notes=A very cheap and easy setup for a newbie miner, good when you are very strapped for cash and want to get started in mining.</li><li>The Hobgoblin drones are for defence against rats, and the Salvager to salvage the wrecks they leave behind.</li><li>Note that this fit is a bit squishy, so keep an eye on Local and D-Scan, and warp out if you see hostile players in your vicinity.</li><li>The rig slots are empty to save on ISK, but as your wallet becomes fuller you can add Core Defence Field Extender and Anti-EM Screen Reinforcer rigs to improve the tank of your ship.</li>}}{{ShipFitting|
notes=This is about as strong a tank as you can fit on a Venture with basic skills.<li>Modules and Drones can be upgraded to their T2 counterparts as skills allow.</li><li>At low SP levels, fitting the second shield extender may not be possible. Consider replacing it with a Small F-S9 Compact Shield Extender (or simply improving your core skills). If your skills are high enough that powergrid isn't a problem, you can trade it out for the cheaper Azeotropic Restrained Shield Extender.</li>}}
| notes=Basic wormhole gas harvester fit. Tech 2 modules can be replaced with Tech 1 but will reduce your tank.</li><li>Drones can be used against any attackers.}}
| notes=ECCM to to make you harder to probe down and hopefully give you time to see the combat probes on d-scan.</li><li>The warp core stab is to make it so that the enemy would need 4 points of warp disruption to pin you down.</li><li>MSE II is to let you survive one volley on your way out.</li><li>Gravity capacitor rigs to help you probe your way out to a new exit if needed.}} {{ShipFitting|
notes=This is an all-round great ninja huffing + hero tackling Venture fit. It is based around the idea (or fact if you prefer) that the Venture, if caught, is pretty much dead... so don't get caught.</li><li>The Nanofibre IIs decrease (for an intermediately skilled pilot) align time from 6+ to 5 seconds. This is vital time when escaping from sleepers, bombers, gankers, and the like.</li><li>It has a little bit of tank but not much. This fit is for running away. If you can't run away, you're hero tackle.</li><li>You can switch out the harvesters for the T1s, but you lose literally half of your yield.</li><li>The rigs aren't strictly necessary, but eh... they might lend you a few seconds of existence whilst pointing something.}}
Development Recognizing the dire need for a ship capable of fast operation in unsafe territories, ORE created the Venture. It was conceived as a vessel primed and ready for any capsuleer, no matter how new to the dangers of New Eden they might be, who wishes to engage in the respectable trade of mining.
The Venture has amazing abilities to quickly drill through to the ores and gases it's after, harvesting them at the speed necessary for mining in hostile space, and getting out relatively unscathed.
SHIP BONUSES
Mining Frigate bonuses (per skill level): 5% bonus to Mining yield 5% reduction in Gas Cloud Harvesting duration Role Bonus: 100% bonus to Mining and Gas Cloud Harvesting yield 2+ bonus to ship warp core strength
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
10 m³
Drone Bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
15.00 km
Max Locked Targets
5
Magnetometric Sensor
4 points
Sig. Radius
40 m
Scan Res.
750 mm
Structure
Structure Hitpoints
200 HP
Mass
1,200,000 kg
Volume
29,500 m³
Cargo Capacity
50 m³
Ore Capacity
5,000 m³
Armor
Armor Hitpoints
175 HP
Armor Resistances
EM
60
THR
35
KIN
25
EXP
10
Shields
Shield Capacity
225 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
Designed as an entry mining frigate, the Venture provides a platform for the beginner miner. Its ore hold and bonuses to yield make it an efficient miner that doesn't have to worry about thieves. The stabilized warp core makes it easier for the ship to escape pirates, although it should be mentioned that most ships could just take the frigate down rather than trying to keep it from running first.
Mining I: Skill at using mining lasers. 5% bonus to mining turret yield per skill level.
Hull Upgrades I: Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
Shield Upgrades I: Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
Tactical Shield Manipulation I: Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
Drones I: Skill at remote controlling drones. Can operate 1 drone per skill level.
Jury Rigging III: General understanding of the inner workings of starship components. Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging.
Shield Rigging I: Advanced understanding of shield systems. Allows makeshift modifications to shield systems through the use of rigs. 10% reduction in Shield Rig drawbacks per level.
Despite being a frigate, the Venture is rather heavy (similar to Stealth Bombers), so aligning might take some time. If there's the possibility of a threat (e.g. war targets in systems nearby), it should fly prealigned like any mining vessel or any bigger ship.
When mining in High Security space (the usual activity for new miners), you are a potential target for Suicide Ganking. Even though Ventures are relatively cheaper (and less desirable) targets than mining barges, you may still be attacked. It is therefore ideal to orbit the asteroid you are mining and begin aligning when a threat enters your belt (e.g., a destroyer such as a Catalyst or Thrasher). By continually moving, you make it more difficult to be struck by an aggressor. If you are using an Afterburner as opposed to a Microwarpdrive, you should have this active when orbiting the asteroid and inactive when you are aligning to warp out. This tactic, along with being suitably tanked (refer to the "Newbie Miner" fit above), makes you a less attractive target for suicide ganking.
The Venture is ideal for gas cloud harvesting in either known space or wormhole space. For harvesting in wormholes you don't control, use the "Ninja Gas Harvesting" fitting above. The extra warp core stab protects you against interceptors which usually fit point and scram.
Notes
The Venture can be obtained for free via completing the second mission given by Career Tutorial - Industry Agent, together with a free copy of the mining frigate skill book (which is required to fly the Venture and the Prospect).
The built-in warp core stabilization has the same effect as two fitted Warp Core Stabilizers. As with the Deep Space Transports this means that the ship can't be kept from entering warp, unless there are several Warp Disruptors, Warp Scramblers or a Warp Disruption Field Generator (i.e. bubbles) involved.
This makes the ship somewhat safer to travel in through lowsec, nullsec or even war target infested highsec, though definitely not invulnerable to gangs of gate campers which often have multiple tackles.