkyrie II x5<br>
 
Berserker I x5<br>
 
Bouncer I x5
 
|rigs=
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
|recommended1=
 
Acceleration Control III<br>
 
Afterburner IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts III<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronics IV<br>
 
EM Armor Compensation III<br>
 
Energy Grid Upgrades III<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering III
 
|recommended2=
 
Explosive Armor Compensation III<br>
 
Fuel Conservation III<br>
 
Gallente Battleship IV<br>
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization II<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging I<br>
 
Kinetic Armor Compensation III<br>
 
Large Hybrid Turret IV<br>
 
Long Range Targeting III<br>
 
Mechanic V<br>
 
Medium Hybrid Turret III<br>
 
Minmatar Drone Specialization II
 
|recommended3=
 
Motion Prediction IV<br>
 
Navigation IV<br>
 
Rapid Firing IV<br>
 
Repair Systems IV<br>
 
Scout Drone Operation V<br>
 
Sentry Drone Interfacing IV<br>
 
Sharpshooter IV<br>
 
Signature Analysis III<br>
 
Small Hybrid Turret III<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Targeting IV<br>
 
Thermic Armor Compensation III<br>
 
Trajectory Analysis III
 
 
|notes=
 
* The example fitting has drones and hardeners fitted for Angel Cartel rats.
 
* The afterburner is used to get close to antimatter optimal range, since some rat battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.
 
}}
 
 
{{ShipGuideFittings
 
|name=Dominix, PvP Neut RR
 
 
|high=
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Drone Link Augmentor I<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Heavy Electrochemical Capacitor Booster I<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
Stasis Webifier II<br>
 
Warp Disruptor II
 
|low=
 
Damage Control II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
 
|charges=
 
Cap Booster 800
 
|drones=
 
Warrior II x5<br>
 
Hammerhead II x5<br>
 
Ogre II x5<br>
 
Bouncer II x5<br>
 
Vespa EC-600 x5
 
|rigs=
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Afterburner III<br>
 
Armor Rigging IV<br>
 
Combat Drone Operation IV<br>
 
Drone Durability III<br>
 
Drone Interfacing V<br>
 
Drone Navigation V<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics IV<br>
 
EM Armor Compensation IV<br>
 
Energy Emission Systems IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV
 
|recommended2=
 
Engineering V<br>
 
Evasive Maneuvering IV<br>
 
Explosive Armor Compensation IV<br>
 
Gallente Battleship IV<br>
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation IV<br>
 
Long Range Targeting IV<br>
 
Mechanic V<br>
 
Minmatar Drone Specialization IV<br>
 
Nanite Interfacing III
 
|recommended3=
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming IV<br>
 
Remote Armor Repair Systems IV<br>
 
Repair Systems II<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sentry Drone Interfacing V<br>
 
Shield Management IV<br>
 
Signature Analysis IV<br>
 
Spaceship Command IV<br>
 
Targeting IV<br>
 
Thermic Armor Compensation IV<br>
 
Thermodynamics IV<br>
 
Warp Drive Operation III
 
 
|notes=
 
* A 1% powergrid implant 'Squire' PG2 (slot 6) can be used to upgrade the remote reps to T2 and thus reduce the module cost significantly.<br>
 
* For additional neuting power at close range, one of the remote reps and the drone link augmentor can be changed for two Medium Energy Neutralizer II.
 
}}
 
 
{{ShipGuideFittings
 
|name=Dominix, Wormhole RR
 
 
|high=
 
Large Remote Armor Repair System II<br>
 
Large Remote Armor Repair System II<br>
 
Large Energy Transfer Array II<br>
 
Large Energy Transfer Array II<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
|mid=
 
Omnidirectional Tracking Link I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
|charges=
 
|drones=
 
Garde II x5<br>
 
Bouncer II x5<br>
 
Hobgoblin II x5<br>
 
Hammerhead II x5<br>
 
Vespa EC-600 x5
 
|rigs=
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Sentry Damage Augmentor I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
* This build is not cap stable without very high skills. Only a single repper should be used unless the sleepers are applying more damage than the fleet can rep.
 
* Large Remote Repair Augmentor I would be more cap efficient than CCC rigs, however their market price make them less desirable for pilots without a lot of spare ISK due to the risk of wormhole ganks. Pilots that fit RR rigs might want to add a 2nd omnidirectional tracking link and/or a target painter depending on their skills.
 
}}
 
 
==Hyperion==
 
{{Infobox Ship Horizontal2
 
|shipimg=Hyperion.jpg
 
|caption=Hyperion
 
|shipname=Hyperion
 
|class=Battleship
 
|highs=8
 
|turrets=8
 
|launchers=1
 
|mediums=5
 
|lows=6
 
|cargohold=675 m3
 
|dronebay=100 m3
 
|bandwidth=100 Mbit/sec
 
|roles=Damage Dealer
 
|variations=None
 
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% large hybrid weapon damage per level <br> 7.5% bonus to armor repair amount of armor repair systems per level
 
|info=The Hyperion is unloved by many. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during peace time lowsec patrols for pilots with too much ISK on their hands.
 
