Difference between revisions of "Rigs"
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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 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 [[ | + | 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 [[Industrial#Freighters|Freighters, Jump Freighters]], [[Frigate#Corvettes|Corvettes]], and [[Frigate#Shuttles|Shuttles]]) have none. |
Rigs come in four sizes: | Rigs come in four sizes: | ||
* Small, for [[Frigate]]s and [[Destroyer]]s | * Small, for [[Frigate]]s and [[Destroyer]]s | ||
− | * Medium, for [[Cruiser]]s, [[Battlecruiser]]s, [[ | + | * Medium, for [[Cruiser]]s, [[Battlecruiser]]s, [[Industrial]]s, and [[Mining Barge]]s |
* Large, for [[Battleship]]s | * Large, for [[Battleship]]s | ||
* Capital, for [[Capital Ship]]s | * Capital, for [[Capital Ship]]s |
Revision as of 11:21, 10 December 2016
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 rigging skill: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging 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 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, Industrials, and Mining Barges
- 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 manufactured by players, using salvaged material.
Armor
- See also: Armor Tanking and Guide to Logistics
The downsides of armor rigs can be mitigated by training Armor Rigging.
Name | Effect | Downside |
---|---|---|
Anti-EM Armor Pump | Increase armor resistance to EM damage | Decreases ship's maximum velocity |
Anti-Explosive Armor Pump | Increase armor resistance to explosive damage | |
Anti-Kinetic Armor Pump | Increase armor resistance to kinetic damage | |
Anti-Thermal Armor Pump | Increase armor resistance to thermal damage | |
Auxillary Nano Pump | Increase amount a local armor repair module repairs per cycle | Increases armor repairer powergrid requirements |
Nanobot Accelerator | Decrease local armor repair module cycle time[1] | |
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 |
- ^ This is not subject to stacking penalties, despite what the rig's description says.
Astronautic
The downsides of astronautic rigs can be mitigated by training Astronautics Rigging.
Name | Effect | Downside |
---|---|---|
Auxiliary Thruster | Increase maximum velocity | Decreases armor hit points |
Cargohold Optimization | Increases cargo capacity[1] | |
Dynamic Fuel Valve | Decreases the capacitor used by afterburners and microwarpdrives | |
Engine Thermal Shielding | Increases cycle duration of afterburners and microwarpdrives | |
Higgs Anchor[2] | 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 | Decreases armor hit points |
Polycarbon Engine Housing | Increases maximum velocity and agility | |
Warp Core Optimizer | Reduces the capacitor needs for warping | Increases signature radius |
Drone
- See also: Drones
The downsides of drone rigs can be mitigated by training Drones Rigging.
Name | Effect | Downside |
---|---|---|
Drone Control Range Augmentor | Increases the drone control range | 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: EWAR Guide
The downsides of electronic superiority rigs can be mitigated by training Electronic Superiority Rigging.
Name | Effect | Downside |
---|---|---|
Inverted Signal Field Generator | Increases the strength of remote sensor dampener modules | Decreases shield hit points |
Particle Dispersion Augmentor | Increases the strength of ECM modules | |
Particle Dispersion Projector | Increases the range of EWAR modules[1] | |
Signal Disruption Amplifier | Decreases the capacitor need for ECM (including Burst ECM) modules | No downside |
Targeting Systems Stabilizer | Decreases the targeting delay after uncloaking | Decreases shield hit points |
Tracking Diagnostic Subroutines | Increases the strength of tracking disruptor modules |
- ^ This applies to all forms of electronic warfare (remote sensor dampeners, weapon disruptors, ECM, and target painters).
Engineering
Name | Effect | Downside |
---|---|---|
Ancillary Current Router | Increases ship's powergrid | No downside |
Capacitor Control Circuit | Increases ship's capacitor recharge rate | |
Command Processor[1] | 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 transfer and neutraliser modules | |
Liquid Cooled Electronics | Reduces the CPU needs of modules that require the Electronics Upgrades[2] skill | |
Powergrid Subroutine Maximizer | Decreases the CPU need for all power upgrade modules[3] | |
Processor Overclocking Unit | Increases ship's CPU | -5% shield recharge rate[4] |
Semiconductor Memory Cell | Increases ship's total capacitor | No downside |
Missile launcher
- See also: Missile Launchers
The downsides of missile launcher rigs can be mitigated by training Launcher Rigging.
Name | Effect | Downside |
---|---|---|
Bay Loading Accelerator | Increases the rate of fire of launchers | 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: Mining
Name | Effect | Downside |
---|---|---|
Ice Harvester Accelerator[1] | Reduces the cycle time of ice harvester modules | No downside |
Mercoxit Mining Crystal Optimization[1] | Increase the mining yield of modules using Mercoxit mining crystals | |
Salvage Tackle | Increases the chance to salvage successfully | Decreases maximum velocity[2] |
- ^ a b This rig is only available as a Tech 1, medium-sized rig.
- ^ This can be mitigated by training Armor Rigging.
Scanning
- See also: Scanning & Probing and Hacking 101
Name | Effect | Downside |
---|---|---|
Emission Scope | Increases virus coherence of relic analyzer modules | No downside |
Gravity Capacitor | 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[1] |
- ^ This can be mitigated by training Electronic Superiority Rigging.
Shield
- See also: Shield Tanking
The downsides of shield rigs can be mitigated by training Shield Rigging.
Name | Effect | Downside |
---|---|---|
Anti-EM Screen Reinforcer | Increase shield resistance to EM damage | Increases ship's signature radius |
Anti-Explosive Screen Reinforcer | Increase shield resistance to explosive damage | |
Anti-Kinetic Screen Reinforcer | Increase shield resistance to kinetic damage | |
Anti-Thermal Screen Reinforcer | Increase shield resistance to thermal damage | |
Core Defense Capacitor Safeguard | Decreases the capacitor used by modules that require the Shield Operation[1] skill | |
Core Defense Charger 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 |
- ^ Shield Boosters and Ancilliary Shield Boosters.
Targeting
The downsides of targeting rigs can be mitigated by training Electronic Superiority Rigging.
Name | Effect | Downside |
---|---|---|
Ionic Field Projector | Increases your maximum targeting range | 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 downside of turret weapon rigs can be reduced by training Energy Weapon Rigging, Hybrid Weapon Rigging, or Projectile Weapon Rigging, as appropriate.
Name | Effect | Downside |
---|---|---|
Algid Administrations Unit | Decreases turret CPU needs | Increases turret powergrid needs |
Ambit Extension | Increases turret accuracy falloff | |
Burst Aerator | Increases turret rate of fire | |
Collision Accelerator | Increases turret damage | |
Discharge Elutriation[1] | Decreases turret capacitor use | |
Locus Coordination | Increases turret optimal range | |
Metastasis Adjuster | Increases turret tracking speed |
- ^ There is no version of this rig for projectile weapons, since they don't use capacitor.