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Using the home field advantage

Following yesterday’s Rorqual kill, I am anticipating today to be rather slow. Logging on shows a C5 inbound to home, along with a Nullsec outbound. A quick scout of the C5 reveals an empty system with only an end-of-life null inside it, so I choose to scout the Nullsec in home. Firefly is out scouting the main chain, so I’ll leave him to it.

I manage to find a ratting Macharial in Nullsec and tackle it, only to have his 5 ECM drones get a lucky jam off and allow him to escape my Proteus. Not a good start to the day.


Some time later, Firefly reports a Highsec down the wormhole chain leading to a system 4 jumps from Jita. In addition, our static C4a has some pilots in their tower, though they’re not doing much right now. Silent Terror logs in and runs an Orca out to the high, only to have a Proteus jump into highsec directly behind it. There’s a corp hunting in the C2 leading to the highsec. Oh good. Meanwhile, the C4a pilots have jumped a probing covert ops frigate into our home system. So they could be hunting us shortly too. Oh good.

Finally, as we assemble a standing PvP force at a tower, a Loki decloaks 150km away before recloaking quickly. Talocan United are in our wormhole. That Loki didn’t decloak by accident. I launch a probe but there’s no new inbounds – they came in from the earlier C5. I warp to it at range to check, merely to see a Sleipnir Command Ship sat on the wormhole. Talocan United.

“Bait” says I. “Trying to provoke a fight”

“OK” says Silent, as he warps a Proteus straight at the Sleipnir and engages. Wait, what?

The wormhole flares. Once. Twice. Three times. More. A second Sleip has jumped in, as has a Devoter and multiple Tech 3 cruisers. ST jumps away and evades them on the far side. Trap sprung – we counted about 11 total.

Time to take stock. We have myself, Silent, Firefly, Mick and Josh online. We’re fighting a larger enemy force with an unknown force awaiting elsewhere in their connection.

We do, however, have the home advantage.

The plan involves us commiting an Archon. We warp it and an armour fleet to the wormhole and attempt a jump, engaging on the far side. If we need to, we simply jump our fleet and Archon back, collapsing the wormhole due to mass. Probably. Josh jumps in his Archon, which causes the Devoter to re-appear and bubble up on the wormhole, thoroughly gutting our plan. We can’t jump a ship if it can’t reach the wormhole.

This raises another query – if they know we have an Archon and willingly bubbled up, what else could they have waiting? They’re obviously willing to fight. Local confirms our suspicions.

[ 2013.01.25 21:25:17 ] Sith1s Spectre > Going to fight today or just pos spin?
[ 2013.01.25 21:25:43 ] tgl3 > Can I go 50/50?
[ 2013.01.25 21:25:53 ] tgl3 > Perhaps phone a friend?
[ 2013.01.25 21:25:53 ] Sith1s Spectre > nosir 🙂

[ 2013.01.25 21:28:39 ] tgl3 > Y’all know if that null in that c5 is gone by now?
[ 2013.01.25 21:28:48 ] tgl3 > I need to update our bookmarks, yo.
[ 2013.01.25 21:28:55 ] xZardoZx > Yup
[ 2013.01.25 21:29:04 ] tgl3 > ❤
[ 2013.01.25 21:29:17 ] xZardoZx > oh shucks

Meanwhile, I’m watching for their bubble to drop. They currently have the Devoter and 2 Sleipnirs – one Loki confirmed cloaked in system and everything else is next door, being watched by Silent. We can’t afford to throw the carrier at the bubble and if we go for Guardians we then lack the DPS to break the Sleipnirs. Tricky situation.

Suddenly, the bubble drops.

“Bubble down. Fleet go. Warp.”

Our initial Archon, Loki and Absolution warps to the wormhole. I warp away for my own Absolution as Mick warps his Typhoon in. Both Mick and I get caught on the now re-deployed bubble. The wormhole flares repeatedly as we engage.


Welcome to our home! Please leave your shoes by the door!

