Minmatar combat pilot — roamer, brawler, fleet DPS. Goal: Hurricane is the workhorse now at 55–90M ISK/hr. Train Missile Launcher Operation V (3 days) to unlock the Drake. Go Omega to unlock the Wolf, Vagabond, Rapier and everything else already trained.
New to EVE? Read this first
ISK is EVE’s in-game currency (K = thousands, M = millions, B = billions). Everything here is priced in ISK.
Security space — every solar system has a security rating shown on the starmap and in your overview:
- High-sec (0.5–1.0): Police (CONCORD) protect you. Safest space. Start here.
- Low-sec (0.1–0.4): No police. Players can attack freely. Better ISK than high-sec belts.
- Null-sec (0.0): Player-controlled. Most dangerous, highest income.
How to earn ISK as a combat pilot:
- Belt ratting: Every asteroid belt has NPC pirate spawns. Open the solar system map, right-click an asteroid belt → Warp To. Kill the NPCs, loot the wrecks. Belts respawn over time.
- Combat anomalies: Press Alt+P to open Probe Scanner → click the Combat tab → warp to any listed site. Anomalies are essentially pre-loaded combat encounters that respawn daily.
- Missions: Find a security agent at a station (Business → Agents → Security, filter by level). Accept missions, complete objectives for ISK + loyalty points. Level 3 agents need ~3.0 standing with their corporation; level 4 need ~5.0. Build standing by running missions for that same corp.
Where to buy ships and modules: Jita 4-4 (The Forge region) is EVE’s main market — best prices, most stock. Set it as a destination in the starmap. Alternatively use your nearest regional hub (Rens for Minmatar space, Hek for nearby regions).
How to fit a ship: Dock → right-click your ship in the hangar → Fit Ship → drag modules from your cargo into slots. Rigs go in the bottom rig slots and cannot be removed once fitted.
| Ship | Hull cost | ISK/hr | Best Activity |
|---|---|---|---|
| Rifter | ~400K | 10–20M | Belt ratting, low-end anomalies |
| Thrasher | ~600K | 15–30M | Combat anomalies, belt ratting |
| Stabber | ~3M | 25–50M | Low-sec ratting, L2 missions |
| Rupture | ~5M | 35–60M | L2–3 missions, combat sites |
| Hurricane | ~40M | 55–90M | L3 missions, combat anomalies |
| Hurricane Fleet Issue | ~65M | Fleet loot — variable | Fleet PvP only |
Alpha vs Omega
| State | Best Ship | Hull cost | ISK/hr | How to unlock |
|---|---|---|---|---|
| Right now (Alpha) | Hurricane | ~40M | 55–90M | Fly it today |
| +3 days training | Drake | ~30M | 80–130M | Train Missile Launcher Operation V |
| Omega — best PvE | Maelstrom | ~75M | 100–180M | Subscribe Omega |
| Omega — best solo | Vagabond | ~260M | 100–200M | Subscribe Omega |
| Omega — fleet | Rapier / Huginn | ~350M | Fleet loot | Subscribe Omega |
Going Omega takes chronicbomb from a 90M ceiling to 200M+ instantly. All these ships are pre-trained and waiting.
Rifter
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| **ISK/hr: 10–20M | Hull: ~400K | Total fit: ~16M** |
The learning ship. Income is low but the Rifter costs almost nothing to lose — use it to learn orbiting, tackling, and armour repair timing before risking expensive ships.
Where to go: High-sec asteroid belts (open solar system map → right-click any belt → Warp To) or combat anomalies (Alt+P → Combat tab). Stay in 0.5+ security systems while learning the basics.
Why fly this: Zero painful losses. Every mechanic you learn here transfers directly to the Hurricane and Vagabond later.
