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

From EVE University Wiki
Jump to: navigation, search
 
(643 intermediate revisions by 65 users not shown)
Line 1: Line 1:
{{Cleanup}}
+
{{ShipGuideBoilerintro}}
'''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.
+
{{Tocright}}
  
This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=25475 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
+
This guide aims to provide an overview of the different ships and their roles rather than specific fits.
  
=Rookie Ship=
+
The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships.
  
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.
+
{{RaceShipInfo|Gallente}}
  
==Velator==
+
== General Traits ==
 +
The following characteristics are shared across most or all Gallente ships:
  
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.
+
* '''[[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.
 +
** 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.
 +
* '''[[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.
 +
* '''[[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.
 +
* '''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!)
  
===[Velator, PVE Basic Skills Velator]===
+
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.
Damage Control I
 
  
Civilian Shield Booster I
+
== Notable uses ==
 +
'''PvE'''
  
75mm Gatling Rail I, Antimatter Charge S<br>
+
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.
75mm Gatling Rail I, Antimatter Charge S
 
  
'''[Velator, PVE Basic Skills Velator] Required skills'''<br>
+
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]].
Hull Upgrades I<br>
 
Small Hybrid Turret I
 
  
=Frigate=
+
The [[Catalyst]], with its many high slots, makes a good basic salvaging ship.
  
Frigates are small fast ships, used mostly for pve in level 1 missions. They are used mostly for tackling and electronic warfare roles in pvp.
+
'''PvP'''
  
==Atron==
+
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 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.
+
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.
  
It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus, and Destroyers I for the Catalyst.
+
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.
  
===[Atron, PVE Basic Skills Atron]===
+
Thanks to its very attractive ratio of high potential DPS to cheap cost, the Catalyst is popular with [[Suicide ganking|suicide gankers]].
Damage Control I<br>
 
Small Armor Repairer I
 
  
1MN Afterburner I<br>
+
== Skills ==
Cap Recharger I
+
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.
  
75mm Gatling Rail I, Antimatter Charge S<br>
+
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.
75mm Gatling Rail I, Antimatter Charge S
 
  
[empty rig slot]<br>
+
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.
[empty rig slot]<br>
 
[empty rig slot]
 
  
Hobgoblin I x1
+
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]].
  
'''[Atron, PVE Basic Skills Atron] Required skills'''<br>
+
== Ships ==
Afterburner I<br>
+
Here are the Gallente T1 ships.  Please follow the links to the specific pages of the ship database for more details.
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Gallente Frigate II<br>
 
Hull Upgrades I<br>
 
Repair Systems I<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I<br>
 
  
==Imicus==
+
=== 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.
  
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.
+
{{Ship|Velator|box}}
 +
A Velator can be used for the initial tutorial missions, but pilots should consider up-shipping to a T1 frigate when they can.
  
===[Imicus, PVE Basic Skills Imicus]===
+
=== Frigates ===
Damage Control I<br>
+
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.
Small Armor Repairer I
 
  
1MN Afterburner I<br>
 
Cap Recharger I
 
  
75mm Gatling Rail I, Antimatter Charge S<br>
+
{{Ship|Atron|box}}
75mm Gatling Rail I, Antimatter Charge S
+
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]].
  
[empty rig slot]<br>
+
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.
[empty rig slot]<br>
 
[empty rig slot]
 
  
Hobgoblin I x3
+
"Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the [[Incursus]].
  
'''[Imicus, PVE Basic Skills Imicus] Required skills'''<br>
+
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.
Afterburner I<br>
 
Drones III<br>
 
Energy Grid Upgrades II<br>
 
Gallente Frigate II<br>
 
Hull Upgrades I<br>
 
Repair Systems I<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I
 
  
==Incursus==
 
  
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.
+
{{Ship|Imicus|box}}
 +
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.
  
===[Incursus, PVE Basic Skills Incursus]===
 
Damage Control I<br>
 
Small Armor Repairer I
 
  
1MN Afterburner I<br>
+
{{Ship|Incursus|box}}
Cap Recharger I<br>
+
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}}.
Cap Recharger I
 
  
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S
 
  
[empty rig slot]<br>
+
{{Ship|Maulus|box}}
[empty rig slot]<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.
[empty rig slot]
 
  
Hobgoblin I x1
 
  
'''[Incursus, PVE Basic Skills Incursus] Required skills'''<br>
+
{{Ship|Navitas|box}}
Afterburner I<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]].
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Gallente Frigate III<br>
 
Hull Upgrades I<br>
 
Repair Systems I<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I<br>
 
  
'''[Incursus, PVE Basic Skills Incursus] Recommended Skills'''<br>
+
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>
 
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Energy Management II<br>
 
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<br>
 
Rapid Firing II<br>
 
Repair Systems II<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret III<br>
 
Sharpshooter II<br>
 
Targeting II<br>
 
Weapon Upgrades I
 
  
===[Incursus, PVE Epic Arc Boss Killer Incursus]===
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I
 
  
Cap Recharger I<br>
+
{{Ship|Tristan|box}}
Cap Recharger I<br>
+
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.
[empty med slot]
 
  
Light Neutron Blaster I, Antimatter Charge S<br>
+
=== Destroyers ===
Light Neutron Blaster I, Antimatter Charge S<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, Antimatter Charge S
 
  
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
Hobgoblin I x1
+
{{Ship|Algos|box}}
 +
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.
  
