Verus North Skill Plans

Verus North Holding Company · Sons of Bane

Corp Skill Plans

Training plans for small-gang PvP (5–20 pilots). Foundations gets new members fleet-ready. Advanced takes pilots who have the basics into T2 hulls and full-strength support skills.

Skill data: EVE ESI, read 20 Oct 2026Foundations: 10 plans · 4 race add-onsAdvanced: 11 plans · 4 race add-ons

Start here

1 · firstCore Baseline, Stage 1367,490 SP · about 8.5 days. Fitting, nav, cap, locking, basic tank.
2 · thenPick a race add-onT1 frigate, destroyer and cruiser plus that race's turrets. About 5–6 days.
3 · thenOne role, Stage 1Tackle or Logi is the fastest way to fly in alliance ops. Add Core Stage 2 alongside.
Remap tip for new pilots

Core, Tank, Logi, EWAR and Scanning all train on Intelligence/Memory. A new character's free remap to Int 27 / Mem 21 covers most of these plans. Gunnery and Missiles train on Perception/Willpower, so either train those after a later remap or inject them. Each card shows its own best remap.

Race add-ons

Racial hull and turret skills, kept separate so the foundation plans fit any race. Numbers are after Core.

Amarr

222,350 SP after Core · 5.1 days (4.1 on a Per/Wil remap)

23 lines
Spaceship Command I
Spaceship Command II
Spaceship Command III
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Amarr Frigate IV
Amarr Destroyer I
Amarr Destroyer II
Amarr Destroyer III
Amarr Cruiser I
Amarr Cruiser II
Amarr Cruiser III
Gunnery I
Small Energy Turret I
Small Energy Turret II
Small Energy Turret III
Small Energy Turret IV
Gunnery II
Gunnery III
Medium Energy Turret I
Medium Energy Turret II
Medium Energy Turret III

Caldari

270,350 SP after Core · 6.3 days (5.0 on a Per/Wil remap)

32 lines
Spaceship Command I
Spaceship Command II
Spaceship Command III
Caldari Frigate I
Caldari Frigate II
Caldari Frigate III
Caldari Frigate IV
Caldari Destroyer I
Caldari Destroyer II
Caldari Destroyer III
Caldari Cruiser I
Caldari Cruiser II
Caldari Cruiser III
Gunnery I
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Small Hybrid Turret IV
Gunnery II
Gunnery III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Missile Launcher Operation I
Missile Launcher Operation II
Light Missiles I
Light Missiles II
Light Missiles III
Missile Launcher Operation III
Heavy Missiles I
Heavy Missiles II
Heavy Missiles III

Gallente

238,350 SP after Core · 5.5 days (4.5 on a Per/Wil remap)

29 lines
Spaceship Command I
Spaceship Command II
Spaceship Command III
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Gallente Frigate IV
Gallente Destroyer I
Gallente Destroyer II
Gallente Destroyer III
Gallente Cruiser I
Gallente Cruiser II
Gallente Cruiser III
Gunnery I
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Small Hybrid Turret IV
Gunnery II
Gunnery III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Drones I
Drones II
Drones III
Medium Drone Operation I
Medium Drone Operation II
Medium Drone Operation III

Minmatar

222,350 SP after Core · 5.1 days (4.1 on a Per/Wil remap)

23 lines
Spaceship Command I
Spaceship Command II
Spaceship Command III
Minmatar Frigate I
Minmatar Frigate II
Minmatar Frigate III
Minmatar Frigate IV
Minmatar Destroyer I
Minmatar Destroyer II
Minmatar Destroyer III
Minmatar Cruiser I
Minmatar Cruiser II
Minmatar Cruiser III
Gunnery I
Small Projectile Turret I
Small Projectile Turret II
Small Projectile Turret III
Small Projectile Turret IV
Gunnery II
Gunnery III
Medium Projectile Turret I
Medium Projectile Turret II
Medium Projectile Turret III

Plans

Role cards show SP and days after Core Baseline, since shared skills are only trained once. "SP on its own" is for a pilot skipping Core.

Step 1 · everyone

Core Baseline

Int 27Mem 21Per 17Wil 17Cha 17

Everything every pilot needs no matter what they fly: fitting room (CPU/PG), capacitor, getting in and out of warp, speed, locking, and a basic tank and drone set. Train this first.