}}
 
 
{{ShipGuideFittings
 
|name=Hyperion, PvP Electro
 
 
|high=
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Electron Blaster Cannon II<br>
 
Heavy Unstable Power Fluctuator I
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Stasis Webifier II<br>
 
Warp Scrambler II<br>
 
Heavy Electrochemical Capacitor Booster I<br>
 
Heavy Electrochemical Capacitor Booster I
 
|low=
 
Large Armor Repairer II<br>
 
Large Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Damage Control II
 
 
|charges=
 
Caldari Navy Antimatter Charge L<br>
 
Cap Booster 800
 
|drones=
 
Warrior II x5<br>
 
Hammerhead II x5<br>
 
Hornet EC-300 x5
 
|rigs=
 
Large Auxiliary Nano Pump I<br>
 
Large Auxiliary Nano Pump I<br>
 
Large Nanobot Accelerator I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Advanced Weapon Upgrades V<br>
 
Afterburner III<br>
 
Armor Rigging IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics V<br>
 
EM Armor Compensation IV<br>
 
Energy Emission Systems IV<br>
 
Energy Management V<br>
 
Energy Systems Operation V<br>
 
Engineering V<br>
 
Evasive Maneuvering IV<br>
 
Explosive Armor Compensation IV
 
|recommended2=
 
Gallente Battleship V<br>
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation IV<br>
 
Large Blaster Specialization IV<br>
 
Large Hybrid Turret V<br>
 
Long Range Targeting IV<br>
 
Mechanic V<br>
 
Medium Blaster Specialization IV<br>
 
Medium Hybrid Turret V<br>
 
Minmatar Drone Specialization IV<br>
 
Motion Prediction V<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV
 
|recommended3=
 
Propulsion Jamming IV<br>
 
Rapid Firing IV<br>
 
Repair Systems V<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Shield Management IV<br>
 
Signature Analysis IV<br>
 
Small Blaster Specialization IV<br>
 
Small Hybrid Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike IV<br>
 
Targeting IV<br>
 
Thermic Armor Compensation IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades V
 
 
|notes=
 
*This fit needs the skills Gallente Battleship V and Repair Systems V to make full use of the active tanking in PvP.
 
}}
 
 
{{ShipGuideFittings
 
|name=Hyperion, PvP Shield Ganker
 
 
|high=
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Medium Capacitor Booster II<br>
 
Invulnerability Shield II<br>
 
Invulnerability Shield II<br>
 
Large Shield Extender II
 
|low=
 
Damage Control II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
 
|charges=
 
Caldari Navy Antimatter Charge L<br>
 
Null L<br>
 
Cap Booster 800
 
|drones=
 
Warrior II x5<br>
 
Hammerhead II x5<br>
 
Hornet EC-300 x5
 
|rigs=
 
Large Anti-EM Screen Reinforcer I<br>
 
Large Core Defense Field Extender I<br>
 
Large Core Defense Field Extender I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Advanced Weapon Upgrades IV<br>
 
Afterburner III<br>
 
Shield Rigging III<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics V<br>
 
Energy Management V<br>
 
Energy Systems Operation V<br>
 
Engineering V<br>
 
Evasive Maneuvering IV<br>
 
Gallente Battleship V
 
|recommended2=
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades IV<br>
 
Shield Upgrades IV<br>
 
Jury Rigging III<br>
 
Large Blaster Specialization IV<br>
 
Large Hybrid Turret V<br>
 
Long Range Targeting IV<br>
 
Mechanic V<br>
 
Medium Blaster Specialization IV<br>
 
Medium Hybrid Turret V<br>
 
Minmatar Drone Specialization IV<br>
 
Motion Prediction V<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III
 
|recommended3=
 
Navigation IV<br>
 
Rapid Firing V<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Shield Management V<br>
 
Signature Analysis IV<br>
 
Small Blaster Specialization IV<br>
 
Small Hybrid Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike IV<br>
 
Targeting IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades V
 
 
|notes=
 
*A gank fit hyperion, which is severely outperformed by similar fits of other racial battleships.
 
* Not recommended without near-maxed damage dealing skills; Gallente Battleship V, Rapid Firing V, Large Blaster Specialization IV, and Surgical Strike IV at the very least.
 
}}
 
 
==Megathron==
 
{{Infobox Ship Horizontal2
 
|shipimg=Megathron.jpg
 
|caption=Megathron
 
|shipname=Megathron
 
|class=Battleship
 
|highs=8
 
|turrets=7
 
|launchers=2
 
|mediums=4
 
|lows=7
 
|cargohold=675 m3
 
|dronebay=125 m3
 
|bandwidth=125 Mbit/sec
 
|roles=Damage Dealer, Mission
 
|variations=[http://wiki.eveonline.com/en/wiki/Kronos Kronos], [http://wiki.eveonline.com/en/wiki/Megathron_Navy_Issue Megathron Navy Issue], [http://wiki.eveonline.com/en/wiki/Vindicator Vindicator]
 
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 7.5% bonus to Large Hybrid Turret tracking speed per level
 
|info=The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.
 
}}
 
 
{{ShipGuideFittings
 
|name=Megathron, PvP Blasterthron RR
 
 
|high=
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Neutron Blaster Cannon II<br>
 
Large 'Solace' I Remote Bulwark Reconstruction
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Heavy Electrochemical Capacitor Booster I<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
Faint Epsilon Warp Scrambler I
 
|low=
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Adaptive Nano Plating II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
 
|charges=
 
Caldari Navy Antimatter Charge L<br>
 
Cap Booster 800
 
|drones=
 
Ogre II x5<br>
 
|rigs=
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Advanced Weapon Upgrades IV<br>
 
Afterburner III<br>
 
Armor Rigging IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics V<br>
 
EM Armor Compensation IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering IV<br>
 
Explosive Armor Compensation IV<br>
 
Gallente Battleship IV
 
|recommended2=
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization IV<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation IV<br>
 
Large Blaster Specialization IV<br>
 
Large Hybrid Turret V<br>
 
Long Range Targeting IV<br>
 
Mechanic V<br>
 
Medium Blaster Specialization IV<br>
 
Medium Hybrid Turret V<br>
 
Minmatar Drone Specialization IV<br>
 
Motion Prediction V<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming IV
 
|recommended3=
 
Rapid Firing IV<br>
 
Remote Armor Repair Systems IV<br>
 
Repair Systems II<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Shield Management IV<br>
 
Signature Analysis IV<br>
 
Small Blaster Specialization IV<br>
 
Small Hybrid Turret V<br>
 
Spaceship Command IV<br>
 
Surgical Strike IV<br>
 
Targeting IV<br>
 
Thermic Armor Compensation IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades V
 
 
|notes=
 
* Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without ''PG4'' and ''KZA1000'' implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion.
 