'''[Incursus, PVE Epic Arc Boss Killer Incursus] Required Skills'''<br>
 
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Gallente Frigate III<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I<br>
 
Weapon Upgrades I
 
  
* This fitting will require the some gunnery skills to have enough DPS to break Dagan's tank. See the recommended skills for the standard PVE Incursus.
+
{{Ship|Catalyst|box}}
 +
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.
  
* This fitting should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.
+
Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a {{sh|Noctis}}.
  
* 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%.
 
  
* This fitting should also work well against Kristan Parthus.
+
=== 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.
  
===[Incursus, PVP Basic Skills Incursus]===
 
Damage Control I<br>
 
Overdrive Injector System I
 
  
1MN MicroWarpdrive I<br>
+
{{Ship|Celestis|box}}
Stasis Webifier I<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]].
Warp Disruptor I
 
  
75mm Gatling Rail I, Iridium Charge S<br>
 
75mm Gatling Rail I, Iridium Charge S<br>
 
75mm Gatling Rail I, Iridium Charge S
 
  
[empty rig slot]<br>
+
{{Ship|Exequror|box}}
[empty rig slot]<br>
+
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.
[empty rig slot]
 
  
Hobgoblin I x1
 
  
'''[Incursus, PVP Basic Skills Incursus] Required skills'''<br>
+
{{Ship|Thorax|box}}
Afterburner III<br>
+
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 I<br>
 
Gallente Frigate III<br>
 
High Speed Maneuvering I<br>
 
Hull Upgrades I<br>
 
Navigation III<br>
 
Propulsion Jamming I<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I
 
  
'''[Incursus, PVP Basic Skills Incursus] Recommended skills'''<br>
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Drones III<br>
 
Electronics IV<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
Gallente Frigate IV<br>
 
Gunnery III<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Motion Prediction III<br>
 
Navigation III<br>
 
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>
 
Targeting III<br>
 
Warp Drive Operation III
 
  
* The microwarpdrive can be replaced with an afterburner for those who don't have the High Speed Maneuvering skill yet.
+
{{Ship|Vexor|box}}
 +
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.
  
* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.
+
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.
  
* For Uni fleets, ammo that gives an optimal range of approximately 7,500m (iridium with basic skills when using 75mm rails) is ideal to orbit battleships at this distance to avoid smartbomb range. This may vary according to skills. Although 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.
+
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.
  
==Maulus==
 
  
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.
+
=== 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.
  
===[Maulus, PVP Basic Skills Maulus]===
 
Damage Control I<br>
 
Signal Amplifier I
 
  
1MN Afterburner I<br>
+
{{Ship|Brutix|box}}
Remote Sensor Dampener I, Scan Resolution Dampening<br>
+
The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship.
Remote Sensor Dampener I, Scan Resolution Dampening
 
  
125mm Railgun I, Uranium Charge S<br>
 
125mm Railgun I, Uranium Charge S<br>
 
[empty high slot]
 
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
Hobgoblin I x2
 
 
* 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.
 
 
* 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. Like the incursus tackler, an optimal range of 7,500m is recommended for Uni fleets (uranium with basic skills when using 125mm rails).
 
 
* The empty high slot can be used for a nosferatu if the afterburner is switched out for a third damper. The nosferatu should usually not be used on battleships due to its short range and the risk of smartbombs. Without the nosferatu sucking cap, the maulus can quickly cap out. Cap should be closely monitored, especially in extended engagements if you use guns.
 
 
'''[Maulus, PVP Basic Skills Maulus] Required skills'''<br>
 
Afterburner I<br>
 
Drones II<br>
 
Electronics Upgrade I<br>
 
Gallente Frigate II<br>
 
Hull Upgrades I<br>
 
Scout Drone Operation I<br>
 
Sensor Linking I<br>
 
Small Hybrid Turret I
 
 
'''[Maulus, PVP Basic Skills Maulus] Recommended skills'''<br>
 
Acceleration Control II<br>
 
Afterburner III<br>
 
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Drones III<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare III<br>
 
Energy Emission Systems I<br>
 
Energy Management III<br>
 
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>
 
Mechanic III<br>
 
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<br>
 
Warp Drive Operation III
 
 
==Tristan==
 
 
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.
 