[Rifter, PvP Brawler]
150mm Light AutoCannon II x3
Small Nosferatu I
5MN Quad LiF Restrained Microwarpdrive
Warp Scrambler II
Stasis Webifier II
200mm Rolled Tungsten Compact Plates
Damage Control II
Small Ancillary Armor Repairer (load: Nanite Repair Paste)
Small Trimark Armor Pump I x2
Small Projectile Collision Accelerator I
Ammo: Phased Plasma S (brawl) / Barrage S (kite 15 km)
| Module | Qty | ~Price |
|---|---|---|
| 150mm Light AutoCannon II | ×3 | 500K ea — 1.5M |
| Small Nosferatu I | ×1 | 50K |
| 5MN Quad LiF Restrained Microwarpdrive | ×1 | 800K |
| Warp Scrambler II | ×1 | 1.5M |
| Stasis Webifier II | ×1 | 2M |
| 200mm Rolled Tungsten Compact Plates | ×1 | 200K |
| Damage Control II | ×1 | 2.5M |
| Small Ancillary Armor Repairer | ×1 | 500K |
| Rigs ×3 | ~100K ea — 300K | |
| Nanite Repair Paste ×100 | 7M | |
| Hull (Rifter) | 400K | |
| Total | ~16M ISK |
Buy everything from Jita or nearest trade hub. ✅ LD can make: Rifter hull (BPO ~2M NPC market), all three rigs — saves ~500K vs buying.
Module guide (first ship — read once):
- MWD (Microwarpdrive): Massively boosts speed while active. Turns off if you get scrambled.
- Warp Scrambler: Stops the target warping away and kills their MWD.
- Stasis Webifier: Cuts the target’s speed — they become easier to hit and can’t escape.
- Nosferatu: Drains target’s capacitor, gives it to you.
- Ancillary Armor Repairer: Short burst of armour repair using Nanite Repair Paste charges. Pulse it — running it continuously wastes charges.
PvE: Orbit at 500 m. All guns on one NPC. Nosferatu if they drain your cap. Pulse the armour rep when below 50% — not continuously.
PvP: MWD straight in. Scramble at 9 km (kills their MWD). Web at 7 km. Orbit 500 m with Phased Plasma S. Rep bursts when in armour. Losing badly? Overheat MWD and warp — a live Rifter is worth more than a dead hero.
Thrasher
</div>
| **ISK/hr: 15–30M | Hull: ~600K | Total fit: ~20M** |
Seven artillery guns in a destroyer hull. Kills NPC frigates in one volley — clears sites roughly twice as fast as the Rifter.
Where to go: Combat anomalies (Alt+P → Combat tab) in any high-sec system. Open the scanner, work through every listed site, then move to the next system. Asteroid belts also work but anomalies respawn more predictably.
Why this over the Rifter: Faster site clears, still under 1M hull cost. The 15–30M/hr income recovers the fit cost in one session.
[Thrasher, Alpha Sniper]
280mm Howitzer Artillery II x7
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Gyrostabilizer II x2
Damage Control II
Small Projectile Ambit Extension I x2
Small Projectile Collision Accelerator I
Ammo: Tremor S (snipe 40–60 km) / Quake S (max alpha 0–5 km)
| Module | Qty | ~Price |
|---|---|---|
| 280mm Howitzer Artillery II | ×7 | 1.5M ea — 10.5M |
| 5MN Quad LiF Restrained Microwarpdrive | ×1 | 800K |
| Warp Disruptor II | ×1 | 1.5M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Damage Control II | ×1 | 2.5M |
| Rigs ×3 | ~100K ea — 300K | |
| Hull (Thrasher) | 600K | |
| Total | ~20M ISK |
✅ LD can make: Thrasher hull (BPO ~2M NPC), all three rigs.
PvE: Warp in at 50 km. Orbit wrecks at 30,000 m. Fire volleys every 6 seconds. Tremor S puts you beyond most NPC gun range — you take almost no incoming damage.
PvP: Warp Disruptor (point) at 24 km. Hold 35–40 km sniping with Tremor S. One volley kills frigates. Anything closing to brawl range: warp out immediately — no tank.
Stabber
</div>
| **ISK/hr: 25–50M | Hull: ~3M | Total fit: ~23M** |
Fast T1 cruiser. Speed keeps you alive and lets you cycle between sites quickly.
Where to go: Low-sec asteroid belts for better NPC bounties, or level 2 mission agents near your base. To reach low-sec: look for 0.1–0.4 security systems on your starmap (orange colour). Fly through the nearest stargate. Check belts in those systems — NPC pirate spawns pay more than high-sec. For missions: Business → Agents → Security → Level 2, pick any agent within a few jumps.
