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	<updated>2026-10-02T15:31:22Z</updated>
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	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Ships_and_Fits_for_Wormhole_Gas_Harvesting&amp;diff=194587</id>
		<title>Ships and Fits for Wormhole Gas Harvesting</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Ships_and_Fits_for_Wormhole_Gas_Harvesting&amp;diff=194587"/>
		<updated>2026-09-27T05:38:14Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ships and Fits for Wormhole Gas Harvesting =&lt;br /&gt;
&lt;br /&gt;
=== Ships and Fits ===&lt;br /&gt;
&lt;br /&gt;
==== Venture - Lowest SP/Cost ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x2&lt;br /&gt;
** Prototype Cloaking Device I (skip this if Alpha-clone)&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Medium Shield Extender I &lt;br /&gt;
** Enduring Multispectrum Shield Hardener&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Low Friction Nozzle Joints I x2&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer I&lt;br /&gt;
&lt;br /&gt;
Max Huffing Speed achieved w/ Mining Frigate V&lt;br /&gt;
&lt;br /&gt;
Approxiamte Cost: 9m - 10m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 second align, 6 au/sec warp&lt;br /&gt;
* If Alpha, drop the cloak and it&#039;s Alpha friendly.  Core Probe Launcher I is a great altertive, don&#039;t forget the Core Probes.&lt;br /&gt;
* Survives based it&#039;s ability to escape, not to withstand fire.&lt;br /&gt;
* Can achieve Warp Core Strength of 5 making it difficult to tackle without a bubble, which will negate the warp core strength.&lt;br /&gt;
* Using a T2 fit is unncessary, which makes this build extremely affordable (~10m or less)&lt;br /&gt;
* This fit can be used to do solo huffing and filling it&#039;s ore hold (5k m3) one time will provide you a full Return on Investment (RoI) and more.&lt;br /&gt;
* 2 small drones fit in the Drone Bay.  Any flavor of drone will work, Hornet EC-300&#039;s for max survivability.&lt;br /&gt;
* Outrider booster provides Enhanced Mining Surveyor capability, T1 scoops have no residue and gas harvesting has no critical chance, so no Mining Chipset needed.&lt;br /&gt;
&lt;br /&gt;
==== Prospect - The Jedi/Ninja Huffer ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x2&lt;br /&gt;
** Covert Ops Cloaking Device II&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Medium Azeotropic Restrained Shield Extender&lt;br /&gt;
** Enduring Multispectrum Shield Hardener&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
** Type-D Restrained Nanofiber Structure x2&lt;br /&gt;
** Type-D Restrained Overdrive Injector&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer I x2&lt;br /&gt;
&lt;br /&gt;
* Cargohold&lt;br /&gt;
** Mobile Depot&lt;br /&gt;
** Core Probe Launcher I (T2 if skills allow)&lt;br /&gt;
** Core Scan Probes x8&lt;br /&gt;
&lt;br /&gt;
Approximate Cost: 35m - 40m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The huffing speed is the same as the Venture, but the increased cost allows for increased ore hold, versatiliy, stealth, agility, warp speed and overall safety.  Bigger ore hold means more time on cloud huffing, less trips to drop off.&lt;br /&gt;
* Max huffing speed already reached as the skills that max out huffing speed are the prerequisite skills for the Prospect hull.&lt;br /&gt;
* Survives based on it&#039;s ability to warp quickly and cloak in mid-warp.  Ideal for escaping quickly and hiding from hunters indefinitely,.&lt;br /&gt;
* 3 second align time w/ prop mod off, 7.04 au/sec warp speed.&lt;br /&gt;
* Extremely fast at well over 3km/s.&lt;br /&gt;
* Very small signature radius makes it hard to probe down quickly.&lt;br /&gt;
* Unlike the Venture, the T2 cloak means a Prospect can actually escape an interdictor bubble with relative ease.&lt;br /&gt;
* Increased cost compared to the venture, but the larger ore hold means you can still fit 2x-3x the value of the fit in a single filling of the ore hold.&lt;br /&gt;
* An easy train after reaching Mining Frigates V, required to max out huffing speed in a Venture.&lt;br /&gt;
* Fits Mobile Depot and Core Probe Launcher w/ Probes to prevent being rolled out of K-Space.  Refitting at a safe and scanning your way out can mean saving your precious ore hold full of gas.&lt;br /&gt;
* Capable of mining solo or in a fleet.&lt;br /&gt;
* Outrider booster provides Enhanced Mining Surveyor capability, T1 scoops have no residue and gas harvesting has no critical chance, so no Mining Chipset needed.&lt;br /&gt;
&lt;br /&gt;
==== Outrider - The Gas Huffing Foreman ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x3&lt;br /&gt;
** Mining Foreman Boost II&lt;br /&gt;
** Prototype Cloaking Device I&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Enduring EM Shield Amplifier&lt;br /&gt;
** Enduring Multispecturm Shield Hardener&lt;br /&gt;
** Micro Jump Field Generator&lt;br /&gt;
** Medium Shield Extender II&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
** Inertial Stabilizer II&lt;br /&gt;
** Mark I Compact Power Diagnostic System&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer II x2&lt;br /&gt;
&lt;br /&gt;
* Cargohold&lt;br /&gt;
** Mining Laser Optimization Charge x1,000&lt;br /&gt;
** Mobile Depot&lt;br /&gt;
** Core Probe Launcher II&lt;br /&gt;
** Core Scanner Probe x8&lt;br /&gt;
&lt;br /&gt;
* Drone Bay&lt;br /&gt;
** 5x Light Combat Drone&lt;br /&gt;
** 5x Medium Combat Drone&lt;br /&gt;
** 5x Hornet EC-300&lt;br /&gt;
&lt;br /&gt;
Approximate Cost: 65m - 75m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This build assumes the entire fleet is using only T1 or Syndicate Gas Cloud Scoops (no residue).  The single booster is used to reduce Gas Cloud Scoop cycle times and the Enhanced Mining Surveyor buff to all huffers to they can track the amount left in each cloud.&lt;br /&gt;
* The huffing speed is slower than the Venture or Prospect, but it is for boosting the fleet pirmarily as opposed to max yield huffing.&lt;br /&gt;
* More survivability than a Prospect.  However, it still survives primarily on it&#039;s ability to evade and cloak in a safe.&lt;br /&gt;
* 4 sec align time, 6.85 au/sec.  This allows it to keep up with Prospects and not slow the fleet warp speed too much (.19 au/sec slower than the Prospect above).&lt;br /&gt;
* It&#039;s much larger ore hold means it can hold some gas, though it&#039;s much riskier due to the lack of T2 cloak, making it trickier to evade interdiction bubbles.&lt;br /&gt;
* Larger drone bay means you can scare off other lone Ventures/Prospects who don&#039;t have fleet support.  5 ECM drones to help break lone tackle or resuce fleet mates from a tackler.&lt;br /&gt;
* Boosts at the same speed as an un-cored Porpoise.&lt;br /&gt;
* Booshing can save the entire fleet and reposition quickly to switch clouds in smaller gas sites when one cloud is depleted.&lt;br /&gt;
* Fits Mobile Depot and Core Probe Launcher w/ Probes to prevent being rolled out of K-Space.  Refitting at a safe and scanning your way out can mean saving your precious ore hold full of gas.&lt;br /&gt;
* Looks really cool.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=194586</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=194586"/>
		<updated>2026-09-27T05:33:50Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: /* False Gods Operational Information */ added Ships and Fits for WH Gas Huffing guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#eveaccess:public}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to the False Gods Wiki =&lt;br /&gt;
Welcome to the &#039;&#039;&#039;False Gods Corporation Knowledge Base&#039;&#039;&#039;, the central resource for everything related to our corporation and life in New Eden. This wiki has been created to provide members with accurate, up-to-date information on our operations, including industry, mining, logistics, PvP, wormhole activities, corporation programs, and strategic guides, alongside comprehensive educational resources covering every aspect of EVE Online. Whether you are a new pilot learning the fundamentals or a veteran looking to optimize your gameplay, this knowledge base is designed to help you develop your skills, support the corporation&#039;s objectives, and contribute to the continued growth and success of False Gods.&lt;br /&gt;
&lt;br /&gt;
== Joining False Gods ==&lt;br /&gt;
*[[About False Gods|We Are False Gods, We Are Inevitable]] - This article goes into the details of the FG Corp and what we are about&lt;br /&gt;
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&lt;br /&gt;
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*[https://wiki.eve-emu.com/index.php/Setting_up_WH&#039;s_to_huff_Fullerites Scanner&#039;s Guide to Gas Sites] - Resource for cov-ops/scanning boats to prepare wormholes gas sites for huffing&lt;br /&gt;
*[https://wiki.eve-emu.com/index.php/Ships_and_Fits_for_Wormhole_Gas_Harvesting Ships and Fits for Huffing WH Gas] - Resource for wormhole gas huffing ships and fits&lt;br /&gt;
*[Reserved]&lt;br /&gt;
*[Reserved]&lt;br /&gt;
&lt;br /&gt;
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Members log in with &#039;&#039;&#039;Log in → openidconnect&#039;&#039;&#039; using [https://auth.eve-emu.com/ Alliance Auth] (EVE SSO). Authenticated members can edit pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Ships_and_Fits_for_Wormhole_Gas_Harvesting&amp;diff=194585</id>
		<title>Ships and Fits for Wormhole Gas Harvesting</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Ships_and_Fits_for_Wormhole_Gas_Harvesting&amp;diff=194585"/>
		<updated>2026-09-27T05:31:54Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: Ships and Fits for WH Gas Huffing page made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ships and Fits for Wormhole Gas Harvesting =&lt;br /&gt;
&lt;br /&gt;
=== Ships and Fits ===&lt;br /&gt;
&lt;br /&gt;
==== Venture - Lowest SP/Cost ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x2&lt;br /&gt;
** Prototype Cloaking Device I (skip this if Alpha-clone)&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Medium Shield Extender I &lt;br /&gt;
** Enduring Multispectrum Shield Hardener&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Low Friction Nozzle Joints I x2&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer I&lt;br /&gt;
&lt;br /&gt;
Max Huffing Speed achieved w/ Mining Frigate V&lt;br /&gt;
&lt;br /&gt;
Approxiamte Cost: 9m - 10m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 second align, 6 au/sec warp&lt;br /&gt;
* If Alpha, drop the cloak and it&#039;s Alpha friendly.  Core Probe Launcher I is a great altertive, don&#039;t forget the Core Probes.&lt;br /&gt;
* Survives based it&#039;s ability to escape, not to withstand fire.&lt;br /&gt;
* Can achieve Warp Core Strength of 5 making it difficult to tackle without a bubble, which will &lt;br /&gt;
* Using a T2 fit is unncessary, which makes this build extremely affordable (~10m or less)&lt;br /&gt;
* This fit can be used to do solo huffing and filling it&#039;s ore hold (5k m3) one time will provide you a full Return on Investment (RoI) and more.&lt;br /&gt;
* 2 small drones fit in the Drone Bay.  Any flavor of drone will work, Hornet EC-300&#039;s for max survivability.&lt;br /&gt;
* Outrider booster provides Enhanced Mining Surveyor capability, T1 scoops have no residue and gas harvesting has no critical chance, so no Mining Chipset needed.&lt;br /&gt;
&lt;br /&gt;
==== Prospect - The Jedi/Ninja Huffer ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x2&lt;br /&gt;
** Covert Ops Cloaking Device II&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Medium Azeotropic Restrained Shield Extender&lt;br /&gt;
** Enduring Multispectrum Shield Hardener&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
** Type-D Restrained Nanofiber Structure x2&lt;br /&gt;
** Type-D Restrained Overdrive Injector&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer I x2&lt;br /&gt;
&lt;br /&gt;
* Cargohold&lt;br /&gt;
** Mobile Depot&lt;br /&gt;
** Core Probe Launcher I (T2 if skills allow)&lt;br /&gt;
** Core Scan Probes x8&lt;br /&gt;
&lt;br /&gt;
Approximate Cost: 35m - 40m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The huffing speed is the same as the Venture, but the increased cost allows for increased ore hold, versatiliy, stealth, agility, warp speed and overall safety.  Bigger ore hold means more time on cloud huffing, less trips to drop off.&lt;br /&gt;
* Max huffing speed already reached as the skills that max out huffing speed are the prerequisite skills for the Prospect hull.&lt;br /&gt;
* Survives based on it&#039;s ability to warp quickly and cloak in mid-warp.  Ideal for escaping quickly and hiding from hunters indefinitely,.&lt;br /&gt;
* 3 second align time w/ prop mod off, 7.04 au/sec warp speed.&lt;br /&gt;
* Extremely fast at well over 3km/s.&lt;br /&gt;
* Very small signature radius makes it hard to probe down quickly.&lt;br /&gt;
* Unlike the Venture, the T2 cloak means a Prospect can actually escape an interdictor bubble with relative ease.&lt;br /&gt;
* Increased cost compared to the venture, but the larger ore hold means you can still fit 2x-3x the value of the fit in a single filling of the ore hold.&lt;br /&gt;
* An easy train after reaching Mining Frigates V, required to max out huffing speed in a Venture.&lt;br /&gt;
* Fits Mobile Depot and Core Probe Launcher w/ Probes to prevent being rolled out of K-Space.  Refitting at a safe and scanning your way out can mean saving your precious ore hold full of gas.&lt;br /&gt;
