Tech 3 ships

Tech 3 ships

What do I need to gather in order to manufacture a tech 3 ship and fly it?

Harvesting and production

In order to build 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.

Skills

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.

Hint: If you lose your tech 3 ship, you will lose a single level of one (random) racial subsystems skill. For example, you are flying the Amarr Legion ship and your subsystems skills are all at level 3. You are attacked and lose the ship, the system selects one random subsystems skill and brings it down to level 2. Please note that you do not lose skills if you eject from or self destruct a tech 3 ship

Assembly

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.

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:

  • Amarr Defensive Subsystem which has low slot modifier 2
  • Amarr Electronic Subsystem which has med slot modifier 2 and low slot modifier 1
  • Amarr Engineering Subsystem which has Low slot modifier 2 and med slot modifier 1
  • Amarr Offensive Subsystem which has low slot modifier 2 and hi slot modifier 5
  • Amarr Propulsion Subsystem which has no slot modifiers
  • Total low slot modifiers 2+1+2+2= 7 low slots
  • Total med slot modifiers 2+1= 3 med slots
  • Total hi slot modifiers 5= 5 hi slots

Your ship would have a total of 7 low slots, 3 med slots and 5 hi slots after assembly.

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