Why low-sec: Belt rats in low-sec pay 2–4× more bounty than high-sec equivalent. The Stabber’s speed lets you warp out if a player tries to catch you.
[Stabber, Speed Kiter]
220mm Autocannon II x4
50MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Stasis Webifier II
Medium Shield Extender II
Gyrostabilizer II x2
Nanofiber Internal Structure II x2
Medium Core Defense Field Extender I x2
Medium Projectile Collision Accelerator I
Drones: Warrior II x5
Ammo: Barrage M (kite 20–25 km) / EMP M (brawl)
| Module | Qty | ~Price |
|---|---|---|
| 220mm Autocannon II | ×4 | 1M ea — 4M |
| 50MN Quad LiF Restrained Microwarpdrive | ×1 | 3M |
| Warp Disruptor II | ×1 | 1.5M |
| Stasis Webifier II | ×1 | 2M |
| Medium Shield Extender II | ×1 | 1.5M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Nanofiber Internal Structure II | ×2 | 1M ea — 2M |
| Rigs ×3 | 200–300K ea — 700K | |
| Warrior II | ×5 | 250K ea — 1.25M |
| Hull (Stabber) | 3M | |
| Total | ~23M ISK |
✅ LD can make: Stabber hull (BPO ~5M NPC), all three rigs.
PvE: Orbit at 20,000 m. Web anything closing. Drones on NPC frigates. Speed means most NPC gun tracking fails — they miss you.
PvP: Disruptor at 24 km. Orbit 15,000–20,000 m with Barrage M — MWD always running, never stop. Web holds them slow. Switch to EMP M once they’re nearly stationary for extra damage.
Rupture
</div>
| **ISK/hr: 35–60M | Hull: ~5M | Total fit: ~39M** |
Armour-tanked T1 cruiser. Tougher than the Stabber — takes sustained hits while grinding level 2–3 missions.
Where to go: Level 2–3 security mission agents at stations (Business → Agents → Security). Level 2 agents are everywhere and require no standing. Level 3 agents require ~3.0 standing with their corporation — earn this by running level 2 missions for that same corp first (roughly 20–30 missions). Also strong in combat anomalies (Alt+P → Combat).
Why missions over belt ratting: Missions pay guaranteed ISK on completion plus NPC bounties inside the mission. More consistent and predictable income than hunting belts.
[Rupture, Armour Brawler]
425mm AutoCannon II x4
50MN Quad LiF Restrained Microwarpdrive
Warp Scrambler II
Stasis Webifier II
1600mm Rolled Tungsten Compact Plates
Damage Control II
Gyrostabilizer II x2
Medium Ancillary Armor Repairer (load: Nanite Repair Paste)
Medium Trimark Armor Pump I x2
Medium Projectile Collision Accelerator I
Drones: Warrior II x5
Ammo: Phased Plasma M (brawl) / EMP M (vs shields)
| Module | Qty | ~Price |
|---|---|---|
| 425mm AutoCannon II | ×4 | 2M ea — 8M |
| 50MN Quad LiF Restrained Microwarpdrive | ×1 | 3M |
| Warp Scrambler II | ×1 | 1.5M |
| Stasis Webifier II | ×1 | 2M |
| 1600mm Rolled Tungsten Compact Plates | ×1 | 2M |
| Damage Control II | ×1 | 2.5M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Medium Ancillary Armor Repairer | ×1 | 2M |
| Rigs ×3 | 300–400K ea — 1.1M | |
| Warrior II | ×5 | 250K ea — 1.25M |
| Nanite Repair Paste ×100 | 7M | |
| Hull (Rupture) | 5M | |
| Total | ~39M ISK |
✅ LD can make: Rupture hull (BPO ~8M NPC), all three rigs — saves ~1.5M vs buying.
PvE: Orbit at 5,000 m. Four 425mm ACs cycle constantly. Ancillary rep on a controlled pulse when armour drops. Drones on NPC frigates.
