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'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed | [[File:Icon_fit_rig.png|left|32px]] | ||
'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, in most ships they must be destroyed in order to be removed (unlike regular [[modules]]). The exceptions are T3 Strategic Cruisers which feature removable rigs. Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your {{sk|Armor Rigging}} skill. However, if you're willing to face the full drawback, you can fit any rig with no skills whatsoever. | |||
Rigs don't have powergrid or CPU fitting requirements, but instead require ''calibration'', a rig-specific fitting resource. All ships that can fit rigs have 400 calibration points, except for [[Pirate Faction Ship Guide|pirate faction ships]] which have 350. [[Alliance Tournament]] ships have 400 points regardless of faction, while other special edition ships follow the pirate faction rule. A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents. | |||
''' | Rigs fit into ''rig slots'', and, just like modules, each rig takes up one rig slot. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships (notably [[Freighters]], [[Jump Freighters]], [[Corvettes]], and [[Shuttles]]) have none. | ||
Rigs come in four sizes: | |||
* Small, for [[frigates]] and [[destroyers]] | |||
* Medium, for [[cruisers]], [[battlecruisers]], [[haulers]], and [[mining Barge]]s | |||
* Large, for [[battleships]] | |||
* Capital, for [[capital Ships]] | |||
' | Unlike for modules, it's not possible to fit a "wrong-sized" rig on a ship. Nearly all rigs come in all four sizes, with identical stats for each size. | ||
Rigs are [[manufacturing|manufactured]] by players, using [[Salvaging|salvaged material]]. | |||
''' | == Armor == | ||
{{see also|Armor Tanking|Logistics}} | |||
''' | The drawbacks of armor rigs can be mitigated by training {{sk|Armor Rigging|icon=yes}}. | ||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''EM Armor Reinforcer''' | |||
| Increase armor resistance to EM damage | |||
| rowspan=4 | Decreases ship's maximum velocity | |||
|- | |||
| '''Explosive Armor Reinforcer''' | |||
| Increase armor resistance to explosive damage | |||
|- | |||
| '''Kinetic Armor Reinforcer''' | |||
| Increase armor resistance to kinetic damage | |||
|- | |||
| '''Thermal Armor Reinforcer''' | |||
| Increase armor resistance to thermal damage | |||
|- | |||
| '''Auxillary Nano Pump''' | |||
| Increase amount a local armor repair module repairs per cycle | |||
| rowspan=2 | Increases armor repairer powergrid requirements | |||
|- | |||
| '''Nanobot Accelerator''' | |||
| Decrease local armor repair module cycle time<ref>This is not subject to [[stacking penalties]], despite what the rig's description says.</ref> | |||
|- | |||
| '''Remote Repair Augmentor''' | |||
| Reduces capacitor used by remote armor repair modules | |||
| Decreases ship's maximum velocity | |||
|- | |||
| '''Transverse Bulkhead''' | |||
| Increases hull hit points by a percentage | |||
| Decreases ship's cargo capacity | |||
|- | |||
| '''Trimark Armor Pump''' | |||
| Increases armor hit points by a percentage | |||
| Decreases ship's maximum velocity | |||
|} | |||
<small><references /></small> | |||
==Astronautic== | ==Astronautic== | ||
The drawbacks of astronautic rigs can be mitigated by training {{sk|Astronautics Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
'''Auxiliary Thruster''' | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Name | |||
'''Cargohold Optimization''' | ! Effect | ||
! Drawback | |||
'''Dynamic Fuel Valve''' | |- | ||
| '''Auxiliary Thruster''' | |||
'''Engine Thermal Shielding''' | | Increase maximum velocity | ||
| rowspan=4 | Decreases armor hit points | |||
|- | |||
| '''Cargohold Optimization''' | |||
| Increases cargo capacity<ref>This only affects the "normal" cargo bay, it doesn't increase the capacity of any "special" cargo bays (e.g. mining hold, fleet hangar, etc)</ref> | |||
|- | |||
| '''Dynamic Fuel Valve''' | |||
| Decreases the capacitor used by afterburners and microwarpdrives | |||
''' | |- | ||
| '''Engine Thermal Shielding''' | |||
| Increases cycle duration of afterburners and microwarpdrives | |||
|- | |||
| '''Higgs Anchor'''<ref>Only one Higgs Anchor rig can be fit to a ship at time. Additionally, there is no Tech 2 variant of this rig.</ref> | |||
| Increase mass and agility while greatly reducing maximum velocity | |||
| Reduces warp velocity | |||
|- | |||
| '''Hyperspatial Velocity Optimizer''' | |||
| Increases maximum warp velocity | |||
| Increases signature radius | |||
|- | |||
| '''Low Friction Nozzle Joints''' | |||
''' | | Increases agility | ||
