ORE Basic Ship and Skill Overview
Template:UwcThis guide provides general information and recommendations for T1 ships of a single player faction.
For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.
General information
The ORE ships are specialised mining and salvaging ships. Whilst obviously not combat ships, they tend to be shield tanked and use drones for defense.
Ship Type | Ship | Description |
---|---|---|
Mining frigate | Venture | Introductory mining ship. |
Mining barge | Procurer | Intermediate mining ship, specializes in defense (shield tank). |
Retriever | Intermediate mining ship, specializes in ore hold capacity. | |
Covetor | Intermediate mining ship, specializes in ore yield. | |
Exhumer | Skiff | Advanced mining ship, specializes in defence (shield tank). |
Mackinaw | Advanced mining ship, specializes in ore hold capacity. | |
Hulk | Advanced mining ship, specializes in ore yield. | |
Salvager | Noctis | Specialised salvager. |
Planetary interaction | Primae | Specialised for performing Planetary Interaction |
Industrial command ship | Orca | Mining support ship with a very large cargohold, can fly in hi-sec. |
Capital industrial ship | Rorqual | Capital mining support ship (cannot fly in hi-sec), can compress ore in cargohold (vastly increasing capacity). |
Skills
- See also: Mining skills
All basic ORE ships (the Venture, Primae and Noctis) have very low skill requirements, typically requiring less than a day of training to fly. The more advanced ORE ships' skill requirements depend on the type of ship. All T1 Mining Barges require the Mining Barge (4x) skill, which notably requires that you have Industry V trained. Exhumers, being their T2 cousins, require both Mining Barge V, Astrogeology V, and the Exhumers (5x) skill.
The Orca on the other hand requires the Industrial Command Ships (8x) skill - prerequisites include quite some investment in leadership skills (Mining Foreman V) as well as the capability to fly the Noctis ([[Skills:ORE Industrial III]]) and some generic training (Spaceship Command V). The Rorqual, being a capital ship, has far higher skill requirements - in addition to Jump Drive skills (requiring Warp Drive Operation V, Navigation V and Science V), the Capital Industrial Ships (12x) skill also requires Capital Ships II (and thus, by extension, Advanced Spaceship Command V) as well as Industrial Reconfiguration I (and, by extension, Advanced Mass Production IV and Mass Production V).
Mining Frigate
Venture
The Venture is the first ORE ship almost any aspiring miner will fly. The ship and its required skillbook (Mining Frigate (2x)) are given out for free by the Industry and Business Career Agents), thus providing a viable mining ship with a low barrier of entry.
While its mining yield is dwarfed by more advanced mining ships, it can nonetheless generate a reasonable income for a beginner miner, and its 5000 m3 ore hold means it doesn't have to return to a station to unload every few minutes. Its two built-in warp core stabilizers also make the Venture a good ship for mining in hostile space - plus, it aligns and warps much faster than the larger mining ships, allowing it to better escape from danger.
Lastly, the Venture is the only ship with a bonus to Gas Cloud Mining, making it the ship of choice for such purposes.
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S H I P B O N U S E S
Mining Frigate bonuses (per skill level): 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. |
Mining Barge
The mining barges are the next step up from the Venture, with much higher mining yields, larger ore bays and/or a stronger tank. Also, in contrast to the Venture, the mining barges can fit strip miners (with much higher yield than normal mining modules) and ice miners. There are three mining barges, each optimized for a different role: The Procurer has a strong tank, the Covetor a high mining yield, and the Retriever a large ore bay.
Procurer
The Procurer is the toughest of the three mining barges, achieving battlecruiser-level EHP even with inexpensive modules. Its ore hold is 70% larger than a Covetor's (but about half the size of a Retriever's) and can fit about 15 minutes' worth of mined ore. The Procurer's base mining yield is the the same as the Retriever's (and about 10-20% lower than a Covetor's), making it an excellent ship for mining in the lower-security (0.6 or 0.5) areas of high security space.