PvP: MWD close fast. Scramble at 9 km. Web at 10 km. Orbit 1,000 m. Rep bursts when armour drops — don’t drain the charges before the fight ends.
Hurricane
</div>
| **ISK/hr: 55–90M | Hull: ~40M | Total fit: ~72M** |
The best ship available right now. Six T2 autocannons plus missile secondary and drones — clears level 3 missions comfortably. The primary ISK earner until Omega.
Where to go: Level 3 security mission agents (Business → Agents → Security → Level 3). Pick an agent in Minmatar Republic or nearby caldari/gallente space within a few jumps of your base. Run missions for the same corporation consistently to build standing toward level 4 access. Also works in medium combat anomalies (Alt+P → Combat, look for “Medium Perimeter” or similar).
Why this is the priority: At 55–90M/hr the ~72M fit cost pays back in under 2 hours. This is the ship to fly every session until Omega. Nothing else available right now comes close.
Ammo to carry: Stock all three — Phased Plasma M (max DPS, brawl range), Barrage M (longer range, less DPS), EMP M (best vs shield-tanked targets). Right-click launchers in space to swap.
[Hurricane, Solo PvP / Fleet DPS]
425mm AutoCannon II x6
Assault Missile Launcher II x2
50MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II
Invulnerability Field II
Damage Control II
Gyrostabilizer II x2
Nanofiber Internal Structure II x2
Medium Core Defense Field Extender I x2
Medium Projectile Collision Accelerator I
Drones: Warrior II x5
Ammo: Phased Plasma M (brawl) / Barrage M (kite) / EMP M (vs shields)
| Module | Qty | ~Price |
|---|---|---|
| 425mm AutoCannon II | ×6 | 2M ea — 12M |
| Assault Missile Launcher II | ×2 | 400K ea — 800K |
| 50MN Quad LiF Restrained Microwarpdrive | ×1 | 3M |
| Warp Disruptor II | ×1 | 1.5M |
| Medium Shield Extender II | ×1 | 1.5M |
| Invulnerability Field II | ×1 | 3M |
| Damage Control II | ×1 | 2.5M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Nanofiber Internal Structure II | ×2 | 1M ea — 2M |
| Rigs ×3 | 200–300K ea — 700K | |
| Warrior II | ×5 | 250K ea — 1.25M |
| Hull (Hurricane) | 40M | |
| Total | ~72M ISK |
✅ LD can make: Hurricane hull — BPO costs ~50M from NPC market (one-time, unlimited use). Saves ~12M per hull once researched to ME10. All three rigs also manufacturable.
PvE: Orbit at 5,000 m. All six ACs on primary, missiles on secondary, drones on NPC frigates. Switch to Barrage M for groups sitting at 15–20 km. Recall drones if they start taking damage.
PvP: MWD in. Disruptor at 24 km. Decide before engaging — brawl (orbit 500 m, Phased Plasma M) or kite (orbit 15,000 m, Barrage M). Invuln field always on. Drones on tackle frigates. Overheat guns for the final push.
Hurricane Fleet Issue
</div>
| **ISK/hr: Fleet loot — variable | Hull: ~65M | Total fit: ~106M** |
Fleet PvP only. Income depends entirely on kills and what drops. A good fleet roam returns 200–500M in loot. A bad one returns nothing — and you may lose the ship.
Where to go: Join a player corporation that organises roams, or use Fleet Finder (F10) to join public PvP fleets. Do not fly this ship solo — artillery has poor tracking at close range and no tank to survive solo engagements.
Why bring this: Not an ISK earner — it’s a fleet weapon. Long-range artillery volley fires every 8 seconds and hits hard across 60–80 km. Bring it when a Fleet Commander is calling targets.