* Capable of mining solo or in a fleet.&lt;br /&gt;
* Outrider booster provides Enhanced Mining Surveyor capability, T1 scoops have no residue and gas harvesting has no critical chance, so no Mining Chipset needed.&lt;br /&gt;
&lt;br /&gt;
==== Outrider - The Gas Huffing Foreman ====&lt;br /&gt;
&lt;br /&gt;
* High Slots&lt;br /&gt;
** Gas Cloud Scoop I x3&lt;br /&gt;
** Mining Foreman Boost II&lt;br /&gt;
** Prototype Cloaking Device I&lt;br /&gt;
&lt;br /&gt;
* Mid Slots&lt;br /&gt;
** 5mn Cold-Gas Enduring Microwarpdrive&lt;br /&gt;
** Enduring EM Shield Amplifier&lt;br /&gt;
** Enduring Multispecturm Shield Hardener&lt;br /&gt;
** Micro Jump Field Generator&lt;br /&gt;
** Medium Shield Extender II&lt;br /&gt;
&lt;br /&gt;
* Low Slots&lt;br /&gt;
** Warp Core Stabilizer I&lt;br /&gt;
** Inertial Stabilizer II&lt;br /&gt;
** Mark I Compact Power Diagnostic System&lt;br /&gt;
&lt;br /&gt;
* Rigs&lt;br /&gt;
** Small Hyperspatial Velocity Optimizer II x2&lt;br /&gt;
&lt;br /&gt;
* Cargohold&lt;br /&gt;
** Mining Laser Optimization Charge x1,000&lt;br /&gt;
** Mobile Depot&lt;br /&gt;
** Core Probe Launcher II&lt;br /&gt;
** Core Scanner Probe x8&lt;br /&gt;
&lt;br /&gt;
* Drone Bay&lt;br /&gt;
** 5x Light Combat Drone&lt;br /&gt;
** 5x Medium Combat Drone&lt;br /&gt;
** 5x Hornet EC-300&lt;br /&gt;
&lt;br /&gt;
Approximate Cost: 65m - 75m ISK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes about this build:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* This build assumes the entire fleet is using only T1 or Syndicate Gas Cloud Scoops (no residue).  The single booster is used to reduce Gas Cloud Scoop cycle times and the Enhanced Mining Surveyor buff to all huffers to they can track the amount left in each cloud.&lt;br /&gt;
* The huffing speed is slower than the Venture or Prospect, but it is for boosting the fleet pirmarily as opposed to max yield huffing.&lt;br /&gt;
* More survivability than a Prospect.  However, it still survives primarily on it&#039;s ability to evade and cloak in a safe.&lt;br /&gt;
* 4 sec align time, 6.85 au/sec.  This allows it to keep up with Prospects and not slow the fleet warp speed too much (.19 au/sec slower than the Prospect above).&lt;br /&gt;
* It&#039;s much larger ore hold means it can hold some gas, though it&#039;s much riskier due to the lack of T2 cloak, making it trickier to evade interdiction bubbles.&lt;br /&gt;
* Larger drone bay means you can scare off other lone Ventures/Prospects who don&#039;t have fleet support.  5 ECM drones to help break lone tackle or resuce fleet mates from a tackler.&lt;br /&gt;
* Boosts at the same speed as an un-cored Porpoise.&lt;br /&gt;
* Booshing can save the entire fleet and reposition quickly to switch clouds in smaller gas sites when one cloud is depleted.&lt;br /&gt;
* Fits Mobile Depot and Core Probe Launcher w/ Probes to prevent being rolled out of K-Space.  Refitting at a safe and scanning your way out can mean saving your precious ore hold full of gas.&lt;br /&gt;
* Looks really cool.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194584</id>
		<title>Setting up WH&#039;s to huff Fullerites</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194584"/>
		<updated>2026-09-27T01:31:22Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: /* Make a Safe, Trigger the Rats and Check for Gas! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Set Up Perches, Safes and Bookmarks for Gas Huffing in J-Space =&lt;br /&gt;
&lt;br /&gt;
=== Bring an MWD, an Expanded Launcher, and a Mining Chipset! ===&lt;br /&gt;
Any cov-ops boat with an MWD will work the best for making perches on gas sites to prepare for group huffing.  Perches for huffing must be at least 250km from the signature, where the rats always spawn.  Gas sites are extremely large and speed is key for making perches quickly.&lt;br /&gt;
&lt;br /&gt;
The Mining Chipset is for scanning the clouds and checking their size.  It is usable while cloaked.&lt;br /&gt;
&lt;br /&gt;
Bring an Expanded Launcher so you can use both kinds of probes.  Combat Probes move through systems faster and potentially scare off day-trippers and ninja huffers.  They also help you scout systems much quicker by revealing the locations of structures, many of which are in the far corners of systems when possible.&lt;br /&gt;
&lt;br /&gt;
All Gas Sites and almost all Wormholes are up to level 3 difficulty in the scanner, making it possible to scan them quickly without the need of Core Probes.  Only the 2 biggest kinds of gas sites are Difficulty 3, most are difficulty 1 and 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You will need your graphics settings up at least enough to see the gas clouds themselves.  Clouds that have been paritally huffed will shrink after down-time if they aren&#039;t cleared.  These visual cues are extremely important to be able to see, and you can&#039;t see them on the lowest settings (i.e. Potato Mode).&lt;br /&gt;
&lt;br /&gt;
=== Bookmark the Exit! ===&lt;br /&gt;
Immediately upon entering a wormhole, burn away from the hole, launch your probes and cloak up immediately.  Center your probes on yourself with the button in the probe scanner, set to .25 au (.5 if using combats), and analyze.  This will scan the WH to 100% immediately.  Bookmark the exit and label it &amp;quot;**EXIT ABC-123&amp;quot;, where &amp;quot;ABC-123&amp;quot; is the actual signature from the probe scanner.  Example: **EXIT HXK-287.  This will keep the bookmark home always at the top of the list in the Locations window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Bookmark the hole from the overview or in space, never from the probe scanner.&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scan for Gas, Connections, Ships and Scout Structures ===&lt;br /&gt;
Scan the wormhole for gas and create bookmarks from the Probe Scanner.  Do not change the default names of the bookmarks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: &#039;&#039;Never&#039;&#039; warp to an Ordinary Perimeter Reservoir!  This site contains sentry guns, the gas clouds will break your cloak, and your ship will promptly explode.  This is the only site that must be cleared first and does not spawn extra rats.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scan for other wormholes.  Warp to them at 30-70km, bookmark them from space or the Overview.  Again, never bookmark wormholes from the probe scanner.  Just bookmark them for now.&lt;br /&gt;
&lt;br /&gt;
Scan for structures in the wormhole, use your D-Scan as you warp around.  Warp at a distance to see how many people, if any, are in each structure and most importantly, check who the structures belong to.&lt;br /&gt;
&lt;br /&gt;
If you have combat probes, make sure you are checking for ships and they aren&#039;t filtered out.&lt;br /&gt;
&lt;br /&gt;
=== Check the Connections! ===&lt;br /&gt;
It&#039;s imperative to know about the connections before huffing.  How many, where they lead, what systems/security they lead to and their stability are important pieces of information.  Wormholes with high-sec connections tend to have the most traffic as they are easily accessible from the outside, and needed for J-Space residents to liquidate blue loot, gather supplies and so on.  Wormholes with connections to Low or Null-sec should also be noted.  Splash each connection, bookmark the other side, and check local (if in K-Space).  &lt;br /&gt;
&lt;br /&gt;
While the rest of the fleet is huffing, scanners should remain cloaked on grid with the home connection to alert the fleet if any rollers/bubblers show up.  &lt;br /&gt;
&lt;br /&gt;
=== Make a Safe, Trigger the Rats and Check for Gas! ===&lt;br /&gt;
Your initial warp-in to a gas site should be a warp-in at 100km.  Create a bookmark on the way to use as a safe spot on the way if you haven&#039;t done so already in the system you&#039;re in.  Be prepared to immediately warp out to your Safe spot if rats are already on grid.  &#039;&#039;&#039;Most gas sites have clouds big enough to decloak you on landing, even landing at 100km.&#039;&#039;&#039;  Note the time when you warp-in and communicate that time, the rats will arrive 15-25 minutes later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Safe spots are critical for survival if the fleet needs to retreat.  You need to make one the first time you warp away from the wormhole you came in from.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If rats are on grid already, warp back to your safe spot immediately.  Warping to the gast sit at a distance will allow you to survive if the smaller boats manage to lock you, the larger boats shouldn&#039;t be able to lock you at all if you act quickly.&lt;br /&gt;
&lt;br /&gt;
If rats are not on grid, hit your Mining Chipset button and check the number of units left on each cloud.  Check the list below to see if the clouds are full or partially huffed.&lt;br /&gt;
&lt;br /&gt;
If the site is full and there were no rats on grid when you warped in, it is highly likely there is nobody cloaked on grid.  You can&#039;t tell if anyone has bm&#039;ed the site, but this is a dead-giveaway that you&#039;re the first one to warp in since the last downtime.  The absence of rats and the presence of full clouds makes it ideal for ninja huffing.&lt;br /&gt;
&lt;br /&gt;
Only Frontier and Core Reservoirs need perch bookmarks made at a safe distance from the rats.  Even if you plan to clear the rats, create a perch bookmark (check the sites below for how to do it), especially on Core sites.&lt;br /&gt;
&lt;br /&gt;
=== Gas Cloud Sizes and Site Types ===&lt;br /&gt;
This is a list of all the possible wormhole gas sites that can spawn, their contents and the size of a full cloud.  The actual size of each cloud will shrink if the cloud is partially huffed and a downtime occurs.  The clouds will then become unperchable if they shirnk too much, so keep this in mind when checking sites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perimeter Reservoirs - C1-C4 Systems Only (Not Perchable) - Low Threat Rats - 2m - 4m in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Token Perimeter Reservoir (9,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C60 - 6,000 units (6,000 m3)&lt;br /&gt;
** C70 - 3,000 units (3,000 m3)&lt;br /&gt;
** Approximate value: 50m - 55m ISK&lt;br /&gt;
** Rats: 4x Emergent Escort (Frigate), 2x Awakened Watchman (Cruiser)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Minor Perimeter Reservoir (12,000 m3 total):&amp;lt;/u&amp;gt;  &lt;br /&gt;
** C70 - 6,000 units (6,000 m3)&lt;br /&gt;
** C72 - 3,000 units (6,000 m3)&lt;br /&gt;
** Approximate value: 60m - 65m ISK&lt;br /&gt;
** Rats: 4x Awakened Patroller (Cruiser)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Barren Perimeter Reservoir (18,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C50 - 12,000 units (12,000 m3)&lt;br /&gt;
** C60 - 3,000 units (6,000 m3)&lt;br /&gt;
** Approximate value: 70m - 75m ISK&lt;br /&gt;
** Rats: 3x Emergent Patroller (Frigate), 2x Emergent Watchman (Frigate)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sizeable Perimeter Reservoir (32,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C50 - 6,000 units (6,000 m3)&lt;br /&gt;
** C84 - 12,000 units (24,000 m3)&lt;br /&gt;
** Approximate value: 120m - 130m ISK&lt;br /&gt;
** Rats: 6x Emerger Perserver (Frigate)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ordinary Perimeter Reservoir (36,000 m3 total) - DO NOT WARP IN UNLESS CLEARED FIRST:&amp;lt;/u&amp;gt;&lt;br /&gt;
** C72 - 12,000 units (24,000 m3)&lt;br /&gt;
** C84 - 6,000 units (12,000 m3)&lt;br /&gt;
** Approximate value: 110m - 120m ISK&lt;br /&gt;
** Rats: 5x Vigilant Sentry Tower - No Rats spawn after 15-25 minutes, only sentry guns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: They target nearly instantly and have substantial alpha damage.  Only warp to the site in a ship fit to handle the guns.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier Reservoirs - C3-C6 Systems Only (Perchable) - Med Threat Rats - 23m (Vast) and 28m (Bountiful) in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bountiful Frontier Reservoir (60,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C28 - 20,000 units (40,000 m3)&lt;br /&gt;
** C32 - 4,000 units (20,000 m3)&lt;br /&gt;
** Approximate value: 245m - 260m ISK&lt;br /&gt;
** Rats: 4x Awakened Defenders (Cruiser), 2x Awakened Preserver (Cruiser)&lt;br /&gt;
** How to Perch:  Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vast Frontier Reservoir (108,000 m3 total)- Horizontal Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C28 - 4,000 units (8,000 m3)&lt;br /&gt;
** C32 - 20,000 units (100,000 m3)&lt;br /&gt;
** Approximate value: 380m - 390m ISK&lt;br /&gt;
** Rats: 4x Awakened Sentiel (Cruiser), 4x Awakened Preserver (Cruiser)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly away near the same elevation as the bookmark&#039;&#039;&#039; toward the large side of the cloud until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Reservoirs - C5, C6 and All Shattered Systems Only (Perchable) - High Threat Rats - 63.6m in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Instrumental Core Reservoir (140,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C320 - 24,000 units (120,000 m3)&lt;br /&gt;
** C540 - 2,000 units (20,000 m3)&lt;br /&gt;
** Approximate value: 850m - 880m ISK&lt;br /&gt;
** Rats: 4x Sleepless Sentinel (Battleship)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vital Core Reservoir (250,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C540 - 24,000 units (240,000 m3)&lt;br /&gt;
** C320 - 2,000 units (1,000 m3)&lt;br /&gt;
** Approximate value: 1.2B ISK&lt;br /&gt;
** Rats: 4x Sleepless Keeper (Battleship)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Core Reservoir Battleship groups have extremely high alpha damage (over 4k+ omni damage), apply heavy energy neutralization, webbers and warp disruption.  The small clouds in these sites are negligible in size/value, so only the big cloud should be focused on.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Instead of killing the Battleships, you can use them as body guards for anyone who warps into the site without combat probing first.  They will be forced to warp out immediately or deal with the powerful rats.  For all other sites with rats, the threat is neglible.&lt;br /&gt;
&lt;br /&gt;