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The mining barge was designed by ORE to facilitate advancing the mining profession to a whole new level. Each barge was created to excel at a specific function, the Procurer's being durability and self-defense. Mining barges are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules. |
Covetor
The Covetor has the greatest mining yield (about 10-20% more than a Retriever or a Procurer) out of the T1 mining barges, but has the smallest ore hold (it holds only about 5-8 minutes' worth of mined ore) and the least tank. As a result, you need support from another pilot (either flying a hauler or an Orca) to be effective at your role, as you waste the time saved mining by hauling the ore back to a station.
As Covetors are extremely easy to destroy in suicide gank attacks, using this ship without protection (or the possibility of storing it in an Orca's Ship Maintenance Bay when attacked) is not recommended.
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The mining barge was designed by ORE to facilitate advancing the mining profession to a new level. Each barge was created to excel at a specific function, the Covetor's being mining yield. This additional yield comes at a price, as the Covetor has weaker defenses and a smaller ore bay than the other mining barges. |
Retriever
The Retriever has the largest ore hold out of the T1 mining barges (27,500 m3 at Mining Barge V, enough for almost half an hour's worth of mined ore), but has only the same base yield as the Procurer (although the Retriever has more low slots and can therefore fit more Mining Laser Upgrade modules, increasing its yield somewhat). If you are mining without support in higher-security areas (0.7 and above), the Retriever is a good ship to use, as its middling yield (about 10-20% lower than a Covetor) is more than compensated by its vast ore bay, reducing the number of ore drop-off runs that need to be made.
However, its tank, while about 40% stronger than a Covetor's, remains very weak and vulnerable to suicide ganking, therefore it nay be worth flying a Procurer if you're worried about losing your ship to suicide gankers (the downside being that you will need to return to a station twice as often to empty your ore hold).
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The mining barge was designed by ORE to facilitate advancing the mining profession to a new level. Each barge was created to excel at a specific function, the Retriever's being storage. A massive ore hold allows the Retriever to operate for extended periods without requiring as much support as other barges. Mining barges are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules. |
Exhumer
Exhumers are the Tech II versions of Mining Barges, and all three are direct upgrades from their Tech I counterparts. All of them require the Exhumers (5x) skill to operate.
Skiff
Being the Tech II version of the Procurer, the Skiff naturally has the most impressive tank out of the three Exhumers by quite a large margin; with proper fitting, it can have battleship-level EHP. Its higher speed (more than twice as fast as the Hulk or the Mackinaw) also allows it to effectively use Afterburner modules to further complicate matters for any would-be gankers. On the downside, it has the lowest yield of any of the three Exhumers (20-30% lower than a Hulk) and only a medium-sized ore bay (large enough for about 15 minutes' worth of mined ore). However, its rock-hard tank makes it the ship of choice for mining in lower-security regions of high security space (0.5 and 0.6 security), or just for general peace of mind.
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Skiff's being durability and self-defense. Advanced shielding and drone control systems make the Skiff the toughest mining ship in the cluster. Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules. |
Modulated Strip Miner II
Experimental 10MN Afterburner I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Dread Guristas Kinetic Deflection Field
Thermic Dissipation Field II
Damage Control II
Mining Laser Upgrade II
Medium Ancillary Current Router I
Medium Core Defense Field Extender II
Mining Drone II x5
Hobgoblin II x2
Hornet EC-300 x3
- Exhumers III
- CPU Management V
- Power Grid Management V
- Shield Management IV
- The pictured fit achieves an impressive 104,095 EHP against Antimatter before overheating. The capacitor is stable with all modules active.
- With the Afterburner active, the Skiff goes at 644 m/s, thus outrunning typical ganking-fit Catalysts by a rather large margin as well as complicating warpins. To take advantage of this, orbiting the asteroid being mined is recommended.
