=====Unwanted Wormholes===== ---- =====Overview===== Most of the time, your static exit(s) to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain: =====Rolling A Wormhole===== Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it: * Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427 * Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back * Check the Wormhole ID for its maximum mass restrictions * Do the math Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably Battleships and/or HICtors, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one scout on the far side while doing this. In this example it's a C247 Wormhole which, at it's critical state, (about 10% of total mass limit) allows to jump another 100.000 tons of mass. That's one battleship worth of mass. Keep track of the number of ships you've jumped through so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close. (For a pristine C247 you do 2 HOT/HOT and then COLD/COLD and finally a COLD/HOT).\\ COLD: Jump without Propmod. If you are in a Hictor, activate all bubbles\\ HOT: Propmod on while jumping Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed. Now you work depending on the size limits: - >=300kt For this you use Battleships and Hictors. - 20kt Battlecruisers and Hictors (more effective) - 5kt Hictors =====How to roll and not die===== Do not just crit the hole, roll it. You never know if it is a farmhole full of bombers or 1-2 Jumps from one of those. Before you roll, scout with an Astero, Explo ship, or anything else with a Cloak. We do not want to let everyone immediately know you want to roll. You also want to make sure that no T3 Gang waits on the other side to fondle some Megas. The Scout should stay on the other side, if the hole looks active and should jump before roll. Get a ship, that includes the following: Smart bombs, neuts, cloak, probe launcher, prop mod, higgs anchor ECM, ECM drones and MJD. See the end of the article for sample Wormhole-approved fits. ==== Dealing with dangers ==== * Abduction fleet with a Command dessie: Approach hole, then spool up the MJD when you see their MJD spool up. If they abduct you, you jump back, if they scram you, you remain while they abduct themselves. * Frig gangs: Activate Smartbomb while approaching to jump. You cannot smartbomb while too close to the Hole, but frigs have not enough mass to bump a 300kt BS anyway * Cruiser and up: If they do not bump you, they are bad and you just fly home. Remember that when you are trapped on the K-Space side, approach a Citadel and cycle MJD so you can just moonwalk out of the Bubbles. If they scram you, use the neuts and ECM to kill the Tackle. You can also use the Smartbomb to keep off drones. If you are trapped on the WH side, try to Jam/neut them so they cannot web you. Remember, weapons timers will not prevent a Wormhole jump. ==== Roll a Frigate Hole ==== If you ever thought Jump Fatigue is Space Aids, then rolling frigate holes is Space Herpes. What you need? Just 3-4 people that can fly a Hictor and some time. See the hictor fits further down on the page How to do it: You activate enough bubbles to Jump through. On your way back, approach hole. * Propmod on * Activate all bubbles on the same tick * deactivate bubbles When the cycle of the bubbles is nearly finished (1s remaining) you click jump. Your WH clearance is given with your 1kt mass, then the Bubbles deactivate and you weight 150kt while you jump. It is time fiddly, can be screwed up easily, but rolling with a cold HICtor is very very unlikely (if you get a hole that low, write Shalah Allier a message, since I never saw that happening). ===== Cool Fittings ===== ==== Battleships ==== [Megathron, holey roller] 800mm Rolled Tungsten Compact Plates Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Nanofiber Internal Structure II Nanofiber Internal Structure II Overdrive Injector System II Overdrive Injector System II 500MN Quad LiF Restrained Microwarpdrive Cetus Scoped Burst Jammer Large Compact Pb-Acid Cap Battery Large Micro Jump Drive Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Improved Cloaking Device II Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Core Probe Launcher I Large Explosive Armor Plate I Large Higgs Anchor I Large Trimark Armor Pump I Hornet EC-300 x5 Core Scanner Probe I x8 \\ [Apocalypse, holey roller] Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Nanofiber Internal Structure II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Rolled Tungsten Compact Plates 500MN Quad LiF Restrained Microwarpdrive Large Micro Jump Drive Large Cap Battery II Cetus Scoped Burst Jammer Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Core Probe Launcher I Prototype Cloaking Device I Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Large 'Vehemence' Shockwave Charge Large Higgs Anchor I Large Explosive Armor Plate I Large Trimark Armor Pump I Hornet EC-300 x5 Core Scanner Probe I x8 \\ [Raven, holey roller] Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Nanofiber Internal Structure II Damage Control II 500MN Quad LiF Restrained Microwarpdrive Cetus Scoped Burst Jammer Large Micro Jump Drive Multispectrum Shield Hardener II Large Cap Battery II Large Shield Extender II EM Shield Hardener II Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Prototype Cloaking Device I Core Probe Launcher I Large Higgs Anchor I Large Thermal Shield Reinforcer I Large Core Defense Field Extender I Hornet EC-300 x6 Core Scanner Probe I x8 \\ [Tempest, holey