=== About Perches ===&lt;br /&gt;
Even though the total threat/targeting range of sleepers is 250km, you need to give a buffer of around 10km.  This is to give people room to land in from warp without being in aggro range.  Additionally, still being at 0km on the cloud while you&#039;re perched helps to decloak any would-be attackers that try to close range while cloaked.  Bountiful and Vast sites are just big enough to perch while Vital and Instrumentals will be significantly easier to make perches on.&lt;br /&gt;
&lt;br /&gt;
When you craete your Perch Bookmark, make sure to note the signature ID, and site type.  Your bookmark should be something like &amp;quot;PERCH ABC Vital&amp;quot;.  Always note the signature ID because multiple of the same site type can be present.&lt;br /&gt;
&lt;br /&gt;
Every site except Vast sites should be perched vertically (top of the big cloud).  Vast sites must be perched horizantally (outward to the edge of the big cloud).&lt;br /&gt;
&lt;br /&gt;
=== Compromised Sites ===&lt;br /&gt;
A compromised gas site is one where another player has either been seen on grid at the site, or if you&#039;ve been combat probed while on the perch.  Also, gas sites which already have rats on grid have been warped to already by someone, and should be considered compromised.  It is not advisable to keep huffing after being combat probed or if someone else warps in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Some Wormhole groups use large gas sites as bait.  Use your best discretion when attempting to huff any gas sites you believe are compromised.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=194583</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=194583"/>
		<updated>2026-09-27T00:53:18Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: /* Essential Knowledge Base */ - added scanner&amp;#039;s WH guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#eveaccess:public}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to the False Gods Wiki =&lt;br /&gt;
Welcome to the &#039;&#039;&#039;False Gods Corporation Knowledge Base&#039;&#039;&#039;, the central resource for everything related to our corporation and life in New Eden. This wiki has been created to provide members with accurate, up-to-date information on our operations, including industry, mining, logistics, PvP, wormhole activities, corporation programs, and strategic guides, alongside comprehensive educational resources covering every aspect of EVE Online. Whether you are a new pilot learning the fundamentals or a veteran looking to optimize your gameplay, this knowledge base is designed to help you develop your skills, support the corporation&#039;s objectives, and contribute to the continued growth and success of False Gods.&lt;br /&gt;
&lt;br /&gt;
== Joining False Gods ==&lt;br /&gt;
*[[About False Gods|We Are False Gods, We Are Inevitable]] - This article goes into the details of the FG Corp and what we are about&lt;br /&gt;
*[[Joining_False_Gods|Joining False Gods]] - All the information on how to join False Gods and get set up with Corporation, Alliance, and Coalition services&lt;br /&gt;
*[[How to Apply to False Gods|How To Apply]] - The process of applying to the Corp&lt;br /&gt;
*[[Setting Up Corp Services]] - Here you will find everything you need to get set up on Corporation level services&lt;br /&gt;
*[[Setting Up Alliance Services]] - Here you will find everything you need to get set up on Alliance level services&lt;br /&gt;
*[[Setting Up Coalition Services]] - Here you will find everything you need to get set up on Coalition level services&lt;br /&gt;
*[[Essential Reading]] - Here are the protocols and procedures that must be followed as a member of False Gods, SLYCE, and WinterCo.&lt;br /&gt;
*[[How To Join False Gods Logistic Service]] - Getting your alts into the logistics corporation&lt;br /&gt;
*[[Alt Placement|Setting Up Alt Characters]] - How to Decide which of your characters belong in False Gods and which belong in False Logistics&lt;br /&gt;
&lt;br /&gt;
== False Gods Operational Information ==&lt;br /&gt;
*[[Buyback|Corporation Buyback]] - Guide to using our in-house buyback program&lt;br /&gt;
*[[False Gods Industrial Park]] - Guide to the FGIP Structures and Usage including Investment Opportunities&lt;br /&gt;
*[[False Gods Hauling Services|False Gods Hauling Service]] - How to outsource your logistics&lt;br /&gt;
*[[Winter Coalition Areas of Play]] - Alliance territory based on regions&lt;br /&gt;
*[https://wiki.eve-emu.com/index.php/Setting_up_WH&#039;s_to_huff_Fullerites Scanner&#039;s Guide to Gas Sites] - Resource for cov-ops/scanning boats to prepare wormholes gas sites for huffing&lt;br /&gt;
*[Reserved]&lt;br /&gt;
*[Reserved]&lt;br /&gt;
&lt;br /&gt;
== Essential Knowledge Base ==&lt;br /&gt;
*[[EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook|EVE Online Industry Guide]] - Complete Beginner to Advanced Industrial Handbook&lt;br /&gt;
*[[Market Trading 101]] - Complete Beginner to Advanced Market Trading Handbook&lt;br /&gt;
*[Reserved]&lt;br /&gt;
*[Reserved]&lt;br /&gt;
*[Reserved]&lt;br /&gt;
&lt;br /&gt;
== Contributor Pages ==&lt;br /&gt;
*[[SDE/Home|SDE browser]] - types, corporations, alliances&lt;br /&gt;
*[[EVE-EMU/Extensions|Extensions &amp;amp; parser functions]] - EveSDE, SSO, page access&lt;br /&gt;
*[[Creating a wiki page|Creating a Wiki Page]] - This document outlines the methods for creating, editing and reviewing/updating wiki articles.&lt;br /&gt;
*[[Editing Guide]] - How to edit an existing wiki article&lt;br /&gt;
*[[Page Review and Updating]] - This page describes how to review and update pages in a timely manner.&lt;br /&gt;
*[[Style Guide]] - This page describes how to create articles with a clear, consistent and maintainable style for the wiki.&lt;br /&gt;
&lt;br /&gt;
== Log in ==&lt;br /&gt;
&lt;br /&gt;
Members log in with &#039;&#039;&#039;Log in → openidconnect&#039;&#039;&#039; using [https://auth.eve-emu.com/ Alliance Auth] (EVE SSO). Authenticated members can edit pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194582</id>
		<title>Setting up WH&#039;s to huff Fullerites</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194582"/>
		<updated>2026-09-27T00:50:00Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: Finished rough draft 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Set Up Perches, Safes and Bookmarks for Gas Huffing in J-Space =&lt;br /&gt;
&lt;br /&gt;
=== Bring an MWD, an Expanded Launcher, and a Mining Chipset! ===&lt;br /&gt;
Any cov-ops boat with an MWD will work the best for making perches on gas sites to prepare for group huffing.  Perches for huffing must be at least 250km from the signature, where the rats always spawn.  Gas sites are extremely large and speed is key for making perches quickly.&lt;br /&gt;
&lt;br /&gt;
The Mining Chipset is for scanning the clouds and checking their size.  It is usable while cloaked.&lt;br /&gt;
&lt;br /&gt;
Bring an Expanded Launcher so you can use both kinds of probes.  Combat Probes move through systems faster and potentially scare off day-trippers and ninja huffers.  They also help you scout systems much quicker by revealing the locations of structures, many of which are in the far corners of systems when possible.&lt;br /&gt;
&lt;br /&gt;
All Gas Sites and almost all Wormholes are up to level 3 difficulty in the scanner, making it possible to scan them quickly without the need of Core Probes.  Only the 2 biggest kinds of gas sites are Difficulty 3, most are difficulty 1 and 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You will need your graphics settings up at least enough to see the gas clouds themselves.  Clouds that have been paritally huffed will shrink after down-time if they aren&#039;t cleared.  These visual cues are extremely important to be able to see, and you can&#039;t see them on the lowest settings (i.e. Potato Mode).&lt;br /&gt;
&lt;br /&gt;
=== Bookmark the Exit! ===&lt;br /&gt;
Immediately upon entering a wormhole, burn away from the hole, launch your probes and cloak up immediately.  Center your probes on yourself with the button in the probe scanner, set to .25 au (.5 if using combats), and analyze.  This will scan the WH to 100% immediately.  Bookmark the exit and label it &amp;quot;**EXIT ABC-123&amp;quot;, where &amp;quot;ABC-123&amp;quot; is the actual signature from the probe scanner.  Example: **EXIT HXK-287.  This will keep the bookmark home always at the top of the list in the Locations window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Bookmark the hole from the overview or in space, never from the probe scanner.&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scan for Gas, Connections, Ships and Scout Structures ===&lt;br /&gt;
Scan the wormhole for gas and create bookmarks from the Probe Scanner.  Do not change the default names of the bookmarks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: &#039;&#039;Never&#039;&#039; warp to an Ordinary Perimeter Reservoir!  This site contains sentry guns, the gas clouds will break your cloak, and your ship will promptly explode.  This is the only site that must be cleared first and does not spawn extra rats.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scan for other wormholes.  Warp to them at 30-70km, bookmark them from space or the Overview.  Again, never bookmark wormholes from the probe scanner.  Just bookmark them for now.&lt;br /&gt;
&lt;br /&gt;
Scan for structures in the wormhole, use your D-Scan as you warp around.  Warp at a distance to see how many people, if any, are in each structure and most importantly, check who the structures belong to.&lt;br /&gt;
&lt;br /&gt;
If you have combat probes, make sure you are checking for ships and they aren&#039;t filtered out.&lt;br /&gt;
&lt;br /&gt;
=== Check the Connections! ===&lt;br /&gt;
It&#039;s imperative to know about the connections before huffing.  How many, where they lead, what systems/security they lead to and their stability are important pieces of information.  Wormholes with high-sec connections tend to have the most traffic as they are easily accessible from the outside, and needed for J-Space residents to liquidate blue loot, gather supplies and so on.  Wormholes with connections to Low or Null-sec should also be noted.  Splash each connection, bookmark the other side, and check local (if in K-Space).  &lt;br /&gt;
&lt;br /&gt;
While the rest of the fleet is huffing, scanners should remain cloaked on grid with the home connection to alert the fleet if any rollers/bubblers show up.  &lt;br /&gt;
&lt;br /&gt;
=== Make a Safe, Trigger the Rats and Check for Gas! ===&lt;br /&gt;
Your initial warp-in to a gas site should be a warp-in at 100km.  Create a bookmark on the way to use as a safe spot on the way if you haven&#039;t done so already in the system you&#039;re in.  Be prepared to immediately warp out to your Safe spot if rats are already on grid.  &#039;&#039;&#039;Most gas sites have clouds big enough to decloak you on landing, even landing at 100km.&#039;&#039;&#039;  Note the time when you warp-in and communicate that time, the rats will arrive 15-25 minutes later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Safe spots are critical for survival if the fleet needs to retreat.  You need to make one the first time you warp away from the wormhole you came in from.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If rats are on grid already, warp back to your safe spot immediately.  Warping to the gast sit at a distance will allow you to survive if the smaller boats manage to lock you, the larger boats shouldn&#039;t be able to lock you at all if you act quickly.&lt;br /&gt;
&lt;br /&gt;
If rats are not on grid, hit your Mining Chipset button and check the number of units left on each cloud.  Check the list below to see if the clouds are full or partially huffed.&lt;br /&gt;
&lt;br /&gt;
If the site is full and there were no rats on grid when you warped in, it is highly likely there is nobody cloaked on grid.  You can&#039;t tell if anyone has bm&#039;ed the site, but this is a dead-giveaway that you&#039;re the first one to warp in since the last downtime.  The absence of rats and the presence of full clouds makes it ideal for ninja huffing.&lt;br /&gt;
&lt;br /&gt;
=== Gas Cloud Sizes and Site Types ===&lt;br /&gt;