Numbers assume trained: nothing (starting plan)

SP to train1.83M
Days, default attributes42.4
Days, best remap35.9
Days, remap + 12 accel.23.8
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1367,490367,490 8.57.24.70.7 LSI ≈ 0.5B
Stage 21,465,5431,465,543 33.928.819.02.9 LSI ≈ 2.1B
Stage 1: 78 lines
CPU Management I
CPU Management II
CPU Management III
CPU Management IV
Power Grid Management I
Power Grid Management II
Power Grid Management III
Power Grid Management IV
Electronics Upgrades I
Electronics Upgrades II
Electronics Upgrades III
Gunnery I
Gunnery II
Weapon Upgrades I
Weapon Upgrades II
Weapon Upgrades III
Science I
Energy Grid Upgrades I
Energy Grid Upgrades II
Energy Grid Upgrades III
Capacitor Management I
Capacitor Management II
Capacitor Management III
Capacitor Systems Operation I
Capacitor Systems Operation II
Capacitor Systems Operation III
Navigation I
Navigation II
Navigation III
Warp Drive Operation I
Warp Drive Operation II
Warp Drive Operation III
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Acceleration Control I
Acceleration Control II
Acceleration Control III
Afterburner I
Afterburner II
Afterburner III
High Speed Maneuvering I
High Speed Maneuvering II
Spaceship Command I
Spaceship Command II
Spaceship Command III
Target Management I
Target Management II
Target Management III
Long Range Targeting I
Long Range Targeting II
Long Range Targeting III
Signature Analysis I
Signature Analysis II
Signature Analysis III
Mechanics I
Mechanics II
Mechanics III
Hull Upgrades I
Hull Upgrades II
Hull Upgrades III
Repair Systems I
Repair Systems II
Repair Systems III
Shield Operation I
Shield Operation II
Shield Operation III
Shield Management I
Shield Management II
Jury Rigging I
Jury Rigging II
Jury Rigging III
Drones I
Drones II
Drones III
Light Drone Operation I
Light Drone Operation II
Light Drone Operation III
Stage 2: 26 lines
CPU Management V
Power Grid Management V
Electronics Upgrades IV
Weapon Upgrades IV
Advanced Weapon Upgrades I
Advanced Weapon Upgrades II
Advanced Weapon Upgrades III
Energy Grid Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Navigation IV
Warp Drive Operation IV
Evasive Maneuvering IV
Acceleration Control IV
Afterburner IV
High Speed Maneuvering III
Spaceship Command IV
Target Management IV
Long Range Targeting IV
Signature Analysis IV
Science II
Science III
Science IV
Thermodynamics I
Thermodynamics II
Thermodynamics III
Skillbooks used (29)

Acceleration Control, Advanced Weapon Upgrades, Afterburner, CPU Management, Capacitor Management, Capacitor Systems Operation, Drones, Electronics Upgrades, Energy Grid Upgrades, Evasive Maneuvering, Gunnery, High Speed Maneuvering, Hull Upgrades, Jury Rigging, Light Drone Operation, Long Range Targeting, Mechanics, Navigation, Power Grid Management, Repair Systems, Science, Shield Management, Shield Operation, Signature Analysis, Spaceship Command, Target Management, Thermodynamics, Warp Drive Operation, Weapon Upgrades

After this: Pick a role plan (or two) and a race add-on.

Role foundation

Tank Foundations

Int 27Mem 21Per 17Wil 17Cha 17

Armor AND shield support skills, so whichever doctrine the corp settles on, the pilot's tank is already trained. Resist compensation skills boost every hardener they fit.

Numbers assume trained: Core Baseline

SP to train2.30M
Days, default attributes53.2
Days, best remap42.6
Days, remap + 12 accel.28.8
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1285,802233,309 5.44.32.90.5 LSI ≈ 0.3B
Stage 22,196,6332,066,373 47.838.325.94.1 LSI ≈ 3.0B
Stage 1: 48 lines
Mechanics I
Hull Upgrades I
Hull Upgrades II
Hull Upgrades III
Hull Upgrades IV
Mechanics II
Mechanics III
Mechanics IV
Repair Systems I
Repair Systems II
Repair Systems III
Armor Layering I
Armor Layering II
EM Armor Compensation I
EM Armor Compensation II
Thermal Armor Compensation I
Thermal Armor Compensation II
Kinetic Armor Compensation I
Kinetic Armor Compensation II
Explosive Armor Compensation I
Explosive Armor Compensation II
Power Grid Management I
Shield Operation I
Shield Operation II
Shield Operation III
Shield Operation IV
Power Grid Management II
Power Grid Management III
Shield Management I
Shield Management II
Shield Management III
Science I
Shield Upgrades I
Shield Upgrades II
Shield Upgrades III
Shield Compensation I
Shield Compensation II
Shield Compensation III
Tactical Shield Manipulation I
Tactical Shield Manipulation II
EM Shield Compensation I
EM Shield Compensation II
Thermal Shield Compensation I
Thermal Shield Compensation II
Kinetic Shield Compensation I
Kinetic Shield Compensation II
Explosive Shield Compensation I
Explosive Shield Compensation II
Stage 2: 40 lines
Hull Upgrades V
Mechanics V
Repair Systems IV
Armor Layering III
Armor Layering IV
EM Armor Compensation III
EM Armor Compensation IV
Thermal Armor Compensation III
Thermal Armor Compensation IV
Kinetic Armor Compensation III
Kinetic Armor Compensation IV
Explosive Armor Compensation III
Explosive Armor Compensation IV
Shield Management IV
Shield Upgrades IV
Shield Compensation IV
Tactical Shield Manipulation III
Tactical Shield Manipulation IV
EM Shield Compensation III
EM Shield Compensation IV
Thermal Shield Compensation III
Thermal Shield Compensation IV
Kinetic Shield Compensation III
Kinetic Shield Compensation IV
Explosive Shield Compensation III
Explosive Shield Compensation IV
Power Grid Management IV
Capacitor Management I
Capacitor Management II
Capacitor Management III
Science II
Science III
Science IV
Thermodynamics I
Thermodynamics II
Thermodynamics III
Thermodynamics IV
Nanite Operation I
Nanite Operation II
Nanite Operation III
Skillbooks used (22)