- The Dread Guristas Kinetic Deflection Field is used to provide the same performance as a T2 Kinetic Deflection Field at a reduced CPU usage. The module is very cheap at a mere 5 million ISK at time of writing.
- If your skills do not allow you to use the pictured fit due to CPU issues, replacing the Thermic Dissipation Field II with a Dread Guristas or equivalent variation is a possibility.
Modulated Strip Miner II
Medium Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Dread Guristas Kinetic Deflection Field
Thermic Dissipation Field II
Damage Control II
Mining Laser Upgrade II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Mining Drone II x5
Hobgoblin II x2
Hornet EC-300 x3
- Exhumers III
- CPU Management V
- Shield Management IV
- Hull Upgrades V
- The pictured fit reaches 133,211 EHP against Antimatter before overheating. The capacitor is stable with all modules active.
- Due to not having an Afterburner fit, this Skiff will only move at 250m/s even at perfect skills. Use of an on-grid bounce tactical is thus recommended.
- The Dread Guristas Kinetic Deflection Field is used to provide the same performance as a T2 Kinetic Deflection Field at a reduced CPU usage. The module is very cheap at a mere 5 million ISK at time of writing.
- If your skills do not allow you to use the pictured fit due to CPU issues, replacing the Thermic Dissipation Field II with a Dread Guristas or equivalent variation is a possibility.
Hulk
Being the Tech II version of the Covetor, the Hulk impresses with the highest yield of all the Exhumers and little else. Its tank is nothing to write home about, with even the most heavily tanked fits succumbing to two dedicated suicide gankers flying Catalysts (which together cost less than 10% of the Hulk). When mining unsupported, the Hulk's enormous yield will fill its small ore hold in about five minutes, requiring frequent runs back to a station to drop off the ore (which will offset any yield gains made compared to its cousins).
However, if flying in a fleet with a trustworthy Orca pilot, all of the Hulk's disadvantages are negated, as the Hulk pilot can use the Orca's enormous fleet hangar for ore storage, and store her precious Hulk in the Orca's Ship Maintenance Bay at the first sign of trouble, making the Hulk the Tech II barge of choice for use in medium-to-large-scale fleet mining operations.
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Hulk's being mining yield and mining laser range. The additional yield comes at a price, as the Hulk has weaker defenses and a smaller ore bay than the other exhumers. Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules. |
Modulated Strip Miner II
Modulated Strip Miner II
Modulated Strip Miner II
Survey Scanner II
Limited Adaptive Invulnerability Field I
Dread Guristas Thermic Dissipation Field
Dread Guristas Kinetic Deflection Field
Mining Laser Upgrade II
Mining Laser Upgrade II
Medium Processor Overclocking Unit I
Medium Core Defense Field Extender II
Mining Drone II x5
Hobgoblin II x5
- Exhumers III
- CPU Management V
- Power Grid Management V
- Capacitor Management III
- Capacitor Systems Operation IV
- The fit pictures only achieves a meager 22,815 EHP against antimatter before heat, crumbling to two Catalysts in .5 security. However, the buffer should provide the pilot sufficient time to store the ship in the Orca's Ship Maintenance Bay before it can be destroyed.
Mackinaw
As the Tech II upgrade to the Retriever, the Mackinaw sports a truly massive ore hold (35,000 m3 at Mining Barge V, enough to hold half an hour's worth of mined ore) and a yield that is only about 15% lower than that of a Hulk. While its tank is about 40% stronger than that of a Hulk, it's still rather flimsy when compared with its price tag. Therefore, the Mackinaw is mostly used in the high-end of high-security space (0.8 security and above), and even then some pilots prefer flying a the Skiff for its near-invulnerability to suicide ganks.