* With recommended skills, this fitting has 113k EHP and 1007 DPS.
 
}}
 
 
{{ShipGuideFittings
 
|name=Megathron, PvP Blasterthron RR Meta 4 Neutrons
 
 
|high=
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Modal Mega Neutron Particle Accelerator I<br>
 
Large Remote Armor Repair System II
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Heavy Capacitor Booster II<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
Warp Scrambler II
 
|low=
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
 
|charges=
 
Caldari Navy Antimatter Charge L<br>
 
Cap Booster 800
 
|drones=
 
Ogre I x5<br>
 
|rigs=
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
|recommended1=
 
Acceleration Control IV<br>
 
Advanced Weapon Upgrades IV<br>
 
Afterburner III<br>
 
Armor Rigging IV<br>
 
Combat Drone Operation IV<br>
 
Controlled Bursts IV<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation IV<br>
 
Drone Sharpshooting IV<br>
 
Drones V<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing III<br>
 
Electronics V<br>
 
EM Armor Compensation IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering V<br>
 
Evasive Maneuvering IV<br>
 
Explosive Armor Compensation IV
 
|recommended2=
 
Gallente Battleship IV<br>
 
Gallente Cruiser IV<br>
 
Gallente Drone Specialization II<br>
 
Gallente Frigate IV<br>
 
Gunnery V<br>
 
Heavy Drone Operation IV<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades V<br>
 
Jury Rigging III<br>
 
Kinetic Armor Compensation IV<br>
 
Large Hybrid Turret IV<br>
 
Long Range Targeting IV<br>
 
Mechanic V<br>
 
Medium Hybrid Turret III<br>
 
Minmatar Drone Specialization II<br>
 
Motion Prediction IV<br>
 
Nanite Interfacing III<br>
 
Nanite Operation III<br>
 
Navigation IV<br>
 
Propulsion Jamming IV
 
|recommended3=
 
Rapid Firing IV<br>
 
Remote Armor Repair Systems IV<br>
 
Repair Systems II<br>
 
Science IV<br>
 
Scout Drone Operation V<br>
 
Sharpshooter IV<br>
 
Shield Management IV<br>
 
Signature Analysis IV<br>
 
Small Hybrid Turret III<br>
 
Spaceship Command IV<br>
 
Surgical Strike IV<br>
 
Targeting IV<br>
 
Thermic Armor Compensation IV<br>
 
Thermodynamics IV<br>
 
Trajectory Analysis IV<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades V
 
 
|notes=
 
* This is how a megathron can be fit without Tech 2 guns or drones for pilots who wish to get into a mega earlier than T2 blaster and heavy drone training allows.
 
* With recommended skills, this fitting has 118k EHP and 854 DPS.
 
}}
 
 
{{ShipGuideFittings
 
|name=Megathron, Wormhole RR
 
 
|high=
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
Large 'Solace' I Remote Bulwark Reconstruction
 
|mid=
 
Tracking Computer II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
|low=
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Adaptive Nano Plating II<br>
 
Armor Explosive Hardener II<br>
 
Capacitor Power Relay II
 
 
|charges=
 
Antimatter Charge L
 
|drones=
 
Bouncer II x5
 
|rigs=
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
}}
 
 
{{ShipGuideFittings
 
|name=Megathron, PvP Sniperthron
 
 
|high=
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
425mm Railgun II<br>
 
[empty high slot]
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Sensor Booster II<br>
 
Sensor Booster II<br>
 
Tracking Computer II
 
|low=
 
Damage Control II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Adaptive Nano Plating II<br>
 
Adaptive Nano Plating II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
|charges=
 
Spike L<br>
 
Targeting Range<br>
 
Optimal Range
 
|drones=
 
Bouncer II x5
 
|rigs=
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
|notes=
 
}}
 
 
=Ammunition, Range, and Kiting=
 
 
You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so it is recommend to use 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. Even close to optimal, when orbiting and using close range ammo, guns will often have difficulty tracking enemies. Enemies should be kept close to optimal with the 'keep at range' option, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.
 
 
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.
 
 
To find out your optimal 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. Or better yet, use EFT and import your character skills to see all of your ship's stats.
 
 
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
 
 
Since Incursion, some of the T2 ammo with a range penalty are no longer completely useless. However, they still have a tracking penalty. They should not be used unless you are sure the tracking and range differences won't be a problem. Void has better optimal and worse falloff than faction antimatter, and a noticeably better dps. Javelin has worse optimal than faction antimatter, and the dps is not significantly better.
 
 
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
 
 
=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. 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. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.
 
 
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 recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.
 
 
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
 
 
Meta level can be checked in the 'show info' window under the attributes tab. Items without a meta level displayed in the attributes tab are meta 0. Meta level can also be displayed in a ship or station hangar when the items are displayed in list mode. To add the Meta column, right-click the header and select 'show meta lvl'.
 
 
=Drones=
 
 
Small drones should be used against frigate sized enemies, medium drones should be used against cruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well those.
 
 
Amarr drones are not recommended; due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. However, the Amarr curator sentry drones can be good to use against rats with a low EM resist (depending on range and tracking). Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against many rat types. It is strongly recommended to fit the best drone types to match rat weaknesses.
 
 
* Caldari scout drones: Guristas, Mordu's Legion, Mercenaries, Serpentis
 
* Gallente scout drones: Blood Raiders, Sansha's Nation, Rogue Drones
 
* Minmatar scout drones: Angel Cartel
 
 
Some of these factions have ships with variable resists in different ship sizes. It is advised to check the two lowest resist options and compare drone damage reports. [[NPC Damage Types]]
 
  
Drone aggro should be watched. When arriving in a mission room, aggro should be acquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats. Some missions have particular aggro rules that can lead to drones getting shot, check Eve Survival mission reports for details.
+
{{Ship|Myrmidon|box}}
 +
The Myrmidon is the typical level 3 missioning ship. It can fit a passive shield tank like the [[Drake]], but most Gallente players will focus on armor tanking skills, and its armor repair bonus makes it an excellent armor tanker.
  
