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== Drifter Wormholes ==


== Overview ==
== Overview ==
'''Drifter Wormholes''' (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden.  
'''Drifter wormholes''' (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.
 
Before any '''Industrial Core''' is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a '''Critical ("Crit")''' mass state or rolled (collapsed) entirely.
Because these connections span dozens of regions, "criting" (reducing mass to critical) or actively rolling these connections is an operational necessity. Mastery of Hole Control dictates who controls the flow of content, allowing your alliance to project force globally while completely denying hostile fleet logistics into your home space.
This document serves as the official '''FALSE GODS Corporation Standard Operating Procedure (SOP)''' for identifying, pinging, managing, and rolling Drifter wormholes safely.
 
=== Operational Objectives ===
== Corporation Rules & Mandatory SOP ==
'''Primary Goal:''' Reduce target Drifter wormholes to Critical state (<10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.
 
'''Secondary Goal:''' 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.
All corporation members and pilots operating in home space must strictly adhere to the following standing orders regarding Drifter connections:
== Standing Orders & Mandatory Protocols ==
 
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:
# '''IMMEDIATE ACTION (NO EXCEPTIONS):''' All Drifter wormholes found in home space must be brought to Critical Mass (**crit**) immediately upon discovery. There are **zero exceptions** to this rule.
'''IMMEDIATE ACTION (NO EXCEPTIONS):''' All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.
# '''PRIORITY OVERRIDE:''' If you scan down or stumble upon an active Drifter connection, stop whatever non-critical activity you are doing (ratting, mining, industrial logistics), immediately mobilize a rolling vessel, bring the hole to critical status, and then resume your previous activity.
'''PRIORITY OVERRIDE:''' 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.
# '''CRIT AND MOVE ON:''' Do not leave the hole un-crit while waiting for others, and do not completely collapse/close it unless explicitly instructed by a Fleet Commander (FC). Bring it to Stage 3 (critically disrupted), stop rolling, and move on.
'''CRIT AND HOLD:''' 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.
# '''MANDATORY INTEL REPORTING:''' The moment the hole reaches critical status, you **MUST** post a report in the corporation/alliance intel channel and `FRT.DRIFTING`. Include:
'''MANDATORY INTEL REPORTING:''' The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:
#* System Name & Celestial / Bookmark
#* System Name & Nearest Celestial / Grid Bookmark
#* Wormhole Signature ID & Type (e.g., V928, B735)
#* Wormhole Signature ID & Type (e.g., S877, V928, B735)
#* Status Confirmation: '''CRIT COMPLETE'''
#* Status Confirmation: '''CRIT COMPLETE'''
[[File:Image.png|thumb|482x482px]]
== System Network & Wormhole Signatures ==
 
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.
== System Network & Signatures ==
{| class="wikitable sortable" style="width: 100%; text-align: left;"
 
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.
 