 
===[Tristan, PVE Recon Tristan]===
 
Damage Control I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I
 
 
1MN Afterburner I<br>
 
Small Shield Extender I<br>
 
Medium Shield Extender I
 
 
[empty high slot]<br>
 
[empty high slot]<br>
 
[empty high slot]<br>
 
[empty high slot]
 
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
* 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.
 
 
'''[Tristan, PVE Recon Tristan] Required Skills'''<br>
 
Afterburner I<br>
 
Gallente Frigate III<br>
 
Hull Upgrades I<br>
 
Shield Upgrades I
 
 
=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 unimpressive without high skills, although they sometimes fill the role of anti-interceptor.
 
 
Flying destroyers is not recommended for typical Uni fleets, unless it is for a specialized Thrasher Hit & Run fleet.
 
 
==Catalyst==
 
 
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.
 
 
It is also used as a suicide gank ship by outlaws who participate in the Hulkageddon event.
 
 
===[Catalyst, PVE Basic Skills Catalyst]===
 
Damage Control I<br>
 
Small Armor Repairer I<br>
 
Micro Auxiliary Power Core I
 
 
1MN Afterburner I<br>
 
Cap Recharger I
 
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S<br>
 
125mm Railgun I, Antimatter Charge S
 
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
 
Hobgoblin I x1
 
 
'''[Catalyst, PVE Basic Skills Catalyst] Required Skills'''<br>
 
Afterburner I<br>
 
Destroyers I<br>
 
Drones I<br>
 
Energy Grid Upgrades II<br>
 
Energy Management II<br>
 
Gallente Frigate III<br>
 
Hull Upgrades I<br>
 
Repair Systems I<br>
 
Scout Drone Operation I<br>
 
Small Hybrid Turret I
 
 
'''[Catalyst, PVE Basic Skills Catalyst] Recommended Skills'''<br>
 
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<br>
 
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<br>
 
Rapid Firing II<br>
 
Repair Systems II<br>
 
Scout Drone Operation I<br>
 
Sharpshooter II<br>
 
Small Hybrid Turret III<br>
 
Targeting II
 
 
* 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).
 
 
===[Catalyst, Salvaging Boat]===
 
Capacitor Power Relay I<br>
 
Capacitor Power Relay I<br>
 
Co-Processor I
 
 
1MN MicroWarpdrive I<br>
 
Cap Recharger I
 
 
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
 
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I
 
 
'''[Catalyst, Salvaging Boat] Required Skills'''<br>
 
Afterburner III<br>
 
Armor Rigging I<br>
 
Destroyers I<br>
 
Electronics Upgrades I<br>
 
Energy Grid Upgrades II<br>
 
Gallente Frigate III<br>
 
High Speed Maneuvering I<br>
 
Jury Rigging III<br>
 
Mechanic III<br>
 
Navigation III<br>
 
Salvaging I<br>
 
 
'''[Catalyst, Salvaging Boat] Recommended Skills'''<br>
 
High Speed Maneuvering III<br>
 
Salvaging III<br>
 
 
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu. 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're a bit expensive for most newbies. The salvage tackle rigs can be changed to capacitor control circuit rigs if cap runs out too often, or for small cargohold optimization if cargo space runs out.
 
 
* 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==
 
 
The Celestis the 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. It can resolution damp, but this is not terribly useful without ECM on the field as well.
 
 
===[Celestis, PVP Standard Celestis]===
 
Damage Control I<br>
 
800mm Reinforced Steel Plates I<br>
 
Signal Amplifier I
 
 
10MN MicroWarpdrive I<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening
 
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
 
Hornet EC-300 x2<br>
 
Vespa EC-600 x3
 
 
* Cargohold should have 3 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.
 
 
===[Celestis, PVP Gonzo Neut Celestis]===
 
Damage Control I<br>
 
Signal Amplifier I<br>
 
Reactive Plating I
 
 
10MN MicroWarpdrive I<br>
 
Medium Capacitor Booster I, Cap Booster 800<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening<br>
 
Remote Sensor Dampener I, Scan Resolution Dampening
 
 
Medium Energy Neutralizer I<br>
 
Medium Energy Neutralizer I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
 
Hornet EC-300 x2<br>
 
Vespa EC-600 x3
 
 
* 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.
 
 
'''[Celestis, PVP Celestis] Required Skills'''<br>
 
Afterburner III<br>
 
Drones V<br>
 
Electronics IV<br>
 
Electronics Upgrade I<br>
 
Electronic Warfare IV<br>
 
Electronic Warfare Drone Interfacing II<br>
 
Energy Emission Systems II<br>
 
Energy Systems Operation I<br>
 
Gallente Cruiser II<br>
 
High Speed Maneuvering I<br>
 
Hull Upgrades III<br>
 
Scout Drone Operation IV<br>
 
Sensor Linking I
 
 
'''[Celestis, PVP Celestis] Recommended Skills'''<br>
 
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<br>
 
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<br>
 
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
 
 
==Exequror==
 
 
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.
 
