Archive:Newbie Doctrine
This is EVE University's Newbie Doctrine, a repertoire of ships that new pilots can use in any PvP fleet.
The Newbie Doctrine program gives free, fully-fitted ships to new members of EVE University. Send Julian Celador an EVE-mail asking for a Newbie Doctrine ship, accept the contract, and try fleet PvP for free! Your new ship will be conveniently located in the Stacmon system, where many EVE University fleets are formed. The best way to learn PvP is by trying it! Let's die gloriously together!
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If your screen goes white and you see yourself floating in space, don’t worry. You’re safe. They can’t hurt you any more. |
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Please do not edit the fittings on this page directly without permission from Julian Celador. You are welcome to discuss changes on the talk page.
The records of the Newbie Doctrine program are public and can be viewed here.
Your First Fleet
- Main article: The Rookie's Guide To Fleet Ops
- Join a Fleet
Check the in-game calendar to see when upcoming fleets are scheduled. You can join fleets by navigating in the Neocom: E in top-left corner of screen > Social > Fleet. You can also attend a Fleets 101 course, typically held once a month. - Join the Fleet's Mumble Channel
Fleet Commanders use Mumble to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation. - Assume that you are going to be podded.
If you have implants, either make sure you can afford to lose them or get into a jump clone. While you should always be prepared to be podded, this should rarely occur in high-sec or low-sec battles. Be sure you are familiar with the "Pod Saver" tab on your overview. - Decide which role you will fulfill.
The three primary roles in a fleet are Damage Dealer (DD), tackler and EWAR. A new pilot can contribute much to a fleet by taking a tackling or EWAR role. - Get into a ship you can afford to lose.
This is often cited as the first rule of EVE Online. All of the fittings in the Newbie Doctrine are designed with this principle in mind. As pilots improve their skills (and can afford to lose more), they are encouraged to reference the more advanced fittings within EVE University's Fleet-Up group. Another alternative is the Chill Town Fleet-Up, created by an alumni to provide beginner fits for E-Uni. - Make sure your ship is insured.
Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums. However all of the ships in the Newbie Doctrine are worth insuring. Members of EVE University can obtain additional reimbursement for lost ships through the the Ship Replacement Program (SRP). - Rename your ship.
The default ship name are "<Player's Name> <Ship Name>". This will make it much easier for enemies to identify and locate you when scanning. Rename your ship to something that cannot be associated with your name or EVE University.
Tackle, Ensnaring Foes
- Main article: Tackling Guide
Tacklers use Warp Disruptors, Warp Scramblers, and Stasis Webifiers to ensnare a target enemy, preventing them from warping away during a fight. Tacklers play a crucial role in any fleet, enabling gunslingers to take down trapped enemies. New players can fly tackling ships without any skill training and can participate in fleet PvP as early as their first day in EVE. Fleet Commanders can never have too many tacklers and are always excited to help new players swarm targets. Try flying one of these beginner tackling frigates during your next fleet operation!
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A Derptron operator will only have to push three buttons to be effective: the "Go Fast" button, the "Catch the Other Guy" button, and then the "Shoot" button. |
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Limited Light Electron Blaster I
Limited Light Electron Blaster I
Limited Light Electron Blaster I
5MN Y-T8 Compact Microwarpdrive
J5b Phased Prototype Warp Scrambler I
Medium Azeotropic Restrained Shield Extender
Damage Control I
Magnetic Field Stabilizer I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Antimatter Charge S x1800
- Can be flown by a Gallente pilot with starting skills.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Y-T8 Compact Microwarpdrive, makes your ship go fast
- ACTIVATE: J5b Phased Prototype Warp Scrambler I, prevents your target from warping
- ACTIVATE: Limited Light Electron Blaster I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium Azeotropic Restrained Shield Extender, increases the total hitpoints of your ship
- PASSIVE: Magnetic Field Stabilizer I, increases the damage dealt by your ship
Gatling Modal Laser I
Gatling Modal Laser I
Gatling Modal Laser I
5W Infectious Power System Malfunction
5MN Y-T8 Compact Microwarpdrive
Warp Disruptor I
Medium Azeotropic Restrained Shield Extender
Damage Control I
Nanofiber Internal Structure I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Multifrequency S x3
- Can be flown by an Amarr pilot with starting skills.
- The 5W Infectious Power System Malfunction module requires Capacitor Emission Systems I.
- Training Propulsion Jamming II will enable use of the Warp Disruptor II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Y-T8 Compact Microwarpdrive, makes your ship go fast
- ACTIVATE: Warp Disruptor I, prevents your target from warping
- ACTIVATE: Gatling Modal Laser I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium Azeotropic Restrained Shield Extender, increases the total hitpoints of your ship
- PASSIVE: Nanofiber Internal Structure I, increases the velocity of your ship.
Rocket Launcher I
Rocket Launcher I
Rocket Launcher I
5MN Cold-Gas Enduring Microwarpdrive
J5b Phased Prototype Warp Scrambler I
Stasis Webifier I
Medium F-S9 Regolith Compact Shield Extender
Damage Control I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Scourge Rocket x340
- Can be flown by a Caldari pilot with starting skills.
- The Rocket Launcher I module requires the Rockets 1 skill.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Cold-Gas Enduring Microwarpdrive, makes your ship go fast
- ACTIVATE: J5b Phased Prototype Warp Scrambler I, prevents your target from warping
- ACTIVATE: Stasis Webifier I, makes your target go slow
- ACTIVATE: Rocket Launcher I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium F-S9 Regolith Compact Shield Extender, increases the total hitpoints of your ship
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
5MN Cold-Gas Enduring Microwarpdrive
Warp Disruptor I
Sensor Booster I
Medium F-S9 Regolith Compact Shield Extender
Damage Control I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
EMP S x1800
- Can be flown by a Minmatar pilot with starting skills.
- Training Propulsion Jamming II will enable use of the Warp Disruptor II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Cold-Gas Enduring Microwarpdrive, makes your ship go fast
- ACTIVATE: Warp Disruptor I, prevents your target from warping
- ACTIVATE: Sensor Booster I, boosts target ally's sensors
- ACTIVATE: Rocket Launcher I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium F-S9 Regolith Compact Shield Extender, increases the total hitpoints of your ship
Customizing Your Tackle Fitting
It is a rewarding experience for players to design their first ship. When you feel ready to customize your fitting, read the The Way of the Tackler guide and create your own tackle fitting. Maybe your fitting will be added to the Newbie Doctrine some day! The third-party EVE Fitting Tool is tremendously helpful.
Examples:
T1 Modules -> T2 Modules
Standard Ammo -> Faction Ammo
EWAR, Messing with Enemies
- Main article: EWAR Guide
Coming Soon
Note: Griffin ECM is confusing to new pilots who don't know how to identify the race of a target ship
DD, Dishing Out Damage
Coming Soon
Logi, Supporting Allies
Coming Soon