Archive:Newbie Doctrine
The Newbie Doctrine is a repertoire of ships that empowers new pilots to make valuable contributions to a PvP fleet without any skill training. Fleet Commanders can use the Newbie Doctrine as an add-on to their doctrines, encouraging new pilots to participate in PvP fleet operations. As pilots improve their skills (and can afford to lose better ships), they are encouraged to reference the more advanced fittings within EVE University's Fleet-Up group.
Click "Notes" within each fitting to learn about the purpose of each module. Click "Skills" and "Fleet-Up" to learn how to upgrade modules as your in-game skills improve.
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, do not be troubled. You are in station, and you're already dead! -- Winter Alabel |
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You are encouraged to discuss improvements to the Newbie Doctrine on the E-UNI forum thread. Fittings should be accessible to pilots with starting skills.
Pre-Fleet Checklist
- 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 a fleet by navigating in the Neocom: E in top-left corner of screen > Social > Fleet. You can also attend a Fleets 101 course, typically held at least once a month. - Join the Fleet's Mumble Channel
Fleet Commanders (FCs) use Mumble to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation. - Prepare 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. - Choose Your Role
The primary roles in a fleet are:- Tackle - New pilots can fly tackling ships without any additional skill training!
- Electronic WARfare (EWAR)
- Damage Dealer (DD)
- Logistics (Logi - healer ships)
>> The FC will typically dictate what DD and Logi ships are going to be used, and will sometimes also dictate the type of EWAR boats. Having all pilots fly in the same ships is known as a Doctrine, and allows the FC to better understand the strengths and weaknesses of the fleet, which allows for easier target selection with more favorable odds.
- Fly what you can afford to lose.
This is often cited as the first rule of EVE Online. All the ships in the Newbie Doctrine are designed with this principle in mind. - Load Your Ship
Check that all the modules on your ship are fitted and powered on. Check that your ship is loaded with ammunition, drones, and Nanite Repair Paste as needed. - Insure Your Ship
T1 Ships should always be insured before fleet operations. Platinum, the highest level of insurance, is generally the correct choice. 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 is "<Player's Name> <Ship Name>"; this will make it much easier for enemies to identify and locate you via D-Scan. Rename your ship to something that cannot be associated with your name or EVE University.
Tackle
- 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 Damage Dealers to destroy trapped enemies. Fleet Commanders can never have too many tacklers and are always excited to help new players swarm targets. The biggest difference between the Scout/Fast Tackle and the Tackle/Small Gang fits is one of range. The Scout/Fast Tackle fits use Warp Disruptors ("point") and Nanofiber Structures to operate at distances of 15 - 20 km from the enemy. The Tackle/Small Gang fits are designed to operate in close, under 2 km typically, and use the shorter range Warp Scramblers ("scram"). Ask the FC which you should bring if you are unsure.
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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. -- FearlessLittleToaster |
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Scout / Fast Tackle
These fittings utilize the speed of an Attack Frigate and the long range of a warp disruptor, commonly referred to as a "point", to tackle enemy ships and maintain range (a "kiting" style of fighting). New players in EVE University often use fittings similar to these while learning how to be a Scout.