| rowspan=2 | Decreases armor hit points | |||
|- | |||
| '''Polycarbon Engine Housing''' | |||
''' | | Increases maximum velocity and agility | ||
|- | |||
| '''Warp Core Optimizer''' | |||
| Reduces the capacitor needs for warping | |||
= | | Increases signature radius | ||
|} | |||
<small><references /></small> | |||
''' | |||
''' | |||
''' | == Drone == | ||
{{see also|Drones}} | |||
The drawbacks of drone rigs can be mitigated by training {{sk|Drones Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Drone Control Range Augmentor''' | |||
| Increases the drone control range | |||
| rowspan=8 | Decreases ship's CPU | |||
|- | |||
| '''Drone Durability Enhancer''' | |||
| Increases drones' hit points (armor, shield, and hull) | |||
|- | |||
| '''Drone Mining Augmentor''' | |||
| Increases the yield of mining drones and decreases cycle time for ice harvesting drones | |||
|- | |||
| '''Drone Repair Augmentor''' | |||
| Increases the amount repaired by repair drones | |||
|- | |||
| '''Drone Scope Chip''' | |||
| Increases the optimal range of drones' weapons | |||
|- | |||
| '''Drone Speed Augmentor''' | |||
| Increases the speed of drones | |||
|- | |||
| '''Sentry Damage Augmentor''' | |||
| Increases the damage of sentry drones | |||
|- | |||
| '''Stasis Drone Augmentor''' | |||
| Increases the amount by which stasis webifier drones reduce their target's velocity | |||
|} | |||
''' | == Electronic superiority == | ||
{{see also|Electronic warfare}} | |||
The drawbacks of electronic superiority rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Inverted Signal Field Generator''' | |||
| Increases the strength of remote sensor dampener modules | |||
| rowspan=3 | Decreases shield hit points | |||
|- | |||
| '''Particle Dispersion Augmentor''' | |||
| Increases the strength of ECM modules | |||
|- | |||
| '''Particle Dispersion Projector''' | |||
| Increases the range of EWAR modules<ref>This applies to all forms of electronic warfare (remote sensor dampeners, weapon disruptors, ECM, and target painters).</ref> | |||
|- | |||
| '''Signal Disruption Amplifier''' | |||
| Decreases the capacitor need for ECM and ECM Burst modules | |||
| No drawback | |||
|- | |||
| '''Targeting Systems Stabilizer''' | |||
| Decreases the targeting delay after uncloaking | |||
| rowspan=2 | Decreases shield hit points | |||
|- | |||
| '''Tracking Diagnostic Subroutines''' | |||
| Increases the strength of tracking disruptor modules | |||
|} | |||
<small><references /></small> | |||
'''Egress Port Maximizer''' | == Engineering == | ||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Ancillary Current Router''' | |||
| Increases ship's powergrid | |||
| rowspan=8 | No drawback | |||
|- | |||
| '''Capacitor Control Circuit''' | |||
| Increases ship's capacitor recharge rate | |||
|- | |||
| '''Command Processor'''<ref>There is no Tech 2 variant of this rig.</ref> | |||
| Increase the number of Command Burst modules that can be equipped to a command-capable ship | |||
|- | |||
| '''Egress Port Maximizer''' | |||
| Decreases the capacitor use of capacitor [[Guide_to_Logistics#Remote_Capacitor_Transfer|transfer]] and [[Capacitor warfare|neutralizer]] modules | |||
|- | |||
| '''Liquid Cooled Electronics''' | |||
| Reduces the CPU needs of modules that require the {{sk|Electronics Upgrades}}<ref>This includes modules like Co-Processors and Signal Amplifiers.</ref> skill | |||
|- | |||
| '''Powergrid Subroutine Maximizer''' | |||
| Decreases the CPU need for all power upgrade modules<ref>All modules which increase a ship's powergrid, e.g. Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units.</ref> | |||
|- | |||
| '''Processor Overclocking Unit''' | |||
| Increases ship's CPU, -5% shield recharge rate | |||
|- | |||
| '''Semiconductor Memory Cell''' | |||
| Increases ship's total capacitor | |||
|} | |||
<small><references /></small> | |||
''' | == Missile launcher == | ||
{{see also|Missile Launchers}} | |||
The drawbacks of missile launcher rigs can be mitigated by training {{sk|Launcher Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Bay Loading Accelerator''' | |||
| Increases the rate of fire of launchers | |||
| rowspan=6 | Increases CPU cost of missile launchers | |||
|- | |||
| '''Hydraulic Bay Thrusters''' | |||
| Increases missile velocity | |||
|- | |||
| '''Rocket Fuel Cache Partition''' | |||
| Increases missile flight time | |||
|- | |||
| '''Warhead Calefaction Catalyst''' | |||
| Increases missile damage | |||
|- | |||
| '''Warhead Flare Catalyst''' | |||
| Increases missile explosion velocity | |||
|- | |||
| '''Warhead Rigor Catalyst''' | |||
| Decreases missile explosion radius | |||
|} | |||
== Resource processing == | |||