[Hurricane Fleet Issue, Fleet Artillery]
650mm Artillery Cannon II x6
Assault Missile Launcher II x2
50MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II x2
Gyrostabilizer II x2
Damage Control II
Nanofiber Internal Structure II
Medium Core Defense Field Extender I x2
Medium Projectile Collision Accelerator I
Ammo: Republic Fleet EMP M (fleet fights) / Tremor M (snipe 80+ km)
| Module | Qty | ~Price |
|---|---|---|
| 650mm Artillery Cannon II | ×6 | 4M ea — 24M |
| Assault Missile Launcher II | ×2 | 400K ea — 800K |
| 50MN Quad LiF Restrained Microwarpdrive | ×1 | 3M |
| Warp Disruptor II | ×1 | 1.5M |
| Medium Shield Extender II | ×2 | 1.5M ea — 3M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Damage Control II | ×1 | 2.5M |
| Nanofiber Internal Structure II | ×1 | 1M |
| Rigs ×3 | 200–300K ea — 700K | |
| Hull (Hurricane Fleet Issue) | 65M | |
| Total | ~106M ISK |
❌ HFI hull has no NPC BPO — buy from market or contracts. ✅ LD can make: all three rigs.
Fleet: Anchor on FC. Sit at 60–80 km. Fire on FC target calls every 8 seconds. Do not engage solo.
Upgrade Path
Step 1 — Train Missile Launcher Operation V (3 days)
Drake — 80–130M ISK/hr
</div>
| **Hull: ~30M | Total fit: ~71M** |
Level 3–4 missions with a passive tank that needs zero management. The shield recharges automatically between fights — just orbit and shoot.
Where to go: Same level 3–4 mission agents you’ve been running with the Hurricane. The Drake earns more because it clears level 4 missions more reliably. To access level 4 agents: need ~5.0 standing with the corporation — build this by running level 3 missions consistently. Level 4 missions pay 15–30M each plus bounties inside.
[Drake, PvE HAM]
Heavy Assault Missile Launcher II x7
Large Shield Extender II x2
Invulnerability Field II
EM Ward Field II
50MN Microwarpdrive II
Ballistic Control System II x3
Damage Control II
Medium Core Defense Field Extender I x2
Medium Anti-EM Screen Reinforcer I
Drones: Hobgoblin II x5
Ammo: Scourge Rage HAM / Inferno Rage HAM (Guristas)
| Module | Qty | ~Price |
|---|---|---|
| Heavy Assault Missile Launcher II | ×7 | 1.5M ea — 10.5M |
| Large Shield Extender II | ×2 | 3M ea — 6M |
| Invulnerability Field II | ×1 | 3M |
| EM Ward Field II | ×1 | 3M |
| 50MN Microwarpdrive II | ×1 | 5M |
| Ballistic Control System II | ×3 | 3M ea — 9M |
| Damage Control II | ×1 | 2.5M |
| Rigs ×3 | 200K ea — 600K | |
| Hobgoblin II | ×5 | 300K ea — 1.5M |
| Hull (Drake) | 30M | |
| Total | ~71M ISK |
✅ LD can make: Drake hull — BPO ~50M NPC (saves ~8M per hull after ME10 research). All three rigs manufacturable.
Warp in at 30 km. Orbit at 10,000 m. All 7 launchers on primary. Shield recharges passively — no button presses. EM Ward Field counters Caldari/Sansha NPCs. Use Inferno HAM against Guristas.
Step 2 — Omega Subscription
Wolf — 30–60M ISK/hr
</div>
| **Hull: ~30M (T2 Assault Frigate) | Total fit: ~50M** |
Low-sec belt ratting and solo PvP roaming. Cheap to replace given the T2 hull bonus — great risk:reward for learning solo combat.
Where to go: Low-sec systems (0.1–0.4 security). Fly through the nearest stargate into low-sec, check asteroid belts for NPC spawns. Also roam looking for isolated players in frigates and destroyers. The Wolf can disengage quickly if a fight goes wrong.