This is a list of all the possible wormhole gas sites that can spawn, their contents and the size of a full cloud.  The actual size of each cloud will shrink if the cloud is partially huffed and a downtime occurs.  The clouds will then become unperchable if they shirnk too much, so keep this in mind when checking sites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perimeter Reservoirs - C1-C4 Systems Only (Not Perchable) - Low Threat Rats - 2m - 4m in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Token Perimeter Reservoir (9,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C60 - 6,000 units (6,000 m3)&lt;br /&gt;
** C70 - 3,000 units (3,000 m3)&lt;br /&gt;
** Approximate value: 50m - 55m ISK&lt;br /&gt;
** Rats: 4x Emergent Escort (Frigate), 2x Awakened Watchman (Cruiser)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Minor Perimeter Reservoir (12,000 m3 total):&amp;lt;/u&amp;gt;  &lt;br /&gt;
** C70 - 6,000 units (6,000 m3)&lt;br /&gt;
** C72 - 3,000 units (6,000 m3)&lt;br /&gt;
** Approximate value: 60m - 65m ISK&lt;br /&gt;
** Rats: 4x Awakened Patroller (Cruiser)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Barren Perimeter Reservoir (18,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C50 - 12,000 units (12,000 m3)&lt;br /&gt;
** C60 - 3,000 units (6,000 m3)&lt;br /&gt;
** Approximate value: 70m - 75m ISK&lt;br /&gt;
** Rats: 3x Emergent Patroller (Frigate), 2x Emergent Watchman (Frigate)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sizeable Perimeter Reservoir (32,000 m3 total):&amp;lt;/u&amp;gt;&lt;br /&gt;
** C50 - 6,000 units (6,000 m3)&lt;br /&gt;
** C84 - 12,000 units (24,000 m3)&lt;br /&gt;
** Approximate value: 120m - 130m ISK&lt;br /&gt;
** Rats: 6x Emerger Perserver (Frigate)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ordinary Perimeter Reservoir (36,000 m3 total) - DO NOT WARP IN UNLESS CLEARED FIRST:&amp;lt;/u&amp;gt;&lt;br /&gt;
** C72 - 12,000 units (24,000 m3)&lt;br /&gt;
** C84 - 6,000 units (12,000 m3)&lt;br /&gt;
** Approximate value: 110m - 120m ISK&lt;br /&gt;
** Rats: 5x Vigilant Sentry Tower - No Rats spawn after 15-25 minutes, only sentry guns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: They target nearly instantly and have substantial alpha damage.  Only warp to the site in a ship fit to handle the guns.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier Reservoirs - C3-C6 Systems Only (Perchable) - Med Threat Rats - 23m (Vast) and 28m (Bountiful) in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bountiful Frontier Reservoir (60,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C28 - 20,000 units (40,000 m3)&lt;br /&gt;
** C32 - 4,000 units (20,000 m3)&lt;br /&gt;
** Approximate value: 245m - 260m ISK&lt;br /&gt;
** Rats: 4x Awakened Defenders (Cruiser), 2x Awakened Preserver (Cruiser)&lt;br /&gt;
** How to Perch:  Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vast Frontier Reservoir (108,000 m3 total)- Horizontal Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C28 - 4,000 units (8,000 m3)&lt;br /&gt;
** C32 - 20,000 units (100,000 m3)&lt;br /&gt;
** Approximate value: 380m - 390m ISK&lt;br /&gt;
** Rats: 4x Awakened Sentiel (Cruiser), 4x Awakened Preserver (Cruiser)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly away near the same elevation as the bookmark&#039;&#039;&#039; toward the large side of the cloud until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Reservoirs - C5, C6 and All Shattered Systems Only (Perchable) - High Threat Rats - 63.6m in Blue Loot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Instrumental Core Reservoir (140,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C320 - 24,000 units (120,000 m3)&lt;br /&gt;
** C540 - 2,000 units (20,000 m3)&lt;br /&gt;
** Approximate value: 850m - 880m ISK&lt;br /&gt;
** Rats: 4x Sleepless Sentinel (Battleship)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vital Core Reservoir (250,000 m3 total) - Vertical Perch&amp;lt;/u&amp;gt;&lt;br /&gt;
** C540 - 24,000 units (240,000 m3)&lt;br /&gt;
** C320 - 2,000 units (1,000 m3)&lt;br /&gt;
** Approximate value: 1.2B ISK&lt;br /&gt;
** Rats: 4x Sleepless Keeper (Battleship)&lt;br /&gt;
** How to Perch: Travel &#039;&#039;&#039;directly above&#039;&#039;&#039; the cosmic signature (where your bookmark is) until you&#039;re 260k+ away from the bookmark, but still within 1k of the harvestable cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Core Reservoir Battleship groups have extremely high alpha damage (over 4k+ omni damage), apply heavy energy neutralization, webbers and warp disruption.  The small clouds in these sites are negligible in size/value, so only the big cloud should be focused on.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Instead of killing the Battleships, you can use them as body guards for anyone who warps into the site without combat probing first.  They will be forced to warp out immediately or deal with the powerful rats.  For all other sites with rats, the threat is neglible.&lt;br /&gt;
&lt;br /&gt;
=== About Perches ===&lt;br /&gt;
Even though the total threat/targeting range of sleepers is 250km, you need to give a buffer of around 10km.  This is to give people room to land in from warp without being in aggro range.  Additionally, still being at 0km on the cloud while you&#039;re perched helps to decloak any would-be attackers that try to close range while cloaked.  Bountiful and Vast sites are just big enough to perch while Vital and Instrumentals will be significantly easier to make perches on.&lt;br /&gt;
&lt;br /&gt;
When you craete your Perch Bookmark, make sure to note the signature ID, and site type.  Your bookmark should be something like &amp;quot;PERCH ABC Vital&amp;quot;.  Always note the signature ID because multiple of the same site type can be present.&lt;br /&gt;
&lt;br /&gt;
Every site except Vast sites should be perched vertically (top of the big cloud).  Vast sites must be perched horizantally (outward to the edge of the big cloud).&lt;br /&gt;
&lt;br /&gt;
=== Compromised Sites ===&lt;br /&gt;
A compromised gas site is one where another player has either been seen on grid at the site, or if you&#039;ve been combat probed while on the perch.  Also, gas sites which already have rats on grid have been warped to already by someone, and should be considered compromised.  It is not advisable to keep huffing after being combat probed or if someone else warps in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Some Wormhole groups use large gas sites as bait.  Use your best discretion when attempting to huff any gas sites you believe are compromised.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194581</id>
		<title>Setting up WH&#039;s to huff Fullerites</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Setting_up_WH%27s_to_huff_Fullerites&amp;diff=194581"/>
		<updated>2026-09-26T04:37:27Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: Draft 1, WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Set Up Perches, Safes and Bookmarks for Gas Huffing in J-Space =&lt;br /&gt;
&lt;br /&gt;
=== Bring an MWD, an Expanded Launcher, and a Mining Chipset! ===&lt;br /&gt;
Any cov-ops boat with an MWD will work the best for making perches on gas sites to prepare for group huffing.  Perches for huffing must be at least 250km from the signature, where the rats always spawn.  Gas sites are extremely large and speed is key for making perches quickly.&lt;br /&gt;
&lt;br /&gt;
The Mining Chipset is for scanning the clouds and checking their size.  It is usable while cloaked.&lt;br /&gt;
&lt;br /&gt;
Bring an Expanded Launcher so you can use both kinds of probes.  Combat Probes move through systems faster and potentially scare off day-trippers and ninja huffers.  They also help you scout systems much quicker by revealing the locations of structures, many of which are in the far corners of systems when possible.&lt;br /&gt;
&lt;br /&gt;
All Gas Sites and almost all Wormholes are up to level 3 difficulty in the scanner, making it possible to scan them quickly without the need of Core Probes.  Only the 2 biggest kinds of gas sites are Difficulty 3, most are difficulty 1 and 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You will need your graphics settings up at least enough to see the gas clouds themselves.  Clouds that have been paritally huffed will shrink after down-time if they aren&#039;t cleared.  These visual cues are extremely important to be able to see, and you can&#039;t see them on the lowest settings (i.e. Potato Mode).&lt;br /&gt;
&lt;br /&gt;
=== Bookmark the Exit! ===&lt;br /&gt;
Immediately upon entering a wormhole, burn away from the hole, launch your probes and cloak up immediately.  Center your probes on yourself with the button in the probe scanner, set to .25 au (.5 if using combats), and analyze.  This will scan the WH to 100% immediately.  Bookmark the exit and label it &amp;quot;**EXIT ABC-123&amp;quot;, where &amp;quot;ABC-123&amp;quot; is the actual signature from the probe scanner.  Example: **EXIT HXK-287.  This will keep the bookmark home always at the top of the list in the Locations window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Bookmark the hole from the overview or in space, never from the probe scanner.&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scan for Gas, Connections, Ships and Scout Structures ===&lt;br /&gt;
Scan the wormhole for gas and create bookmarks from the Probe Scanner.  Do not change the default names of the bookmarks.&lt;br /&gt;
&lt;br /&gt;
Scan for other wormholes.  Warp to them at 30-70km, bookmark them from space or the Overview.  Again, never bookmark wormholes from the probe scanner.  Just bookmark them for now.&lt;br /&gt;
&lt;br /&gt;
Scan for structures in the wormhole, use your D-Scan as you warp around.  Warp at a distance to see how many people, if any, are in each structure and most importantly, check who the structures belong to.&lt;br /&gt;
&lt;br /&gt;
If you have combat probes, make sure you are checking for ships.&lt;br /&gt;
&lt;br /&gt;
=== Check the Connections! ===&lt;br /&gt;
It&#039;s imperative to know about the connections before huffing.  How many, where they lead, what systems/security they lead to and their stability are important pieces of information.  Wormholes with high-sec connections tend to have the most traffic as they are easily accessible from the outside, and needed for J-Space residents to liquidate blue loot, gather supplies and so on.  Wormholes with connections to Low or Null-sec should also be noted.  Splash each connection, bookmark the other side, and check local (if in K-Space).  &lt;br /&gt;
&lt;br /&gt;
=== Make a Safe, Trigger the Rats and Check for Gas! ===&lt;br /&gt;
Your initial warp-in to a gas site should be a warp-in at 100km.  Create a bookmark on the way to use as a safe spot.  Be prepared to immediately warp out to your newly created Safe spot if rats are already on grid.  &#039;&#039;&#039;Most gas sites have clouds big enough to decloak you on landing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If rats are on grid already, warp back to your safe spot immediately.&lt;br /&gt;
&lt;br /&gt;
If rats are not on grid, hit your Mining Chipset button and check the number of units left on each cloud.&lt;br /&gt;
&lt;br /&gt;
=== Gas Cloud Sizes and Site Types ===&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194580</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194580"/>
		<updated>2026-09-01T20:56:58Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: /* Drifter Wormholes */   Rough first draft of how to make bookmarks for landing on Drifter holes using probes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drifter Wormholes ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt hive systems) represent one of the single largest security risks to corporation [[Rorqual]] and capital mining operations. Unlike standard wormhole connections, Drifter holes can spawn directly into active mining systems and allow hostiles quick, unmonitored ingress across vast distances.&lt;br /&gt;
Before any &#039;&#039;&#039;Industrial Core&#039;&#039;&#039; is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a &#039;&#039;&#039;Critical (&amp;quot;Crit&amp;quot;)&#039;&#039;&#039; mass state or rolled (collapsed) entirely.&lt;br /&gt;
This document serves as the official &#039;&#039;&#039;FALSE GODS Corporation Standard Operating Procedure (SOP)&#039;&#039;&#039; for identifying, pinging, managing, and rolling Drifter wormholes safely.&lt;br /&gt;
=== Operational Objectives ===&lt;br /&gt;
&#039;&#039;&#039;Primary Goal:&#039;&#039;&#039; Reduce target Drifter wormholes to Critical state (&amp;lt;10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.&lt;br /&gt;
&#039;&#039;&#039;Secondary Goal:&#039;&#039;&#039; Ensure total safety of roller pilots, minimizing ship and pod losses through strict ping management, out-hole bookmarking, proper ship fittings, and disciplined mass tracking.&lt;br /&gt;
== Standing Orders &amp;amp; Mandatory Protocols ==&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:&lt;br /&gt;
&#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.&lt;br /&gt;
&#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or identify an active Drifter connection, temporarily pause non-critical individual activities (ratting, mining, local industrial transport), mobilize an approved rolling vessel, bring the connection to critical status, and then resume normal operations.&lt;br /&gt;
