Difference between revisions of "Rupture"

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(Changed fittings to use the new template.)
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==Fitting==
 
==Fitting==
 
===PvE===
 
===PvE===
{{Fittings
+
{{ShipFitting|
|name=Rupture, PvE T2 Shield, updated for Retribution
+
ship=Rupture|
 
+
shipTypeID=629|
|high=
+
fitName=PvE T2 Shield|
650mm Medium 'Scout' Artillery I <br>
+
fitID=PvE-T2-Shield|
650mm Medium 'Scout' Artillery I <br>
+
high1name=650mm Medium 'Scout' Artillery I|
650mm Medium 'Scout' Artillery I <br>
+
high1typeID=9207|
650mm Medium 'Scout' Artillery I <br>
+
high2name=650mm Medium 'Scout' Artillery I|
XR-3200 Heavy Missile Bay <br>
+
high2typeID=9207|
|mid=
+
high3name=650mm Medium 'Scout' Artillery I|
10MN Afterburner II <br>
+
high3typeID=9207|
Adaptive Invulnerability Field II <br>
+
high4name=650mm Medium 'Scout' Artillery I|
Explosive Deflection Field II <br>
+
high4typeID=9207|
Large Shield Extender II <br>
+
high5name=XR-3200 Heavy Missile Bay|
|low=
+
high5typeID=7997|
Shield Power Relay II <br>
+
mid1name=10MN Afterburner II|
Shield Power Relay II <br>
+
mid1typeID=12058|
Gyrostabilizer II <br>
+
mid2name=Adaptive Invulnerability Field II|
Gyrostabilizer II <br>
+
mid2typeID=2281|
Tracking Enhancer II <br>
+
mid3name=Explosive Deflection Field II|
 
+
mid3typeID=2297|
|charges=
+
mid4name=Large Shield Extender II|
|drones=
+
mid4typeID=3841|
Hobgoblin I x6 <br>
+
low1name=Shield Power Relay II|
|rigs=
+
low1typeID=1422|
Medium Core Defense Field Purger I <br>
+
low2name=Shield Power Relay II|
Medium Core Defense Field Purger I <br>
+
low2typeID=1422|
Medium Core Defense Field Purger I <br>
+
low3name=Gyrostabilizer II|
 
+
low3typeID=519|
|recommended1=
+
low4name=Gyrostabilizer II|
Minmatar Frigate IV <br>
+
low4typeID=519|
Minmatar Cruiser III <br>
+
low5name=Tracking Enhancer II|
Gunnery III <br>
+
low5typeID=1999|
Medium Projectile Turret I <br>
+
drone1name=Hobgoblin I x6|
Missile Launcher Operation I <br>
+
drone1typeID=2454|
Energy Systems Operation III <br>
+
drone2name=open|
Energy Management III <br>
+
drone3name=open|
Electronics Upgrades I <br>
+
drone4name=open|
Long Range Targeting II <br>
+
drone5name=open|
Targeting IV <br>
+
charge1name=EMP M x1|
Signature Analysis III <br>
+
charge1typeID=193|
|recommended2=
+
charge2name=Mjolnir Heavy Missile x1|
Afterburner IV <br>
+
charge2typeID=207|
Engineering V <br>
+
charge3name=open|
Tactical Shield Manipulation IV <br>
+
charge4name=open|
Shield Upgrades IV <br>
+
charge5name=open|
Energy Grid Upgrades IV <br>
+
rig1name=Medium Core Defense Field Purger I|
Weapon Upgrades IV <br>
+
rig1typeID=31802|
Evasive Maneuvering II <br>
+
rig2name=Medium Core Defense Field Purger I|
Warp Drive Operation II <br>
+
rig2typeID=31802|
Hull Upgrades III <br>
+
rig3name=Medium Core Defense Field Purger I|
Shield Management III <br>
+
rig3typeID=31802|
Rapid Firing II <br>
+
difficulty=1|
|recommended3=
+
warsop=Y|
Sharpshooter I <br>
+
warsopReason=|
Motion Prediction III <br>
+
version=RET 1.0|
Medium Projectile Turret III <br>
+
shipDNA=629:7997;1:9207;4:2281;1:2297;1:3841;1:12058;1:519;2:1422;2:1999;1:31802;3:2454;6:193;1:207;1::|
Gunnery IV <br>
+
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Gunnery III</li><li>Medium Projectile Turret I</li><li>Missile Launcher Operation I</li><li>Energy Systems Operation III</li><li>Energy Management III</li><li>Electronics Upgrades I</li><li>Long Range Targeting II</li><li>Targeting IV</li><li>Signature Analysis III</li><li>Afterburner IV</li><li>Engineering V</li><li>Tactical Shield Manipulation IV</li><li>Shield Upgrades IV</li><li>Energy Grid Upgrades IV</li><li>Weapon Upgrades IV</li><li>Evasive Maneuvering II</li><li>Warp Drive Operation II</li><li>Hull Upgrades III</li><li>Shield Management III</li><li>Rapid Firing II</li><li>Sharpshooter I</li><li>Motion Prediction III</li><li>Medium Projectile Turret III</li><li>Gunnery IV</li><li>Trajectory Analysis II</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Drones I</li><li>Scout Drone Operation I|
Trajectory Analysis II <br>
+
notes=Use lower meta level items if cost is an issue.</li><li>You may use Meta 4 items instead of Tech 2 items to fit into the ship early.</li><li>Swap hardeners depending on mission npc faction.}}
Mechanic III <br>
 