{| class="wikitable sortable"
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub
|-
|-
| '''Vidette''' || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette
| '''Vidette''' || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette
Line 35: Line 31:
|-
|-
| '''Conflux''' || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie
| '''Conflux''' || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie
|}
=== Network Topography & Mass Properties ===
'''Total Connections:''' 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).
'''Spawn Mass Allowance:''' 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).
'''Maximum Single Jump Mass Limit:''' 300,000,000 kg (300M kg).
== Safety Requirements & Golden Rules ==
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:
=== Golden Rules ===
'''Always Roll in an Empty Pod:'''
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.
'''Create an "Out Hole" Bookmark Inside Immediately:'''
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.
#* 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.
'''Always Carry Probes & Scanning Equipment:'''
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.
'''Cloaking Capability Recommended:'''
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.
== Understanding Wormhole Mass States ==
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's remaining allowance.
{| class="wikitable" style="width: 100%; text-align: left;"
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status
|-
| style="background-color: #d4edda; color: #155724; font-weight: bold;" | Fresh
| 100% – 50%
| ''"This wormhole has not yet had its stability significantly disrupted by ships passing through it."'' Normal visual aperture size.
Unsafe — Hostile fleets can easily pass through.
style="background-color: #fff3cd; color: #856404; font-weight: bold;"
50% – 10%
''"This wormhole has had its stability reduced by ships passing through it, but not to a critical level."'' Aperture visually shrinks.
Active Rolling — Exercise caution, prepare mass calculations.
-
style="background-color: #f8d7da; color: #721c24; font-weight: bold;"
Less than 10%
''"This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse."'' Aperture pulses heavily and visibly distorts.
'''TARGET STATE''' — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.
}
== Drifter NPC Behavior & Threat Matrix ==
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.
=== Drifter AI Priorities ===
'''Kill Players:''' They instantly lock and engage any uncloaked pilot on grid.
'''Loot Wrecks:''' They will burn toward destroyed ships or player wrecks to harvest them.
'''Return to Hole / Camp:''' Once idle, they return to the wormhole aperture to camp the location.
=== NPC Threat Table ===
{| class="wikitable sortable" style="width: 100%; text-align: left;"
! NPC Unit !! Location !! Threat Level !! Key Mechanics & EWAR
|-
| '''Apollo / Artemis Tyrannos''' || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.
|-
| '''Autothysian Lancer''' || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. '''Will pod capsuleers if aggressed.'''
|-
| '''Arithmos Tyrannos''' || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.
|-
| '''Hikanta / Ladon / Mynos''' || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.
|}
=== Grid Engagement Rules ===
If Drifter NPCs land or spawn on grid:
'''If Cloaked:''' Cloak immediately, align out, and wait for them to burn off grid.
'''If Uncloaked:''' 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.
=== Aggro Clearing Protocol ===
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:
Dock at the local station/structure immediately.
Board a standard, cheap T1 frigate (do not use a corvette or pod).
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.
Destruction of a player-owned frigate resets your character's entry in their system-wide aggression table.
== Step-by-Step Rolling Procedure ==
=== Step 1: Create a 10,000 km Safe Ping ===
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.
Board a fast interceptor, covert ops frigate, or fast shuttle.
Warp toward the wormhole at 100 km.
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.
Save a bookmark named PING - WH Safe [10k km].
=== Step 2: Warp Alignment & Approach ===
Warp from your celestial or station directly to your 10,000 km Safe Ping.
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).
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.
=== Step 3: Jump and Inside Setup ===
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.
=== Step 4: Execute Mass Passes ===
Using the calculated mass of your chosen roller ship (see [[#Ship Fits & Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.
== Ship Fits & Mass Specifications ==
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).
{| class="wikitable" style="width: 100%; text-align: center;"
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes
|-
| '''Megathron'''
| Heavy Mass Removal
| ~108,000,000 kg (108M)
| ~218,000,000 kg (218M)
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.
'''Sigil'''
Precision / Budget Finisher
~22,000,000 kg (22M)
~122,000,000 kg (122M)
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.
-
'''Heavy Interdictor (HIC)'''
High-Precision Finisher
~1,000,000 kg (1M w/ Entangler)
~66,000,000 kg (66M Hot)
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.
}
=== Fit 1: Alliance Heavy Megathron Roller ===
[Megathron, Alliance Roller Standard]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
10000mm Rolled Tungsten Compact Plates
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
500MN Y-T8 Compact Microwarpdrive
Cap Recharger II
Cap Recharger II
Cap Recharger II
Core Probe Launcher I / Cloaking Device
[Empty High Slot]
[Empty High Slot]
[Empty High Slot]
Large Higgs Anchor I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
=== Fit 2: Alliance Budget Sigil Precision Roller ===
[Sigil, Fixed Roller Precision]
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
100MN Y-S8 Compact Afterburner
Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Medium Higgs Anchor I
Mass Characteristics:
Cold Pass (AB Off): ~22M kg
Hot Pass (AB On) : ~122M kg
== Wormhole Mass Mathematics & Physics ==
=== Understanding S877 Drifter Wormhole Parameters ===
'''Average Total Mass:''' 750,000,000 kg (750M kg)
'''Variance Range (±10%):''' 675,000,000 kg – 825,000,000 kg (675M to 825M kg)
'''Maximum Single Jump Mass Limit:''' 300,000,000 kg (300M kg)
=== Mass Threshold Targets ===
To bring a standard 750M Drifter hole into desired mass states:
'''50% Reduced State:''' Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).
'''10% Critical State Target:''' Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).
=== Polarization Timer Warning ===
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.
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.
== Standard Operating Rolling Combinations ==
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:
=== Combination A: Heavy Megathron Sequence (Fast Method) ===
'''Pass 1 (OUT):''' Megathron Hot (~218M removed) → Remaining: ~532M
'''Pass 2 (IN):''' Megathron Hot (~218M removed) → Remaining: ~314M ('''Hole enters Reduced State''')
'''Pass 3 (OUT):''' Megathron Cold (~108M removed) → Remaining: ~206M
'''Pass 4 (IN):''' Sigil Hot (~122M removed) → Remaining: ~84M
'''Pass 5 (OUT):''' Sigil Cold (~22M removed) → Remaining: ~62M ('''Hole Enters Critical State''')
=== Combination B: Sigil Precision Sequence (Safe Method) ===
'''Pass 1 (OUT):''' Sigil Hot (122M)
'''Pass 2 (IN):''' Sigil Hot (122M)
'''Pass 3 (OUT):''' Sigil Hot (122M)
'''Pass 4 (IN):''' Sigil Hot (122M) → Total removed: 488M ('''Hole visually Reduced''')
'''Pass 5 (OUT):''' Sigil Cold (22M)
'''Pass 6 (IN):''' Sigil Hot (122M) → Remaining: ~118M
'''Pass 7 (OUT):''' Sigil Cold (22M) → Remaining: ~96M ('''Evaluate / Enter Critical''')
== Safety Checklist ==
{| class="wikitable" style="width: 100%;"
! style="background-color: #28a745; color: white;" | ALWAYS DO
! style="background-color: #dc3545; color: white;" | NEVER DO
|-
|
Roll in a completely empty clone/pod.
Create a 10,000 km+ Safe Ping on opposite side of warp-in.
Create an "Out Hole" bookmark immediately upon jumping inside.
Jump immediately upon landing within range.
Use a Sigil or HIC for final precision mass reduction.
Track polarization timers using standard UI elements.
|
Warp directly to a wormhole at 0 km or 10 km from a celestial.
Ignore active polarization timers.
Assume published wormhole mass numbers are 100% exact (always account for ±10%).
Go AFK while sitting on a wormhole grid.
Roll without probes or scan capability fitted/in cargo.
Roll using high-value implants or capital hulls.
|}
== External Tools & Alliance Resources ==
'''WHCalc Wormhole Mass Calculator:''' [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — ''Interactive tool for calculating precise Hot/Cold pass combinations.''
'''Anoik Wormhole Database:''' [https://anoik.is/wormholes https://anoik.is/wormholes] — ''Comprehensive reference for Drifter hole mass limits, statics, and effects.''
'''Visual Rolling Guide:''' [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — ''Diagrams and entry-level rolling physics.''
== FALSE GODS Operational Directive ==
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:
'''Fleet Scout/Roller Verification:''' Designated rollers must scan out all active Drifter signatures in the target system.
'''Crit or Close Standard:''' Every Drifter hole must be reduced to Critical or Collapsed Completely.
'''Fleet Hold Directive:''' 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.
''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.''
|}
|}
|}