{{see also|Ice harvesting|Mining|Salvaging}} | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
''' | ! Name | ||
! Effect | |||
! Drawback | |||
|- | |||
| '''Ice Harvester Accelerator'''<ref name="medonly" /> | |||
''' | | Reduces the cycle time of ice harvester modules | ||
| rowspan=2 | No drawback | |||
''' | |- | ||
| '''Mercoxit Mining Crystal Optimization'''<ref name="medonly" /> | |||
| Increase the mining yield of modules using Mercoxit mining crystals | |||
|- | |||
| '''Salvage Tackle''' | |||
| Increases the chance to salvage successfully | |||
| Decreases maximum velocity<ref>This can be mitigated by training {{sk|Armor Rigging}}.</ref> | |||
|} | |||
<small><references> | |||
<ref name="medonly">This rig is only available as a Tech 1, medium-sized rig.</ref> | |||
</references></small> | |||
==Scanning== | ==Scanning== | ||
{{see also|Scanning}} | |||
{| class="wikitable" | |||
'''Emission Scope''' | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Name | |||
'''Gravity Capacitor''' | ! Effect | ||
! Drawback | |||
'''Memetic Algorithm Bank''' | |- | ||
| '''Emission Scope Sharpener''' | |||
'''Signal Focusing Kit''' | | Increases virus coherence of relic analyzer modules | ||
| rowspan=3 | No drawback | |||
|- | |||
| '''Gravity Capacitor Upgrade''' | |||
| Increases scan strength of scan probes | |||
|- | |||
| '''Memetic Algorithm Bank''' | |||
| Increases virus coherence of data analyzer modules | |||
|- | |||
| '''Signal Focusing Kit''' | |||
| Increases speed of cargo, ship, and survey scanners | |||
| Decreases shield hit points<ref>This can be mitigated by training {{sk|Electronic Superiority Rigging}}.</ref> | |||
|} | |||
<small><references /></small> | |||
''' | == Shield == | ||
{{see also|Shield Tanking}} | |||
The drawbacks of shield rigs can be mitigated by training {{sk|Shield Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''EM Shield Reinforcer''' | |||
| Increase shield resistance to EM damage | |||
| rowspan=9 | Increases ship's signature radius | |||
|- | |||
| '''Explosive Shield Reinforcer''' | |||
| Increase shield resistance to explosive damage | |||
|- | |||
| '''Kinetic Shield Reinforcer''' | |||
| Increase shield resistance to kinetic damage | |||
|- | |||
| '''Thermal Shield Reinforcer''' | |||
| Increase shield resistance to thermal damage | |||
|- | |||
| '''Core Defense Capacitor Safeguard''' | |||
| Decreases the capacitor used by modules that require the {{sk|Shield Operation}}<ref>Shield Boosters and Ancillary Shield Boosters.</ref> skill | |||
|- | |||
| '''Core Defense Charge Economizer''' | |||
| Decreases powergrid use of shield upgrade modules | |||
|- | |||
| '''Core Defense Field Extender''' | |||
| Increases shield capacity | |||
|- | |||
| '''Core Defense Field Purger''' | |||
| Increases shield recharge rate | |||
|- | |||
| '''Core Defense Operation Solidifier''' | |||
| Decreases the cycle time of shield boosters | |||
|} | |||
<small><references /></small> | |||
''' | == Targeting == | ||
The drawbacks of targeting rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}. | |||
{| class="wikitable" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Ionic Field Projector''' | |||
| Increases your maximum targeting range | |||
| rowspan=2 | Decreases shield hit points | |||
|- | |||
| '''Targeting System Subcontroller''' | |||
| Increases your targeting speed | |||
|} | |||
== Turret weapons == | |||
{{see also|Turrets}} | |||
Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The drawback of turret weapon rigs can be reduced by training {{sk|Energy Weapon Rigging|icon=yes}}, {{sk|Hybrid Weapon Rigging|icon=yes}}, or {{sk|Projectile Weapon Rigging|icon=yes}}, as appropriate. | |||
'''Discharge Elutriation''' | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Name | |||
! Effect | |||
! Drawback | |||
|- | |||
| '''Algid Administrations Unit''' | |||
| Decreases turret CPU needs | |||
| rowspan=7 | Increases turret powergrid needs | |||
|- | |||
| '''Ambit Extension''' | |||
| Increases turret accuracy falloff | |||
|- | |||
| '''Burst Aerator''' | |||
| Increases turret rate of fire | |||
|- | |||
| '''Collision Accelerator''' | |||
| Increases turret damage | |||
|- | |||
| '''Discharge Elutriation'''<ref>There is no version of this rig for projectile weapons, since they don't use capacitor.</ref> | |||
| Decreases turret capacitor use | |||
|- | |||
| '''Locus Coordination''' | |||
| Increases turret optimal range | |||
|- | |||
| '''Metastasis Adjuster''' | |||
| Increases turret tracking speed | |||
|} | |||
<small><references /></small> | |||
== See also == | |||
* [[Stacking penalties]] | |||
* [[Fitting ships]] | |||
[[Category: | [[Category:Fitting]] | ||