Mick comes under heavy fire – the slow Battleship off the wormhole making it an easy target. The Archon keeps him alive and Firefly decloaks a Falcon alt to relieve the DPS, causing the Falcon to come under fire. Each ship we primary jumps away, but there’s nothing we can do about chasing them right now. We’ll chase whatever is left – the early leavers do not matter. Both Sleips are forced through the wormhole, as are several of their Tech 3 ships. A hostile Falcon jumps in and is volleyed to armour before he jumps away. Our Falcon is ping-ponging armour as one of the Sleipnirs jumps back in, now polarised. Works for us.


We go for their Devoter next, expecting them to fall back alongside it when it runs low since we’d be able to warp reinforcements in freely (if we had them).


Josh’s Archon providing glorious repairs

Most of their fleet has jumped away and as the Devoter falls, so do the rest. We follow with what we can of our fleet and tackle a few before they can run. The Devoter is first.


Most of their Tech 3s are away, but we also grab the Sleipnir and try to grab the Loki.


The problem is that this is a Black Hole – meaning 85% increased speed, but also a decrease to agility. The Loki, which is webbing, is flying off far faster than we can be bothered to chase. In the mean time, a Falcon is hampering our efforts to catch the Loki anyway.


The Loki does indeed escape, but I manage to tackle the Falcon. I get him to half armour before he gets a Jam on me and warps away. Argh!

Just before the jam, obviously

Just before the jam, obviously

That’s that. We throw “gf”s into local and jump home, collapsing the wormhole behind us.

First Sleipnir (Pod)

Second Sleipnir


Not exactly a record breaking amount of kills, but we’re happy to take what we could! Kudos for the  Talocan guys for staying around, too!





Jumping a Rorqual

The static Class 4 wormhole is half mass. It appears my corp were sieging a POS whilst I was at work. Gits. Regardless, I best get scouting.

C4a leads to a C2 with a lot of connections – a High, C2b and C4b connect to it. On jumping back from the C2b, I am greeted with a surprise – there’s 14 Sister’s Core Probes on my scans. A new inbound?

I launch my own probes to confirm and find an inbound C5z. I jump in to see a Proteus awaiting on the wormhole. I pulse my MWD away from the wormhole and cloak just in time to see two Legions jump in behind me. Guess I found their scanners.

I set up a 200km watch point and sit them out. Josh logs on and watches their camp for me. They don’t move, so I setup an off-scan safe and log out. They jump home and warp away minutes later, so I log back in and jump to safety. Crisis averted.

We roll the C4a and log out for some Planetside.

That is until Silent Terror appears in our Mumble channel. During our furious defence of the Crown against the TR airforce, Silent has scanned 8 jumps down the chain and found us something to shoot.

“3 Hulks mining in a Grav” he reports. “12 cans out and a Rorqual in their POS”

3 Hulks are a good kill alone and a smart Rorqual never leaves a POS. Silent is in a Class 2 that is 7 jumps down from our Home, so we log on a few cloaky T3s and start heading down the chain one by one. As we do, Silent reports some movement.

“Rorqual is moving”

We log on an emergency neuting Battleship and start jumping it down the chain. Myself and Firefly are 2 jumps out when comms lights up.

“Rorqual warped to Grav”

Acting quick, Silent scans the Grav on his first try and warps to it as we scramble over. Silent manages to kill a Hulk before the other 2 warp away and has the Rorqual locked down. Fire lands just before me and we establish secondary tackles.


A Hulk swaps for a Chimera in the POS but never so much as twitches back to save his Corpmate. A shame. We land the rest of our cloakies and proceed to tear the Rorqual a new one.



Unsurprisingly he does not take our local offer and promptly explodes. His fit is terrible. Seriously. But oh well. His pod was also over a Billion. First w-space Rorqual kill!

Mad props to Silent Terror for finding and catching this thing. Makes a nice change!


Wormholing Part 2 – Wormholes opening & closing, polarisation and wormhole chains

Welcome to Part 2 of this wormhole guide. This will cover wormhole statics, mass limits, polarization and wormhole mapping.


As mentioned in Part 1, every wormhole system in the game has what we call a “static” wormhole. If this wormhole ever closes, a new one of a similar type will spawn after about 60 seconds. What do I mean by “similar type”? All statics are also assigned a Wormhole Class or K-Space. This  means that a wormhole system with a “Class 2 Static” will always have a wormhole leading to a Class 2. A “Highsec Static” wormhole will always lead to Highsec. The system the Static leads to obviously changes, but gives you an idea of where it will lead to.