Amarr Scout/Fast Tackle
Executioner
Standard Frigates Executioner Class
4 (0/3) 3 3
45 MW 140 tf
410 m/sec
115 m³
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Executioner
Standard Frigates Executioner Class
4 (0/3) 3 3
45 MW 140 tf
410 m/sec
115 m³
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5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Scoped Warp Disruptor
Damage Control I
Type-D Restrained Overdrive Injector
Type-D Restrained Nanofiber Structure
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
- Can be flown by a pilot with starting skills and Amarr Frigate 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.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Pilot should approach with microwarpdrive (MWD) activated, spiraling in on heavy (Cruiser +) targets
- Deactivate MWD and activate Warp Disruptor and Tracking Disruptor when in range
- Maintain a distance of 16 - 18 km (set your target to "Keep At Range")
Caldari Scout/Fast Tackle
Condor
Standard Frigates Condor Class
4 (3/0) 4 2
35 MW 185 tf
400 m/sec
130 m³
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Condor
Standard Frigates Condor Class
4 (3/0) 4 2
35 MW 185 tf
400 m/sec
130 m³
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5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Scoped Warp Disruptor
DDO Scoped Tracking Disruptor I
Damage Control I
Type-D Restrained Nanofiber Structure
Small Core Defense Field Extender I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Optimal Range Disruption Script x1
Tracking Speed Disruption Script x1
- Can be flown by a pilot with starting skills and Caldari Frigate 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.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Pilot should approach with microwarpdrive (MWD) activated, spiraling in on heavy (Cruiser +) targets
- Deactivate MWD and activate Warp Disruptor and Tracking Disruptor when in range
- Maintain a distance of 16 - 18 km (set your target to "Keep At Range")
Gallente Scout/Fast Tackle
Atron
Standard Frigates Atron Class
4 (0/3) 3 3
37 MW 147 tf
420 m/sec
145 m³
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Atron
Standard Frigates Atron Class
4 (0/3) 3 3
37 MW 147 tf
420 m/sec
145 m³
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5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Scoped Warp Disruptor
Damage Control I
Type-D Restrained Overdrive Injector
Type-D Restrained Nanofiber Structure
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
- Can be flown by a pilot with starting skills and Gallente Frigate 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.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Pilot should approach with microwarpdrive (MWD) activated, spiraling in on heavy (Cruiser +) targets
- Deactivate MWD and activate Warp Disruptor when in range
- Maintain a distance of 16 - 18 km (set your target to "Keep At Range")
Minmatar Scout/Fast Tackle
Slasher
Standard Frigates Slasher Class
4 (0/3) 4 2
36 MW 140 tf
430 m/s
120 m³
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Slasher
Standard Frigates Slasher Class
4 (0/3) 4 2
36 MW 140 tf
430 m/s
120 m³
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5MN Y-T8 Compact Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Scoped Warp Disruptor
DDO Scoped Tracking Disruptor I
Damage Control I
Type-D Restrained Nanofiber Structure
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Core Defense Field Extender I
Optimal Range Disruption Script x1
Tracking Speed Disruption Script x1
- Can be flown by a pilot with starting skills and Minmatar Frigate 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.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Pilot should approach with microwarpdrive (MWD) activated, spiraling in on heavy (Cruiser +) targets
- Deactivate MWD and activate Warp Disruptor and Tracking Disruptor when in range
- Maintain a distance of 16 - 18 km (set your target to "Keep At Range")
Tackle/Small Gang
These fittings utilize the speed of an Attack Frigate combined with a MicroWarpDrive (MWD) to close with the enemy very rapidly (a "brawling" style of fighting). The Tackle then uses its Warp Scrambler and (if equipped) Stasis Webifier to prevent the enemy from escaping. If the enemy ship is a Cruiser or larger ship, the capsuleer should not approach straight on, but should instead spiral in to maintain high transversal and mitigate potentially lethal one-shot damage from the larger ships weapons.
Amarr Tackle/Small Gang
Executioner
Standard Frigates Executioner Class
4 (0/3) 3 3
45 MW 140 tf
410 m/sec
115 m³
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Executioner
Standard Frigates Executioner Class
4 (0/3) 3 3
45 MW 140 tf
410 m/sec
115 m³
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Dual Modulated Pulse Energy Beam I
Dual Modulated Pulse Energy Beam I
Dual Modulated Pulse Energy Beam I
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Epsilon Scoped Warp Scrambler
Damage Control I
Type-D Restrained Overdrive Injector
Micro Auxiliary Power Core I
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Imperial Navy Multifrequency S x2
- Can be flown by a pilot with starting skills and Amarr Frigate I.
- 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.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Faction ammo is preferred for PvP when using T1 weapons.
- Pilot should approach with microwarpdrive (MWD) activated, orbit at 500, turn off MWD
- Activate Warp Scrambler when in range
Caldari Tackle/Small Gang
Merlin
Standard Frigates Merlin Class
3 (0/3) 4 3
40 MW 180 tf
310 m/sec
150 m³
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Merlin
Standard Frigates Merlin Class
3 (0/3) 4 3
40 MW 180 tf
310 m/sec
150 m³
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Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Epsilon Scoped Warp Scrambler
X5 Enduring Stasis Webifier
Damage Control I
Vortex Compact Magnetic Field Stabilizer
Micro Auxiliary Power Core I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Core Defense Field Extender I
Caldari Navy Antimatter Charge S x1200
- Can be flown by a pilot with starting skills and Caldari Frigate I.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Propulsion Jamming IV will enable use of the Stasis Webifier II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Faction ammo is preferred for PvP when using T1 weapons.