 
===[Exequror, Small Gang Exequror RR]===
 
Damage Control I<br>
 
800mm Reinforced Steel Plates I<br>
 
Energized Adaptive Nano Membrane I
 
 
10MN Afterburner I<br>
 
Warp Scrambler I<br>
 
Tracking Disruptor I, Tracking Speed Disruption<br>
 
Medium Capacitor Booster I, Cap Booster 800
 
 
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
 
 
Hobgoblin I x2<br>
 
Hammerhead I x3
 
 
* Small RR range on an Exeq is 24 km.
 
 
* Meant for small gangs made up in part or fully of Exequrors. The tracking disruptor and scram should probably by mixed around the gang, with some having damps and warp disruptors instead (and perhaps some webs).
 
 
==Thorax==
 
 
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.
 
 
===[Thorax, PVP Basic Skills Thorax]===
 
Damage Control I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
400mm Reinforced Steel Plates I
 
 
10MN MicroWarpdrive I<br>
 
Stasis Webifier I<br>
 
Warp Scrambler I
 
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M
 
 
Hammerhead I x5
 
 
* 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 200mm plate instead of the 400mm.
 
 
* 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.
 
 
'''[Thorax, PVP Basic Skills Thorax] Required Skills'''<br>
 
Drones V<br>
 
Electronics IV<br>
 
Gallente Cruisers III<br>
 
Gunnery III<br>
 
High Speed Maneuvering I<br>
 
Hull Upgrades II<br>
 
Medium Hybrid Turret I<br>
 
Propulsion Jamming I<br>
 
Scout Drone Operation I<br>
 
Weapon Upgrades IV
 
 
'''[Thorax, PVP Basic Skills Thorax] Recommended Skills'''<br>
 
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>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Engineering IV<br>
 
Evasive Maneuvering III<br>
 
Gallente Cruiser 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<br>
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Surgical Strike III<br>
 
Targeting III<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades IV
 
 
* This training plan should take 1 month or so to complete, although this will vary a lot with learning skills, 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.
 
 
===[Thorax, Wormhole Thorax]===
 
Damage Control II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Reactive Membrane II
 
 
10MN MicroWarpdrive II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
 
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
Hobgoblin I x5<br>
 
Hobgoblin I x5
 
 
* A basic fit for class 1 wormholes in gangs.
 
 
* A cheaper version would have Dual 150mm Compressed Coil Gun I, as the meta 3 medium rails are much less expensive than the meta 4. Rigs are optional, warping out might be required more often without them. T1 modules can be used if skills aren't high enough for T2.
 
 
==Vexor==
 
 
The Vexor, like the Mymidon 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 from not having to return to the mission site in another ship to salvage, but wether this saves time in total or merely makes it 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.
 
 
===[Vexor, PVE Basic Skills Vexor]===
 
Damage Control I<br>
 
Armor Thermic Hardener I<br>
 
Armor Kinetic Hardener I<br>
 
Medium Armor Repairer I
 
 
10MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I
 
 
Dual 150mm Railgun I, Antimatter Charge M<br>
 
Dual 150mm Railgun I, Antimatter Charge M<br>
 
Dual 150mm Railgun I, Antimatter Charge M<br>
 
Dual 150mm Railgun I, Antimatter Charge M<br>
 
Drone Link Augmentor I
 
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
Hammerhead I x5<br>
 
Hobgoblin I x5
 
 
* The hardeners and drones should be switched around depending on the rat types.
 
 
* The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.
 
 
* The Drone Link Augmentor can be left out if you don't have enough CPU. Electronics IV and Weapon Upgrades III should provide the required CPU.
 
 
* Rigs are relatively expensive and they can be left out when starting level 2 missions if you have insufficient ISK.
 
 
'''[Vexor, PVE Basic Skills Vexor] Required Skills'''<br>
 
Afterburner I<br>
 
Drones IV<br>
 
Energy Grid Upgrades II<br>
 
Gallente Cruiser II<br>
 
Gallente Frigate IV<br>
 
Gunnery III<br>
 
Hull Upgrades III<br>
 
Medium Hybrid Turret I<br>
 
Repair Systems I<br>
 
Scout Drone Operation IV
 
 
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.
 
 
* Scout Drone Operation IV is required for the Drone Link Augmentor. This module can be left out with little impact to the Vexor's performance.
 
 
'''[Vexor, PVE Basic Skills Vexor] Recommended Skills'''<br>
 
Acceleration Control II<br>
 
Afterburner II<br>
 
Combat Drone Operation II<br>
 
Controlled Bursts III<br>
 
Drones V<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Electronics IV<br>
 
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>
 
Jury Rigging I<br>
 
Mechanic III<br>
 
Medium Hybrid Turret III<br>
 
Motion Prediction III<br>
 
Rapid Firing III<br>
 
Repair Systems IV<br>
 
Scout Drone Operation IV<br>
 
Sharpshooter III<br>
 
Targeting III<br>
 
Weapon Upgrades III<br>
 
 
* This recommended skill plan should take approximately two weeks to complete, depending on learning skills trained 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.
 