If you ever get stuck in a wormhole, look for the Static. Want to know what Static your wormhole has?  You can use a site such as to check! Want to know if the wormhole you found is the Static? See if the Wormhole Designation matches or check this list for reference. Here’s a handy tutorial:

I’m in a wormhole. Designation J121941. I need to find the Static, since tells me…


Highsecs are good, so I scan down the first wormhole I find. I find this.


Whilst this obviously doesn’t match the static, we might be able to glean some information from this. Checking “K162” on here tells us it’s a generic Exit Wormhole. We could get more information from the wormhole itself, but it’s not what we were looking for. Best keep scanning.

The next wormhole is what we want.



Statics are not the only wormholes you can find, as we just discovered.

Inbound Wormholes & Roaming Wormholes

Say a friend jumps into wormhole. What does it look like in the system he jumped into? It’ll say “K162“. Wormholes that spawn in a system always get their unique Designation – N110 and E175 are two examples – whereas wormholes that do not originally spawn in your system are always labelled K162. That means someone found the other side. A K162 can appear at any time as wormholes shift every minute so keep an eye out!  You can also find wormholes that are neither K162 or Static.

“Roaming” or “Random” wormholes are exactly what they say on the tin. Wormholes can (and will), spawn random connections. Roaming wormholes usually lead out to K-Space, but can lead to other wormhole systems too. These tend to be rarer than K162s, depending on your wormhole Class. Class 4s, for example, do not have kspace connections and as such tend to never have Roaming Outbound wormholes.

So, to recap.

Static Outbound – A wormhole type that is always present. Will always lead to a certain class of wspace or kspace depending on your system. Spawns a new one elsewhere in your system when it closes.

Random Outbound – A wormhole that can appear anywhere, anytime. Tends to lead to High, Low or Null. Fairly uncommon.

Inbound – A K162 wormhole that has been opened from the entrance side. Will be a Static or Random on the other side. Origin system varies.

Wormhole Spawning

I’ve mentioned wormholes “opening” on the entrance side. There’s a subtle science to this. What determines when the exit K162 wormholes appears in the destination wormhole? Is it just when the wormhole spawns?


When a new wormhole “spawns” it has not actually spawned. When you scan a wormhole, it still has not spawned. The K162 has not appeared and the wormhole-time limit is not ticking down. Only when someone initiates warp to a new wormhole does it spawn. At that point, the K162 appears in the end system and the wormhole time limit starts counting.

This is especially important to note because this means you can “close off” a system by closing existing wormholes (more on this in a minute)  and then scanning the new one but not warping to it. No Static wormhole. No inbound wormholes. Closed off. Mostly. K162s and Roaming wormholes could still appear and any enemy ships trapped with you could activate the Static instead. But it’s as close as you can get.

Wormhole Closing

So we know how wormholes open. They appear and you warp to it. So how do we close them?

Wormholes have two “attributes” that effect when they close. Time and Mass. This can be checked by getting the wormhole designation and checking on here again.

Time is fairly simple but not exact. It’s nothing we can change. A N110 wormhole has a 24 hour timer. Roughly 24 hours after opening, it closes. Simple. What happens if you didn’t open the wormhole and don’t have the open time? You can get an estimation, of course! Simply click “Show Info”. It will say one of three things;

  • “Life cycle has not begun” – Brand new wormhole. You’ve literally warped to it as it was spawning.
  • “Probably won’t last another day” – Normal life cycle. Means it has over 25% time left.
  • “Reaching the end of its natural lifetime” – Less than 25% of it’s time remaining

Mass is where Capsuleers come in. Like time, a wormhole starts with a mass “allowance”. As ships jump, the mass depletes. When the mass hits 0, the wormhole collapses. We can use this to our advantage. We can force wormholes to close (spawning a new static, perhaps) or get it to a point where anything jumping will collapse it, leaving them trapped. Like Time, this can be checked on that wormhole list (click the wormhole type). From here, it’s a case of “Maths”. Fortunately, there’s some awesome tricks we use to help with this. First you need a ship’s mass, which you can find in the Show Info window of your ship.