Jury Rigging III <br>
 
Shield Rigging I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
 
 
|notes=
 
*Use lower meta level items if cost is an issue.
 
*You may use Meta 4 items instead of Tech 2 items to fit into the ship early.
 
*Swap hardeners depending on mission npc faction.
 
}}
 
  
 
===PvP===
 
===PvP===
{{Fittings
+
{{ShipFitting|
|name=Rupture, PvP Starter Rupture
+
ship=Rupture|
 
+
shipTypeID=629|
|high=
+
fitName=PvP Basic|
220mm Vulcan AutoCannon I <br>
+
fitID=PvP-Basic|
220mm Vulcan AutoCannon I <br>
+
high1name=220mm Vulcan AutoCannon I|
220mm Vulcan AutoCannon I <br>
+
high1typeID=490|
220mm Vulcan AutoCannon I <br>
+
high2name=220mm Vulcan AutoCannon I|
Rapid Light Missile Launcher I  <br>
+
high2typeID=490|
Rapid Light Missile Launcher I <br>
+
high3name=220mm Vulcan AutoCannon I|
|mid=
+
high3typeID=490|
10MN MicroWarpdrive I <br>
+
high4name=220mm Vulcan AutoCannon I|
Warp Scrambler I <br>
+
high4typeID=490|
Stasis Webifier I <br>
+
high5name=Rapid Light Missile Launcher I|
|low=
+
high5typeID=1875|
Damage Control I <br>
+
mid1name=10MN Microwarpdrive I|
800mm Reinforced Steel Plates I <br>
+
mid1typeID=12052|
Gyrostabilizer I <br>
+
mid2name=Warp Scrambler I|
Gyrostabilizer I <br>
+
mid2typeID=447|
Tracking Enhancer I <br>
+
mid3name=Stasis Webifier I|
 
+
mid3typeID=526|
|charges=
+
mid4name=open|
Republic Fleet Fusion M <br>
+
low1name=Damage Control I|
Mjolnir Light Missile <br>
+
low1typeID=2046|
|drones=
+
low2name=800mm Reinforced Steel Plates I|
Warrior I x5 <br>
+
low2typeID=11299|
|rigs=
+
low3name=Gyrostabilizer I|
[empty rig slot] <br>
+
low3typeID=520|
[empty rig slot] <br>
+
low4name=Gyrostabilizer I|
[empty rig slot] <br>
+
low4typeID=520|
 
