Expand a guide below. These T1 starter fits are training examples, not fleet doctrines. Simulate with your character before buying: verify CPU, powergrid, capacitor, skills and Alpha eligibility. Empty slots are intentional where extra equipment adds unnecessary cost.
In the fitting window, use Import from Clipboard for the exploration fit text. Carry spare probes. Mission fittings need adjustment for the enemy, mission and your skills; ask in Discord before moving to larger hulls.
High: 3 × Dual Light Beam Laser I.
Mid: 1MN Afterburner I; Cap Recharger I; Tracking Computer I.
Low: Small Armor Repairer I; Damage Control I; Heat Sink I; Capacitor Power Relay I.
Rigs: 3 × Small Capacitor Control Circuit I.
Carry: Standard S and Multifrequency S crystals; 2 × Hobgoblin I drones, if trained.
Fly it: use Standard for reach, Multifrequency at closer optimal range. Keep moving and pulse the armor repairer. Your two light drones help with small targets; recall them when threatened. Lasers deal EM/thermal damage.
High: 3 × 125mm Railgun I.
Mid: 1MN Afterburner I; Small Shield Booster I; Small Shield Extender I; Cap Recharger I.
Low: Damage Control I; Magnetic Field Stabilizer I; Power Diagnostic System I.
Rigs: 3 × Small Capacitor Control Circuit I.
Carry: Antimatter Charge S and Lead Charge S; no drones.
Fly it: keep enemies at your railguns’ displayed optimal range and reduce angular motion when shots miss. Lead gives more reach; Antimatter trades range for damage. Pulse the shield booster and manage capacitor.
Use: ordinary Level 1 security missions. These are T1 starter templates to simulate with your own skills; rigs can be added after initial testing. The existing Punisher and Kestrel guides offer alternative frigate paths.
High: 8 × Dual Light Beam Laser I.
Mid: 1MN Afterburner I; Cap Recharger I.
Low: Small Armor Repairer I; Damage Control I; Heat Sink I.
Rigs: 3 × Small Capacitor Control Circuit I.
Carry: Standard S and Multifrequency S crystals; no drones.
Fly it: use your small beams to remove frigates before they crowd you. Keep the afterburner running when capacitor permits and pulse the repairer. Eight lasers can drain capacitor quickly; use Standard and switch off unnecessary modules when needed.
High: 7 × Rocket Launcher I.
Mid: 1MN Afterburner I; Small Shield Booster I; Small Shield Extender I; Cap Recharger I.
Low: Ballistic Control System I; Damage Control I.
Rigs: 3 × Small Capacitor Control Circuit I.
Carry: Scourge, Mjolnir, Inferno and Nova Rockets; no drones.
Fly it: this is a short-range fit. Use the afterburner to enter your displayed rocket range, and avoid pulling an entire room into a close fight. Scourge is the kinetic option; weigh the hull’s current bonuses against the enemy’s resistance profile before changing damage type. Rockets do not use capacitor, leaving it for propulsion and repairs.
Use: ordinary Level 1 missions; check acceleration-gate hull restrictions. A destroyer has more firepower but can take more incoming damage than a frigate. Do not replace rockets with light missile launchers without rechecking CPU, powergrid and tactics. Simulate before buying.
High: 5 × Focused Medium Pulse Laser I.
Mid: 10MN Afterburner I; Cap Recharger I; Tracking Computer I.
Low: Medium Armor Repairer I; EM Armor Hardener I; Thermal Armor Hardener I; Damage Control I; Heat Sink I; Capacitor Power Relay I.
Rigs: 3 × Medium Capacitor Control Circuit I.
Carry: Standard M and Multifrequency M crystals; 5 × Hobgoblin I drones, subject to trained drone control.
Fly it: use Standard to approach and Multifrequency when inside useful optimal range. Do not chase fast orbiting frigates with medium guns alone: use light drones and reduce angular motion. Pulse the repairer. The EM/thermal hardeners are an example for enemies dealing those damage types; swap both to match the mission.
High: 5 × Rapid Light Missile Launcher I.
Mid: 10MN Afterburner I; Medium Shield Booster I; Large Shield Extender I; EM Shield Hardener I; Cap Recharger I.
Low: 2 × Ballistic Control System I; Damage Control I; Power Diagnostic System I.
Rigs: 3 × Medium Capacitor Control Circuit I.
Carry: Scourge, Mjolnir, Inferno and Nova Light Missiles; 2 × Hobgoblin I drones, if trained.
Fly it: keep enemies inside your displayed missile range, move away from close-range attackers and choose ammunition for the target. Rapid lights apply well to small ships but have a long reload: avoid starting a dangerous wave with nearly empty magazines. Change the hardener to suit incoming damage.