=== Network Topography & Mass Properties ===
== Making a Drifter BM with Probes ==
* '''Total Connections:''' Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).
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.
* '''Spawn Mass:''' Drifter connections spawn at exactly half of their maximum capacity (approx. 375,000,000 kg remaining capacity).
 
* '''Maximum Jump Mass:''' 300,000,000 kg per single jump.
After the first time you do this, future setups get substantially easier to do.
* '''Transit Rule:''' Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.
 
'''Step 1:'''
 
Scan the wormhole, launch your probes and warp to the signature at 0 while cloaked.


== Operational Importance & Hole Control ==
If it's already bookmarked, just warp to the bookmark after you launch your probes.  Don't forget to stay cloaked.  Launch them before you make your way to the "Unidentified Wormhole" signature.


* '''Absolute System Security:''' Drifter connections allow hostile fleets to bypass regional gate camps and cyno jammers. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs, Heavy Assault Cruisers) from jumping through without risking trapping their fleet or collapsing the connection prematurely.
'''Step 2:'''
* '''The "Scout-Only" State:''' A properly crit hole allows friendly fast-tackle and nullified interceptors to move freely for intel gathering, while remaining entirely impassable to a hostile invasion force.
* '''Signature Management:''' Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.
* '''NPC Threat Mitigation:''' Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.


== Advanced Mass Mechanics & Vessel Fits ==
Open your Probe Scanner window, set your probes to .25 AU, and center them on yourself.


To achieve perfect hole control, pilots must understand exact mass manipulation. Do not guess; calculate your mass.
It's the button to the left of the "Analyze" button that looks like a bunch of white ellipses.  The closest one to the Analyze button is "Center Current Formation Around my Ship".  Once centered, you hold CTRL and scroll your mouse wheel down a few times. It'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.