[Wolf, Solo Brawler]
200mm AutoCannon II x4
Small Nosferatu II
5MN Quad LiF Restrained Microwarpdrive
Warp Scrambler II
400mm Rolled Tungsten Compact Plates
Small Ancillary Armor Repairer (load: Nanite Repair Paste)
Gyrostabilizer II
Damage Control II
Small Projectile Collision Accelerator I
Small Trimark Armor Pump I x2
Ammo: Phased Plasma S / Republic Fleet EMP S
| Module | Qty | ~Price |
|---|---|---|
| 200mm AutoCannon II | ×4 | 800K ea — 3.2M |
| Small Nosferatu II | ×1 | 2M |
| 5MN Quad LiF Restrained Microwarpdrive | ×1 | 800K |
| Warp Scrambler II | ×1 | 1.5M |
| 400mm Rolled Tungsten Compact Plates | ×1 | 500K |
| Small Ancillary Armor Repairer | ×1 | 500K |
| Gyrostabilizer II | ×1 | 2M |
| Damage Control II | ×1 | 2.5M |
| Rigs ×3 | 100K ea — 300K | |
| Nanite Repair Paste ×100 | 7M | |
| Hull (Wolf — T2) | 30M | |
| Total | ~50M ISK |
T2 hull — no BPO available. ✅ LD can make: all three rigs only.
MWD in, scramble at 9 km, orbit 500 m. Four ACs plus Nosferatu. Rep bursts when below 50% armour.
Vagabond — 100–200M ISK/hr
</div>
| **Hull: ~260M (T2 Heavy Assault Cruiser) | Total fit: ~284M** |
The signature ship — every skill chronicbomb has trained leads here. Null-sec combat anomalies pay 100–200M/hr reliably. Also a top-tier solo PvP platform.
Where to go: NPC null-sec (no gate camps, no sovereignty drama) — regions like Syndicate, Stain, and Curse are accessible entry points. Fly to the edge of low-sec, find a null-sec entry gate. Open Probe Scanner (Alt+P → Combat) and run anomalies. Avoid sovereign null-sec (player alliance territory) until you know the region — it has organised gate camps. For roaming PvP: travel null-sec pipe routes looking for solo or small-group targets.
Why this is the goal: Earns 2× the Hurricane’s income, survives solo content the Hurricane can’t handle, and is genuinely fun to fly. The ~260M hull is the barrier — save up with the Hurricane first.
[Vagabond, Solo Roam]
220mm Autocannon II x5
50MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Stasis Webifier II
Medium Shield Extender II
Gyrostabilizer II x2
Damage Control II
Nanofiber Internal Structure II x2
Medium Core Defense Field Extender I x2
Medium Projectile Collision Accelerator I
Drones: Warrior II x5
Ammo: Barrage M (kite 20 km) / Republic Fleet EMP M (webbed target)
| Module | Qty | ~Price |
|---|---|---|
| 220mm Autocannon II | ×5 | 1M ea — 5M |
| 50MN Quad LiF Restrained Microwarpdrive | ×1 | 3M |
| Warp Disruptor II | ×1 | 1.5M |
| Stasis Webifier II | ×1 | 2M |
| Medium Shield Extender II | ×1 | 1.5M |
| Gyrostabilizer II | ×2 | 2M ea — 4M |
| Damage Control II | ×1 | 2.5M |
| Nanofiber Internal Structure II | ×2 | 1M ea — 2M |
| Rigs ×3 | 200–300K ea — 700K | |
| Warrior II | ×5 | 250K ea — 1.25M |
| Hull (Vagabond — T2 HAC) | 260M | |
| Total | ~284M ISK |
T2 HAC hull — no BPO, buy from market or contracts. ✅ LD can make: all three rigs only. The hull is the main cost.
Disruptor at 24 km. Orbit 20,000 m with Barrage M. MWD always running. Web cuts target speed. Switch to EMP M when they’re nearly stationary. Kills cruisers, BCs, and poorly-fitted battleships solo.
Also Unlocked On Omega
| Ship | Hull cost | ISK/hr | Activity |
|---|---|---|---|
| Jaguar | ~30M | 30–60M | Low-sec roaming / belt ratting |
| Muninn | ~250M | Fleet loot | Fleet artillery DPS |
| Cheetah | ~90M | 50–150M | Covert exploration, relic/data sites |
| Stiletto / Claw | ~60M | Fleet loot | Interceptor tackle / roaming |
| Rapier / Huginn | ~350M | Fleet loot | Recon, fleet web |
| Sleipnir | ~450M | 80–130M | Command ship — Hurricane but better |
| Tempest / Typhoon / Maelstrom | ~75M | 100–180M | L4 missions with T2 large guns |