Use: ordinary Level 2 security missions. Keep a cruiser replacement budget and check skills, capacitor and gate restrictions. These are simulation-first T1 starting templates, not tested fits for every pilot or mission.
The five mission categories offer ten additional T1 templates with modules, rigs, ammunition, drones and flying advice. Frigates/destroyers suit ordinary Level 1 missions, cruisers are the usual Level 2 step, battlecruisers lead into Level 3, and battleships require preparation for Level 4.
Simulate CPU, powergrid, capacitor, tank and skills before buying. These are starting templates, not fits tested against your character or every mission. Use compact named T1 replacements if needed. Match resistance modules to the mission, check gate restrictions and keep a replacement budget. Train weapon support, tank, capacitor and drones alongside hull skills.
Official guidance: EVE Academy — Enforcer · Coercer · Raven spotlight
High: 6 × Focused Medium Pulse Laser I; leave the utility high empty.
Mid: 10MN Afterburner I; 3 × Cap Recharger I.
Low: Medium Armor Repairer I; EM Armor Hardener I; Thermal Armor Hardener I; Damage Control I; 2 × Heat Sink I.
Rigs: 3 × Medium Capacitor Control Circuit I.
Carry: Standard M and Multifrequency M; 5 × Hobgoblin I and 5 × Hammerhead I drones. Launch only the number and bandwidth your skills/hull permit.
Fly it: control range with the afterburner, use Standard while closing and keep transversal manageable for your guns. Light drones handle close frigates; medium drones add damage against larger targets. Keep the spare drone flight in the bay. Pulse the repairer and avoid activating a whole room at once. Change the two hardeners for the mission’s incoming damage.
High: 6 × Heavy Missile Launcher I; leave the utility high empty.
Mid: 10MN Afterburner I; 2 × Large Shield Extender I; Kinetic Shield Hardener I; Thermal Shield Hardener I; Shield Recharger I.
Low: 2 × Ballistic Control System I; 2 × Shield Power Relay I.
Rigs: 3 × Medium Core Defense Field Purger I.
Carry: Scourge Heavy Missiles plus other T1 heavy-missile damage types as needed; 5 × Hobgoblin I drones.
Fly it: use range and movement to reduce incoming damage. The tank relies on shield regeneration, extenders and resistances; there is no active shield booster. Shield Power Relays reduce capacitor recharge, so check that hardeners and propulsion can run for your intended fight. The example hardeners suit kinetic/thermal incoming damage; change them for other enemies. Scourge benefits from the standard Drake’s kinetic damage bonus.
Use: Level 3 preparation with suitable hull, weapon, drone and tank support skills. Test a manageable mission first. If shields keep falling through peak recharge or armor repairs cannot keep pace, leave early. A T1 battlecruiser is not an automatic Level 4 upgrade.
High: 8 × Dual Heavy Beam Laser I.
Mid: 100MN Afterburner I; 3 × Cap Recharger I.
Low: Large Armor Repairer I; EM Armor Hardener I; Thermal Armor Hardener I; Damage Control I; 2 × Heat Sink I; Capacitor Power Relay I.
Rigs: 3 × Large Capacitor Control Circuit I.
Carry: Standard L and Multifrequency L; 5 × Hobgoblin I and 5 × Hammerhead I drones, within your trained control limit.
Fly it: use beam range to remove larger threats before they close. Manage capacitor by pulsing the repairer and propulsion rather than running everything permanently. Kill scrambling frigates with light drones early; large lasers struggle against tight orbits. EM/thermal resistance modules are an example, and lasers are best matched to enemies vulnerable to EM/thermal damage.
High: 6 × Cruise Missile Launcher I; leave the utility high empty.
Mid: 100MN Afterburner I; X-Large C5-L Compact Shield Booster; Kinetic Shield Hardener I; Thermal Shield Hardener I; 3 × Cap Recharger I.
Low: 3 × Ballistic Control System I; Damage Control I; Power Diagnostic System I.
Rigs: 3 × Large Capacitor Control Circuit I.
Carry: Scourge, Mjolnir, Inferno and Nova Cruise Missiles; 5 × Hobgoblin I and 5 × Hammerhead I drones.
Fly it: choose missile damage for the enemy. Cruise missiles work best against larger targets; light drones must deal with close tackling frigates. Pulse the shield booster in short bursts and watch capacitor. The booster is a named T1 module. Swap hardeners for the mission; the listed kinetic/thermal pair is an example.
Before Level 4: these are conservative starting templates for simulation and lower-risk practice, not a claim that a basic T1 tank can clear every Level 4 room. Build strong fitting, capacitor, large-weapon, drone and tank support skills; upgrade modules where training allows. Check mission reports, damage profiles and trigger ships before accepting. Neither fit is intended for burner missions, Abyssal sites or every special/event site.