- Pilot should approach with microwarpdrive (MWD) activated, orbit at 500, turn off MWD
- Activate Warp Scrambler and Stasis Webifier when in range
Gallente Tackle/Small Gang
Atron
Standard Frigates Atron Class
4 (0/3) 3 3
37 MW 147 tf
420 m/sec
145 m³
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Atron
Standard Frigates Atron Class
4 (0/3) 3 3
37 MW 147 tf
420 m/sec
145 m³
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Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Epsilon Scoped Warp Scrambler
Damage Control I
Type-D Restrained Overdrive Injector
Micro Auxiliary Power Core I
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Federation Navy Antimatter Charge S x1200
- Can be flown by a pilot with starting skills and Gallente Frigate I.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Hull Upgrades II will enable use of the Overdrive Injector System II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Faction ammo is preferred for PvP when using T1 weapons.
- Pilot should approach with microwarpdrive (MWD) activated, orbit at 500, turn off MWD
- Activate Warp Scrambler when in range
Minmatar Tackle/Small Gang
Slasher
Standard Frigates Slasher Class
4 (0/3) 4 2
36 MW 140 tf
430 m/s
120 m³
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Slasher
Standard Frigates Slasher Class
4 (0/3) 4 2
36 MW 140 tf
430 m/s
120 m³
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125mm Light 'Scout' Autocannon I, Republic Fleet EMP S
125mm Light 'Scout' Autocannon I, Republic Fleet EMP S
125mm Light 'Scout' Autocannon I, Republic Fleet EMP S
Small Infectious Scoped Energy Neutralizer
5MN Y-T8 Compact Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Epsilon Scoped Warp Scrambler
Fleeting Compact Stasis Webifier
Damage Control I
Micro Auxiliary Power Core I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Core Defense Field Extender I
Republic Fleet EMP S x1201
- Can be flown by a pilot with starting skills and Minmatar Frigate I.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Propulsion Jamming IV will enable use of the Stasis Webifier II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- Training Shield Upgrades IV will enable use of the Medium Shield Extender II module.
- Faction ammo is preferred for PvP when using T1 weapons.
- Pilot should approach with microwarpdrive (MWD) activated, orbit at 500, turn off MWD
- Activate Warp Scrambler and Stasis Webifier when in range
EWAR
- Main article: EWAR Guide
EWAR (Electronic WARfare) ships utilize specialized mid-slot modules to electronically disrupt and cripple enemy ships. Each race has its own EWAR specialty - Caldari use ECM to cause enemy ships to lose target lock, Gallente use Sensor Dampeners to shorten enemy lock range and lengthen lock time, etc.
The Drones included with each fit are typically used more for putting your name on the kill mail, as opposed to supplying any significant amount of DPS. If you are attacked while flying an EWAR ship, the drones will NOT save you! Your only response to getting attacked while flying EWAR is to warp off, inform the FC of said action, and await further orders.
Please note that all of the EWAR ships require additional training. As a Day 1 capsuleer, you can fly any of the Tackle frigates with no further training. Flying an EWAR ship will require a small training investment into the skill that controls your racial EWAR modules. Please read the "Skills" tab of each EWAR frigate to see what skills to train.
Amarr EWAR
Crucifier
Standard Frigates Crucifier Class
2 (0/2) 4 3
27 MW 235 tf
350 m/sec
265 m³
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Crucifier
Standard Frigates Crucifier Class
2 (0/2) 4 3
27 MW 235 tf
350 m/sec
265 m³
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Drone Link Augmentor I
Highstroke Scoped Guidance Disruptor
Highstroke Scoped Guidance Disruptor
DDO Scoped Tracking Disruptor I
DDO Scoped Tracking Disruptor I
Damage Control I
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Warrior I x5
Acolyte I x4
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x2
Missile Precision Disruption Script x2
- Can be flown by a pilot with starting skills and Amarr Frigate I
- The Guidance and Tracking Disruptors require the pilot to train Weapon Disruption I
- Training Weapon Disruption IV will enable use of the Guidance Disruptor II and the Tracking Disruptor II modules
- Training Hull Upgrades IV will enable use of the Damage Control II module
- Pilot should always maneuver to keep the bulk of their fleet between themselves and the enemy
- Pilot should exempt themselves from fleet warps and warp manually
- Pilot should arrive on-grid 5 - 10 seconds after the fleet and at range (minimum 30 km)