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S H I P B O N U S E S
Mining Barge bonuses (per skill level): The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Mackinaw's being storage. A massive ore hold allows the Mackinaw to operate for extended periods without requiring as much support as other exhumers. Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules. |
Modulated Strip Miner II
Modulated Strip Miner II
Survey Scanner II
Limited Adaptive Invulnerability Field I
Domination EM Ward Field
Domination Thermic Dissipation Amplifier
Mining Laser Upgrade II
Mining Laser Upgrade II
Mining Laser Upgrade II
Medium Processor Overclocking Unit II
Medium Core Defense Field Extender II
Mining Drone I x5
Hobgoblin II x5
- Exhumers III
- CPU Management V
- Shield Management IV
- The fitted tank is mainly to discourage alpha gankers, which are the main threat you will face in the Mackinaw's common usage area where CONCORD response times are near-instantaneous.
- Both the Domination EM Ward Field and the Domination Thermic Dissipation Amplifier are rather cheap at time of writing, clocking in below 10 million ISK.
- If you use a Medium Processor Overclocking Unit I rig in place of the shield rig, you can replace some faction modules with their T2 variations for reduced tank that also comes with a slightly lower price tag.
Ice Harvester II
Ice Harvester II
ML-3 Amphilotite Mining Probe
Dread Guristas EM Ward Field
Domination Thermic Dissipation Amplifier
Domination Kinetic Deflection Amplifier
Ice Harvester Upgrade II
Ice Harvester Upgrade II
Ice Harvester Upgrade II
Medium Ice Harvester Accelerator I
Medium Processor Overclocking Unit I
Hornet EC-300 x5
Hobgoblin II x5
- Exhumers III
- CPU Management V
- Mining Upgrades V
- The fitted tank is mainly to discourage alpha gankers, which are the main threat you will face in the Mackinaw's common usage area where CONCORD response times are near-instantaneous.
- All the faction modules used are rather cheap, clocking in below 10 million ISK at time of writing.
- If you are willing to sacrifice yield, replacing the Medium Ice Harvester Accelerator I rig with a second Medium Processor Overclocking Unit I rig will allow you to replace faction modules with their T2 counterparts for a reduction in price.
Industrial
Primae
The Primae is a ship which specialises in supporting Planetary Interaction; every pilot received one for free with the Tyrannis expansion. It takes no skills to fly, and has two specialised cargo holds: one for planetary command centers (2000 m3, enough for two command centers) and one for commodities produced by Planetary Interaction (1000 m3). Unfortunately, the Primae pales in comparison with Tech I industrial ships - these have at least as much tank and cargo capacity (in most cases, much more - the Epithal can carry up to 67,000 m3 of planetary commodities) as the Primae, while costing less than half. Therefore, unless you don't have access to industrial ships, there is no reason to use the Primae.
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S H I P B O N U S E S
Has a bay for holding Planetary Commodities. The Primae is a repurposed ORE design intended to ease the task of extracting resources from planetbound environments. Initially devised as a deep space salvage vessel for large-scale ore retrieval from destroyed ORE fleets in pirate-occupied areas, its previous incarnation was made all but obsolete by the arrival of capsuleers on the interstellar scene. Realizing that the ship could, with a few minor modifications, be made into an efficient resource harvesting aid, ORE wasted no time in revamping the design. |
Warp Core Stabilizer I
Warp Core Stabilizer I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
- Warp Drive Operation I
- Hull Upgrades I
- Cargohold expansion is avoided in favour of boosting warp strength and align time in an effort to avoid gankers, and because expanders only affect the 100m3 cargohold.
Noctis
Although it may look similar to the Primae, the Noctis is anything but useless: when it comes to salvaging, nothing beats the Noctis. It requires the skill [[Skills:ORE Industrial]] (ORE Industrial) to fly, and when this skill is trained to level V, the Noctis' tractor beams can reach out to 80km, hoovering up wrecks from an entire battlefield. The Noctis' one downside is that its tank is a bit weak (barely arriving at battlecruiser-level EHP with Tech 2 modules), especially if one of its midslots is needed for a propulsion module - and given that it will often carry valuable salvage, it can make for a juicy target. Nonetheless, the Noctis remains the undisputed king of salvaging, and is often found trailing mission fleets, salvaging the wrecks they produce.