Armor Layering, Capacitor Management, EM Armor Compensation, EM Shield Compensation, Explosive Armor Compensation, Explosive Shield Compensation, Hull Upgrades, Kinetic Armor Compensation, Kinetic Shield Compensation, Mechanics, Nanite Operation, Power Grid Management, Repair Systems, Science, Shield Compensation, Shield Management, Shield Operation, Shield Upgrades, Tactical Shield Manipulation, Thermal Armor Compensation, Thermal Shield Compensation, Thermodynamics

After this: Racial T2 hull skills when they pick a doctrine ship.

Role foundation

Gunnery Foundations

Per 27Wil 21Mem 17Int 17Cha 17

Turret support skills that apply to every turret type (lasers, hybrids, projectiles): damage, rate of fire, range and tracking. The racial turret itself comes from the race add-on.

Numbers assume trained: Core Baseline

SP to train1.02M
Days, default attributes23.7
Days, best remap19.0
Days, remap + 12 accel.12.8
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1148,327146,912 3.42.71.80.3 LSI ≈ 0.2B
Stage 2877,008877,008 20.316.211.01.8 LSI ≈ 1.3B
Stage 1: 21 lines
Gunnery I
Gunnery II
Gunnery III
Gunnery IV
Motion Prediction I
Motion Prediction II
Motion Prediction III
Sharpshooter I
Sharpshooter II
Sharpshooter III
Rapid Firing I
Rapid Firing II
Rapid Firing III
Surgical Strike I
Surgical Strike II
Surgical Strike III
Controlled Bursts I
Controlled Bursts II
Controlled Bursts III
Trajectory Analysis I
Trajectory Analysis II
Stage 2: 8 lines
Gunnery V
Motion Prediction IV
Sharpshooter IV
Rapid Firing IV
Surgical Strike IV
Controlled Bursts IV
Trajectory Analysis III
Trajectory Analysis IV
Skillbooks used (7)

Controlled Bursts, Gunnery, Motion Prediction, Rapid Firing, Sharpshooter, Surgical Strike, Trajectory Analysis

After this: Small/Medium turret V and turret specializations for T2 guns.

Role foundation

Missile Foundations

Per 27Wil 21Mem 17Int 17Cha 17

Frigate-to-cruiser missile systems (rockets, lights, heavies, HAMs) plus the support skills that improve every launcher.

Numbers assume trained: Core Baseline

SP to train1.57M
Days, default attributes36.3
Days, best remap29.0
Days, remap + 12 accel.19.6
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1211,399211,399 4.93.92.60.4 LSI ≈ 0.3B
Stage 21,356,9961,356,996 31.425.117.02.7 LSI ≈ 2.0B
Stage 1: 32 lines
Missile Launcher Operation I
Missile Launcher Operation II
Missile Launcher Operation III
Missile Launcher Operation IV
Rockets I
Rockets II
Rockets III
Light Missiles I
Light Missiles II
Light Missiles III
Heavy Missiles I
Heavy Missiles II
Heavy Missiles III
Heavy Assault Missiles I
Heavy Assault Missiles II
Heavy Assault Missiles III
Missile Bombardment I
Missile Bombardment II
Missile Bombardment III
Missile Projection I
Missile Projection II
Missile Projection III
Rapid Launch I
Rapid Launch II
Rapid Launch III
Target Navigation Prediction I
Target Navigation Prediction II
Target Navigation Prediction III
Warhead Upgrades I
Warhead Upgrades II
Guided Missile Precision I
Guided Missile Precision II
Stage 2: 13 lines
Missile Launcher Operation V
Rockets IV
Light Missiles IV
Heavy Missiles IV
Heavy Assault Missiles IV
Missile Bombardment IV
Missile Projection IV
Rapid Launch IV
Target Navigation Prediction IV
Warhead Upgrades III
Warhead Upgrades IV
Guided Missile Precision III
Guided Missile Precision IV
Skillbooks used (11)