+
low5name=Tracking Enhancer I|
|recommended1=
+
low5typeID=1998|
Electronics IV <br>
+
drone1name=Warrior I x6|
Minmatar Frigate IV <br>
+
drone1typeID=2486|
Minmatar Cruiser III <br>
+
drone2name=open|
Gunnery III <br>
+
drone3name=open|
Medium Projectile Turret I <br>
+
drone4name=open|
|recommended2=
+
drone5name=open|
Missile Launcher Operation I <br>
+
charge1name=EMP M x1|
Afterburner III <br>
+
charge1typeID=193|
High Speed Maneuvering I <br>
+
charge2name=Mjolnir Light Missile x1|
Propulsion Jamming I <br>
+
charge2typeID=212|
|recommended3=
+
charge3name=open|
Hull Upgrades III <br>
+
charge4name=open|
Weapon Upgrades I <br>
+
charge5name=open|
Drones I <br>
+
rig1name=open|
Scout Drone Operation I <br>
+
rig2name=open|
 
+
rig3name=open|
|notes=
+
difficulty=0|
*This fits with Engineering 3 and Electronics 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.
+
warsop=Y|
*330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.  
+
warsopReason=|
*245 dps with recommended skills below. 12 k EHP.
+
version=PRE-RET 1.0|
*Tip for newbies: stagger the neut cycles.
+
shipDNA=629:490;4:1875;1:447;1:526;1:12052;1:520;2:1998;1:2046;1:11299;1:2486;6:193;1:212;1::|
*This fitting is listed [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32029 here].
+
skills=Electronics IV</li><li>Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Gunnery III</li><li>Medium Projectile Turret I</li><li>Missile Launcher Operation I</li><li>Afterburner III</li><li>High Speed Maneuvering I</li><li>Propulsion Jamming I</li><li>Hull Upgrades III</li><li>Weapon Upgrades I</li><li>Drones I</li><li>Scout Drone Operation I|
}}{{Fittings
+
notes=This fits with Engineering 3 and Electronics 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.</li><li>330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.</li><li>245 dps with recommended skills below. 12 k EHP.</li><li>This fitting is listed [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32029 here].}}     {{ShipFitting|
|name=Rupture, PvP - arty's - Med-active
+
ship=Rupture|
|high=
+
shipTypeID=629|
720mm 'Scout' Artillery <br>
+
fitName=MASB Arty|
720mm 'Scout' Artillery <br>
+
fitID=MASB-Arty|
720mm 'Scout' Artillery <br>
+
high1name=Prototype 'Arbalest' Rapid Light Missile Launcher|
720mm 'Scout' Artillery <br>
+
high1typeID=8027|
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
+
high2name=Prototype 'Arbalest' Rapid Light Missile Launcher|
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
+
high2typeID=8027|
|mid=
+
high3name=720mm 'Scout' Artillery I|
Warp Disruptor II <br>
+
high3typeID=9451|
Large Shield Extender II <br>
+
high4name=720mm 'Scout' Artillery I|
Medium Ancillary Shield Booster <br>
+
high4typeID=9451|
|low=
+
high5name=720mm 'Scout' Artillery I|
Gyrostabilizer II <br>
+
high5typeID=9451|
Gyrostabilizer II <br>
+
mid1name=Warp Disruptor II|
Tracking Enhancer II <br>
+
mid1typeID=3244|
Tracking Enhancer II <br>
+
mid2name=Large Shield Extender II|
Damage Control II <br>
+
mid2typeID=3841|
 
+
mid3name=Medium Ancillary Shield Booster|
 
+
mid3typeID=32772|
|charges=
+
mid4name=open|
Cap Booster 50 <br>
+
low1name=Gyrostabilizer II|
EMP M <br>
+
low1typeID=519|
Mjolnir Light Missile <br>
+
low2name=Gyrostabilizer II|
|drones=
+
low2typeID=519|
5x Hornet EC-300
+
low3name=Tracking Enhancer II|
|rigs=
+
low3typeID=1999|
Medium Core Defense Field Extender I <br>
+
low4name=Tracking Enhancer II|
Medium Core Defense Field Extender I <br>
+
low4typeID=1999|
Medium Ancillary Current Router I <br>
+
low5name=Damage Control II|
 