mass1Here my Proteus has 11,341,000 Mass. We’ll shorten that to 11.3. That means we’d need to jump it around 265 times through a N770 wormhole to close it, since a N770 has 3 Billion Mass (3000). That’s fine, because a Proteus is a Cruiser and has small mass. An Orca will have about 250,000,000 mass (250). That takes 12 jumps. Then you turn on a Propulsion Mod (Afterburner or Microwarpdrive). This takes the Proteus to 16.3. An Orca goes to 300 with a MWD. Down to 10 jumps with an Orca, or 5 “Return” jumps. Getting somewhere. We can’t jump constantly due to Polarisation (explained shortly), but it’s do-able. We can add Battleships to the mix as well. To make sure you don’t lose anyone, you want to jump the big ship back last to strike the “killing blow” and close the wormhole. How do you tell when to jump the big ship back? Just like Time, you can find Mass approximations in Show Info.

  • “Has not yet had its stability significantly disrupted” – Over 50% mass left.
  • “Has had its stability reduced, but not to a critical degree yet” – Known as “Halved”, the wormhole has under 50% mass remaining.
  • “This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse.” – Known as “Crit”, the wormhole has less then 10% of it’s mass.

Keeping track of the wormhole when jumping gives you clues on your progress or the mass of ships that came before. When you think you’re getting close to “Crit”, you’ll want to use smaller ships. It’s a good idea to keep an Orca (or Carrier!) on the far side of the wormhole, then jumping back when the wormhole Crits. This will normally collapse it, since the Orca’s mass is more than the 5% the wormhole has left when it Crits.

But what if you’re unsure, and the wormhole is really close to being Crit? Or what if your big ship didn’t close the wormhole so it’s really close to death? There’s an amazing trick. Amazing, I tell you. This tip is free of charge! It’s a little bit advanced, but fairly simple at the end of the day.

You need a Heavy Interdictor with 2 Warp Disruption Generators. These reduce mass when active by a lot. Here’s a Phobos normally.

MassPhobos19.2 Mass before MWD. We could jump it through an almost-collapsed wormhole, but it’d be risky. Let’s activate both bubbles.

MassPhobos2A much easier 1.1. We can jump out with little fear of collapse (though it can happen) and jump back with the MWD on, hopefully collapsing it!

To recap;

Time Limits – Cannot be changed by Capsuleers. Can be estimated based on wormhole limit and “Show Info” display.

Mass Limits – Generally limits the amount of ships that can use a wormhole. Can be manipulated to close a wormhole or leave it so close to collapse that noone jumps.

You can find even more in-depth information about collapsing wormholes on Tiger Ears here.


Jumping into a wormhole has a nasty little effect. Wormhole jump range is 5,000m. You tend to end up anywhere from 200 to 7000 meters from the wormhole when you load system. What then is in place to prevent constant jumping in the face of a hostile fleet? Polarisation.

If you jump the same wormhole twice within 5 minutes, you are polarised  and cannot jump that wormhole any more until 5 minutes after the initial jump. There is no onscreen timer unless you try jumping when Polarised. Be aware.

Wormhole chains & Mapping

A wormhole can lead to a wormhole system. This wormhole can then lead to another wormhole. Then another. Maybe a kspace. Maybe another wh. The link between these systems, however temporary, creates a “Wormhole Chain”. We can then use several tools to map it for easy reference. You can do it manually or use one of many tools to do so. Siggy is one such tool.

Mapping a chain depends on your corp. Some use Siggy. Some use a Google Document. Naming schemes vary too since calling every sysem by it’s actual name would get tiresome. Say your static is a Class 4. That wormhole is now C4a. The next one is a Class 3, so that’s C3b. The next is another Class 4 – C4b. So on.

Take our chain yesterday for example;

2012. use Siggy, so this is what you’d see if you used it. Obviously it can differ. Just for demonstration purposes, you can see this is a fairly basic chain. The C1 has not been custom named, hence it displaying as such. Chains can get a lot more complex. Take this old one from a few months ago.

constellation48This is a good example of how many wormholes you can actually find. One leads to many. There are two C3as, but that’s because one was mislabeled when I created it. Always have a way of mapping – imagine trying to navigate that chain without a guide! If you’re looking to try Siggy, check their info page here.

