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This guide assumes you already have experience flying subcap (DPS/logi) fleets and will only explain capital specific mechanics, it also assume you have the doctrine required base skills, Jump Drive Calibration V, Jump Fuel Conservation IV, Jump Drive Operation V etc.
You need to join the capitals group before flying in fleets. Joining the group gives access to capitals discord chat, forum, capital mumble subchannels and pings; as well as capital SRP.
While capitals are generally powerful, when isolated they make attractive, expensive targets for a gang of subcaps. One of the ways people can trap you is to fleet warp you away to danger by tricking you into joining their fleet, or using a spy in fleet squad commander position to warp you off and kill you. So to avoid this:
After jumping you will be unable to tether for 30 seconds, which means you can be tackled. Dock quickly to avoid this, this also means you shouldn't cyno your capital onto anything smaller than a fortizar (or supercapital on smaller than keepstar) unless you know what you are doing.
You will have used up your 'jump capacitor' so you should start capping up as soon as possible, so you are ready to jump out or use your emergency hull energizer (EHE).
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Dreadnought have the Siege Module, faxes have the Triage Module. These use strontium clathrates to activate and immobilize your ship (preventing travel, warping, jumping, cloaking, docking etc) and prevent remote assistance (you can't be repped or receive capacitor transfer) but in exchange your local active rep gets boosted and your outgoing dps and reps get boosted. Because of the downsides FC will tell you when to siege (siege green) and when to exit siege (siege red).
It is important when you first jump in to wait until your speed is lower than 10 m/s before sieging. If you bump and siege, the increased mass from sieging will mean you go flying off.
Your ship has a special cargo bay called a fleet hangar, this bay is private to you by default but can be opened up to fleet members or corp members by clicking the little buttons next to the hangar. This is where you can keep things like cap boosters or refits, you probably want to keep it closed to prevent thieves and only open it when needed.
Similar to the fleet hangar the SMA can also be opened to fleet or corp members. This bay can be used to store and jump into fit ships. Possible uses cases include storing spare ships for fleet members to reship into, moving ships for move ops or carrying ammo/charges/strontium/heavywater inside industrials.
Additionally the SMA (even when closed) provides a fitting service like mobile depots to fleet members <5km away. So if you are close to another capital in fleet with you, you can refit your ship in space (see useful refits below).
500mn Microwarpdrive + 3x Inertial Stabilizers: Useful while gate travelling, one cycle of 500mn will align you to warp in 10 seconds
Cloak: Useful for cloaking up after a small hot drop or during move ops
Heavy cap boosters: If your fit doesn't have a cap booster you can carry extra refit cap boosters. Fit one or more so you can quickly inject capacitor
Capacitor Flux Coils + Cap Rechargers: Similar to cap boosters, these will let you cap up passively3)
Warp Core Stabilizers: Adds warp core strength which might help you escape being pointed
The dreadnought is the damage-focussed capital class. The Bomb dread is a buffer-tanked short-range anti-capital damage dealer dropped right on top of the enemy while the Sniper dread is similar but uses long-range guns and is used at range against capitals (or perhaps battleships). The HAW dread is an anti-subcap dread with a modest active rep tank.
Often dreads do not get into the fight which is why it's suggested to use dreads on alts, while you have a character flying subcap in the main fleet.
Faxes (Force Auxiliary) provide capital reps to both capital and subcapital friendlies alike. Fleet fax (buffer fit) are used when the enemy are expected to bring capitals while master fax are used when the enemy is expected to bring subcaps or only a few dreads. Typically the master fax are used if they can tank what the enemy is likely to bring, typically subcap vs subcap fights, while fleet faxes jump in to rep against capitals.
Carriers provide fighter support, which are basically suped up, very long range drones. They have their own control system so you should familiarize yourself with them, that is not covered in this guide (yet).
https://forum.pleaseignore.com/topic/84972-updated-capitals-101/
https://forum.pleaseignore.com/topic/100127-so-you-now-have-a-fax-guide/