+
low5typeID=2048|
|recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and launchers (as shown here) will do just fine as T1 meta items. <br>
+
drone1name=Hornet EC-300 x6|
Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br>
+
drone1typeID=23707|
Engineering skill should be at level 5 and Electronics at 3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades should be at level 3 although you do need to be at level 5 with Weapons Upgrades to qualifiy for Advanced Weapon Upgrades.
+
drone2name=open|
 
+
drone3name=open|
|notes=
+
drone4name=open|
*Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
+
drone5name=open|
*Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.
+
charge1name=Cap Booster 50 x1|
*You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP
+
charge1typeID=264|
*If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo
+
charge2name=Mjolnir Light Missile x1|
*If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.
+
charge2typeID=212|
*This is a fleet setup. I would not recommend flying solo with it.
+
charge3name=EMP M x1|
}}{{Fittings
+
charge3typeID=193|
|name=Rupture, PvP - AC shield passive
+
charge4name=open|
|high=
+
charge5name=open|
425mm Medium 'Scout' Autocannon <br>
+
rig1name=Medium Core Defense Field Extender I|
425mm Medium 'Scout' Autocannon <br>
+
rig1typeID=31790|
425mm Medium 'Scout' Autocannon <br>
+
rig2name=Medium Core Defense Field Extender I|
425mm Medium 'Scout' Autocannon <br>
+
rig2typeID=31790|
Small Unstable Power Fluctuator I <br>
+
rig3name=Medium Ancillary Current Router I|
Medium Unstable Power Fluctuator I <br>
+
rig3typeID=31360|
|mid=
+
difficulty=1|
10MN MicroWarpdrive II <br>
+
warsop=Y|
Large Shield Extender II <br>
+
warsopReason=|
Warp Disruptor II <br>
+
version=PRE-RET 1.0|
|low=
+
shipDNA=629:8027;2:9451;3:3244;1:3841;1:32772;1:519;2:1999;2:2048;1:31360;1:31790;2:23707;6:193;1:212;1:264;1::|
Gyrostabilizer II <br>
+
skills=Engineering V</li><li>Electronics IV</li><li>Weapon Upgrades IV|
Gyrostabilizer II <br>
+
notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP.</li><li>If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo.</li><li>If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.</li><li>This is a fleet setup. I would not recommend flying solo with it.}}
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Damage Control II <br>
 
 
 
 
 
|charges=
 
EMP M <br>
 
|drones=
 
5x Hornet EC-300
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I <br>
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Anti-Kinetic Screen Reinforcer I <br>
 