Simulate sustained and burst tank against the actual NPC damage, usable capacitor duration, range and damage application. If the tank cannot handle the mission, improve the fit or choose another mission before undocking. Keep the full replacement cost in reserve.
[Magnate, CBR Alpha Explorer]
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Inertial Stabilizers I
Damage Control I
1MN Afterburner I
Relic Analyzer I
Data Analyzer I
Core Probe Launcher I, Core Scanner Probe I
Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I
Core Scanner Probe I x16
Fly it: scan from a safe position, approach containers with the afterburner, and keep an escape destination ready. This is a fragile explorer: avoid combat. No cloak is required. Two scan rigs use the rig calibration budget; leave the remaining rig slot empty.
[Heron, CBR Alpha Explorer]
Nanofiber Internal Structure I
Nanofiber Internal Structure I
1MN Afterburner I
Relic Analyzer I
Data Analyzer I
Scan Rangefinding Array I
Core Probe Launcher I, Core Scanner Probe I
Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I
Core Scanner Probe I x16
One mid slot is left free for fitting flexibility. If the rangefinding array exceeds your CPU or skill allowance, leave it empty. Avoid combat, watch directional scan and dock valuable loot regularly.
High: 4 × Dual Light Beam Laser I, with Standard S and Multifrequency S crystals.
Mid: 1MN Afterburner I; Cap Recharger I.
Low: Small Armor Repairer I; Damage Control I; Heat Sink I; Capacitor Power Relay I. Leave the remaining low slot free until simulation confirms your fitting budget.
Rigs: optional Small Capacitor Control Circuit I after checking calibration, skills and cost.
Use Standard crystals to reach targets; switch to Multifrequency when range allows. Keep moving, manage capacitor and pulse the armor repairer when needed. Swap resistance modules to match incoming damage if your fitting permits. Laser EM/thermal damage is less flexible against some enemies.
Punisher → Coercer for more small laser damage → Omen or Maller for suitable Level 2 missions. Hull size alone does not make a fit ready. Train fitting, capacitor, armor and weapon support skills first. Do not take this frigate template into higher-level missions unchanged.
High: 4 × Light Missile Launcher I.
Mid: 1MN Afterburner I; Small Shield Booster I; Small Shield Extender I; Cap Recharger I.
Low: Ballistic Control System I; Damage Control I.
Ammo: carry appropriate T1 light missiles for the target; compare damage types and hull bonuses.
Rigs: leave empty initially; add affordable rigs only after simulation and flight practice.
Keep targets inside your displayed missile range while moving away from close-range threats. Pulse the shield booster; running propulsion and repairs continuously can drain your capacitor. Use compact named modules if fitting is tight, or reduce optional equipment rather than buying a hull you cannot fit.
Kestrel → Corax for Level 1 missile practice → Caracal for suitable Level 2 missions. A railgun alternative is Merlin → Cormorant → Moa, requiring different weapon skills. Check agent requirements and mission difficulty before accepting. Larger hulls need stronger support skills and an affordable replacement budget.
These inexpensive T1 templates prioritise learning and replacement cost. Simulate with your character before buying; check CPU, powergrid, skills and capacitor. Empty slots are intentional. They are starting examples, not character-tested or gank-proof fits.
High: 2 × Miner I; leave the utility high empty.
Mid: 1MN Afterburner I; Small Shield Extender I; Small Shield Booster I.
Low: Mining Laser Upgrade I.
Rigs: 2 × Small Core Defense Field Extender I; Small EM Shield Reinforcer I (optional budget upgrades).
Drones: 2 × Hobgoblin I, subject to your drone skills.
Skills: Mining Frigate and module prerequisites; train Mining, Astrogeology, CPU Management, Power Grid Management, shield and capacitor support. Start with Miner I, upgrading to Miner II when skills and CPU permit. Suitable for Alpha pilots with the required skills.
Fly it: use the built-in Mining Surveyor, approach within laser range, stop the afterburner when positioned and mine into the mining hold. Pulse the booster only when needed. Use drones for weak belt rats; recall them before leaving.
High: 3 × Miner I.
Mid: 1MN Afterburner I; Small Shield Extender I; Small Shield Booster I.
Low: Mining Laser Upgrade I; Damage Control I.
Rigs: leave empty initially; add small shield rigs after simulation.
Drones: Hobgoblin I within your trained control limit and the ship's bay/bandwidth.
Skills: Mining Destroyer plus mining, fitting and shield support. The standard Pioneer is Alpha-accessible with the required skills. Use the standard hull, not the Consortium Issue. Its mining range bonus helps cover a belt; do not mistake extra range for extra protection. Upgrade lasers only after checking CPU.