 
=Industrial=
 
 
==Iteron==
 
 
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.
 
 
===[Iteron Mark III, Hauler]===
 
Expanded Cargohold II<br>
 
Expanded Cargohold II<br>
 
Expanded Cargohold II
 
 
Medium Shield Extender I<br>
 
Medium Shield Extender I<br>
 
Medium Shield Extender I
 
 
[empty high slot]<br>
 
[empty high slot]
 
 
Medium Cargohold Optimization I<br>
 
Medium Cargohold Optimization I<br>
 
Medium Cargohold Optimization I
 
 
'''[Iteron Mark III, Hauler] Required Skills'''<br>
 
Astronautics Rigging I<br>
 
Gallente Industrial III<br>
 
Hull Upgrades II<br>
 
Jury Rigging III<br>
 
Mechanic III<br>
 
Shield Upgrades I
 
 
* 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.
 
 
* 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 [http://classes.eve-ivy.com/ Audio Library] for more information about suicide ganking and how to avoid it.
 
 
=Battlecruiser=
 
 
==Brutix==
 
 
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.
  
===[Brutix, PVP T1 Shield Tank Brutix]===
 
Damage Control I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
Magnetic Field Stabilizer I<br>
 
Tracking Enhancer I
 
 
10MN MicroWarpdrive I<br>
 
Warp Scrambler I<br>
 
Large Shield Extender I<br>
 
Invulnerability Field I
 
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster I, Caldari Navy Antimatter Charge M
 
 
Hammerhead I x5
 
 
* This Brutix is very cheap to fit, and after insurance is collected it costs around 3 million ISK (assuming 20 million was paid for the hull), including 840 units of faction ammo, 2000 units of standard ammo, and 25 units of nanite repair paste. It deals around 461 DPS with 34k EHP with recommended skills.
 
 
* This fit is not suitable for war time in the Uni due to T1 tank. The skill recommendations are kept low for the T1 version, since it is meant to be a disposable ship with a bit more DPS and EHP than a Thorax for regular lowsec patrols during peace time. Pilots who are looking to be effective in a Brutix should aim for the T2 version skill recommendations.
 
 
'''[Brutix, PVP T1 Shield Tank Brutix] Required Skills'''<br>
 
Battlecruisers I<br>
 
Drones V<br>
 
Electronics IV<br>
 
Engineering IV<br>
 
Gallente Cruiser III<br>
 
Gunnery III<br>
 
High Speed Maneuvering I<br>
 
Hull Upgrades I<br>
 
Medium Hybrid Turret I<br>
 
Propulsion Jamming I<br>
 
Scout Drone Operation I<br>
 
Shield Upgrades I<br>
 
Spaceship Command IV<br>
 
Tactical Shield Manipulation I<br>
 
Weapon Upgrades I
 
 
'''[Brutix, PVP T1 Shield Tank Brutix] Recommended Skills'''<br>
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Battlecruisers IV<br>
 
Controlled Bursts III<br>
 
Combat Drone Operation IV<br>
 
Drones V<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Electronics IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Engineering IV<br>
 
Evasive Maneuvering III<br>
 
Gallente Cruiser III<br>
 
Gunnery V<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades IV<br>
 
Long Range Targeting III<br>
 
Mechanic IV<br>
 
Medium Hybrid Turret IV<br>
 
Motion Prediction III<br>
 
Navigation III<br>
 
Propulsion Jamming III<br>
 
Rapid Firing IV<br>
 
Scout Drone Operation IV<br>
 
Sharpshooter III<br>
 
Shield Management IV<br>
 
Shield Upgrades III<br>
 
Signature Analysis III<br>
 
Spaceship Command IV<br>
 
Surgical Strike III<br>
 
Tactical Shield Manipulation III<br>
 
Targeting IV<br>
 
Trajectory Analysis III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades III
 
 
===[Brutix, PVP T2 Shield Tank Brutix]===
 
Damage Control II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Tracking Enhancer II
 
 
10MN MicroWarpdrive II<br>
 
Invulnerability Field II<br>
 
Large Shield Extender II<br>
 
Warp Scrambler II
 
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
 
 
Medium Core Defence Field Extender I<br>
 
Medium Core Defence Field Extender I<br>
 
Medium Anti-EM Screen Reinforcer I
 
 
Hammerhead II x5
 
 
* For large Uni fleets with its abundance of warp jammers and webs, the warp scrambler can be dropped for a second Large Shield Extender II, though this may require a Reactor Control I instead of the Tracking Enhancer II to fit. A second shield extender will give about 10k more EHP. For small gangs, the scrambler is recommended.
 
