[Badger, Badger alpha] Large Shield Extender I Medium Shield Extender I EM Shield Amplifier I EM Shield Amplifier I Thermal Shield Amplifier I 10MN Afterburner I Expanded Cargohold I Expanded Cargohold I Expanded Cargohold I Damage Control I
As industrial ships are intended for item transport rather than combat, this ship is unarmed. If you find yourself forced into combat, your best option is to simply run away.
Industrials are a favorite target of many players - and even in high-security space, where CONCORD will appear to punish illegal attacks, they will usually arrive after your attackers have reduced your ship to a flaming wreck. Be mindful of your surroundings, and try to keep your cargo’s value under about 20 million ISK.
The lowslots are used for three
Expanded Cargohold I, to further increase
the ship’s cargo capacity and help it perform its primary function.
These increase its cargo bay from 4095 m3 to 6643 m3 - enough to carry
two frigates or a destroyer, along with their fittings and ammunition.
This ship uses a
Large Shield Extender I and a
Medium Shield Extender I
in its mid slots to grant it additional shield HP.
It also mounts two
EM Ward Amplifier I and a
Thermal Dissipation Amplifier I
to enhance its shield’s damage resistance.
It also fits a
Damage Control I in a low slot to increase its resistance to damage.
10MN Afterburner I provides your ship with additional speed. (Note
that this is a cruiser-sized module, not the 1MN afterburners used on frigates and destroyers!)
Rigs are passive modifications to a ship, trading off one attribute against another. Unlike modules, rigs cannot be removed without being destroyed. As a starter fit, this fit makes limited use of rigging, since many “optimal” rigs are often relatively expensive and may be difficult to find near your starter station.
The starter fit does not use or require any rigs.
The Badger is an industrial ship. It should be primarily hauling goods from one station to another, sticking to safe space and avoiding combat.
When moving between stations, you should always fly your Industrial directly from gate to gate, and jump immediately upon landing. Do not use your Autopilot, as it will land you a substantial distance from the gate, making it easy for other players to scan your cargo for valuables and plan a potential attack.
Industrials are very slow, and sluggish to get into warp. To improve this, after clicking “Warp” on a destination, you can activate your Afterburner for a single cycle (click it so that it glows green, then immediately click it again so it glows red). The additional acceleration will help you get up to warp speed faster. (Leaving the afterburner on will make it take longer, as the speed required to enter warp is 75% of your current maximum speed.)
You should not take an Industrial ship outside of high-security space (0.5 and up). If you join a low-security, null-security or wormhole corporation and live in their space, ask them for assistance if you need to do anything requiring an Industrial ship.
The above fit should be usable with starting skills unless otherwise noted, and it uses relatively cheap and widely-available modules.
As you accumulate skill points and ISK, you will be able to fit more potent modules to your ship, increasing its effectiveness. These modules may not be readily available outside of trade hubs, but it can be worth the trip.
We recommend working towards the following improved fit:
[Badger, Badger alpha+] Large Shield Extender II Medium Shield Extender II EM Shield Amplifier II Compact Multispectrum Shield Hardener Thermal Shield Amplifier II 10MN Y-S8 Compact Afterburner Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II Damage Control II Medium Cargohold Optimization I Medium Cargohold Optimization I Medium Cargohold Optimization I
The improved fit will require the training of the following skills to use all installed equipment:
Hull UpgradesLevel IV
Shield UpgradesLevel IV
The improved fit replaces the shield resistance rigs with three
Medium Cargohold Optimization I
for additional cargo capacity. Combined with the upgrade to
Expanded Cargohold II modules,
this increases its cargo bay to 12908.6 m3 - enough for five frigates, two destroyers, or a cruiser,
with room to spare for their fittings and ammunition.
It replaces one of the EM resistance modules with a
Limited Adaptive Invulnerability Field I
for better across-the-board resistances. Note that this module must be activated manually;
turn it on after each jump while travelling through highly-trafficked areas.
Nearly every module has been improved to a “meta” version, requiring less fitting space and granting improved effectiveness, but costing more ISK and/or being less widely available, or a t2 version, which costs more ISK, requires more skillpoints, and is harder to fit:
10MN Y-S8 Compact Afterburner
Large Shield Extender II
Medium Shield Extender II
EM Shield Amplifier II
Thermal Shield Amplifier II
Damage Control II
Expanded Cargohold II