&#039;&#039;&#039;CRIT AND HOLD:&#039;&#039;&#039; Do not leave a Drifter connection un-crit while waiting for others. Unless explicitly instructed by an Operations Director or Fleet Commander (FC) to collapse/close the hole completely, reduce it to Stage 3 (Critically Disrupted), cease rolling, and hold position or report.&lt;br /&gt;
&#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:&lt;br /&gt;
#* System Name &amp;amp; Nearest Celestial / Grid Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., S877, V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
== System Network &amp;amp; Wormhole Signatures ==&lt;br /&gt;
Drifter systems feature specific signature designations based on the destination hive system. Each Drifter hive system acts as a central hub connecting dozens of K-Space systems alongside static C1–C6 wormholes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
&#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter hive connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to J-Space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
&#039;&#039;&#039;Spawn Mass Allowance:&#039;&#039;&#039; Standard Drifter connections (e.g., S877) spawn at approximately half of their maximum total capacity (~375,000,000 kg remaining capacity upon initial spawn out of a ~750M max base).&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg).&lt;br /&gt;
== Safety Requirements &amp;amp; Golden Rules ==&lt;br /&gt;
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:&lt;br /&gt;
=== Golden Rules ===&lt;br /&gt;
&#039;&#039;&#039;Always Roll in an Empty Pod:&#039;&#039;&#039;&lt;br /&gt;
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.&lt;br /&gt;
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.&lt;br /&gt;
&#039;&#039;&#039;Create an &amp;quot;Out Hole&amp;quot; Bookmark Inside Immediately:&#039;&#039;&#039;&lt;br /&gt;
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.&lt;br /&gt;
#* If the hole collapses prematurely or mass calculations fail, this bookmark provides your only safe visual reference to attempt an exit. Without it or a probe launcher, your only remaining option is self-destruct.&lt;br /&gt;
&#039;&#039;&#039;Always Carry Probes &amp;amp; Scanning Equipment:&#039;&#039;&#039;&lt;br /&gt;
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.&lt;br /&gt;
&#039;&#039;&#039;Cloaking Capability Recommended:&#039;&#039;&#039;&lt;br /&gt;
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.&lt;br /&gt;
== Understanding Wormhole Mass States ==&lt;br /&gt;
Every wormhole possesses a maximum total mass capacity and an individual jump mass limit. As ships pass through, their mass is deducted from the wormhole&#039;s remaining allowance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #d4edda; color: #155724; font-weight: bold;&amp;quot; | Fresh&lt;br /&gt;
| 100% – 50%&lt;br /&gt;
| &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted by ships passing through it.&amp;quot;&#039;&#039; Normal visual aperture size.&lt;br /&gt;
Unsafe — Hostile fleets can easily pass through.&lt;br /&gt;
style=&amp;quot;background-color: #fff3cd; color: #856404; font-weight: bold;&amp;quot;&lt;br /&gt;
50% – 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability reduced by ships passing through it, but not to a critical level.&amp;quot;&#039;&#039; Aperture visually shrinks.&lt;br /&gt;
Active Rolling — Exercise caution, prepare mass calculations.&lt;br /&gt;
-&lt;br /&gt;
style=&amp;quot;background-color: #f8d7da; color: #721c24; font-weight: bold;&amp;quot;&lt;br /&gt;
Less than 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse.&amp;quot;&#039;&#039; Aperture pulses heavily and visibly distorts.&lt;br /&gt;
&#039;&#039;&#039;TARGET STATE&#039;&#039;&#039; — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.&lt;br /&gt;
}&lt;br /&gt;
== Drifter NPC Behavior &amp;amp; Threat Matrix ==&lt;br /&gt;
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.&lt;br /&gt;
=== Drifter AI Priorities ===&lt;br /&gt;
&#039;&#039;&#039;Kill Players:&#039;&#039;&#039; They instantly lock and engage any uncloaked pilot on grid.&lt;br /&gt;
&#039;&#039;&#039;Loot Wrecks:&#039;&#039;&#039; They will burn toward destroyed ships or player wrecks to harvest them.&lt;br /&gt;
&#039;&#039;&#039;Return to Hole / Camp:&#039;&#039;&#039; Once idle, they return to the wormhole aperture to camp the location.&lt;br /&gt;
=== NPC Threat Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers if aggressed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
=== Grid Engagement Rules ===&lt;br /&gt;
If Drifter NPCs land or spawn on grid:&lt;br /&gt;
&#039;&#039;&#039;If Cloaked:&#039;&#039;&#039; Cloak immediately, align out, and wait for them to burn off grid.&lt;br /&gt;
&#039;&#039;&#039;If Uncloaked:&#039;&#039;&#039; Do NOT approach the wormhole directly while Drifters camp it. Warp away to your 10,000 km safe ping, wait for them to reposition, or utilize a cloak.&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:&lt;br /&gt;
Dock at the local station/structure immediately.&lt;br /&gt;
Board a standard, cheap T1 frigate (do not use a corvette or pod).&lt;br /&gt;
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.&lt;br /&gt;
Destruction of a player-owned frigate resets your character&#039;s entry in their system-wide aggression table.&lt;br /&gt;
== Step-by-Step Rolling Procedure ==&lt;br /&gt;
=== Step 1: Create a 10,000 km Safe Ping ===&lt;br /&gt;
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.&lt;br /&gt;
Board a fast interceptor, covert ops frigate, or fast shuttle.&lt;br /&gt;
Warp toward the wormhole at 100 km.&lt;br /&gt;
Pass through/past the wormhole and burn 10,000 km or more straight past it on the exact opposite side of your warp-in trajectory.&lt;br /&gt;
Save a bookmark named PING - WH Safe [10k km].&lt;br /&gt;
=== Step 2: Warp Alignment &amp;amp; Approach ===&lt;br /&gt;
Warp from your celestial or station directly to your 10,000 km Safe Ping.&lt;br /&gt;
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).&lt;br /&gt;
By warping from the opposite vector via the ping, you land within jump range while bypassing potential Drifter camp bubbles and direct warp-in angles.&lt;br /&gt;
=== Step 3: Jump and Inside Setup ===&lt;br /&gt;
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.&lt;br /&gt;
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.&lt;br /&gt;
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.&lt;br /&gt;
=== Step 4: Execute Mass Passes ===&lt;br /&gt;
Using the calculated mass of your chosen roller ship (see [[#Ship Fits &amp;amp; Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.&lt;br /&gt;
== Ship Fits &amp;amp; Mass Specifications ==&lt;br /&gt;
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megathron&#039;&#039;&#039;&lt;br /&gt;
| Heavy Mass Removal&lt;br /&gt;
| ~108,000,000 kg (108M)&lt;br /&gt;
| ~218,000,000 kg (218M)&lt;br /&gt;
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.&lt;br /&gt;
&#039;&#039;&#039;Sigil&#039;&#039;&#039;&lt;br /&gt;
Precision / Budget Finisher&lt;br /&gt;
~22,000,000 kg (22M)&lt;br /&gt;
~122,000,000 kg (122M)&lt;br /&gt;
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.&lt;br /&gt;
-&lt;br /&gt;
&#039;&#039;&#039;Heavy Interdictor (HIC)&#039;&#039;&#039;&lt;br /&gt;
High-Precision Finisher&lt;br /&gt;
~1,000,000 kg (1M w/ Entangler)&lt;br /&gt;
~66,000,000 kg (66M Hot)&lt;br /&gt;
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.&lt;br /&gt;
}&lt;br /&gt;
=== Fit 1: Alliance Heavy Megathron Roller ===&lt;br /&gt;
[Megathron, Alliance Roller Standard]&lt;br /&gt;
Damage Control II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
10000mm Rolled Tungsten Compact Plates&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
500MN Y-T8 Compact Microwarpdrive&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Core Probe Launcher I / Cloaking Device&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
Large Higgs Anchor I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
=== Fit 2: Alliance Budget Sigil Precision Roller ===&lt;br /&gt;
[Sigil, Fixed Roller Precision]&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
100MN Y-S8 Compact Afterburner&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Medium Higgs Anchor I&lt;br /&gt;
Mass Characteristics:&lt;br /&gt;
Cold Pass (AB Off): ~22M kg&lt;br /&gt;
Hot Pass (AB On) : ~122M kg&lt;br /&gt;
== Wormhole Mass Mathematics &amp;amp; Physics ==&lt;br /&gt;
=== Understanding S877 Drifter Wormhole Parameters ===&lt;br /&gt;
&#039;&#039;&#039;Average Total Mass:&#039;&#039;&#039; 750,000,000 kg (750M kg)&lt;br /&gt;
&#039;&#039;&#039;Variance Range (±10%):&#039;&#039;&#039; 675,000,000 kg – 825,000,000 kg (675M to 825M kg)&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg)&lt;br /&gt;
=== Mass Threshold Targets ===&lt;br /&gt;
To bring a standard 750M Drifter hole into desired mass states:&lt;br /&gt;
&#039;&#039;&#039;50% Reduced State:&#039;&#039;&#039; Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).&lt;br /&gt;
&#039;&#039;&#039;10% Critical State Target:&#039;&#039;&#039; Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).&lt;br /&gt;
=== Polarization Timer Warning ===&lt;br /&gt;
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.&lt;br /&gt;
DO NOT attempt to re-enter a wormhole while polarized; your ship will be stuck on grid for up to 5 minutes, leaving you completely vulnerable to Drifter NPCs or hostile tackle.&lt;br /&gt;
== Standard Operating Rolling Combinations ==&lt;br /&gt;
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:&lt;br /&gt;
=== Combination A: Heavy Megathron Sequence (Fast Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~532M&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~314M (&#039;&#039;&#039;Hole enters Reduced State&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Megathron Cold (~108M removed) → Remaining: ~206M&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (~122M removed) → Remaining: ~84M&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (~22M removed) → Remaining: ~62M (&#039;&#039;&#039;Hole Enters Critical State&#039;&#039;&#039;)&lt;br /&gt;
=== Combination B: Sigil Precision Sequence (Safe Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Total removed: 488M (&#039;&#039;&#039;Hole visually Reduced&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (22M)&lt;br /&gt;
&#039;&#039;&#039;Pass 6 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Remaining: ~118M&lt;br /&gt;
&#039;&#039;&#039;Pass 7 (OUT):&#039;&#039;&#039; Sigil Cold (22M) → Remaining: ~96M (&#039;&#039;&#039;Evaluate / Enter Critical&#039;&#039;&#039;)&lt;br /&gt;
== Safety Checklist ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #28a745; color: white;&amp;quot; | ALWAYS DO&lt;br /&gt;
! style=&amp;quot;background-color: #dc3545; color: white;&amp;quot; | NEVER DO&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Roll in a completely empty clone/pod.&lt;br /&gt;
Create a 10,000 km+ Safe Ping on opposite side of warp-in.&lt;br /&gt;
Create an &amp;quot;Out Hole&amp;quot; bookmark immediately upon jumping inside.&lt;br /&gt;
Jump immediately upon landing within range.&lt;br /&gt;
Use a Sigil or HIC for final precision mass reduction.&lt;br /&gt;
Track polarization timers using standard UI elements.&lt;br /&gt;
|&lt;br /&gt;
Warp directly to a wormhole at 0 km or 10 km from a celestial.&lt;br /&gt;
Ignore active polarization timers.&lt;br /&gt;
Assume published wormhole mass numbers are 100% exact (always account for ±10%).&lt;br /&gt;
Go AFK while sitting on a wormhole grid.&lt;br /&gt;
Roll without probes or scan capability fitted/in cargo.&lt;br /&gt;
Roll using high-value implants or capital hulls.&lt;br /&gt;
|}&lt;br /&gt;
== External Tools &amp;amp; Alliance Resources ==&lt;br /&gt;
&#039;&#039;&#039;WHCalc Wormhole Mass Calculator:&#039;&#039;&#039; [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — &#039;&#039;Interactive tool for calculating precise Hot/Cold pass combinations.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Anoik Wormhole Database:&#039;&#039;&#039; [https://anoik.is/wormholes https://anoik.is/wormholes] — &#039;&#039;Comprehensive reference for Drifter hole mass limits, statics, and effects.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Visual Rolling Guide:&#039;&#039;&#039; [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — &#039;&#039;Diagrams and entry-level rolling physics.&#039;&#039;&lt;br /&gt;
== FALSE GODS Operational Directive ==&lt;br /&gt;
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:&lt;br /&gt;
&#039;&#039;&#039;Fleet Scout/Roller Verification:&#039;&#039;&#039; Designated rollers must scan out all active Drifter signatures in the target system.&lt;br /&gt;
&#039;&#039;&#039;Crit or Close Standard:&#039;&#039;&#039; Every Drifter hole must be reduced to Critical or Collapsed Completely.&lt;br /&gt;
&#039;&#039;&#039;Fleet Hold Directive:&#039;&#039;&#039; Rorquals and Orcas SHALL NOT activate Industrial Cores or undock heavy capital assets until completion is explicitly confirmed by the Operations Director in the Moon Operations corp/alliance channel.&lt;br /&gt;
&#039;&#039;Remember: An unrolled Drifter hole is an open highway directly into our home space. Spending 10 extra minutes to crit or close a connection protects billions in alliance and corp assets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Making a Drifter BM with Probes ==&lt;br /&gt;
