======Minimum Skill Requirements====== Incursions are rewarding, but are also dangerous. To fly with us we require you to have a certain level of skill points. This is to keep you safe, and to make sure you can actually be useful on grid. Below are a list of skills required for our pilots. These are the **absolute minimums**. You must continue to improve your skills past this point. if you do not have these skills, you are **not** permitted to fly with us. They are a relatively short train, so it shouldn't take too long to train them. Note that there are other skills required for our fits, for example you may require fittings skills in order to fit one of our fits, and you may require other skills in order to make use of some of the T2 modules on our fits. **If you have all the skills below AND can successfully fit your ship and online all modules as per one of our doctrine fits, you are cleared to fly with us.** =====All Ships===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:Armor | @#336699: | @#336699: | | Hull Upgrades 4 | Increases total armour HP | @#FF6600:No Exceptions | | | | | | @#336699:Drones | @#336699: | @#336699: | | Drone Avionics 3 | Drone Control Range | @#FF6600:No Exceptions | | Drone Interfacing 3 | Drone Damage | @#FF6600:No Exceptions | | Drone Sharpshooting 3 | Drone Damage Range | @#FF6600:No Exceptions | | Drone Navigation 3 | Drone Speed | @#FF6600:No Exceptions | | Drones 5 | Launch 5 Drones | @#FF6600:No Exceptions | | Light Drone Operation 3 | Use of Light Drones | @#FF6600:No Exceptions | | | | | | @#336699:Engineering | @#336699: | @#336699: | | Thermodynamics 3 | Ability to overheat modules | @#FF6600:No Exceptions | | | | | | @#336699:Navigation | @#336699: | @#336699: | | Acceleration Control 3 | AB/MWD Speed Boost | @#FF6600:No Exceptions | | Navigation 4 | Speed | @#FF6600:No Exceptions | | Warp Drive Operation 3 | Capacitor Usage | @#FF6600:No Exceptions | | High Speed Maneuvering 3 | Capacitor Usage | @#FF6600:No Exceptions | | | | | | @#336699:Shields | @#336699: | @#336699: | | EM Shield Compensation 3 (if using an EM Ward) | Increases effectiveness of EM Ward Amplifiers| @#097054:Only Mandatory if using an EM Ward Amplifier (basic fits) | | Shield Managment 4 | Increases total shield HP | @#FF6600:No Exceptions | | Tactical Shield Manipulation 4 | Required for use of T2 Invuls, Prevents Bleedthrough | @#FF6600:No Exceptions | | | | | | @#336699:Targeting | @#336699: | @#336699: | | Signature Analysis 3 | Lock Speed |@#FF6600:No Exceptions | | Target Managment 4 | 6 Target Locks |@#FF6600:No Exceptions | =====Battleships Only===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699: Drones | @#336699: | @#336699: | | Medium Drone Operation 3 | Use of Medium Drones | @#FF6600:No Exceptions | | Heavy Drone Operation 3 | Use of Heavy Drones | @#FF6600:No Exceptions | | | | | | @#336699:Gunnery | @#336699: | @#336699: | | Controlled Bursts 3 | Capacitor Usage | @#097054:Only Required for Hybrids/Lasers | | Gunnery 5 | Effective DPS, Required for Large Guns | @#FF6600:No Exceptions | | Large Hybrid/Energy/Projectile Turret 4 | Effective DPS | @#FF6600:No Exceptions | | Motion Prediction 3 | Gun Tracking | @#FF6600:No Exceptions | | Rapid Firing 3 | Gun DPS (Cycle Time) | @#FF6600:No Exceptions | | Sharpshooter 3 | Gun Optimal Range | @#FF6600:No Exceptions | | Surgical Strike 3 | Gun Damage | @#FF6600:No Exceptions | | Trajectory Analysis 3 | Gun Falloff Range | @#FF6600:No Exceptions | | | | | | @#336699:Spaceship Command| @#336699: | @#336699: | | Racial Battleship 3 (relevant to fit) | Racial Hull Bonuses | @#097054:Caldari BS I sufficient for Nightmares | =====Logistics Only===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:Drones | @#336699: | @#336699: | | Repair Drones Operation 3 | Repairs | @#097054:Only Required for Scimis | | | | | | @#336699:Engineering | @#336699: | @#336699: | | Capacitor Emission Systems 4 | Capacitor Stability | @#097054:Only Required for Basis | | | | | | @#336699:Navigation | @#336699: | @#336699: | | Afterburner 4 | Capacitor Stability | @#FF6600:No Exceptions | | Evasive Maneuvering 3 | Agility | @#FF6600:No Exceptions | | Fuel Conservation 4 | Capacitor Stability | @#FF6600:No Exceptions | | | | | | @#336699:Shields | @#336699:: | @#336699: | | Shield Emissions Systems 4 | Capacitor Stability | @#FF6600:No Exceptions | | | | | | @#336699:Spaceship Command | @#336699: | @#336699: | | Logistics Cruisers 4 | Capacitor Stability | @#FF6600:No Exceptions | | | | | | @#336699:Targeting | @#336699: | @#336699: | | Signature Analysis 5 | Lock speed | @#FF6600:No Exceptions | | Target Management 5 | Prerequisite for Advanced Target Management | @#FF6600:No Exceptions | | Advanced Target Management 3 | 10 Target Locks | @#FF6600:No Exceptions | =====Claymore Boosting Only===== We require close to maximum skills for boosting since it has such a huge impact on fleet safety and efficiency. |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:Leadership | @#336699: | @#336699: | | Command Burst Specialist IV | Prerequisite for Command Ships | @#FF6600:No Exceptions | | Leadership V | Boost Range | @#FF6600:No Exceptions | | Wing Command V | Boost Range | @#FF6600:No Exceptions | | Fleet Command IV | Boost Range | @#FF6600:No Exceptions | | Shield Command V | Prerequisite for Command Ships | @#FF6600:No Exceptions | | Shield Command Specialist V | Shield Command Burst Strength | @#FF6600:No Exceptions | | Skirmish Command V | Prerequisite for Command Ships | @#FF6600:No Exceptions | | Skirmish Command Specialist V | Skirmish Command Burst Strength| @#FF6600:No Exceptions | | | | | | @#336699:Other Skills | @#336699: | @#336699: | | Command Ships IV | Command Burst Strength | @#FF6600:No Exceptions | | Cybernetics V | Boosting Mindlink | @#FF6600:No Exceptions | | Minmatar Battlecruiser V | Prerequisite for Claymore | @#FF6600:No Exceptions | =====Required SP/Training Time===== Below you will find training queues and an the estimated time to train into one of our entry/basic level ships with a 0 day old character and +3 implants on an optimal remap. * Vindicator: 40 days, 6 hours - 2,197,979 SP (5-6 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 * Nightmare: 42 days, 21 hours - 2,346,588 SP (5-6 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 * Machariel: 66 days, 18 hours - 3,659,333 SP (8-9 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 * Basilisk: 99 days, 22 hours - 5,449,777 SP (12-13 Injectors) * Intelligence: 27 Perception: 21 Charisma: 17 Willpower: 17 Memory:17 * Scimitar: 103 days, 5 hours - 5,453,771 SP (12-13 Injectors) * Intelligence: 22 Perception: 22 Charisma: 17 Willpower: 17 Memory:21