=== Heavy Mass Roller (Megathron / Praxis) ===
'''Step 3:'''
* '''Role:''' Rapid mass reduction prior to Stage 3.
* '''Propulsion:''' 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.
* '''Mass Standard:''' ~160,000,000 kg (Cold / MWD Off).
* '''Mass Standard:''' ~300,000,000 kg (Hot / MWD On).


=== Precision Finisher (Heavy Interdictor - HIC) ===
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'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.
* '''Role:''' Controlled final pass to crit without inadvertently collapsing the hole.
* '''Propulsion:''' 100MN Afterburner or MWD + Zero-Point Mass Entangler.
* '''Mechanic Setup:''' Activating the Entangler with the mass reduction script drops the HIC's mass to roughly 1,000,000 kg (frigate levels), ensuring it can always jump back safely without collapsing a critical hole.


=== Budget / Light Mass Roller (Sigil - T1 Industrial) ===
'''Step 4:'''
* '''Role:''' Low-cost, accessible option for controlled mass reduction and safe precision passes without requiring Heavy Interdictor (HIC) skills.
* '''Propulsion:''' Oversized 100MN Microwarpdrive (or 50MN MWD) + Higgs Anchor Rig / Inertial Stabilizers.
* '''Mass Standard:''' ~12,500,000 kg (Cold / MWD Off).
* '''Mass Standard:''' ~62,500,000 kg (Hot / 100MN MWD On).
* '''Operational Advantage:''' Highly disposable and cheap; ideal for fine-tuning destabilized holes close to the critical threshold when a HIC is unavailable.


== Step-by-Step Criting Procedure ==
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 "Save Formation" (the white ellipse buttons again).


=== Phase 1: Pre-Execution Scouting & Grid Control ===
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 "10k" to remember the distance.
# '''Grid Check:''' Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.
# '''Establish Pickets:''' Place a cloaked scout at a ping (approx. 200km) on both the K-Space and J-Space sides of the hole to provide early warning of hostile movement.
# '''Check Mass Description:''' Verify the current text of the wormhole.
# '''Fresh Hole Text:''' "This wormhole has not yet had its stability significantly disrupted..." (> 50% mass remaining).
# '''Destabilized Text:''' "This wormhole has had its stability reduced, but not to a critical degree yet..." (10%–50% mass remaining).
# '''Critical Text:''' "This wormhole has had its stability critically disrupted..." (< 10% mass remaining).


=== Phase 2: Mass Reduction Runs ===
'''Step 5:'''
# '''Cold Entry:''' Jump the heavy rolling battleship through **COLD** (MWD Off, ~160M kg).
# '''Hot Exit:''' Align back, activate the 500MN MWD **HOT** right before entry back into home space (~300M kg). This removes approx 460M kg total from the hole's lifespan per round trip.
# '''Track Pass Mass:''' Log each pass's estimated weight in local or fleet chat. Communication is mandatory to prevent accidental closure and trapped pilots.


=== Phase 3: Bringing to Critical Mass & Sealing ===
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't recommended, or at least make a 4 hour expiration to keep things tidy.  Once you have made your BM, warp to it immediately.
# As soon as the hole transitions to Stage 2 ("reduced, but not critical"), cease all battleship operations.  
# Switch to a **HIC** or **100MN Sigil** for precision passes. Jump out with prop mod on to remove small, controlled chunks of mass (~62M kg per pass on a Sigil).
# If using a HIC, jump back home with the Zero-Point Mass Entangler active to ensure zero risk of collapse on the return trip.
# Repeat precision passes until the status explicitly reads '''critically disrupted'''.
# '''Stop & Report:''' Stop rolling immediately once critical status is confirmed. Report the completed crit in alliance intel.
# '''Dictor Placement:''' Once crit, anchor a Mobile Warp Disruptor (Bubble) or position a cloaked Interdictor on the K-Space side to catch hostile scouts attempting to map the connection.


== Tactical Maneuvers & Fail States ==
'''Step 6:'''


* '''Offensive Rolling (The Trap):''' If a hostile heavy fleet jumps through a Drifter hole into your space, you can use HICs, Sigils, and Battleships to intentionally collapse the hole behind them. This traps the hostile fleet in your space with no logistic support, forcing them to take standard gate routes where you have pre-positioned capitals or gate camps.
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.
* '''Rolled Out Recovery:''' If a rolling ship pilot accidentally collapses the hole while on the wrong side, they must immediately safe up, cloak, and await a new scanning path. Rolling ships should always carry a Mobile Depot, Probe Launcher, and Core Scanner Probes in their cargo hold for self-rescue.