To recap

Chains – Refers to the current link of wormholes to your location. Can be just a couple, can be a lot!

Mapping – Refers to a diagram or list of current wormhole connections. Vital for navigation and reference.

That’s all for this post. As usual, notify me via EVE Mail or comment if you notice a mistake or have a suggestion for a future post. The next post will cover Scanning, Anomalies and Directional Scan.

Wormholing Part 1 – The Basics

This is the first post in a short series in “How to Wormhole”. To put it another way; “How to fail as bad as I do”

This initial post will cover the basics, involving wormhole types, differences between Wormhole Space and Normal Space and  How To Deal With No Local. Covers a brief explanation of most the mechanics, which will be explained in more depth in later posts. There’s even some terminology thrown in. You’re welcome.

First draft. Expect improvements as people point out any mistakes.

Introduction – The differences between here and there

In the wonderful game world of EVE, you may have heard of wormholes. You may not have. You will have heard of High Security space. Perhaps even Low Security or even Null Security if you’re really adventurous. There also exists this magical 4th dimension of EVE. It is an area without stargates. An area without local. An area that can print you ISK. An area where you can be terrible and sometimes people do not find out. This is wormhole space.

Wormhole space is commonly abbreviated as “wspace“. The rest of EVE – places like Jita, Old Man Star and UMI-KK are all classified as “Known Space” or even as “kspace“. Bear these abbreviations in mind – I use them constantly.

The differences between wspace and kspace are far more varied than that of Null -> Low -> High Security space. There are, however, 2 primary differences;

1. Wspace has no Local

All of kspace have access to the “Local” chat channel – a channel that shows you, instantly, the players in your star system. It may not show their ships, skills or exact location in system but you know they are online and in the same system. They could be AFK or docked in a station, but they are there and they know you’re there too. Wormhole space still has a Local chat channel, but it is not updated with the players in the system. This means, unless you see them, you have no idea if a pilot is there. He could be watching you. He’s watching you read this. He’s preparing his fleet. There is no escape. Oh god.

You do show in the Local channel is you type into it, however. Doing so can give other pilots hidden in the system valuable intel on you. Such as the fact you are there. Nevertheles it is still used between opposing parties – usually following a fight to show appreciation for the engagement.

The lack of local makes for perfect hunting territory whilst ensuring anyone willing to venture the depths of a wormhole needs to keep a close eye on their scanners. More on using this for combat in a later post.

2. Wspace has no Stargates

You know how you navigate between star systems? Those giant spaceship-propelling celestial stargates? Wspace doesn’t have those. Instead, travel through wormhole systems is made possible by, well, wormholes. Semi-random (more on that later) gateways to other star systems, both wspace and kspace. Wormholes open semi-randomly, in random locations in a system. Wormholes must be scanned – you cannot just warp to them from anywhere. In addition, wormholes close depending on time passed since it opening and the amount of mass pushed through. Imagine jumping a fleet of 5 Battlecruisers into a star system, only to find your way home has disappeared 30 minutes later. Not camped. Not dangerous. Gone.

Whilst every wormhole system has a wormhole, there is no telling where it might lead. Each day brings a new destination and new targets. This is a major appeal to most wspace pilots, obviously.

The fact that wormholes also close on mass prevents massive blobbing of ships. When you can only fit 15 battleships through one wormhole, it’s difficult to field fleets of 100. Wormhole fights tend to be quite small. More on wormhole travel in a later post.


There are many other differences between wspace and kspace including;

  • No stations – You live in a Player Owned Structure (POS Tower) or you roam. No stations to dock in.
  • Unique NPCs – Wspace plays host to the unique Sleeper NPCs – the toughest, meanest NPCs you’ll ever fight.
  • Unique loot – Wspace contains, courtesy of Sleepers, unique materials primarily used for Tech 3 production.
  • Aggression mechanics similar to Nullsec – Attack anyone, anywhere. Expect them to shoot back.
  • No Supercaps/Cyno fields – Whilst it is possible to get capitals into a wormhole through various means, supercaps (Titans, Supercarriers) cannot enter. In addition, Capital ships cannot jump to cynosural fields in wspace.
  • System wide wormhole effects – The wormhole you’re in could raise your shields, lower your gun damage or even make you overheat faster.
  • No Asteroid or Ice belts – Wspace features no traditional belts but instead has a bunch of Mining sites you can scan down.
  • Unique system names – All of wspace has a different naming designation – all of them begin with “J” and have 6 following numbers. J123456, for example.