- If the Pilot comes under attack, they should immediately warp off
- Pilot should align to a celestial (approach planet, station, etc. at full speed) to make warp-off faster
Caldari EWAR
Griffin
Standard Frigates Griffin Class
2 (2/0) 5 2
24 MW 240 tf
325 m/sec
260 m³
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Griffin
Standard Frigates Griffin Class
2 (2/0) 5 2
24 MW 240 tf
325 m/sec
260 m³
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Auto Targeting System I
5MN Quad LiF Restrained Microwarpdrive
BZ-5 Scoped Gravimetric ECM
Enfeebling Scoped Ladar ECM
Hypnos Scoped Magnetometric ECM
Umbra Scoped Radar ECM
F-89 Compact Signal Amplifier
'Hypnos' Signal Distortion Amplifier I
Small Polycarbon Engine Housing I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I
Warrior I x1
- Can be flown by a pilot with starting skills and Caldari Frigate I
- The ECM modules require the pilot to train Electronic Warfare I
- Training Electronic Warfare IV will enable use of the various ECM II modules
- Training Hull Upgrades IV will enable use of the Damage Control II module
- Pilot should always maneuver to keep the bulk of their fleet between themselves and the enemy
- Pilot should exempt themselves from fleet warps and warp manually
- Pilot should arrive on-grid 5 - 10 seconds after the fleet and at range (minimum 30 km)
- If the Pilot comes under attack, they should immediately warp off
- Pilot should align to a celestial (approach planet, station, etc. at full speed) to make warp-off faster
- The Auto Targeting System is PASSIVELY used (do NOT activate it!) to increase the maximum number of targets you can lock
Gallente EWAR
Maulus
Standard Frigates Maulus Class
2 (0/2) 4 3
28 MW 230 tf
375 m/sec
275 m³
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Maulus
Standard Frigates Maulus Class
2 (0/2) 4 3
28 MW 230 tf
375 m/sec
275 m³
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Drone Link Augmentor I
5MN Quad LiF Restrained Microwarpdrive
Phased Muon Scoped Sensor Dampener
Phased Muon Scoped Sensor Dampener
Phased Muon Scoped Sensor Dampener
Damage Control I
Upgraded Multispectrum Coating I
F-89 Compact Signal Amplifier
Small Inverted Signal Field Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Warrior I x6
Scan Resolution Dampening Script x3
Targeting Range Dampening Script x3
- Can be flown by a pilot with starting skills and Gallente Frigate I
- The Sensor Dampeners require the pilot to train Sensor Linking I
- Training Sensor Linking IV will enable use of the Remote Sensor Dampener II
- Training Hull Upgrades IV will enable use of the Damage Control II module
- Pilot should always maneuver to keep the bulk of their fleet between themselves and the enemy
- Pilot should exempt themselves from fleet warps and warp manually
- Pilot should arrive on-grid 5 - 10 seconds after the fleet and at range (minimum 30 km)
- If the Pilot comes under attack, they should immediately warp off
- Pilot should align to a celestial (approach planet, station, etc. at full speed) to make warp-off faster
Minmatar EWAR
Vigil
Standard Frigates Vigil Class
2 (2/0) 5 2
26 MW 225 tf
410 m/sec
250 m³
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Vigil
Standard Frigates Vigil Class
2 (2/0) 5 2
26 MW 225 tf
410 m/sec
250 m³
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5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Phased Scoped Target Painter
Phased Scoped Target Painter
Phased Scoped Target Painter
Damage Control I
F-89 Compact Signal Amplifier
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Core Defense Field Extender I
Warrior I x1
- Can be flown by a pilot with starting skills and Minmatar Frigate I
- The Target Painter modules require the pilot to train Target Painting I
- Training Target Painting IV will enable use of the Target Painter II module
- Training Hull Upgrades IV will enable use of the Damage Control II module
- Training Shield Upgrades III will enable use of the Small Shield Extender II module
- Pilot should always maneuver to keep the bulk of their fleet between themselves and the enemy
- Pilot should exempt themselves from fleet warps and warp manually
- Pilot should arrive on-grid 5 - 10 seconds after the fleet and at range (minimum 30 km)
- If the Pilot comes under attack, they should immediately warp off
- Pilot should align to a celestial (approach planet, station, etc. at full speed) to make warp-off faster
Recommended Reading
- The Rookie's Guide to Fleet Ops
- Tackling Guide
- EWAR Guide
- Guide to using PYthon Fitting Assistant - a 3rd party tool used to simulate ship fits
- Guide to Logistics - Advanced guide covering modules, ships, and recommended skills to fly a Logistics ship properly