An alternative method to setting up a Drifter WH Bookmark you can use to land on the hole within 5k is to set up bookmarks using your scan probes.  Any boat with a T2 cloak and probe launcher can be used.  Core probes work best because you can shrink them to .25 AU around you, which will help greatly.  Combats can be used in a pinch, but Cores work best.&lt;br /&gt;
&lt;br /&gt;
After the first time you do this, future setups get substantially easier to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scan the wormhole, launch your probes and warp to the signature at 0 while cloaked.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s already bookmarked, just warp to the bookmark after you launch your probes.  Don&#039;t forget to stay cloaked.  Launch them before you make your way to the &amp;quot;Unidentified Wormhole&amp;quot; signature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open your Probe Scanner window, set your probes to .25 AU, and center them on yourself.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the button to the left of the &amp;quot;Analyze&amp;quot; button that looks like a bunch of white ellipses.  The closest one to the Analyze button is &amp;quot;Center Current Formation Around my Ship&amp;quot;.  Once centered, you hold CTRL and scroll your mouse wheel down a few times.  It&#039;s quite a few clicks, so give it 3-4 good scrolls down to start.  This will move all the probes closer to the center probe while maintaining the current formation.  At this point you can manually travel off the warp in so as not to potentially get bumped off your cloak, but do not warp away.  Travelling directly upwards a few KM is enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hit analyze and check your overview for your probes.  The goal is to get them around 10,000 KM to 11,000KM from your position.  If they don&#039;t show up on the overview after you hit scan, repeat the last part of Step 2, get your probes closer and double check that they are centered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you can see your probes on the overview somewhere around 10,000-11,000 KM, go back to your Probe Scanner window and select &amp;quot;Save Formation&amp;quot; (the white ellipse buttons again).&lt;br /&gt;
&lt;br /&gt;
This only needs to be done one time, you can skip this the next times you do it.  You simply launch, center, and load formation.  I label mine &amp;quot;10k&amp;quot; to remember the distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Find the probe directly behind the WH, right click and save that location.  This BM only gets used once, so saving it in a corp/alliance shared folder isn&#039;t recommended, or at least make a 4 hour expiration to keep things tidy.  Once you have made your BM, warp to it immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Go back to your probe scanner, and without adjusting anything else, re-center the probes on yourself.  This time we are going to count the clicks when we shrink the probes again.&lt;br /&gt;
&lt;br /&gt;
Hold CTRL + and click your mouse wheel down 9 or 10 times.  At this range each click is roughly 500km, and we are aiming to get to ~3,500 KM.  Hit Analyze and you should see your probes again on the overview.  Find the probe directly above you this time and bookmark that one.  Save your probe formation once again.  This is the BM you&#039;re going to use to bounce off of to get back to the Drifter hole, usually called a Perch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 7:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drifter hole should be on grid with you still from your new bookmarks.  You should be able to warp to the wormhole itself from your perch @ 70km to land within 5k of the hole.&lt;br /&gt;
&lt;br /&gt;
You can test it simply by warping to the hole at 70km, but be prepared to either jump in right away or burn away and cloak if Drifters show up.  Don&#039;t forget you can just jump in and out of the wormhole to avoid them if you test in a cov ops boat.  Drifters are only on the outside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have probe formations saved already, Steps 2 - 6 become significantly faster and easier to do since you no longer have to count your mouse clicks.  If it works on the one Drifter WH, it&#039;ll work on them all, just make sure to always use the probe directly behind the hole first.&lt;br /&gt;
&lt;br /&gt;
You can use this same trick to create a probe formation for making tacticals.  Launch probes, center on self, and analyze.  Now you can make BM&#039;s above, below and around a stargate, station or other points of interest without having to burn in all directions.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194579</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194579"/>
		<updated>2026-09-01T20:52:27Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: undid my oopsie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drifter Wormholes ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt hive systems) represent one of the single largest security risks to corporation [[Rorqual]] and capital mining operations. Unlike standard wormhole connections, Drifter holes can spawn directly into active mining systems and allow hostiles quick, unmonitored ingress across vast distances.&lt;br /&gt;
Before any &#039;&#039;&#039;Industrial Core&#039;&#039;&#039; is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a &#039;&#039;&#039;Critical (&amp;quot;Crit&amp;quot;)&#039;&#039;&#039; mass state or rolled (collapsed) entirely.&lt;br /&gt;
This document serves as the official &#039;&#039;&#039;FALSE GODS Corporation Standard Operating Procedure (SOP)&#039;&#039;&#039; for identifying, pinging, managing, and rolling Drifter wormholes safely.&lt;br /&gt;
=== Operational Objectives ===&lt;br /&gt;
&#039;&#039;&#039;Primary Goal:&#039;&#039;&#039; Reduce target Drifter wormholes to Critical state (&amp;lt;10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.&lt;br /&gt;
&#039;&#039;&#039;Secondary Goal:&#039;&#039;&#039; Ensure total safety of roller pilots, minimizing ship and pod losses through strict ping management, out-hole bookmarking, proper ship fittings, and disciplined mass tracking.&lt;br /&gt;
== Standing Orders &amp;amp; Mandatory Protocols ==&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:&lt;br /&gt;
&#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.&lt;br /&gt;
&#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or identify an active Drifter connection, temporarily pause non-critical individual activities (ratting, mining, local industrial transport), mobilize an approved rolling vessel, bring the connection to critical status, and then resume normal operations.&lt;br /&gt;
&#039;&#039;&#039;CRIT AND HOLD:&#039;&#039;&#039; Do not leave a Drifter connection un-crit while waiting for others. Unless explicitly instructed by an Operations Director or Fleet Commander (FC) to collapse/close the hole completely, reduce it to Stage 3 (Critically Disrupted), cease rolling, and hold position or report.&lt;br /&gt;
&#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:&lt;br /&gt;
#* System Name &amp;amp; Nearest Celestial / Grid Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., S877, V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
== System Network &amp;amp; Wormhole Signatures ==&lt;br /&gt;
Drifter systems feature specific signature designations based on the destination hive system. Each Drifter hive system acts as a central hub connecting dozens of K-Space systems alongside static C1–C6 wormholes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
&#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter hive connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to J-Space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
&#039;&#039;&#039;Spawn Mass Allowance:&#039;&#039;&#039; Standard Drifter connections (e.g., S877) spawn at approximately half of their maximum total capacity (~375,000,000 kg remaining capacity upon initial spawn out of a ~750M max base).&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg).&lt;br /&gt;
== Safety Requirements &amp;amp; Golden Rules ==&lt;br /&gt;
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:&lt;br /&gt;
=== Golden Rules ===&lt;br /&gt;
&#039;&#039;&#039;Always Roll in an Empty Pod:&#039;&#039;&#039;&lt;br /&gt;
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.&lt;br /&gt;
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.&lt;br /&gt;
&#039;&#039;&#039;Create an &amp;quot;Out Hole&amp;quot; Bookmark Inside Immediately:&#039;&#039;&#039;&lt;br /&gt;
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.&lt;br /&gt;
#* If the hole collapses prematurely or mass calculations fail, this bookmark provides your only safe visual reference to attempt an exit. Without it or a probe launcher, your only remaining option is self-destruct.&lt;br /&gt;
&#039;&#039;&#039;Always Carry Probes &amp;amp; Scanning Equipment:&#039;&#039;&#039;&lt;br /&gt;
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.&lt;br /&gt;
&#039;&#039;&#039;Cloaking Capability Recommended:&#039;&#039;&#039;&lt;br /&gt;
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.&lt;br /&gt;
== Understanding Wormhole Mass States ==&lt;br /&gt;
Every wormhole possesses a maximum total mass capacity and an individual jump mass limit. As ships pass through, their mass is deducted from the wormhole&#039;s remaining allowance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #d4edda; color: #155724; font-weight: bold;&amp;quot; | Fresh&lt;br /&gt;
| 100% – 50%&lt;br /&gt;
| &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted by ships passing through it.&amp;quot;&#039;&#039; Normal visual aperture size.&lt;br /&gt;
Unsafe — Hostile fleets can easily pass through.&lt;br /&gt;
style=&amp;quot;background-color: #fff3cd; color: #856404; font-weight: bold;&amp;quot;&lt;br /&gt;
50% – 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability reduced by ships passing through it, but not to a critical level.&amp;quot;&#039;&#039; Aperture visually shrinks.&lt;br /&gt;
Active Rolling — Exercise caution, prepare mass calculations.&lt;br /&gt;
-&lt;br /&gt;
style=&amp;quot;background-color: #f8d7da; color: #721c24; font-weight: bold;&amp;quot;&lt;br /&gt;
Less than 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse.&amp;quot;&#039;&#039; Aperture pulses heavily and visibly distorts.&lt;br /&gt;
&#039;&#039;&#039;TARGET STATE&#039;&#039;&#039; — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.&lt;br /&gt;
}&lt;br /&gt;
== Drifter NPC Behavior &amp;amp; Threat Matrix ==&lt;br /&gt;
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.&lt;br /&gt;
=== Drifter AI Priorities ===&lt;br /&gt;
&#039;&#039;&#039;Kill Players:&#039;&#039;&#039; They instantly lock and engage any uncloaked pilot on grid.&lt;br /&gt;
&#039;&#039;&#039;Loot Wrecks:&#039;&#039;&#039; They will burn toward destroyed ships or player wrecks to harvest them.&lt;br /&gt;
&#039;&#039;&#039;Return to Hole / Camp:&#039;&#039;&#039; Once idle, they return to the wormhole aperture to camp the location.&lt;br /&gt;
=== NPC Threat Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers if aggressed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
=== Grid Engagement Rules ===&lt;br /&gt;
If Drifter NPCs land or spawn on grid:&lt;br /&gt;
&#039;&#039;&#039;If Cloaked:&#039;&#039;&#039; Cloak immediately, align out, and wait for them to burn off grid.&lt;br /&gt;
&#039;&#039;&#039;If Uncloaked:&#039;&#039;&#039; Do NOT approach the wormhole directly while Drifters camp it. Warp away to your 10,000 km safe ping, wait for them to reposition, or utilize a cloak.&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:&lt;br /&gt;
Dock at the local station/structure immediately.&lt;br /&gt;
Board a standard, cheap T1 frigate (do not use a corvette or pod).&lt;br /&gt;
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.&lt;br /&gt;
Destruction of a player-owned frigate resets your character&#039;s entry in their system-wide aggression table.&lt;br /&gt;
== Step-by-Step Rolling Procedure ==&lt;br /&gt;
=== Step 1: Create a 10,000 km Safe Ping ===&lt;br /&gt;
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.&lt;br /&gt;
Board a fast interceptor, covert ops frigate, or fast shuttle.&lt;br /&gt;
Warp toward the wormhole at 100 km.&lt;br /&gt;
Pass through/past the wormhole and burn 10,000 km or more straight past it on the exact opposite side of your warp-in trajectory.&lt;br /&gt;
Save a bookmark named PING - WH Safe [10k km].&lt;br /&gt;
=== Step 2: Warp Alignment &amp;amp; Approach ===&lt;br /&gt;
Warp from your celestial or station directly to your 10,000 km Safe Ping.&lt;br /&gt;
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).&lt;br /&gt;
By warping from the opposite vector via the ping, you land within jump range while bypassing potential Drifter camp bubbles and direct warp-in angles.&lt;br /&gt;
=== Step 3: Jump and Inside Setup ===&lt;br /&gt;
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.&lt;br /&gt;
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.&lt;br /&gt;
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.&lt;br /&gt;
=== Step 4: Execute Mass Passes ===&lt;br /&gt;
Using the calculated mass of your chosen roller ship (see [[#Ship Fits &amp;amp; Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.&lt;br /&gt;
== Ship Fits &amp;amp; Mass Specifications ==&lt;br /&gt;
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megathron&#039;&#039;&#039;&lt;br /&gt;