 
* This version deals around 691 DPS with 50k EHP with recommended skills, or up to 60k EHP with double shield extenders. Energy Grid Upgrades II will be required to fit two shield extenders.
 
 
'''[Brutix, PVP T2 Shield Tank Brutix] Required Skills'''<br>
 
Battlecruisers I<br>
 
Drones V<br>
 
Electronics IV<br>
 
Engineering V<br>
 
Gallente Cruiser III<br>
 
Gallente Drone Specialization II<br>
 
Gunnery V<br>
 
High Speed Maneuvering IV<br>
 
Hull Upgrades IV<br>
 
Jury Rigging III<br>
 
Medium Blaster Specialization I<br>
 
Medium Hybrid Turret IV<br>
 
Propulsion Jamming II<br>
 
Scout Drone Operation V<br>
 
Shield Rigging I<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Weapon Upgrades IV
 
 
'''[Brutix, PVP T2 Shield Tank Brutix] Recommended Skills'''<br>
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Battlecruisers IV<br>
 
Controlled Bursts III<br>
 
Combat Drone Operation IV<br>
 
Drones V<br>
 
Drone Durability III<br>
 
Drone Interfacing IV<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Electronics IV<br>
 
Energy Grid Upgrades II<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<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<br>
 
Sharpshooter III<br>
 
Shield Management IV<br>
 
Shield Rigging III<br>
 
Shield Upgrades IV<br>
 
Signature Analysis III<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
 
 
===[Brutix, Wormhole Brutix]===
 
Damage Control II<br>
 
Medium Armor Repairer II<br>
 
Energized Reactive Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II
 
 
10MN MicroWarpdrive II<br>
 
Tracking Computer II, Tracking Speed<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
 
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
 
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
Hobgoblin I x5<br>
 
Hobgoblin I x5
 
 
* This should be able to handle class 1 wormholes, perhaps class 2 in gangs. It is unlikely to do well in class 3 wormholes with its poor tank.
 
 
==Myrmidon==
 
 
The Mymidon 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 cap bonus make it an excellent armor tanker. The myrmidon should be fitted with Hobgolins and Hammerheads, as well as Minmatar or Caldari drones depending if the rats are weak to explosive or kinetic damage.
 
 
The Myrmidon can also be an excellent pvp ship, though the damage potential is much less than the Brutix. It can have a good buffer tank, and some myrmidon pvp fits have double or triple repair modules. Myrmidons can also be fit and rigged for speed with a shield tank.
 
 
===[Myrmidon, PVE T2 Tank Myrmidon]===
 
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>
 
Armor Kinetic Hardener II
 
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
200mm Railgun I, Antimatter Charge M<br>
 
200mm Railgun I, Antimatter Charge M<br>
 
200mm Railgun I, Antimatter Charge M<br>
 
200mm Railgun I, Antimatter Charge M<br>
 
200mm Railgun I, Antimatter Charge M<br>
 
Drone Link Augmentor I
 
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
Hobgoblin II x5<br>
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
Valkyrie II x5
 
 
'''[Myrmidon, PVE T2 Tank Myrmidon] Required Skills'''<br>
 
Afterburner IV<br>
 
Battlecruisers II<br>
 
Drones V<br>
 
Electronics IV<br>
 
Energy Grid Upgrades III<br>
 
Gallente Cruisers III<br>
 
Gallente Drone Specialization II<br>
 
Gunnery III<br>
 
Hull Upgrades V<br>
 
Jury Rigging I<br>
 
Mechanic IV<br>
 
Medium Hybrid Turret I<br>
 
Minmatar Drone Specialization II<br>
 
Repair Systems IV<br>
 
Scout Drone Operation V<br>
 
Spaceship Command IV<br>
 
Weapon Upgrades III
 
 
===[Myrmidon, PVP T2 Light Neutrons Myrmidon]===
 
Damage Control 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
 
 
10MN MicroWarpdrive II<br>
 
Stasis Webifier II<br>
 
Stasis Webifier II<br>
 
Warp Scrambler II<br>
 
Warp Disruptor II
 
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
 
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
 
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
Ogre II x2<br>
 
Hammerhead II x2<br>
 
Hobgoblin II x1
 
 
* This Myrmidon uses light neutrons to be able to fit more tank. Since the myrmidon doesn't have a bonus to guns, fitting small guns doesn't have a terrible effect on the DPS.
 
 
* The most DPS from drones is from 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have tracking issues to deal with smaller targets, and travel time can also be an issue depending on the initial engagement range.
 
 
* The second web can be replaced by a target painter to help the Ogre DPS against sub-BS sized enemies if no one else in the gang has target painters, an Omnidirectional Tracking Link to increase drone tracking, or a Drone Navigation Computer to increase drone MWD speed.
 