Keyboard shortcuts are recommended for drone management. Drones need to be initially launched manually from the drone window, but shortcuts can be set for attack and return to drone bay commands.
+
The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the [[Brutix]] with most fittings. It is sometimes used in PvP with dual or triple reps. The Myrmidon has a 100 Mb drone bandwidth. Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and ec-300 drones in their drone bay instead.
  
In PvP, Gallente and Minmatar scout drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch. Explosive damage is also better than thermal against a wider range of T2 ships that have augmented resists. Amarr drones are sometimes used in PvP to gank mission runners and ratters that have a weak EM hole. For sentries, bouncers are popular for their damage type and range.
 
  
In general, it is better to keep drones in passive mode. In missions and wormholes, drones on active can trigger a new wave earlier than desired. In PvP, drones on active mode can lead to having an aggression timer when it is not wanted and being unable to dock or jump through a gate.
+
{{Ship|Talos|box}}
 +
The Talos is the Gallente Attack Battlecruiser. With damage and a tracking bonus, it focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a [[Megathron]] and the tank of a [[Thorax]]. However, with the range of heavy blasters and the second highest speed of the Tier 3 battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found on [http://www.evealtruist.com/2012/01/know-your-enemy-tier-3-battlecruisers.html The Altruist's blog].
  
=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 [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
+
=== Battleships ===
 +
[[Battleships]] ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialized for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using [[Jump drives#Covert Cynosural Fields|covert cynosural]] fields.
  
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.
 
  
=Salvaging After the Mission=
+
{{Ship|Dominix|box}}
 +
The Dominix (aka Domi) is one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones and a 375{{m3}} drone bay large enough to carry several flights of heavies, sentries, mediums, and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive Level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarr [[Armageddon]], the Dominix has bonuses towards drone tracking and optimal--this helps a little with normal drones but is most useful when using sentry drones.
  
Salvaging boats 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.
+
Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For [[capacitor warfare]] in particular, however, the {{sh|Armageddon}} has better bonuses.
  
Once players can afford it (hull price can range from 40 to 50 million ISK), the [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis] is strongly recommended for salvaging.
+
The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance.
  
=Enhancements=
 
  
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.
+
{{Ship|Hyperion|box}}
 +
For PvP fleets, the Hyperion doesn't get much love. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during lowsec patrols for pilots with too much ISK on their hands.
  
=Related Links=
+
However, for [[incursions]], the Hyperion is an excellent starter blaster boat. The Hyperions bonus of 10% per level of {{Sk|Gallente Battleship}} gives it good damage output for a T1 Battleship, while its 5 medium slots allow fitting a comfortable amount of shield resistances, a web, and a sensor booster for vanguard sites, or a microwarp drive for assaults or headquarter sites. Most pilots aiming to fly a [[Vindicator]] for incursions will start out flying a Hyperion.
  
==Eve University Forum==
 
  
The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.
+
{{Ship|Megathron|box}}
 +
The Megathron is one of the best PvP ships available to the Gallente. With its high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.
  
* [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts]
 
  
* [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts]
+
=== Haulers ===
 +
The Gallente [[haulers]] provide tremendous flexibility in hauling. The [[Nereus]] and the [[Iteron Mark V]] are the "standard" haulers, with the Nereus focusing on speed and tank over cargo capacity, and the Iteron Mark V focusing on the opposite. The [[Kryos]], [[Epithal]] and [[Miasmos]] are specialized haulers with massive cargo bays for specific cargo (minerals, planetary commodities, and ore, respectively).
  
==UniWiki==
+
T1 haulers are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
  
* [[Support Skills]] Training support skills is the first step in flying a ship well. Read up on support skills here.
+
{{Ship|Nereus|box}}
 +
The Nereus is the agile, tanked Gallente hauler. Its cargo hold can expand to 11 372 {{m3}} (no rigs), its align time can be reduced to 3.6 s, with a warp speed of 4.5 AU/s.
  
* [[Fitting Guidelines]] Some general guidelines for fitting ships.
+
{{Ship|Kryos|box}}
 +
The Kryos was changed from Iteron Mark II with the deployment of the Odyssey 1.1 patch. Its cargo hold was reduced in size and a dedicated mineral bay was added.
  
* [[Fitting Modules and Rigs Guide]] A list of rigs and module types with short descriptions.
+
{{Ship|Epithal|box}}
 +
The Epithal was known as the Iteron Mark III prior to the deployment of Odyssey 1.1. Its cargo hold was reduced in size and a bay was added for hauling planetary industry (PI) materials or planetary commodities.
  
* [[Full T2 Tank]] Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
+
{{Ship|Miasmos|box}}
 +
The Miasmos is designed to haul raw ore in large amounts.
  
* [[Creating an Alt Hauler]] Having an alt hauler can be essential to be able to make shopping trips during wartime.
+
{{Ship|Iteron Mark V|box}}
 +
With the Odyssey 1.0 expansion, the Iteron V was the largest T1 hauler available. However, the Odyssey 1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold, and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.<!-- [https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread] --> [https://forums-archive.eveonline.com/topic/252819] <!-- pretty sure this is the correct post -->
  
* For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below
+
== Hybrid turret ammo Ttips ==
 +
{{main|Turrets#Hybrid ammo|Hybrid Ammo}}
 +
Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.
  
==UniWiki - Racial Fitting Guides==
+
In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.
  
These are all works in progress, some are further along than others.
+
For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike (rails).
  
* [[Amarr Basic Ship and Skill Guide]]
+
== Drone tips ==
 +
{{main|Drone mechanics}}
  
* [[Caldari Basic Ship and Skill Guide]]
+
Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies.  Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those.
  
* [[Gallente Basic Ship and Skill Guide]]
+
All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.
  