  
|recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and the neuts (as shown here) will do just fine as T1 meta items. You could drop the disruptor for a meta item as well.<br>
+
{{ShipFitting|
Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br>
+
ship=Rupture|
Engineering skill should be at level 4 or higher. Electronics at level  3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades are not required for this fit.
+
shipTypeID=629|
|notes=
+
fitName=SC Shield Passive|
*Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
+
fitID=SC-Shield-Passive|
*Meta4 guns are expensive. Drop down as you desire in meta gear.
+
high1name=Small Unstable Power Fluctuator I|
*You have about 18k EHP.  
+
high1typeID=4475|
*Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.
+
high2name=Medium Unstable Power Fluctuator I|
*Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.
+
high2typeID=16471|
*The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.
+
high3name=425mm Medium 'Scout' Autocannon I|
*You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.
+
high3typeID=9135|
}}
+
high4name=425mm Medium 'Scout' Autocannon I|
 +
high4typeID=9135|
 +
high5name=425mm Medium 'Scout' Autocannon I|
 +
high5typeID=9135|
 +
mid1name=10MN Microwarpdrive II|
 +
mid1typeID=12076|
 +
mid2name=Large Shield Extender II|
 +
mid2typeID=3841|
 +
mid3name=Warp Disruptor II|
 +
mid3typeID=3244|
 +
mid4name=open|
 +
low1name=Gyrostabilizer II|
 +
low1typeID=519|
 +
low2name=Gyrostabilizer II|
 +
low2typeID=519|
 +
low3name=Tracking Enhancer II|
 +
low3typeID=1999|
 +
low4name=Tracking Enhancer II|
 +
low4typeID=1999|
 +
low5name=Damage Control II|
 +
low5typeID=2048|
 +
drone1name=Hornet EC-300 x6|
 +
drone1typeID=23707|
 +
drone2name=open|
 +
drone3name=open|
 +
drone4name=open|
 +
drone5name=open|
 +
charge1name=EMP M x1|
 +
charge1typeID=193|
 +
charge2name=open|
 +
charge3name=open|
 +
charge4name=open|
 +
charge5name=open|
 +
rig1name=Medium Anti-EM Screen Reinforcer I|
 +
rig1typeID=31718|
 +
rig2name=Medium Anti-Thermal Screen Reinforcer I|
 +
rig2typeID=31754|
 +
rig3name=Medium Anti-Kinetic Screen Reinforcer I|
 +
rig3typeID=31742|
 +
difficulty=1|
 +
warsop=Y|
 +
warsopReason=|
 +
version=PRE-RET 1.0|
 +
shipDNA=629:4475;1:9135;3:16471;1:3244;1:3841;1:12076;1:519;2:1999;2:2048;1:31718;1:31742;1:31754;1:23707;6:193;1::|
 +
skills=Engineering IV</li><li>Electronics IV</li><li>Weapon Upgrades IV|
 +
notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns are expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP.</li><li>Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.</li><li>Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.</li><li>The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.</li><li>You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.}}
  
 
==Tactics==
 
==Tactics==

Revision as of 08:22, 24 February 2013

This article should be cleaned up or improved. The reason is: unspecified

Fittings: Slot layout and stat change.

EVE University Database
 
Ship Database
Rupture
Rupture
Minmatar Republic
Minmatar Republic
Standard Cruisers
Rupture Class
RELATED UNI-WIKI REFERENCES

The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.

SHIP BONUSES

Minmatar Cruiser Skill Bonus:
5% bonus to Medium Projectile Turret firing speed per level
5% bonus to Medium Projectile Turret damage per level

Required Skills
  • Minmatar Cruiser III22h 13m
    • Spaceship Command III4h 26m
    • Minmatar Frigate IV2d 2h 17m
Training Time what's this?
3d 4h 57m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Muninn
Muninn.jpg
CornerT2s.png
Muninn
Heavy Assault Cruisers Rupture Class
Icon hi slot.png5 (5/1) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,000 MW Icon cpu.png405 tf
Icon velocity.png235 m/sec
Icon capacity.png515 m³
, Broadsword
Broadsword.jpg
CornerT2s.png
Broadsword
Heavy Interdiction Cruisers Rupture Class
Icon hi slot.png6 (3/5) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,010 MW Icon cpu.png392 tf
Icon velocity.png220 m/sec
Icon capacity.png452 m³

Ship Attributes

Fittings
Powergrid
powergrid
860 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,275 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/s
Inertia Modifier
inertia modifier (agility)
0.5
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
8.72 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
30 m³
Drone Bandwidth
drone bandwidth
30 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
50 km
Max Locked Targets
max. locked targets
6
LADAR Sensor
LADAR sensor strength
15 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,500 HP
Mass
ship mass
12,200,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,800 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armour tank or regenerating passive shield tank (as below) and use artillery and drones to destroy mission rats from range. The Rupture is also a strong PvP ship. A number of fittings work well; in E-Uni fleets the most common approach is to fit an armour buffer tank (as below) and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits, which, oddly, work rather better in that role than the Stabber.