 
* This fitting should have approximately 100k EHP and 450 DPS with recommended skills. The light neutrons have a very short optimal, and the scram + double webs can help keep enemies in place to apply full DPS.
 
 
* The high slots can be changed to suit the needs of the fleet. Drone Link Augmentor, Remote Armor Repair, Cap Transfer Array, and Energy Neutralizer are all good options to fit. If these modules take up too much pg, one of the 1600mm plates can be switched out to an Energized Reactive Membrane II. The plate could also be switched to a Reactior Control Unit or Co-Processor, however these should not be used as substitutes for poor fitting skills (Engineering V and Electronics V at least, as well as Weapon Upgrades and perhaps Advanced Weapon Upgrages). This fit needs at least one 1600mm plate to have adequate EHP, and preferrably EHP over 75k. If cap-intensive high slot modules are used, one of the webs should be switched to a Medium Capacitor Booster II with 800 charges.
 
 
* Rolled Tungsten plates are nearly always preferred over Tech 2 plates because of the lower fitting requirements and the lower mass increase.
 
 
===[Myrmidon, Wormhole Gang Myrmidon RR]===
 
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<br>
 
Energized Reactive Membrane II
 
 
10MN MicroWarpdrive II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
Medium Remote Armor Repair System II<br>
 
Medium Remote Armor Repair System II<br>
 
Small Remote Hull Repair System I<br>
 
Salvager I<br>
 
Core Probe Launcher I, Core Scanner Probe I<br>
 
Drone Link Augmentor I
 
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I
 
 
Hobgoblin I x5<br>
 
Hammerhead I x5<br>
 
Hobgoblin I x5<br>
 
Hammerhead I x5
 
 
* This is meant as a utility ship in wormhole fleets. It does a bit of DPS through drones, but its main use is remote repping. The MWD is needed to get in RR range quickly, unless the gang is set up to be stationary.
 
 
* Tech 1 drones are used to avoid getting too much drone aggro. If the gang has a some ECM and a lot of firepower, Tech 2 drones might survive, but it can be costly if they get aggro. The small hull repper is meant to rep drones that caught too much aggro and survived the trip back to the drone bay.
 
 
* The CPU requirements of shield transporters make those difficult to fit.
 
 
* It should handle class 1 and 2 wormholes relatively well, and perhaps class 3 if the gang is big enough.
 
 
* The salvager can be switched for a prototype cloaking device, possibly offline depending on fitting skills.
 
 
=Battleship=
 
 
==Dominix==
 
 
The PVE Dominix fits are cap stable with Energy Management IV and Energy Systems Operation IV, 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 low tank version should be used in easier missions and the high tank in harder missions. Pilots with higher cap skills might want to switch one of the CCC rigs for an Auxiliary Nano Pump. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you might want to consider 1 or 2 Omnidirectional Tracking Links in mid slots, no afterburner.
 
 
===[Dominix, PVE High Tank Dominix]===
 
Large Armor Repairer II<br>
 
Large Armor Repairer II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II
 
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Drone Link Augmentor I
 
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
Warrior II x5<br>
 
Valkyrie II x5<br>
 
Berserker I x5<br>
 
Bouncer I x5
 
 
===[Dominix, PVE Low Tank Dominix]===
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II<br>
 
Large Armor Repairer II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II
 
 
100MN Afterburner I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II
 
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Drone Link Augmentor I
 
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I<br>
 
Large Capacitor Control Circuit I
 
 
Warrior II x5<br>
 
Valkyrie II x5<br>
 
Berserker I x5<br>
 
Bouncer I x5
 
 
* The afterburner is used to get in antimatter range, since some rats battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.
 
 
===[Dominix, PVP Neut Domi RR]===
 
Energized Reactive Membrane II<br>
 
Damage Control 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>
 
 
100MN MicroWarpdrive I<br>
 
Heavy Capacitor Booster II, Cap Booster 800<br>
 
Medium Capacitor Booster II, Cap Booster 800<br>
 
Sensor Booster II, Scan Resolution<br>
 
ECCM - Magnetometric II
 
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Heavy Unstable Power Fluctuator I<br>
 
Medium Energy Neutralizer II<br>
 
Large Remote Armor Repair System II<br>
 
Drone Link Augmentor I
 
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
Warrior II x5<br>
 
Hammerhead II x5<br>
 
Ogre II x5<br>
 
Bouncer II x5<br>
 
EC-600 x5
 
 
* With a 3% powergrid implant, the Drone Link Augmentor I can be replaced by a second Medium Energy Neutralizer II.
 
 
* T2 heavy drones and sentries are recommended, but T1 will suffice. The neut domi's role is to solidify RR BS gangs with extra tank and repping rather than do DPS, and the neuting will be effective against many ships.
 
 
* The ECCM and Medium Capacitor Booster can be replaced with a scram and web to give this ship some tackle, especially if used as bait. Although the Domi isn't the best bait ship, as it is reknowned for being fitted with heavy neuts, and thus many enemies will avoid getting within the 25 km range.
 
