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Rigs: Difference between revisions

From EVE University Wiki
Double-checked and corrected some of the rig effects
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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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