roller] Damage Control II Overdrive Injector System II Overdrive Injector System II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Nanofiber Internal Structure II 500MN Quad LiF Restrained Microwarpdrive Large Cap Battery II Large Micro Jump Drive Large Cap Battery II Cetus Scoped Burst Jammer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Heavy Infectious Scoped Energy Neutralizer Large 'Vehemence' Shockwave Charge Large 'Vehemence' Shockwave Charge Prototype Cloaking Device I Core Probe Launcher I Large 'Vehemence' Shockwave Charge Large Higgs Anchor I Large Thermal Shield Reinforcer I Large Core Defense Field Extender I Hornet EC-300 x5 \\ [Praxis, holey roller] 1600mm Steel Plates II 1600mm Steel Plates II 1600mm Steel Plates II 1600mm Steel Plates II Inertial Stabilizers II Inertial Stabilizers II Damage Control II 500MN Microwarpdrive II Large Shield Extender II Large Shield Extender II Large Shield Extender II Multispectrum Shield Hardener II Multispectrum Shield Hardener II Large Micro Jump Drive Improved Cloaking Device II [Empty High slot] Heavy Infectious Scoped Energy Neutralizer [Empty High slot] Heavy Infectious Scoped Energy Neutralizer [Empty High slot] Core Probe Launcher II Large Core Defense Field Extender I Large Polycarbon Engine Housing I Large Higgs Anchor I Warrior II x10 Hornet EC-300 x15 Wasp II x4 Sisters Core Scanner Probe x8 \\ Notes: Minmatar ships are suprisingly heavy. On armor ships, check your mass (since Armor layering lowers the mass again). ==== HICs ==== Take a mobile depot with you if you have any offline modules Goes from 1,1 kt cold to 144 kt hot [Devoter, small roller] 1600mm Steel Plates II 1600mm Steel Plates II Reactor Control Unit II Reactor Control Unit II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II 100MN Y-S8 Compact Afterburner Medium Cap Battery I Cetus Scoped Burst Jammer Zero-Point Mass Entangler Zero-Point Mass Entangler Zero-Point Mass Entangler Prototype Cloaking Device I Zero-Point Mass Entangler Core Probe Launcher I Medium Higgs Anchor I Medium Ancillary Current Router I Hornet EC-300 x5 Core Scanner Probe I x8 871t cold, 134kt hot\\ [Phobos, erector9000] Damage Control II Reactor Control Unit II Overdrive Injector System II 1600mm Steel Plates II Energized Adaptive Nano Membrane II Co-Processor II 100MN Y-S8 Compact Afterburner Cetus Scoped Burst Jammer Medium Cap Battery II Medium Cap Battery II Zero-Point Mass Entangler Zero-Point Mass Entangler Zero-Point Mass Entangler Zero-Point Mass Entangler Core Probe Launcher I Prototype Cloaking Device I Medium Higgs Anchor I Medium Ancillary Current Router I Core Scanner Probe I x16 \\ Onyx\\ [Onyx, Rolling HIC] Damage Control II Nanofiber Internal Structure II Nanofiber Internal Structure II Power Diagnostic System II 100MN Y-S8 Compact Afterburner Rash Compact Burst Jammer Pithum C-Type EM Shield Amplifier Multispectrum Shield Hardener II Caldari Navy Large Shield Extender Caldari Navy Large Shield Extender Zero-Point Mass Entangler Zero-Point Mass Entangler Zero-Point Mass Entangler Zero-Point Mass Entangler Expanded Probe Launcher I Prototype Cloaking Device I Medium Higgs Anchor I Medium Hyperspatial Velocity Optimizer II Sisters Combat Scanner Probe x8 ==== Industrials ==== Rolling Sigil (can be stored in Rorqual) [Sigil, Rolling Sigil] Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Type-D Restrained Capacitor Power Relay Type-D Restrained Capacitor Power Relay 100MN Y-S8 Compact Afterburner Small Compact Pb-Acid Cap Battery Eutectic Compact Cap Recharger Small Compact Pb-Acid Cap Battery Medium Higgs Anchor I Medium Ancillary Current Router I Medium Ancillary Current Router I ===== HELP: I am rolled out!!!! ===== Just self destructing makes you weak in the eyes of Bob and you will miss a good adventure. Also, you litter J-Space, which means Bob will most likely smite you. - Calm down - Drop probes, make a save and cloak up - Scan down wormholes - Fly out like a 31337 Wormholer === Order of escape === Check wormhole. For this example we assume you are stranded in J213737.\\ Find the system here: http://anoik.is/systems/J213737 \\ As you can see, you have a B274, aka Hisec: Congratulations, you are not stranded. \\ Now take J160156. You check, and you see you have the statics C247 H900. Which mean C3 and C5. So you check out the C3 first, check its static, and if it is super crap, go to C5 and walk down the chain till you find a better exit. C1-C3 Holes will always have a Static that leads to k-space \\ C4-C6 will never have a K-Space static \\ Wormholes that start with J0 are shattered, be careful, they are mostly empty, but drifters roam around.\\ C2 and C4 class wormholes have 2 statics, all other normal holes 1 Easiest way to go out is usually trying to go down in Wormhole class, till you are in a C1-3, check if the K-Space leads to Hi or Lowsec (hopefully non-aids) then fly out to safety. Although sometimes you have to make a bigger trip, if the statics do not like you. Also keep an eye out for nonstatics, those can also lead to lower classes. When bookmarking holes, use @ for all holes leading away from the hole you were stranded in, and # for all leading back. This way you will know where you are currently going and avoid confusion on where you are. Also, draw a Map or use Tripwire and such. Also, do not forget to mark holes after you jump. If you get out, do not forget to take a screenshot and then go on Reddit to post how much of an elite Wormholer you are now.