 
===[Dominix, Wormhole Gang Domi RR]===
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Reactive Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Omnidirectional Tracking Link I<br>
 
Omnidirectional Tracking Link I
 
 
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
 
 
Large Remote Repair Augmentor I<br>
 
Large Trimark Armor Pump I<br>
 
Large Capacitor Control Circuit I
 
 
Garde II x5<br>
 
Bouncer II x5<br>
 
Hobgoblin II x5<br>
 
Hammerhead II x5<br>
 
Valkyrie II x5
 
 
* This build is only cap stable with all level V skills. The omnidirectional tracking links will need to be changed to cap rechargers with level IV in Energy Systems Operation, Energy Management, Energy Emission Systems, and Remote Armor Repair Systems.
 
 
==Megathron==
 
 
===[Megathron, PVP Blasterthron RR]===
 
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
 
 
Quad LiF Fueled I Booster Rockets<br>
 
Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
 
Sensor Booster II, Scan Resolution<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
 
Large 'Solace' I Remote Bulwark Reconstruction
 
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I
 
 
Ogre II x5<br>
 
 
* Requires Advanced Weapon Upgrades IV and a 3% powergrid implant. Without a PG implant or with insufficient Advanced Weapon Upgrades, one or two of the blasters can be switched to meta 3 or 4 neutrons.
 
 
===[Megathron, Wormhole Gang Megathron RR]===
 
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>
 
Capacitor Power Relay II<br>
 
Capacitor Power Relay II
 
  
Tracking Computer II<br>
+
{{Ship|Myrmidon|box}}
Tracking Computer II<br>
+
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.
Cap Recharger II<br>
 
Cap Recharger II
 
  
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
+
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.
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
425mm Prototype I Gauss Gun, Antimatter Charge L<br>
 
Large Remote Armor Repair System II<br>
 
Large Remote Armor Repair System II
 
  
Large Remote Repair Augmentor I<br>
 
Large Trimark Armor Pump I<br>
 
Large Anti-Explosive Pump I
 
  
Bouncer II x5
+
{{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].
  
=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 I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, 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.
+
=== 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.
  
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.
+
{{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.
  
=Tech and Meta Levels=
+
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.
  
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
+
The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance.
  
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
 
  
=Drones=
+
{{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.
  
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.
+
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.
  
Never use Amarr drones, due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
 
  
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired 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.
+
{{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.
  
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
 
  
Drone aggro can be used by griefers to flag you for pvp.
+
=== 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).
  
In pvp, Gallente and Minmatar 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.
+
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.
  
=Tank & Gank=
+
{{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.
  
Different rats (NPC pirates) factions have different damage type resistances, and deal different damage types.  
+
{{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.
  
Drones and hardeners should be switched around based on rat types.
+
{{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.
  
Damage type resistance and dealt by rats can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
+
{{Ship|Miasmos|box}}
 +
The Miasmos is designed to haul raw ore in large amounts.
  
All EHP in this guide is given with EFT calculations, not in-game EHP.
+
{{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 -->
  
=Salvaging After the Mission=
+
== 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.
  
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.
+
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 level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.
+
For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike (rails).
  
=Learning, Cybernetics, and Social Skills=
+
== Drone tips ==
 +
{{main|Drone mechanics}}
  
For the fastest way to train learning skills, see the [http://www.eveonline.com/ingameboard.asp?a=topic&threadid=242786 Attributes & Skills Guide] on the Eve Online forums.
+
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.
  
The basic learning skills should be trained up to level III within the first two days of play. They are quick to train, and will soon pay off in saved training time. Training them up to IV within the first week is recommended, except for Empathy. Many pilots have no use for Charisma-related skills, and thus Empathy can be left at III and Presence left untrained. Advanced learning skills should be purchased when the ISK is available for them. Training advanced learning skills up to III will pay off relatively fast. Many players will train basic learning skills up to V and advanced learning skills up to IV in the 3 to 6 month timeframe, and these levels of learning skills can take up to a year to pay off. Advanced learning skills at level V are not recommended, as they take many years to pay off.
+
All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.  
  
==Basic Learning Skills==
+
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.
*Analytical Mind<br>
 
*Empathy<br>
 
*Instant Recall<br>
 
*Iron Will<br>
 
*Learning<br>
 
*Spatial Awareness
 
  
==Advanced Learning Skills==
+
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".
*Clarity<br>
 
*Eidetic Memory<br>
 
*Focus<br>
 
*Logic<br>
 
*Presence
 
  
==Social skills==
+
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.
  
The Connections skill will give easier access to higher level missions. The Social skill at level III is a prerequisite.
+
== Related links ==
 +
{{ShipGuideLinks}}
  
*Social III<br>
+
[[Category:Ships]]
*Connections III
 

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