Skills

Further information about additional or recommended skills to pilot Rupture for a specific or it's common role(s) can be written here.

Fitting

PvE

PvE T2 Shield
Rupture: PvE T2 Shield
EFT
[Rupture, PvE T2 Shield]
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
XR-3200 Heavy Missile Bay

10MN Afterburner II
Adaptive Invulnerability Field II
Explosive Deflection Field II
Large Shield Extender II

Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I


Hobgoblin I x6

EMP M x1
Mjolnir Heavy Missile x1

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Minmatar Frigate IV
  • Minmatar Cruiser III
  • Gunnery III
  • Medium Projectile Turret I
  • Missile Launcher Operation I
  • Energy Systems Operation III
  • Energy Management III
  • Electronics Upgrades I
  • Long Range Targeting II
  • Targeting IV
  • Signature Analysis III
  • Afterburner IV
  • Engineering V
  • Tactical Shield Manipulation IV
  • Shield Upgrades IV
  • Energy Grid Upgrades IV
  • Weapon Upgrades IV
  • Evasive Maneuvering II
  • Warp Drive Operation II
  • Hull Upgrades III
  • Shield Management III
  • Rapid Firing II
  • Sharpshooter I
  • Motion Prediction III
  • Medium Projectile Turret III
  • Gunnery IV
  • Trajectory Analysis II
  • Mechanic III
  • Jury Rigging III
  • Shield Rigging I
  • Drones I
  • Scout Drone Operation I
NOTES
  • Use lower meta level items if cost is an issue.
  • You may use Meta 4 items instead of Tech 2 items to fit into the ship early.
  • Swap hardeners depending on mission npc faction.


PvP

PvP Basic
Rupture: PvP Basic
EFT
[Rupture, PvP Basic]
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
Rapid Light Missile Launcher I

10MN Microwarpdrive I
Warp Scrambler I
Stasis Webifier I

Damage Control I
800mm Reinforced Steel Plates I
Gyrostabilizer I
Gyrostabilizer I
Tracking Enhancer I


Warrior I x6

EMP M x1
Mjolnir Light Missile x1

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FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Electronics IV
  • Minmatar Frigate IV
  • Minmatar Cruiser III
  • Gunnery III
  • Medium Projectile Turret I
  • Missile Launcher Operation I
  • Afterburner III
  • High Speed Maneuvering I
  • Propulsion Jamming I
  • Hull Upgrades III
  • Weapon Upgrades I
  • Drones I
  • Scout Drone Operation I
NOTES
  • This fits with Engineering 3 and Electronics 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.
  • 330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.
  • 245 dps with recommended skills below. 12 k EHP.
  • This fitting is listed here.
MASB Arty
Rupture: MASB Arty
EFT
[Rupture, MASB Arty]
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I

Warp Disruptor II
Large Shield Extender II
Medium Ancillary Shield Booster

Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Ancillary Current Router I


Hornet EC-300 x6

Cap Booster 50 x1
Mjolnir Light Missile x1
EMP M x1

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FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Engineering V
  • Electronics IV
  • Weapon Upgrades IV
NOTES
  • Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
  • Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.
  • You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP.
  • If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo.
  • If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.
  • This is a fleet setup. I would not recommend flying solo with it.


SC Shield Passive
Rupture: SC Shield Passive
EFT
[Rupture, SC Shield Passive]
Small Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
425mm Medium 'Scout' Autocannon I
425mm Medium 'Scout' Autocannon I
425mm Medium 'Scout' Autocannon I

10MN Microwarpdrive II
Large Shield Extender II
Warp Disruptor II

Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I


Hornet EC-300 x6

EMP M x1

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FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Engineering IV
  • Electronics IV
  • Weapon Upgrades IV
NOTES
  • Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
  • Meta4 guns are expensive. Drop down as you desire in meta gear.
  • You have about 18k EHP.
  • Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.
  • Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.
  • The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.
  • You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.


Tactics

No sub-article about Rupture roles or piloting tactics. You can write them here.

Notes

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.
In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.