* [[Minmatar Basic Ship and Skill Guide]]
+
Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones.
  
* [[ORE Basic Ship and Skill Guide]]
+
Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones".
  
==Other Web Sites==
+
In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety.
  
* [http://failheap-challenge.com/ Failheap Challenge] The new incarnation of Scrapheap Challenge. A good place for experienced pilots to find fittings, and many threads also had tactic discussions on how to use them.
+
== Related links ==
 +
{{ShipGuideLinks}}
  
[[Category:Guides]]
 
 
[[Category:Ships]]
 
[[Category:Ships]]

Latest revision as of 20:50, 21 August 2024

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

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

This guide aims to provide an overview of the different ships and their roles rather than specific fits.

The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships.


Link= Gallente Federation Characteristics

 Tank Type: Icon ISIS defense armor.png Armor
 Main Weapon Systems: Icon ISIS weapon Hybridturrets.png Hybrid Turrets and Icon ISIS weapon Drones.png Drones
 Electronic Warfare: Icon ISIS Sensordampening.png Remote Sensor Dampening and Icon ISIS Warpprevention.png Warp Prevention


General Traits

The following characteristics are shared across most or all Gallente ships:

  • Hybrid Turrets: many Gallente ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
    • Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged weapons (autocannon and pulse lasers). Some Gallente ships are particularly suited to brawling at minimum range with blasters, though they can adopt other tactics too.
    • Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Caldari hybrid turret ships are more associated with railguns, but some Gallente turret ships can work well with railguns too.
  • Drones: many Gallente ships have bonuses for drones which make it viable to use drones as your main weapon--or even your only weapon; notable examples are the Algos, Vexor, Myrmidon, and Dominix. Almost all Gallente ships have substantial dronebays and drone bandwidth for their size and class.
  • Armor tanks. Some Gallente ships have bonuses for armor repairers, which let them mount especially good active armor tanks. Some examples include the Incursus, Brutix, and Hyperion. Almost all Gallente ships armor tank well.
  • Sensor Dampening. The Gallente racial EWAR specialty is sensor dampening, which cuts down enemy target locking range and/or slows down enemy targeting speed. Reducing target locking range works well against snipers and kiters; reducing targeting speed works well on large ships (which take a while to lock anything up anyway) and on logistics ships, which have to re-target their allies frequently in order to apply remote support.
  • Tough hulls. Gallente ships have unusually tough hull ("structure") hit points, which means they tend to live a little longer when things turn bad and damage is getting through both the shields and the armor. (Some Gallente ships are frequently hull-tanked as that is just the best way to maximise EHP!)

If there is a broader hallmark of Gallente ships, it is perhaps damage: most Gallente combat ships can muster a lot of potential DPS at short range. The Vexor, for example, can achieve eye-watering potential DPS for a T1 cruiser if fitted with blasters, thanks to having damage bonuses to both turrets and drones. On the other hand, Gallente ships can be a little more fragile (the ships with tanking bonuses have bonuses to active armor tanks, not the resistance bonuses found on Amarr ships), with the lineup including some true "glass cannon" ships such as the Catalyst, and when fitted for DPS Gallente ships need to get to and maintain close ranges with their targets.

Notable uses

PvE

The long range and fully selectable damage of drones (set against the locking of hybrid turrets to kinetic and thermal damage) makes the line of Gallente drone boats very popular for PvE combat, as it means that pilots can pack drones to target the damage type that their NPC enemies are weakest to. A typical mission-runner progression might involve the Incursus or Tristan and then the Algos for L1s, the Vexor for L2s, the Myrmidon for L3s, and the Dominix for L4s.

Gallente drone ships are also popular as basic ratting ships in nullsec space, and for initial forays into low-tier Abyssal Deadspace PvE challenges; in both of these use-cases, Gallente ships are eventually elbowed aside in more advanced uses by Guristas ships such as the Gila.

The Catalyst, with its many high slots, makes a good basic salvaging ship.

PvP

Short-range brawling with blasters is one of the core Gallente ship archetypes, and unsurprisingly many Gallente ships wind up being used for this in PvP: notable examples include the Catalyst, Thorax, Brutix, and Megathron. Railguns do work on these hulls, though. The Megathron can snipe well, and the Brutix can be turned into a surprisingly fast kiting ship.

The Gallente drone boats are some of the most versatile and unpredictable hulls available for PvP. The hulls without direct bonuses for weapons other than drones, such as the Myrmidon and Dominix, are often fitted with projectile turrets (for additional capacitor-free DPS), energy neutralizers (for capacitor warfare), or remote repair modules (a group of Dominixes can "tank" by repairing each other). Large dronebays mean that drone boat pilots can select damage types and can bring along extra tactical options such as ECM drones. Drones carry on fighting even if their mothership is affected by EWAR or has its capacitor neuted out.

Drone boats are less popular, however, for highly mobile small gangs (drones tend to get left behind in tactical warps) and in large fleets fighting at long range (normal drones take too long to travel to their target, while sentry drones get left behind in fleet movements). Drones also cannot be overheated, unlike hull-mounted weapons systems.

Thanks to its very attractive ratio of high potential DPS to cheap cost, the Catalyst is popular with suicide gankers.

Skills

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

That said, there are some considerations that are specific to Gallente ships. Probably the most prominent one is the early importance of good drone skills. In particular, any Gallente pilot will want to train the "core" skill of this category, Drones, to level V quickly. Drones V is a relatively quick train compared to some advanced skills, but it's likely to be one of the first level Vs that a new Gallente pilot trains, and it will require some patience. It is worthwhile: being able to control a full flight of five drones really matters with many Gallente ships. At the latest, a pilot will want to have Drones V when they start using cruisers, as the Vexor is a fine and versatile ship.

The good news about the early investment in drone skills is that every race's ships eventually have significant dronebays, and so all pilots will one day have to polish these skills; Gallente pilots will just have a head start on others.

