Tech 3 ships
Tech 3 Production
Tech 3 Cruisers are produced from a combination of salvaged components, invented blueprints, and reaction products that are all found within wormholes.
In order to assemble a tech 3 ship you need a tech 3 ship hull and 5 types of subsystems.
The subsystems available and required are: defensive, electronic, engineering, offensive and propulsion. One of each must be in your hangar in order to assemble the ship.
In order to manufacture a tech 3 hull or any of the subsystems, you need blueprints which can be reverse engineered from ancient relics. These ancient relics can be recovered from archeology sites in wormhole space. In order to reverse engineer the relic, look up the bill of materials shown on the relic once you've obtained it. There you will see a list of items that you need to gather before you head to your experimental laboratory mobile lab or Caldari research outpost. These items, datacores and R.A.M, can be gathered at hacking sites in wormhole space.
The output of your reverse engineering process may vary, it can be a hull, a subsystem blueprint copy, a datacore or R.A.M. Once you've obtained a blueprint, for example of a Legion (Amarr tech 3 ship hull) you can see a list of materials under the bill of materials list in the ship hull information window. The materials listed are manufactured from ancient salvage and polymers which can only be found in wormhole space.
Before you can fly and fit a tech 3 ship you need six skills at level 1. They are the same for all races so for example if you plan on flying the Amarr type, you need to train the following skills:
Other skill requirements to fly the ship are listed under the prerequisites tab in the ship information window.
Once you've obtained a ship hull, one type of each subsystem and trained the required skills you can then assemble the ship. Simply right click on the ship in your hangar and click on "assemble ship". You will be required to select one subsystem of each type before continuing. Once all 5 types have been selected and the selection confirmed, your ship will be assembled and ready to use.
Note that you can change assembled subsystems afterwards, but you cannot repackage a tech 3 ship again like other ship types. To change a subsystem you need to drag the new subsystem from your hangar onto the subsystem you want to replace in the fitting window. The old subsystem is then placed in your item hangar automatically.
A tech 3 ship has 3 upgrade hardpoints unassembled but no fitting slots. The subsystems are used to add slots and modify their layout. For example, if you combine these subsystems:
Your ship would have a total of 7 low slots, 3 med slots and 5 hi slots after assembly.
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