== Hazards & NPC Combat Mechanics ==
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're going to use to bounce off of to get back to the Drifter hole, usually called a Perch.


{| class="wikitable sortable"
'''Step 7:'''
! NPC Unit !! Location !! Threat Level !! Key Mechanics & EWAR
|-
| '''Apollo / Artemis Tyrannos''' || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.
|-
| '''Autothysian Lancer''' || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. '''Will pod capsuleers.'''
|-
| '''Arithmos Tyrannos''' || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.
|-
| '''Hikanta / Ladon / Mynos''' || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.
|}


=== Aggro Clearing Protocol ===
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.
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:
# Dock immediately or clear the grid.
# Board a cheap frigate (do not use a corvette).
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.


== Regional Routing & Alliance Intel ==
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'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.


=== Regional Distribution ===
'''Notes:'''
* '''Primary Operating Regions:''' Branch, Tenal, Deklein, Pure Blind, Tribute, Vale of the Silent.
* '''Secondary Connecting Regions:''' Aridia, Delve, Esoteria, Etherium Reach, Feythabolis, Fountain, Khanid, Malpais, Omist, Querious, Period Basis, Providence, Stain, Tenerifis, The Spire.


=== In-Game Intelligence Channels ===
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'll work on them all, just make sure to always use the probe directly behind the hole first.
* '''`FRT.DRIFTING`''': Contains live lists of active Drifter connections across Vale, Tribute, and surrounding regions, Dotlan route links, and recommended jump clone locations.
* '''`Consortium Operations` (ARC)''': Public research fleets and site-running operations inside Drifter wormholes.


== External References & Resources ==
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's above, below and around a stargate, station or other points of interest without having to burn in all directions.
* [https://schildwall.phbv3.de/drifters/ Schildwall Drifter Index & Wormhole Tracker]
* [https://wiki.eveuniversity.org/Drifters EVE University - Drifters Database]
* [https://www.youtube.com/watch?v=J5E18jizzqM Flyler: Drifter Wormholes & How To Use Them]
* [https://wiki.winterco.org/en/guide/drifter_wormhole_maps WinterCo - Drifter Wormhole Mapping Guide]

Latest revision as of 20:56, 1 September 2026

Drifter Wormholes

Overview

Drifter wormholes (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. Before any Industrial Core is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a Critical ("Crit") mass state or rolled (collapsed) entirely. This document serves as the official FALSE GODS Corporation Standard Operating Procedure (SOP) for identifying, pinging, managing, and rolling Drifter wormholes safely.

Operational Objectives

Primary Goal: Reduce target Drifter wormholes to Critical state (<10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space. Secondary Goal: 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.

Standing Orders & Mandatory Protocols

All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections: IMMEDIATE ACTION (NO EXCEPTIONS): All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments. PRIORITY OVERRIDE: 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. CRIT AND HOLD: 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. MANDATORY INTEL REPORTING: The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:

    • System Name & Nearest Celestial / Grid Bookmark
    • Wormhole Signature ID & Type (e.g., S877, V928, B735)
    • Status Confirmation: CRIT COMPLETE

System Network & Wormhole Signatures

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.

Wormhole Name K-Space Sig J-Type Designation System Effect Controlling NPC Faction Hive System Name
Vidette V928 J164710 Magnetar Amarr Empire Sanctified Vidette
Redoubt R259 J174618 Wolf-Rayet Triglavian Collective Azdaja Redoubt
Sentinel S877 J055520 Red Giant EDENCOM Sentinel MZ
Barbican B735 J110145 Cataclysmic Variable Minmatar Republic Liberated Barbican
Conflux C414 J200727 Pulsar Caldari State Conflux Eyrie

Network Topography & Mass Properties

Total Connections: 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). Spawn Mass Allowance: 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). Maximum Single Jump Mass Limit: 300,000,000 kg (300M kg).

Safety Requirements & Golden Rules

Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:

Golden Rules

Always Roll in an Empty Pod:

    • Never fly a rolling ship with implants, hardwires, or expensive clone setups.
    • If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.