| Heavy Mass Removal&lt;br /&gt;
| ~108,000,000 kg (108M)&lt;br /&gt;
| ~218,000,000 kg (218M)&lt;br /&gt;
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.&lt;br /&gt;
&#039;&#039;&#039;Sigil&#039;&#039;&#039;&lt;br /&gt;
Precision / Budget Finisher&lt;br /&gt;
~22,000,000 kg (22M)&lt;br /&gt;
~122,000,000 kg (122M)&lt;br /&gt;
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.&lt;br /&gt;
-&lt;br /&gt;
&#039;&#039;&#039;Heavy Interdictor (HIC)&#039;&#039;&#039;&lt;br /&gt;
High-Precision Finisher&lt;br /&gt;
~1,000,000 kg (1M w/ Entangler)&lt;br /&gt;
~66,000,000 kg (66M Hot)&lt;br /&gt;
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.&lt;br /&gt;
}&lt;br /&gt;
=== Fit 1: Alliance Heavy Megathron Roller ===&lt;br /&gt;
[Megathron, Alliance Roller Standard]&lt;br /&gt;
Damage Control II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
10000mm Rolled Tungsten Compact Plates&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
500MN Y-T8 Compact Microwarpdrive&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Core Probe Launcher I / Cloaking Device&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
Large Higgs Anchor I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
=== Fit 2: Alliance Budget Sigil Precision Roller ===&lt;br /&gt;
[Sigil, Fixed Roller Precision]&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
100MN Y-S8 Compact Afterburner&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Medium Higgs Anchor I&lt;br /&gt;
Mass Characteristics:&lt;br /&gt;
Cold Pass (AB Off): ~22M kg&lt;br /&gt;
Hot Pass (AB On) : ~122M kg&lt;br /&gt;
== Wormhole Mass Mathematics &amp;amp; Physics ==&lt;br /&gt;
=== Understanding S877 Drifter Wormhole Parameters ===&lt;br /&gt;
&#039;&#039;&#039;Average Total Mass:&#039;&#039;&#039; 750,000,000 kg (750M kg)&lt;br /&gt;
&#039;&#039;&#039;Variance Range (±10%):&#039;&#039;&#039; 675,000,000 kg – 825,000,000 kg (675M to 825M kg)&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg)&lt;br /&gt;
=== Mass Threshold Targets ===&lt;br /&gt;
To bring a standard 750M Drifter hole into desired mass states:&lt;br /&gt;
&#039;&#039;&#039;50% Reduced State:&#039;&#039;&#039; Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).&lt;br /&gt;
&#039;&#039;&#039;10% Critical State Target:&#039;&#039;&#039; Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).&lt;br /&gt;
=== Polarization Timer Warning ===&lt;br /&gt;
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.&lt;br /&gt;
DO NOT attempt to re-enter a wormhole while polarized; your ship will be stuck on grid for up to 5 minutes, leaving you completely vulnerable to Drifter NPCs or hostile tackle.&lt;br /&gt;
== Standard Operating Rolling Combinations ==&lt;br /&gt;
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:&lt;br /&gt;
=== Combination A: Heavy Megathron Sequence (Fast Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~532M&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~314M (&#039;&#039;&#039;Hole enters Reduced State&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Megathron Cold (~108M removed) → Remaining: ~206M&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (~122M removed) → Remaining: ~84M&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (~22M removed) → Remaining: ~62M (&#039;&#039;&#039;Hole Enters Critical State&#039;&#039;&#039;)&lt;br /&gt;
=== Combination B: Sigil Precision Sequence (Safe Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Total removed: 488M (&#039;&#039;&#039;Hole visually Reduced&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (22M)&lt;br /&gt;
&#039;&#039;&#039;Pass 6 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Remaining: ~118M&lt;br /&gt;
&#039;&#039;&#039;Pass 7 (OUT):&#039;&#039;&#039; Sigil Cold (22M) → Remaining: ~96M (&#039;&#039;&#039;Evaluate / Enter Critical&#039;&#039;&#039;)&lt;br /&gt;
== Safety Checklist ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #28a745; color: white;&amp;quot; | ALWAYS DO&lt;br /&gt;
! style=&amp;quot;background-color: #dc3545; color: white;&amp;quot; | NEVER DO&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Roll in a completely empty clone/pod.&lt;br /&gt;
Create a 10,000 km+ Safe Ping on opposite side of warp-in.&lt;br /&gt;
Create an &amp;quot;Out Hole&amp;quot; bookmark immediately upon jumping inside.&lt;br /&gt;
Jump immediately upon landing within range.&lt;br /&gt;
Use a Sigil or HIC for final precision mass reduction.&lt;br /&gt;
Track polarization timers using standard UI elements.&lt;br /&gt;
|&lt;br /&gt;
Warp directly to a wormhole at 0 km or 10 km from a celestial.&lt;br /&gt;
Ignore active polarization timers.&lt;br /&gt;
Assume published wormhole mass numbers are 100% exact (always account for ±10%).&lt;br /&gt;
Go AFK while sitting on a wormhole grid.&lt;br /&gt;
Roll without probes or scan capability fitted/in cargo.&lt;br /&gt;
Roll using high-value implants or capital hulls.&lt;br /&gt;
|}&lt;br /&gt;
== External Tools &amp;amp; Alliance Resources ==&lt;br /&gt;
&#039;&#039;&#039;WHCalc Wormhole Mass Calculator:&#039;&#039;&#039; [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — &#039;&#039;Interactive tool for calculating precise Hot/Cold pass combinations.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Anoik Wormhole Database:&#039;&#039;&#039; [https://anoik.is/wormholes https://anoik.is/wormholes] — &#039;&#039;Comprehensive reference for Drifter hole mass limits, statics, and effects.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Visual Rolling Guide:&#039;&#039;&#039; [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — &#039;&#039;Diagrams and entry-level rolling physics.&#039;&#039;&lt;br /&gt;
== FALSE GODS Operational Directive ==&lt;br /&gt;
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:&lt;br /&gt;
&#039;&#039;&#039;Fleet Scout/Roller Verification:&#039;&#039;&#039; Designated rollers must scan out all active Drifter signatures in the target system.&lt;br /&gt;
&#039;&#039;&#039;Crit or Close Standard:&#039;&#039;&#039; Every Drifter hole must be reduced to Critical or Collapsed Completely.&lt;br /&gt;
&#039;&#039;&#039;Fleet Hold Directive:&#039;&#039;&#039; Rorquals and Orcas SHALL NOT activate Industrial Cores or undock heavy capital assets until completion is explicitly confirmed by the Operations Director in the Moon Operations corp/alliance channel.&lt;br /&gt;
&#039;&#039;Remember: An unrolled Drifter hole is an open highway directly into our home space. Spending 10 extra minutes to crit or close a connection protects billions in alliance and corp assets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194578</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194578"/>
		<updated>2026-09-01T20:50:44Z</updated>

		<summary type="html">&lt;p&gt;Xgrishax: Rough first draft of how to make bookmarks for landing on Drifter holes using probes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drifter Wormholes ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt hive systems) represent one of the single largest security risks to corporation [[Rorqual]] and capital mining operations. Unlike standard wormhole connections, Drifter holes can spawn directly into active mining systems and allow hostiles quick, unmonitored ingress across vast distances.&lt;br /&gt;
Before any &#039;&#039;&#039;Industrial Core&#039;&#039;&#039; is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a &#039;&#039;&#039;Critical (&amp;quot;Crit&amp;quot;)&#039;&#039;&#039; mass state or rolled (collapsed) entirely.&lt;br /&gt;
This document serves as the official &#039;&#039;&#039;FALSE GODS Corporation Standard Operating Procedure (SOP)&#039;&#039;&#039; for identifying, pinging, managing, and rolling Drifter wormholes safely.&lt;br /&gt;
=== Operational Objectives ===&lt;br /&gt;
&#039;&#039;&#039;Primary Goal:&#039;&#039;&#039; Reduce target Drifter wormholes to Critical state (&amp;lt;10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.&lt;br /&gt;
&#039;&#039;&#039;Secondary Goal:&#039;&#039;&#039; Ensure total safety of roller pilots, minimizing ship and pod losses through strict ping management, out-hole bookmarking, proper ship fittings, and disciplined mass tracking.&lt;br /&gt;
== Standing Orders &amp;amp; Mandatory Protocols ==&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:&lt;br /&gt;
&#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.&lt;br /&gt;
&#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or identify an active Drifter connection, temporarily pause non-critical individual activities (ratting, mining, local industrial transport), mobilize an approved rolling vessel, bring the connection to critical status, and then resume normal operations.&lt;br /&gt;
&#039;&#039;&#039;CRIT AND HOLD:&#039;&#039;&#039; Do not leave a Drifter connection un-crit while waiting for others. Unless explicitly instructed by an Operations Director or Fleet Commander (FC) to collapse/close the hole completely, reduce it to Stage 3 (Critically Disrupted), cease rolling, and hold position or report.&lt;br /&gt;
&#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:&lt;br /&gt;
#* System Name &amp;amp; Nearest Celestial / Grid Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., S877, V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
== System Network &amp;amp; Wormhole Signatures ==&lt;br /&gt;
Drifter systems feature specific signature designations based on the destination hive system. Each Drifter hive system acts as a central hub connecting dozens of K-Space systems alongside static C1–C6 wormholes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
&#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter hive connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to J-Space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
&#039;&#039;&#039;Spawn Mass Allowance:&#039;&#039;&#039; Standard Drifter connections (e.g., S877) spawn at approximately half of their maximum total capacity (~375,000,000 kg remaining capacity upon initial spawn out of a ~750M max base).&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg).&lt;br /&gt;
== Safety Requirements &amp;amp; Golden Rules ==&lt;br /&gt;
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:&lt;br /&gt;
=== Golden Rules ===&lt;br /&gt;
&#039;&#039;&#039;Always Roll in an Empty Pod:&#039;&#039;&#039;&lt;br /&gt;
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.&lt;br /&gt;
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.&lt;br /&gt;
&#039;&#039;&#039;Create an &amp;quot;Out Hole&amp;quot; Bookmark Inside Immediately:&#039;&#039;&#039;&lt;br /&gt;
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.&lt;br /&gt;
#* If the hole collapses prematurely or mass calculations fail, this bookmark provides your only safe visual reference to attempt an exit. Without it or a probe launcher, your only remaining option is self-destruct.&lt;br /&gt;
&#039;&#039;&#039;Always Carry Probes &amp;amp; Scanning Equipment:&#039;&#039;&#039;&lt;br /&gt;
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.&lt;br /&gt;
&#039;&#039;&#039;Cloaking Capability Recommended:&#039;&#039;&#039;&lt;br /&gt;
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.&lt;br /&gt;
== Understanding Wormhole Mass States ==&lt;br /&gt;
Every wormhole possesses a maximum total mass capacity and an individual jump mass limit. As ships pass through, their mass is deducted from the wormhole&#039;s remaining allowance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #d4edda; color: #155724; font-weight: bold;&amp;quot; | Fresh&lt;br /&gt;
| 100% – 50%&lt;br /&gt;
| &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted by ships passing through it.&amp;quot;&#039;&#039; Normal visual aperture size.&lt;br /&gt;
Unsafe — Hostile fleets can easily pass through.&lt;br /&gt;
style=&amp;quot;background-color: #fff3cd; color: #856404; font-weight: bold;&amp;quot;&lt;br /&gt;
50% – 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability reduced by ships passing through it, but not to a critical level.&amp;quot;&#039;&#039; Aperture visually shrinks.&lt;br /&gt;
Active Rolling — Exercise caution, prepare mass calculations.&lt;br /&gt;
-&lt;br /&gt;
style=&amp;quot;background-color: #f8d7da; color: #721c24; font-weight: bold;&amp;quot;&lt;br /&gt;
Less than 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse.&amp;quot;&#039;&#039; Aperture pulses heavily and visibly distorts.&lt;br /&gt;
&#039;&#039;&#039;TARGET STATE&#039;&#039;&#039; — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.&lt;br /&gt;
}&lt;br /&gt;
== Drifter NPC Behavior &amp;amp; Threat Matrix ==&lt;br /&gt;
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.&lt;br /&gt;
=== Drifter AI Priorities ===&lt;br /&gt;
&#039;&#039;&#039;Kill Players:&#039;&#039;&#039; They instantly lock and engage any uncloaked pilot on grid.&lt;br /&gt;
&#039;&#039;&#039;Loot Wrecks:&#039;&#039;&#039; They will burn toward destroyed ships or player wrecks to harvest them.&lt;br /&gt;
&#039;&#039;&#039;Return to Hole / Camp:&#039;&#039;&#039; Once idle, they return to the wormhole aperture to camp the location.&lt;br /&gt;
=== NPC Threat Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers if aggressed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
=== Grid Engagement Rules ===&lt;br /&gt;
If Drifter NPCs land or spawn on grid:&lt;br /&gt;
&#039;&#039;&#039;If Cloaked:&#039;&#039;&#039; Cloak immediately, align out, and wait for them to burn off grid.&lt;br /&gt;