Gallente pilots will also want to prioritize skills for armor tanking, and capacitor skills to keep their turrets running. Any Gallente pilots with an interest in electronic warfare should look into the skills Sensor Linking, Signal Suppression, Long Distance Jamming, Frequency Modulation. A fairly new character with these skills trained even just to III or IV can have a significant battlefield impact, and they open up the road to some very powerful advanced ships such as the Keres and Lachesis.

Ships

Here are the Gallente T1 ships. Please follow the links to the specific pages of the ship database for more details.

Corvette

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

Corvette: INFORMATION
Velator
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
1
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
135 m³
cargo capacity
cargo
defense
150 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
175 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
23.50 km
max. targeting range
tgt. range
54 m
ship signature radius
sig. radius
305 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
10% bonus to Small Hybrid Turret damage
20% bonus to Drone hitpoints, damage and mining yield
15% bonus to Remote Sensor Dampener effectiveness
15% bonus to Armor Repairer amount

The Velator class corvette is one of the older vessel types in the Gallente fleet. It was first deployed on the market as a fast passenger craft but the extra passenger quarters were later modified into weapon hardpoints as the newer models came to be used for small-scale security and military duties. The Velator is still a very solid mining and trading vessel.

A Velator can be used for the initial tutorial missions, but pilots should consider up-shipping to a T1 frigate when they can.

Frigates

Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.


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

Gallente Frigate bonuses (per skill level):
10% bonus to Small Hybrid Turret falloff
5% bonus to Small Hybrid Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.

The Atron is the Gallente Attack Frigate. It is designed to be fast and has a capacitor bonus to tackle modules and bonuses to hybrid turrets, favouring blasters. The Atron doesn't have great firepower and it still isn't the most durable of ships, but with its speed and agility, good piloting can keep it alive while tackling a target while other ships deliver the punch. Furthermore, it can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus and Gallente Destroyer I for the Catalyst.

The Atron is a great hull for new pilots interested in learning how to +1. The agile but fragile ship will assist new pilots in understanding some of the limitations of Interceptors. It can serve as an amazing long-point tackle ship.

"Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the Incursus.

The Atron is the "fastest" T1 attack Frigate. While the Minmatar Slasher is (originally) 10m/s faster than the Atron, the three low slots allow adding an Overdrive or Nanofiber Hull resulting in a faster ship while still retaining the same tank. A large capacitor allows a stable fit relatively easily, allowing you to keep point on a target for prolonged times until your fleet or gang arrives on grid. In addition, an ample Power Grid and CPU make the Atron easy to fit with little training.


Frigate: INFORMATION
Imicus
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
40 m³
drone capacity
drones
20 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
275 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
325 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
35 km
max. targeting range
tgt. range
41 m
ship signature radius
sig. radius
330 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager cycle duration

Role Bonus:
+5 bonus to Relic and Data Analyzer virus strength

The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting activity. Used by merchant, miner and combat groups, the Imicus is usually relied upon as the operation's eyes and ears when traversing low security sectors.

The Imicus is the Gallente 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 Helios. Its bonus to virus strength allows it to complete Data and Relic sites faster and more reliably.


Frigate: INFORMATION
Incursus
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
165 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
30.00 km
max. targeting range
tgt. range
42 m
ship signature radius
sig. radius
340 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Frigate bonuses (per skill level):
7.5% bonus to Armor Repairer amount
5% bonus to Small Hybrid Turret damage

The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.

The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. The Incursus will likely deal more damage than a Tristan for pilots without Drones V.


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

Gallente Frigate bonuses (per skill level):
7.5% bonus to Remote Sensor Dampener effectiveness
10% reduction in Remote Sensor Dampener activation cost

The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology.

The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffective at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.


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

Gallente Frigate bonuses (per skill level):
10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Role Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

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

The Navitas had been a solid mining vessel that had seen wide use by independent excavators, along with being one of the best ships available for budding traders and even for much-maligned scavengers. After its redesign, its long-range scanners and sturdy outer shell gave way entirely for remote repairing capabilities, moving the Navitas away from the calming buzz of mining lasers and into the roar of battle.

The Navitas is the Gallente logistics frigate and is designed for remote armor repair. It makes an ideal entry point for beginner Gallente capsuleers who want to train into the Exequror, the Gallente Tier 1 logistics Cruiser, before eventually moving on to the Tier 2 Oneiros.

Note: The Navitas is designed to be self-sufficient on capacitor (i.e. to fly without the need of a cap chain) like its larger variants: the Exequror and Oneiros. However, logistics capsuleers can cross-train into the Amarr Augoror relatively easily, and from there to the T2 AmarrGuardian although both of these ships require a cap chain.


Frigate: INFORMATION
Tristan
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
40 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
140 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
40.00 km
max. targeting range
tgt. range
41 m
ship signature radius
sig. radius
315 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Frigate bonuses (per skill level):
7.5% bonus to Small Hybrid Turret tracking speed
10% bonus to Drone hitpoints and tracking speed

Often nicknamed The Fat Man, this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.

The Tristan is an excellent frigate for PvP and PvE. It is a dedicated drone boat - the only T1 frigate that can operate 5 drones - and thus requires high drone skills to be flown effectively. It offers a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed. However, it is slower and has less scan resolution than the Incursus, making it slightly worse for a dedicated tackling role in fleets.

Destroyers

Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for Level 1 missions, and as salvaging ships for pilots that have not yet acquired a ORENoctis.


Destroyer: INFORMATION
Algos
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
6
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
60 m3
drone capacity
drones
35 Mbit/sec
drone bandwidth
b/w
350 m3
cargo capacity
cargo
defense
800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
850 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
42 km
max. targeting range
tgt. range
72 m
ship signature radius
sig. radius
245 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Destroyer bonuses (per skill level):
10% bonus to Drone hitpoints and damage
10% bonus to Small Hybrid Turret tracking speed
Role Bonus:
25% bonus to Drone max velocity

The Algos, as is custom with the Gallente, relies on swiftness of action - preferably at a respectable distance - to accomplish its goals. In this it reflects well-honed Gallente values, which include taking independent action without taking forever to wait for a committee decision, and also doing so, if at all possible, in a fashion that allows for a nice, safe buffer for immediate retreat; because theory is one thing, and practice is sometimes quite another. As such, the Algos focuses on being able to hit its targets in rapid-fire fashion, with guns that fire fast and drones that race through space with destruction in mind.