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S H I P B O N U S E S
ORE Hauler bonuses (per skill level): The Noctis marks Outer Ring Excavations' entry into the lucrative bulk salvaging market. Building on their successes integrating Marauder-class tractor technology into the Orca command platform, and innovations in automated salvaging technology, they designed a compact, affordable wreck recovery solution. |
Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Damage Control II
Reinforced Bulkheads II
Reinforced Bulkheads II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Hornet EC-300 x5
- This fit is intended for players whose ORE industrial skill is not high enough to cover the entire mission space without using a propulsion mod or for missions where you need to move between acceleration gates.
- This fit is very resistant to suicide ganks due to its impressive 34,354 EHP buffer against Antimatter. The EC-300 drones further serve to discourage attacks, but can be replaced with Salvage Drones if need be.
- The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style. Pilots with good targeting and salvaging skills sometimes fit a 5 tractor / 3 salvager configuration.
Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Large Shield Extender II
Large Shield Extender II
Damage Control II
Reinforced Bulkheads II
Reinforced Bulkheads II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Hornet EC-300 x5
- If a mission does not require the use of a propulsion mod, this fit will provide extra protection from suicide ganks by sporting a rather noticeable increase in EHP against Antimatter to 42,700 (24% higher than the fit above).
- The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style. Pilots with good targeting and salvaging skills sometimes fit a 5 tractor / 3 salvager configuration.
Industrial Command Ships
Orca
- See also: Orca Guide
The Orca is a command ship designed to support mining fleets, but can be fill many support roles due to its large cargoholds and ship maintenance bay. By making its Ship Maintenance Bay accessible to fleet members, it can also provide near-perfect protection against suicide ganks to any mining ship within range.
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S H I P B O N U S E S
Industrial Command Ships bonuses (per skill level): The Orca was developed as a joint venture between Outer Ring Excavations and Deep Core Mining Inc as a vessel to help meet the demands of New Eden's industry and provide a flexible platform from which mining operations can be more easily managed. The Orca is also capable of using a large industrial core to substantially increase its industrial capabilities, while empowering its defenses during deployment in a static configuration. A key element of the industrial capacity unlocked by activating an industrial core is the ability to use compressor modules, with the Orca having the flexibility to use a number of specialized large compressors. The Orca uses much of the technology developed by ORE for the Rorqual and integrated with the latest advancements from Deep Core Mining research division has developed a vessel which offers a diverse role to all sizes of operations and needs. |
Mining Foreman Link - Mining Laser Field Enhancement II
Mining Foreman Link - Laser Optimization II
Siege Warfare Link - Shield Harmonizing II
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Thermic Dissipation Field II
Damage Control II
Reinforced Bulkheads II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Hobgoblin II x5
Vespa EC-600 x5
- Industrial Command Ship V
- Shield Management V
- Hull Upgrades V
- Warfare Link Specialist V
- Mining Director V
- Siege Warfare Specialist IV
- Thermodynamics I
- The fit pictured provides a 327,387 EHP buffer against Antimatter when overheating hardeners and in a fleet command position.
- Remember that you can make your Fleet Hangar and Ship Maintenance Bay available to your corporation or fleet to provide them both an easy way to store ore and near-perfect protection from suicide ganks.
- The Siege Warfare Link - Shield Harmonizing II will increase the shield resistance of your fleet, thus providing a noticable increase in EHP.
- If running the Laser Optimization II foreman link without the Harvester Capacitor Efficiency II foreman link proves to be an issue due to your fleet members' having insufficient capacitor skills, you can replace the Mining Laser Field Enhancement II foreman link (or even the Shield Harmonizing II link) with it.