High: 2 × Strip Miner I (no crystals required).
Mid: Small Shield Extender I; Multispectrum Shield Hardener I.
Low: Damage Control I; Mining Laser Upgrade I; Mining Laser Upgrade I.
Rigs: 2 × Medium Core Defense Field Extender I; Medium EM Shield Reinforcer I.
Drones: 5 × Hobgoblin I; launch only as many as your skills allow.
Skills: Mining Barge and its prerequisites, plus strip-miner, Mining Upgrades, drones, fitting and shield skills. Check Show Info → Requirements for the exact training queue. If CPU is tight, remove the second Mining Laser Upgrade before sacrificing the tank. This is a modest starter tank; the Retriever favours hold capacity. Ask for a Procurer alternative when survival matters more.
Keep the safety green in high-sec, watch local and the overview, keep an escape destination ready and dock before the hold fills. High-sec still allows suicide attacks. Compare sale value per m³ and travel time; mining more units does not always earn more ISK. Use the corporation's current delivery project instructions before moving ore into a corporation hangar.
Reference: CCP — Introduction to Mining · CCP — Pioneer and mining changes
Use Gas Cloud Scoops on the Venture and Pioneer; use Gas Cloud Harvesters on the Retriever. Mining lasers and strip miners cannot collect gas. These are budget T1 templates: simulate with your character, confirm module requirements and check capacitor before buying. Empty slots are deliberate.
High: 2 × Gas Cloud Scoop I; Core Probe Launcher I loaded with Core Scanner Probe I.
Mid: 1MN Afterburner I; Small Shield Extender I; Small Shield Booster I.
Low: Damage Control I.
Rigs: 2 × Small Low Friction Nozzle Joints I; Small Gravity Capacitor Upgrade I.
Cargo: 16 × Core Scanner Probe I (including the loaded set).
Drones: 2 × Hobgoblin I for weak rats only.
Skills: Gas Cloud Harvesting II for two scoops; Mining Frigate and module prerequisites; Astrometrics for the probe launcher. Alpha pilots should check their current permitted skills in-game. If fitting is tight, use compact modules or scan in a separate exploration ship and omit the launcher. The Venture's innate warp strength is not immunity to tackle or bubbles.
High: 3 × Gas Cloud Scoop I.
Mid: 1MN Afterburner I; Small Shield Extender I; Small Shield Booster I.
Low: Damage Control I; Inertial Stabilizers I.
Rigs: leave empty initially; optional Small Low Friction Nozzle Joints I after simulation.
Skills: Mining Destroyer, Gas Cloud Harvesting III for three scoops and fitting/shield support. If your trained or clone-permitted level only allows two, fit two scoops. Scan with a separate ship or a fleet scout, then bookmark the cloud and return in the Pioneer. Alternatively swap one scoop for a Core Probe Launcher I and carry spare probes. Do not assume the Pioneer has the Venture's warp-strength bonus.
High: 2 × Gas Cloud Harvester I.
Mid: Small Shield Extender I; Multispectrum Shield Hardener I.
Low: Damage Control I; Co-Processor I; Inertial Stabilizers I.
Rigs: 2 × Medium Core Defense Field Extender I; Medium EM Shield Reinforcer I.
Drones: up to 5 × Hobgoblin I, limited by skills.
Skills: Mining Barge and prerequisites; Gas Cloud Harvesting II for two harvesters; module, drone and fitting support skills. Retain the Co-Processor until simulation confirms it is unnecessary. This slow barge is for a scouted, cleared site with support and an exit plan. A cheap Venture is the better learning hull for an unfamiliar wormhole. Barges can harvest gas, but use the barge-sized modules, not scoops.
1. Probe a gas signature to 100%, identify the exact site and bookmark the entrance, return route and cloud.
2. Check the site's NPCs and environmental damage before entering. Gas sites can have immediate or delayed defenders; there is no universal safe timer.
3. Approach within the module's displayed range, target the cloud and activate each scoop or harvester. Gas enters the mining hold.
4. Watch directional scan and the overview, keep an exit ready, and leave when threats appear. Local does not reveal all wormhole occupants. These starter tanks cannot fight Sleepers or reliably tank dangerous cloud effects.
5. Dock and unload regularly. Check the actual market and transport route before choosing a gas; advertised ISK/hour is not guaranteed.
Upgrade intelligently: train Gas Cloud Harvesting V before considering T2 collection modules, and compare cost, yield and residue. Mining Laser Upgrades do not boost gas scoops or harvesters. Inertial stabilizers improve agility but increase signature radius. Avoid spending the whole replacement budget on the fit.
References: CCP — gas scoops and barge harvesters · CCP — Pioneer gas bonuses · CCP — simulate your fitting