&#039;&#039;&#039;If Uncloaked:&#039;&#039;&#039; Do NOT approach the wormhole directly while Drifters camp it. Warp away to your 10,000 km safe ping, wait for them to reposition, or utilize a cloak.&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:&lt;br /&gt;
Dock at the local station/structure immediately.&lt;br /&gt;
Board a standard, cheap T1 frigate (do not use a corvette or pod).&lt;br /&gt;
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.&lt;br /&gt;
Destruction of a player-owned frigate resets your character&#039;s entry in their system-wide aggression table.&lt;br /&gt;
== Step-by-Step Rolling Procedure ==&lt;br /&gt;
=== Step 1: Create a 10,000 km Safe Ping ===&lt;br /&gt;
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.&lt;br /&gt;
Board a fast interceptor, covert ops frigate, or fast shuttle.&lt;br /&gt;
Warp toward the wormhole at 100 km.&lt;br /&gt;
Pass through/past the wormhole and burn 10,000 km or more straight past it on the exact opposite side of your warp-in trajectory.&lt;br /&gt;
Save a bookmark named PING - WH Safe [10k km].&lt;br /&gt;
=== Step 2: Warp Alignment &amp;amp; Approach ===&lt;br /&gt;
Warp from your celestial or station directly to your 10,000 km Safe Ping.&lt;br /&gt;
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).&lt;br /&gt;
By warping from the opposite vector via the ping, you land within jump range while bypassing potential Drifter camp bubbles and direct warp-in angles.&lt;br /&gt;
=== Step 3: Jump and Inside Setup ===&lt;br /&gt;
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.&lt;br /&gt;
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.&lt;br /&gt;
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.&lt;br /&gt;
=== Step 4: Execute Mass Passes ===&lt;br /&gt;
Using the calculated mass of your chosen roller ship (see [[#Ship Fits &amp;amp; Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.&lt;br /&gt;
== Ship Fits &amp;amp; Mass Specifications ==&lt;br /&gt;
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megathron&#039;&#039;&#039;&lt;br /&gt;
| Heavy Mass Removal&lt;br /&gt;
| ~108,000,000 kg (108M)&lt;br /&gt;
| ~218,000,000 kg (218M)&lt;br /&gt;
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.&lt;br /&gt;
&#039;&#039;&#039;Sigil&#039;&#039;&#039;&lt;br /&gt;
Precision / Budget Finisher&lt;br /&gt;
~22,000,000 kg (22M)&lt;br /&gt;
~122,000,000 kg (122M)&lt;br /&gt;
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.&lt;br /&gt;
-&lt;br /&gt;
&#039;&#039;&#039;Heavy Interdictor (HIC)&#039;&#039;&#039;&lt;br /&gt;
High-Precision Finisher&lt;br /&gt;
~1,000,000 kg (1M w/ Entangler)&lt;br /&gt;
~66,000,000 kg (66M Hot)&lt;br /&gt;
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.&lt;br /&gt;
}&lt;br /&gt;
=== Fit 1: Alliance Heavy Megathron Roller ===&lt;br /&gt;
[Megathron, Alliance Roller Standard]&lt;br /&gt;
Damage Control II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
10000mm Rolled Tungsten Compact Plates&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
500MN Y-T8 Compact Microwarpdrive&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Core Probe Launcher I / Cloaking Device&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
Large Higgs Anchor I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
=== Fit 2: Alliance Budget Sigil Precision Roller ===&lt;br /&gt;
[Sigil, Fixed Roller Precision]&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
100MN Y-S8 Compact Afterburner&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Medium Higgs Anchor I&lt;br /&gt;
Mass Characteristics:&lt;br /&gt;
Cold Pass (AB Off): ~22M kg&lt;br /&gt;
Hot Pass (AB On) : ~122M kg&lt;br /&gt;
== Wormhole Mass Mathematics &amp;amp; Physics ==&lt;br /&gt;
=== Understanding S877 Drifter Wormhole Parameters ===&lt;br /&gt;
&#039;&#039;&#039;Average Total Mass:&#039;&#039;&#039; 750,000,000 kg (750M kg)&lt;br /&gt;
&#039;&#039;&#039;Variance Range (±10%):&#039;&#039;&#039; 675,000,000 kg – 825,000,000 kg (675M to 825M kg)&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg)&lt;br /&gt;
=== Mass Threshold Targets ===&lt;br /&gt;
To bring a standard 750M Drifter hole into desired mass states:&lt;br /&gt;
&#039;&#039;&#039;50% Reduced State:&#039;&#039;&#039; Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).&lt;br /&gt;
&#039;&#039;&#039;10% Critical State Target:&#039;&#039;&#039; Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).&lt;br /&gt;
=== Polarization Timer Warning ===&lt;br /&gt;
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.&lt;br /&gt;
DO NOT attempt to re-enter a wormhole while polarized; your ship will be stuck on grid for up to 5 minutes, leaving you completely vulnerable to Drifter NPCs or hostile tackle.&lt;br /&gt;
== Standard Operating Rolling Combinations ==&lt;br /&gt;
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:&lt;br /&gt;
=== Combination A: Heavy Megathron Sequence (Fast Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~532M&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~314M (&#039;&#039;&#039;Hole enters Reduced State&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Megathron Cold (~108M removed) → Remaining: ~206M&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (~122M removed) → Remaining: ~84M&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (~22M removed) → Remaining: ~62M (&#039;&#039;&#039;Hole Enters Critical State&#039;&#039;&#039;)&lt;br /&gt;
=== Combination B: Sigil Precision Sequence (Safe Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Total removed: 488M (&#039;&#039;&#039;Hole visually Reduced&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (22M)&lt;br /&gt;
&#039;&#039;&#039;Pass 6 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Remaining: ~118M&lt;br /&gt;
&#039;&#039;&#039;Pass 7 (OUT):&#039;&#039;&#039; Sigil Cold (22M) → Remaining: ~96M (&#039;&#039;&#039;Evaluate / Enter Critical&#039;&#039;&#039;)&lt;br /&gt;
== Safety Checklist ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #28a745; color: white;&amp;quot; | ALWAYS DO&lt;br /&gt;
! style=&amp;quot;background-color: #dc3545; color: white;&amp;quot; | NEVER DO&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Roll in a completely empty clone/pod.&lt;br /&gt;
Create a 10,000 km+ Safe Ping on opposite side of warp-in.&lt;br /&gt;
Create an &amp;quot;Out Hole&amp;quot; bookmark immediately upon jumping inside.&lt;br /&gt;
Jump immediately upon landing within range.&lt;br /&gt;
Use a Sigil or HIC for final precision mass reduction.&lt;br /&gt;
Track polarization timers using standard UI elements.&lt;br /&gt;
|&lt;br /&gt;
Warp directly to a wormhole at 0 km or 10 km from a celestial.&lt;br /&gt;
Ignore active polarization timers.&lt;br /&gt;
Assume published wormhole mass numbers are 100% exact (always account for ±10%).&lt;br /&gt;
Go AFK while sitting on a wormhole grid.&lt;br /&gt;
Roll without probes or scan capability fitted/in cargo.&lt;br /&gt;
Roll using high-value implants or capital hulls.&lt;br /&gt;
|}&lt;br /&gt;
== External Tools &amp;amp; Alliance Resources ==&lt;br /&gt;
&#039;&#039;&#039;WHCalc Wormhole Mass Calculator:&#039;&#039;&#039; [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — &#039;&#039;Interactive tool for calculating precise Hot/Cold pass combinations.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Anoik Wormhole Database:&#039;&#039;&#039; [https://anoik.is/wormholes https://anoik.is/wormholes] — &#039;&#039;Comprehensive reference for Drifter hole mass limits, statics, and effects.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Visual Rolling Guide:&#039;&#039;&#039; [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — &#039;&#039;Diagrams and entry-level rolling physics.&#039;&#039;&lt;br /&gt;
== FALSE GODS Operational Directive ==&lt;br /&gt;
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:&lt;br /&gt;
&#039;&#039;&#039;Fleet Scout/Roller Verification:&#039;&#039;&#039; Designated rollers must scan out all active Drifter signatures in the target system.&lt;br /&gt;
&#039;&#039;&#039;Crit or Close Standard:&#039;&#039;&#039; Every Drifter hole must be reduced to Critical or Collapsed Completely.&lt;br /&gt;
&#039;&#039;&#039;Fleet Hold Directive:&#039;&#039;&#039; Rorquals and Orcas SHALL NOT activate Industrial Cores or undock heavy capital assets until completion is explicitly confirmed by the Operations Director in the Moon Operations corp/alliance channel.&lt;br /&gt;
&#039;&#039;Remember: An unrolled Drifter hole is an open highway directly into our home space. Spending 10 extra minutes to crit or close a connection protects billions in alliance and corp assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Making a Drifter BM with Probes ==&lt;br /&gt;
An alternative method to setting up a Drifter WH Bookmark you can use to land on the hole within 5k is to set up bookmarks using your scan probes.  Any boat with a T2 cloak and probe launcher can be used.  Core probes work best because you can shrink them to .25 AU around you, which will help greatly.  Combats can be used in a pinch, but Cores work best.&lt;br /&gt;
&lt;br /&gt;
After the first time you do this, future setups get substantially easier to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Scan the wormhole, launch your probes and warp to the signature at 0 while cloaked.  &lt;br /&gt;
&lt;br /&gt;
If it&#039;s already bookmarked, just warp to the bookmark after you launch your probes.  Don&#039;t forget to stay cloaked.  Launch them before you make your way to the &amp;quot;Unidentified Wormhole&amp;quot; signature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Open your Probe Scanner window, set your probes to .25 AU, and center them on yourself.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the button to the left of the &amp;quot;Analyze&amp;quot; button that looks like a bunch of white ellipses.  The closest one to the Analyze button is &amp;quot;Center Current Formation Around my Ship&amp;quot;.  Once centered, you hold CTRL and scroll your mouse wheel down a few times.  It&#039;s quite a few clicks, so give it 3-4 good scrolls down to start.  This will move all the probes closer to the center probe while maintaining the current formation.  At this point you can manually travel off the warp in so as not to potentially get bumped off your cloak, but do not warp away.  Travelling directly upwards a few KM is enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Hit analyze and check your overview for your probes.  The goal is to get them around 10,000 KM to 11,000KM from your position.  If they don&#039;t show up on the overview after you hit scan, repeat the last part of Step 2, get your probes closer and double check that they are centered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you can see your probes on the overview somewhere around 10,000-11,000 KM, go back to your Probe Scanner window and select &amp;quot;Save Formation&amp;quot; (the white ellipse buttons again).  &lt;br /&gt;
&lt;br /&gt;
This only needs to be done one time, you can skip this the next times you do it.  You simply launch, center, and load formation.  I label mine &amp;quot;10k&amp;quot; to remember the distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Find the probe directly behind the WH, right click and save that location.  This BM only gets used once, so saving it in a corp/alliance shared folder isn&#039;t recommended, or at least make a 4 hour expiration to keep things tidy.  Once you have made your BM, warp to it immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Go back to your probe scanner, and without adjusting anything else, re-center the probes on yourself.  This time we are going to count the clicks when we shrink the probes again.&lt;br /&gt;
&lt;br /&gt;
Hold CTRL + and click your mouse wheel down 9 or 10 times.  At this range each click is roughly 500km, and we are aiming to get to ~3,500 KM.  Hit Analyze and you should see your probes again on the overview.  Find the probe directly above you this time and bookmark that one.  Save your probe formation once again.  This is the BM you&#039;re going to use to bounce off of to get back to the Drifter hole, usually called a Perch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 7:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Drifter hole should be on grid with you still from your new bookmarks.  You should be able to warp to the wormhole itself from your perch @ 70km to land within 5k of the hole.&lt;br /&gt;
&lt;br /&gt;
You can test it simply by warping to the hole at 70km, but be prepared to either jump in right away or burn away and cloak if Drifters show up.  Don&#039;t forget you can just jump in and out of the wormhole to avoid them if you test in a cov ops boat.  Drifters are only on the outside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
If you have probe formations saved already, Steps 2 - 6 become significantly faster and easier to do since you no longer have to count your mouse clicks.  If it works on the one Drifter WH, it&#039;ll work on them all, just make sure to always use the probe directly behind the hole first.&lt;br /&gt;
&lt;br /&gt;
You can use this same trick to create a probe formation for making tacticals.  Launch probes, center on self, and analyze.  Now you can make BM&#039;s above, below and around a stargate, station or other points of interest without having to burn in all directions.&lt;/div&gt;</summary>
		<author><name>Xgrishax</name></author>
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