Create an "Out Hole" Bookmark Inside Immediately:

    • As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.
    • 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.

Always Carry Probes & Scanning Equipment:

    • Ensure your ship has a fitted Core Probe Launcher (or mobile depot with one in cargo) and a full set of probes.

Cloaking Capability Recommended:

    • A Covert Ops Cloaking Device or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.

Understanding Wormhole Mass States

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's remaining allowance.

Mass State Remaining Mass (% Total) System Message / Visual Indicator Operational Status
Fresh 100% – 50% "This wormhole has not yet had its stability significantly disrupted by ships passing through it." Normal visual aperture size.

Unsafe — Hostile fleets can easily pass through. style="background-color: #fff3cd; color: #856404; font-weight: bold;" 50% – 10% "This wormhole has had its stability reduced by ships passing through it, but not to a critical level." Aperture visually shrinks. Active Rolling — Exercise caution, prepare mass calculations. - style="background-color: #f8d7da; color: #721c24; font-weight: bold;" Less than 10% "This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse." Aperture pulses heavily and visibly distorts. TARGET STATE — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships. }

Drifter NPC Behavior & Threat Matrix

Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.

Drifter AI Priorities

Kill Players: They instantly lock and engage any uncloaked pilot on grid. Loot Wrecks: They will burn toward destroyed ships or player wrecks to harvest them. Return to Hole / Camp: Once idle, they return to the wormhole aperture to camp the location.

NPC Threat Table

NPC Unit Location Threat Level Key Mechanics & EWAR
Apollo / Artemis Tyrannos K-Space / Drifter WHs Critical Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.
Autothysian Lancer Jove Observatories Medium Non-hostile unless aggressed or approached within 50km near observatories. Will pod capsuleers if aggressed.
Arithmos Tyrannos C5/C6 Capital Escalations Extremely High 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.
Hikanta / Ladon / Mynos Drifter Hive Sites Critical Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.

Grid Engagement Rules

If Drifter NPCs land or spawn on grid: If Cloaked: Cloak immediately, align out, and wait for them to burn off grid. If Uncloaked: 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.

Aggro Clearing Protocol

If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system: Dock at the local station/structure immediately. Board a standard, cheap T1 frigate (do not use a corvette or pod). Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate. Destruction of a player-owned frigate resets your character's entry in their system-wide aggression table.

Step-by-Step Rolling Procedure

Step 1: Create a 10,000 km Safe Ping

Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in. Board a fast interceptor, covert ops frigate, or fast shuttle. Warp toward the wormhole at 100 km. 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. Save a bookmark named PING - WH Safe [10k km].

Step 2: Warp Alignment & Approach

Warp from your celestial or station directly to your 10,000 km Safe Ping. From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked). 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.

Step 3: Jump and Inside Setup

Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside. Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature. Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.

Step 4: Execute Mass Passes

Using the calculated mass of your chosen roller ship (see Ship Mass Table below), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.

Ship Fits & Mass Specifications

The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).

Hull Type Role Cold Mass (Prop OFF) Hot Mass (Prop ON) Notes
Megathron Heavy Mass Removal ~108,000,000 kg (108M) ~218,000,000 kg (218M)

Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass. Sigil Precision / Budget Finisher ~22,000,000 kg (22M) ~122,000,000 kg (122M) Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting. - Heavy Interdictor (HIC) High-Precision Finisher ~1,000,000 kg (1M w/ Entangler) ~66,000,000 kg (66M Hot) Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass. }

Fit 1: Alliance Heavy Megathron Roller

[Megathron, Alliance Roller Standard] Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 10000mm Rolled Tungsten Compact Plates Reinforced Bulkheads II Reinforced Bulkheads II Reinforced Bulkheads II 500MN Y-T8 Compact Microwarpdrive Cap Recharger II Cap Recharger II Cap Recharger II Core Probe Launcher I / Cloaking Device [Empty High Slot] [Empty High Slot] [Empty High Slot] Large Higgs Anchor I Large Trimark Armor Pump I Large Trimark Armor Pump I

Fit 2: Alliance Budget Sigil Precision Roller

[Sigil, Fixed Roller Precision] Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit 100MN Y-S8 Compact Afterburner Eutectic Compact Cap Recharger Eutectic Compact Cap Recharger Eutectic Compact Cap Recharger Medium Higgs Anchor I Mass Characteristics: Cold Pass (AB Off): ~22M kg Hot Pass (AB On) : ~122M kg

Wormhole Mass Mathematics & Physics

Understanding S877 Drifter Wormhole Parameters

Average Total Mass: 750,000,000 kg (750M kg) Variance Range (±10%): 675,000,000 kg – 825,000,000 kg (675M to 825M kg) Maximum Single Jump Mass Limit: 300,000,000 kg (300M kg)

Mass Threshold Targets

To bring a standard 750M Drifter hole into desired mass states: 50% Reduced State: Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll). 10% Critical State Target: Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).