Wormhole Classes – Site difficulty and wormhole limitations

Much like kspace, wormholes have varying levels of dificulty. There are 6 classes, Class 1 through to Class 6. Class 1 (C1) are the “easiest” whereas Class 6 (C6) are the “hardest”.

  • Class 1
    • Can only fit Battlecruisers and below into their entrance wormholes
    • Weakest sites and anomalies – usually soloable by a single pilot, resulting in the weakest loot and therefore ISK
    • Single kspace static
    • Weakest system effects
  • Class 2
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies are easily soloable by a properly fit ship
    • Unique in that Class 2s have two statics – usually one kspace and one wspace
  • Class 3
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies soloable by a powerful ship
    • One static – always kspace
  • Class 4
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies usually require 2 or 3 man well-fit teams to clear
    • Unique in that C4’s never have kspace wormhole connections – only wspace outgoing and inbounds
    • One static – always wspace
  • Class 5
    • Can fit Carriers & Dreadnaughts through non-C4/C3/C2/C1  connections
    • Sites and anomalies require a strong fleet, preferably with Capital support
      • Warping Capital ships to these sites triggers more Sleeper ships to spawn. This can be extremely profitable but also very deadly. Known as a Cap Escalation.
    • One static – always wspace
  • Class 6
    • Can fit Carriers & Dreadnaughts through non-C4/C3/C2/C1  connections
    • Sites and anomalies require a strong fleet, preferably with Capital support
      • Warping Capital ships to these sites triggers more Sleeper ships to spawn. This can be extremely profitable but also very deadly. Known as a Cap escalation
    • One static – always wspace
    • Strongest system effects

Wormhole statics & random wormhole overview

Every wormhole system has one guaranteed wormhole – this is known as the Static wormhole. If this wormhole ever collapses (due to time or mass) then another one will spawn elsewhere in the system; to a different destination of course. In addition, each static also always leads to a certain class of wormhole. A Class 4 wormhole with a Class 2 static will always have a Class 2 entrance wormhole in it. This is often abbreviated – a C4/C2 means a Class 4 wormhole with a Class 2 static. Lower class wormholes can also have statics to kspace – C3 with a Lowsec static, for example.

There are random wormholes dotted about that spawn randomly. Known as “roaming” or “regional” wormholes, these can lead from a Highsec to a Lowsec, a C6 to a Highsec or perhaps a C2 to a C4. Almost any combination can occur, though some connections are more common to certain class wormholes. The only way to figure out if one is active in a system is to scan it and find out!

Wormhole designations

Upon finding a wormhole, you will see it has a name.


This name gives a clue of what type of wormhole entrance it is. The only exception are wormholes named K162. K162 is a wormhole exit. This means the wormhole was “opened” from the other side. Jumping in will show you the actual wormhole name on the other side. For example;

Wormholes 3

In this highly instructional image, a pilot in the original system of System A sees the wormhole as E175, but a pilot in the destination system of System B will see it as K162.

Bookmark this website and study it. It lists all the types of wormholes – each type has a specific mass and time limit.

Wormhole system effects

Some wspace systems have a “system effect” which can wildly change your ship attributes. A “Pulsar” effect, for example, boosts raw Shield HP whilst reducing Armour resistances. The strength of the effect depends on the wormhole Class. C1’s have the weakest effects (+25% shields) whilst C6’s have the strongest (+100%). More on this in a later post. The full effect list can be found here.

End of Part 1.

Part 2 is “Wormholes opening & closing, polarisation and wormhole chains

If any of my details are incorrect, you have suggestions for improvements or ideas for a future post, please either EVE Mail me (tgl3) or post a comment!