The Algos is the second step on the Gallente drone boat path, between the Tristan and Vexor. It is slightly bulkier than the Catalyst, and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where Drones V is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.


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

Gallente Destroyer bonuses (per skill level):
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret falloff
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

Ideally suited for both skirmish warfare and fleet support, the Catalyst is touted as one of the best anti-frigate platforms out there. Faced with its top-of-the-line tracking equipment, not many can argue.

The Catalyst is a Gallente destroyer. Its bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for an armor tank. Unfortunately, the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and its slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner but has trouble tanking level 2s. The catalyst's very high damage at short range makes it the ship of choice for high sec suicide ganks, as it is able to easily reach 900 Dps with T2 guns.

Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a ORENoctis.


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.


Cruiser: INFORMATION
Celestis
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
3
launcher hardpoints
launchers
3
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
320 m³
cargo capacity
cargo
defense
1,200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,300 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
75.00 km
max. targeting range
tgt. range
135 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Cruiser bonuses (per skill level):
7.5% bonus to Remote Sensor Dampener effectiveness
7.5% bonus to Remote Sensor Dampener optimal range and falloff

The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.

The Celestis is the Gallente EWAR cruiser. It can be made surprisingly tough for an EWAR cruiser with its 5 lows. Its extra lock range and bonus to sensor dampener range make it considerably better at range damping snipers than the smaller Maulus.


Cruiser: INFORMATION
Exequror
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
495 m³
cargo capacity
cargo
defense
1,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,400 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
80 m
ship signature radius
sig. radius
240 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

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

The Exequror was a heavy cargo cruiser originally strong enough to defend itself against raiding frigates, though it lacked prowess in heavier combat situations. After its redesign, it had some of that bulk - and, necessarily, some of that strength - yanked out and replaced with the capability to help others in heavy combat situations, in particular those who needed armor repairs.

The Exequror is the Gallente logistics cruiser. Its bonuses to remote armor repair range and power allow it to serve as a T1 armor logistic cruiser. It is an effective ship for new logistics pilots.


Cruiser: INFORMATION
Thorax
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
465 m³
cargo capacity
cargo
defense
1,200 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,600 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
52.50 km
max. targeting range
tgt. range
120 m
ship signature radius
sig. radius
240 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed

The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.

The Thorax is a gun boat, designed to use hybrid turrets. In PvP, the Thorax is used as a hard hitting blaster boat. This can be highly effective but is very "do or die", and will make most Thoraxes' lives glorious but short. In PvE, the Thorax is less popular; the slow and steady style of the Vexor is more suited to mission running. Despite this, the Thorax can be popular as a first mission running cruiser, because most pilots will have trained gunnery skills while piloting frigates and destroyers, while they will probably have neglected the drone skills required to use a Vexor effectively. Having said that, the Thorax has a 50 m3 drone bay, so will also benefit greatly from drone skills.


Cruiser: INFORMATION
Vexor
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
125 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
480 m³
cargo capacity
cargo
defense
1,100 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
2,000 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
52.50 km
max. targeting range
tgt. range
145 m
ship signature radius
sig. radius
195 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
10% bonus to Drone hitpoints, damage and mining yield

The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.

The Vexor, like the Myrmidon and Dominix, is a drone boat. The Vexor is an excellent mission ship, and can also be a good PvP ship. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows, Vexors are most often armor tanked.

The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor, and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.

Among T1 cruisers the Vexor is a little more skill demanding than the Thorax. In particular, you should not get a Vexor unless you have at least Drones IV and should make getting Drones V a high priority.


Battlecruisers

Battlecruisers are larger, slower, and have more slots than cruisers, but they're smaller than battleships and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to destroyers' position between frigates and cruisers, although battlecruisers are much more versatile and widely used than destroyers.


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

Gallente Battlecruiser bonuses (per skill level):
10% bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Hybrid Turret optimal range and falloff
50% bonus to Command Burst area of effect range

One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.

The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship.


Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.


Combat Battlecruiser: INFORMATION
Myrmidon
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
5
middle slots
mediums
6
low slots
lows
drones & cargo
200 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
3,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
4,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
305 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use one Command Burst module
12.5% bonus to Drone microwarp velocity
50% bonus to Command Burst area of effect range

Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed.

The Myrmidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus makes it an excellent armor tanker.

The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. It is sometimes used in PvP with dual or triple reps. The Myrmidon has a 100 Mb drone bandwidth. Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and ec-300 drones in their drone bay instead.


Attack Battlecruiser: INFORMATION
Talos
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
600 m³
cargo capacity
cargo
defense
1,750 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,890 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
70.00 km
max. targeting range
tgt. range
220 m
ship signature radius
sig. radius
220 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battlecruiser bonuses (per skill level):
5% bonus to Large Hybrid Turret damage
7.5% bonus to Large Hybrid Turret tracking speed
Role Bonus:
95% reduction in Large Hybrid Turret powergrid requirement
50% reduction in Large Hybrid Turret CPU requirement
50% reduction in Large Hybrid Turret activation cost

The Talos began in YC 110 as an R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action.

The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards.

The Talos is the Gallente Attack Battlecruiser. With damage and a tracking bonus, it focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a Megathron and the tank of a Thorax. However, with the range of heavy blasters and the second highest speed of the Tier 3 battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found on The Altruist's blog.


Battleships

Battleships ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialized for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using covert cynosural fields.


