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'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular [[modules]]). 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|icon=yes}} skill. However if you're willing to face the full downside, you can fit any rig with no skills whatsoever, despite the "skill requirements" of the rig. | '''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular [[modules]]). 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|icon=yes}} skill. However, if you're willing to face the full downside, you can fit any rig with no skills whatsoever, despite the "skill requirements" of the rig. | ||
Rigs don't have powergrid or CPU fitting requirements, but instead require ''calibration'', a rig-specific fitting resource. All ships have 400 calibration points, except for pirate faction ships which have 350. 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 don't have powergrid or CPU fitting requirements, but instead require ''calibration'', a rig-specific fitting resource. All ships have 400 calibration points, except for [[Pirate Faction Ship Guide|pirate faction ships]] which have 350. 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 [[Hauling#Freighters|Freighters, Jump Freighters]], [[Frigate#Corvettes|Corvettes]], and [[Frigate#Shuttles|Shuttles]]) have none. | 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 [[Hauling#Freighters|Freighters, Jump Freighters]], [[Frigate#Corvettes|Corvettes]], and [[Frigate#Shuttles|Shuttles]]) have none. | ||
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==Armor== | ==Armor== | ||
{{see also|Armor Tanking|Guide to Logistics}} | {{see also|Armor Tanking|Guide to Logistics}} | ||
The downsides of armor rigs can be mitigated by training {{sk|Armor Rigging}}. | The downsides of armor rigs can be mitigated by training {{sk|Armor Rigging|icon=yes}}. | ||
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==Astronautic== | ==Astronautic== | ||
The downsides of astronautic rigs can be mitigated by training {{sk|Astronautics Rigging}}. | The downsides of astronautic rigs can be mitigated by training {{sk|Astronautics Rigging|icon=yes}}. | ||
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==Drone== | ==Drone== | ||
{{see also|Drones}} | {{see also|Drones}} | ||
The downsides of drone rigs can be mitigated by training {{sk|Drones Rigging}}. | The downsides of drone rigs can be mitigated by training {{sk|Drones Rigging|icon=yes}}. | ||
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==Electronic superiority== | ==Electronic superiority== | ||
{{see also|EWAR Guide}} | {{see also|EWAR Guide}} | ||
The downsides of electronic superiority rigs can be mitigated by training {{sk|Electronic Superiority Rigging}}. | The downsides of electronic superiority rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}. | ||
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==Missile launcher== | ==Missile launcher== | ||
{{see also|Missile Launchers}} | {{see also|Missile Launchers}} | ||
The downsides of missile launcher rigs can be mitigated by training {{sk|Launcher Rigging}}. | The downsides of missile launcher rigs can be mitigated by training {{sk|Launcher Rigging|icon=yes}}. | ||
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==Shield== | ==Shield== | ||
{{see also|Shield Tanking}} | {{see also|Shield Tanking}} | ||
The downsides of shield rigs can be mitigated by training {{sk|Shield Rigging}}. | The downsides of shield rigs can be mitigated by training {{sk|Shield Rigging|icon=yes}}. | ||
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==Targeting== | ==Targeting== | ||
The downsides of targeting rigs can be mitigated by training {{sk|Electronic Superiority Rigging}}. | The downsides of targeting rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}. | ||
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==Turret weapons== | ==Turret weapons== | ||
{{see also|Turrets}} | {{see also|Turrets}} | ||
Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The downside of turret weapon rigs can be reduced by training {{sk|Energy Weapon Rigging}}, {{sk|Hybrid Weapon Rigging}}, or {{sk|Projectile Weapon Rigging}}, as appropriate. | Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The downside 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. | ||
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