Improved Cloaking Device II
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Damage Control II
Reinforced Bulkheads II
Large Ancillary Current Router I
Large Hyperspatial Velocity Optimizer I
Large Hyperspatial Velocity Optimizer I
- Industrial Command Ships III
- Power Grid Management V
- Shield Management V
- Hull Upgrades V
- The MWD is cycled once to help the Orca align faster, giving it a 10 second align instead of 30-40 seconds.
- Mid slots and low slots are used to maximize EHP buffer against ganks, giving the fit an overheated EHP of 262,394 against Omni.
- Hyperspatial Velocity Optimizer I rigs are used to increase the Orca's warp speed to 2.9 AU/s.
- If your Orca pilot does not use any other slot 6 hardwirings, consider plugging in a cheap Eifyr and Co. 'Rogue' Warp Drive Speed WS-610 implant to further improve this to 3.2 AU/s.
- The cloak is fitted in case of emergencies requiring your attention while in a non-station system. Being cloaked at a safe spot (or even at range from a POCO) is safer than sitting decloaked on a gate.
Improved Cloaking Device II
Sisters Expanded Probe Launcher
Small Tractor Beam II
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Damage Control II
Beta Reactor Control: Reaction Control I
Large Anti-Thermal Screen Reinforcer I
Large Anti-Kinetic Screen Reinforcer I
Large Hyperspatial Velocity Optimizer I
Warrior II x5
Vespa EC-600 x5
Sisters Combat Scanner Probe x8
Capital Industrial Ships
Rorqual
The Rorqual is a capital version of the Orca, and is generally only seen in nullsec. As well as fielding similar bonuses to the Orca, it can carry a mining fleet to their destination and compress ore to make it easier to haul. Often, though, the Rorqual is seen as too risky to deploy in an asteroid belt and is set up within a POS shield instead; miners still get the bonuses and ore compression, and most pilots see this as a worthwhile tradeoff.
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S H I P B O N U S E S
Capital Industrial Ships bonuses (per skill level): The Rorqual was conceived and designed by Outer Ring Excavations in response to a growing need for capital industry platforms with the ability to support and sustain large-scale mining operations in uninhabited areas of space. The Rorqual is notably capable of using a capital industrial core to substantially increase its industrial capabilities, while empowering its defenses during deployment in a static configuration. A key element of the industrial capacity unlocked by activating an industrial core is the ability to use compressor modules, with the Rorqual able to use the powerful and logistically impressive capital compressors. Additionally, the Rorqual is able to fit a capital tractor beam unit, capable of pulling in cargo containers from far greater distances and at far greater speeds than smaller beams can. It also possesses a sizeable drone bay, jump drive capability and the capacity to fit a clone vat bay. This combination of elements makes the Rorqual the ideal nexus to build deep space mining operations around. Due to its specialization towards industrial operations, its ship maintenance bay is able to accommodate only industrial ships, mining barges and their tech 2 variants. |
Capital Tractor Beam I
Industrial Core I
Clone Vat Bay I
Mining Foreman Link - Harvester Capacitor Efficiency II
Mining Foreman Link - Laser Optimization II
Mining Foreman Link - Mining Laser Field Enhancement II
Capital Shield Booster I
Explosive Deflection Field II
Thermic Dissipation Field II
Kinetic Deflection Field II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Expanded Cargohold II
Expanded Cargohold II
Damage Control II
Large Cargohold Optimization I
Large Cargohold Optimization I
Large Cargohold Optimization I
Related Links
- Basic skills and Support skills - Training support skills is a key step towards flying a ship well. Read up on support skills here.
- Fitting Guidelines - Some general guidelines for fitting ships.
- Fitting Modules and Rigs Guide - A list of rigs and module types with short descriptions.
- NPC damage types and NPC Ship Attributes - To see which resists to use and damage types to deal against NPC rats.
- Creating an Alt Hauler - Having an alt hauler can be useful for shopping trips during wartime, if you are living in highsec.