Battleship: INFORMATION
Dominix
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
6
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
7
low slots
lows
drones & cargo
375 m³
drone capacity
drones
125 Mbit/sec
drone bandwidth
b/w
750 m³
cargo capacity
cargo
defense
7,920 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
8,800 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
84.00 km
max. targeting range
tgt. range
465 m
ship signature radius
sig. radius
109 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battleship bonuses (per skill level):
10% bonus to Drone hitpoints and damage
7.5% bonus to Drone optimal range and tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful drone arsenal means that anyone not in the largest and latest battleships will regret ever locking horns with it.

The Dominix (aka Domi) is one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones and a 375 m3 drone bay large enough to carry several flights of heavies, sentries, mediums, and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive Level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarr Armageddon, the Dominix has bonuses towards drone tracking and optimal--this helps a little with normal drones but is most useful when using sentry drones.

Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For capacitor warfare in particular, however, the AmarrArmageddon has better bonuses.

The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance.


Battleship: INFORMATION
Hyperion
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
1
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
7
low slots
lows
drones & cargo
175 m³
drone capacity
drones
125 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
8,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
8,800 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
85.40 km
max. targeting range
tgt. range
485 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret damage
7.5% bonus to Armor Repairer amount
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.

For PvP fleets, the Hyperion doesn't get much love. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during lowsec patrols for pilots with too much ISK on their hands.

However, for incursions, the Hyperion is an excellent starter blaster boat. The Hyperions bonus of 10% per level of Gallente Battleship gives it good damage output for a T1 Battleship, while its 5 medium slots allow fitting a comfortable amount of shield resistances, a web, and a sensor booster for vanguard sites, or a microwarp drive for assaults or headquarter sites. Most pilots aiming to fly a Vindicator for incursions will start out flying a Hyperion.


Battleship: INFORMATION
Megathron
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
7
turret hardpoints
turrets
4
middle slots
mediums
8
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
6,930 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,150 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
87.00 km
max. targeting range
tgt. range
380 m
ship signature radius
sig. radius
122 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battleship bonuses (per skill level):
5% bonus to Large Hybrid Turret rate of fire
7.5% bonus to Large Hybrid Turret tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.

The Megathron is one of the best PvP ships available to the Gallente. With its high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.


Haulers

The Gallente haulers provide tremendous flexibility in hauling. The Nereus and the Iteron Mark V are the "standard" haulers, with the Nereus focusing on speed and tank over cargo capacity, and the Iteron Mark V focusing on the opposite. The Kryos, Epithal and Miasmos are specialized haulers with massive cargo bays for specific cargo (minerals, planetary commodities, and ore, respectively).

T1 haulers are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the Creating an Alt Hauler article for more information.

Hauler: INFORMATION
Nereus
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
30 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
2,700 m³
cargo capacity
cargo
defense
960 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,050 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
37.5 km
max. targeting range
tgt. range
185 m
ship signature radius
sig. radius
130 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

Originally set to sail under the guise of "Iteron", this new iteration of an old stalwart is fast and reliable. It is equally popular among civilians and militaries due to its low price and ability to be fitted in myriad different ways. Despite its speed and resilience, however, it may need to be guarded while in particularly unfriendly territories, which is why it has also been outfitted with a drone bay for extra protection.

The Nereus is the agile, tanked Gallente hauler. Its cargo hold can expand to 11 372  m3 (no rigs), its align time can be reduced to 3.6 s, with a warp speed of 4.5 AU/s.

hauler: INFORMATION
Kryos
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
550 m³
cargo capacity
cargo
defense
600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
41.25 km
max. targeting range
tgt. range
210 m
ship signature radius
sig. radius
120 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

Aside from being endowed with the usual hauling capabilities of haulers, the Kryos possesses an extra cargo bay. That bay is equipped with precise temperature and pressure controls, and is dedicated solely to ferrying minerals. The Kryos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.

The Kryos was changed from Iteron Mark II with the deployment of the Odyssey 1.1 patch. Its cargo hold was reduced in size and a dedicated mineral bay was added.

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

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

Aside from being endowed with the usual carrying capabilities of haulers, the Epithal possesses two extra cargo bays. The Planetary Commodities Hold is equipped with sealed sub-chambers capable of maintaining hospitable environments for practically any kind of organism or entity, from biocells to viral agents, and is meant solely for ferrying planetary commodities. The Command Center Hold is equipped to handle up to six Command Centers at one time. The Epithal was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.

The Epithal was known as the Iteron Mark III prior to the deployment of Odyssey 1.1. Its cargo hold was reduced in size and a bay was added for hauling planetary industry (PI) materials or planetary commodities.

Hauler: INFORMATION
Miasmos
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
550 m³
cargo capacity
cargo
defense
590 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
710 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
48.75 km
max. targeting range
tgt. range
205 m
ship signature radius
sig. radius
120 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

Aside from being endowed with the usual hauling capabilities of Haulers, the Miasmos possesses an extra cargo bay. That bay is equipped with sealed, temperature-controlled vats, and is meant solely for ferrying all types of interstellar ore: ice, gasses and asteroids. The Miasmos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.

The Miasmos is designed to haul raw ore in large amounts.

Hauler: INFORMATION
Iteron Mark V
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
5,800 m³
cargo capacity
cargo
defense
540 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
650 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
52.5 km
max. targeting range
tgt. range
220 m
ship signature radius
sig. radius
105 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

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

This lumbering giant is the latest and last iteration in a chain of haulers. It is the only one to retain the original "Iteron"-class callsign, but while all the others eventually evolved into specialized versions, the Iteron Mk. V still does what haulers do best: Transporting enormous amounts of goods and commodities between the stars.

With the Odyssey 1.0 expansion, the Iteron V was the largest T1 hauler available. However, the Odyssey 1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold, and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore. [1]

Hybrid turret ammo Ttips

Main article: Hybrid Ammo

Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.

In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.

For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike (rails).

Drone tips

Main article: Drone mechanics

Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies. Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those.

All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.

Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones.

Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones".

In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted weapon timer which then prevents you from docking up or jumping through a gate to safety.

Related links

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