Polarization Timer Warning

Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection. 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.

Standard Operating Rolling Combinations

To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:

Combination A: Heavy Megathron Sequence (Fast Method)

Pass 1 (OUT): Megathron Hot (~218M removed) → Remaining: ~532M Pass 2 (IN): Megathron Hot (~218M removed) → Remaining: ~314M (Hole enters Reduced State) Pass 3 (OUT): Megathron Cold (~108M removed) → Remaining: ~206M Pass 4 (IN): Sigil Hot (~122M removed) → Remaining: ~84M Pass 5 (OUT): Sigil Cold (~22M removed) → Remaining: ~62M (Hole Enters Critical State)

Combination B: Sigil Precision Sequence (Safe Method)

Pass 1 (OUT): Sigil Hot (122M) Pass 2 (IN): Sigil Hot (122M) Pass 3 (OUT): Sigil Hot (122M) Pass 4 (IN): Sigil Hot (122M) → Total removed: 488M (Hole visually Reduced) Pass 5 (OUT): Sigil Cold (22M) Pass 6 (IN): Sigil Hot (122M) → Remaining: ~118M Pass 7 (OUT): Sigil Cold (22M) → Remaining: ~96M (Evaluate / Enter Critical)

Safety Checklist

ALWAYS DO NEVER DO

Roll in a completely empty clone/pod. Create a 10,000 km+ Safe Ping on opposite side of warp-in. Create an "Out Hole" bookmark immediately upon jumping inside. Jump immediately upon landing within range. Use a Sigil or HIC for final precision mass reduction. Track polarization timers using standard UI elements.

Warp directly to a wormhole at 0 km or 10 km from a celestial. Ignore active polarization timers. Assume published wormhole mass numbers are 100% exact (always account for ±10%). Go AFK while sitting on a wormhole grid. Roll without probes or scan capability fitted/in cargo. Roll using high-value implants or capital hulls.

External Tools & Alliance Resources

WHCalc Wormhole Mass Calculator: https://whcalc.vtxg.org/ — Interactive tool for calculating precise Hot/Cold pass combinations. Anoik Wormhole Database: https://anoik.is/wormholes — Comprehensive reference for Drifter hole mass limits, statics, and effects. Visual Rolling Guide: Learning to EVE: Wormhole Rolling — Diagrams and entry-level rolling physics.

FALSE GODS Operational Directive

Before any scheduled moon mining, industrial fleet, or Rorqual deployment: Fleet Scout/Roller Verification: Designated rollers must scan out all active Drifter signatures in the target system. Crit or Close Standard: Every Drifter hole must be reduced to Critical or Collapsed Completely. Fleet Hold Directive: 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. 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.

Making a Drifter BM with Probes

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.

After the first time you do this, future setups get substantially easier to do.

Step 1:

Scan the wormhole, launch your probes and warp to the signature at 0 while cloaked.

If it's already bookmarked, just warp to the bookmark after you launch your probes. Don't forget to stay cloaked. Launch them before you make your way to the "Unidentified Wormhole" signature.

Step 2:

Open your Probe Scanner window, set your probes to .25 AU, and center them on yourself.

It's the button to the left of the "Analyze" button that looks like a bunch of white ellipses. The closest one to the Analyze button is "Center Current Formation Around my Ship". Once centered, you hold CTRL and scroll your mouse wheel down a few times. It'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.

Step 3:

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'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.

Step 4:

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 "Save Formation" (the white ellipse buttons again).

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 "10k" to remember the distance.

Step 5:

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't recommended, or at least make a 4 hour expiration to keep things tidy. Once you have made your BM, warp to it immediately.

Step 6:

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.

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're going to use to bounce off of to get back to the Drifter hole, usually called a Perch.

Step 7:

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.

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'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.

Notes:

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'll work on them all, just make sure to always use the probe directly behind the hole first.

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's above, below and around a stargate, station or other points of interest without having to burn in all directions.