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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 | '''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. | ||
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 [[Hauling#Freighters|Freighters, Jump Freighters]], [[Frigate#Rookie_Ships|Rookie Ships]], and [[Frigate#Shuttles|Shuttles]]) have none. | |||
Rigs come in four sizes: | Rigs come in four sizes: | ||