Guided Missile Precision, Heavy Assault Missiles, Heavy Missiles, Light Missiles, Missile Bombardment, Missile Launcher Operation, Missile Projection, Rapid Launch, Rockets, Target Navigation Prediction, Warhead Upgrades

After this: Missile specializations (Rocket/Light/HAM) for T2 launchers.

Role foundation

Drone Foundations

Mem 27Per 21Wil 17Int 17Cha 17

Drones add damage or utility to almost every hull. Drones V is a gate for many other skills, so this pays off on any ship.

Numbers assume trained: Core Baseline

SP to train1.21M
Days, default attributes28.1
Days, best remap22.5
Days, remap + 12 accel.15.2
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1388,327372,327 8.66.94.70.7 LSI ≈ 0.5B
Stage 2842,498842,498 19.515.610.51.7 LSI ≈ 1.2B
Stage 1: 26 lines
Drones I
Drones II
Drones III
Drones IV
Drones V
Light Drone Operation I
Light Drone Operation II
Light Drone Operation III
Light Drone Operation IV
Medium Drone Operation I
Medium Drone Operation II
Medium Drone Operation III
Drone Avionics I
Drone Avionics II
Drone Avionics III
Drone Navigation I
Drone Navigation II
Drone Navigation III
Drone Sharpshooting I
Drone Sharpshooting II
Drone Sharpshooting III
Drone Durability I
Drone Durability II
Drone Durability III
Drone Interfacing I
Drone Interfacing II
Stage 2: 11 lines
Light Drone Operation V
Medium Drone Operation IV
Heavy Drone Operation I
Heavy Drone Operation II
Heavy Drone Operation III
Drone Avionics IV
Drone Navigation IV
Drone Sharpshooting IV
Drone Durability IV
Drone Interfacing III
Drone Interfacing IV
Skillbooks used (9)

Drone Avionics, Drone Durability, Drone Interfacing, Drone Navigation, Drone Sharpshooting, Drones, Heavy Drone Operation, Light Drone Operation, Medium Drone Operation

After this: Racial Drone Specialization for T2 drones.

Role foundation

Tackle & Propulsion

Int 27Per 21Mem 17Wil 17Cha 17

Catching and holding targets: point/scram range and speed. Small gangs live and die on tackle, and it is the fastest way for a new pilot to be useful.

Numbers assume trained: Core Baseline

SP to train1.29M
Days, default attributes29.8
Days, best remap24.2
Days, remap + 12 accel.16.3
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1309,02040,000 0.90.80.50.1 LSI ≈ 0.1B
Stage 21,404,5501,247,530 28.923.415.82.5 LSI ≈ 1.8B
Stage 1: 30 lines
CPU Management I
CPU Management II
CPU Management III
Navigation I
Navigation II
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Navigation III
Navigation IV
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Acceleration Control I
Acceleration Control II
Acceleration Control III
Afterburner I
Afterburner II
Afterburner III
Afterburner IV
High Speed Maneuvering I
High Speed Maneuvering II
High Speed Maneuvering III
Fuel Conservation I
Fuel Conservation II
Fuel Conservation III
Signature Analysis I
Signature Analysis II
Signature Analysis III
Stage 2: 13 lines
Propulsion Jamming IV
Navigation V
Evasive Maneuvering V
Acceleration Control IV
Afterburner V
High Speed Maneuvering IV
Fuel Conservation IV
Spaceship Command I
Spaceship Command II
Spaceship Command III
Interceptors I
Interceptors II
Interceptors III
Skillbooks used (11)

Acceleration Control, Afterburner, CPU Management, Evasive Maneuvering, Fuel Conservation, High Speed Maneuvering, Interceptors, Navigation, Propulsion Jamming, Signature Analysis, Spaceship Command

After this: Interdictors (needs Propulsion Jamming V + Graviton Physics I).

Role foundation

Logistics & Support

Int 27Mem 21Per 17Wil 17Cha 17

Remote repair of shield, armor and capacitor, plus the targeting and cap skills logi pilots need. Covers T1 logi frigates/cruisers in either tank type.

Numbers assume trained: Core Baseline

SP to train1.57M
Days, default attributes36.3
Days, best remap29.4
Days, remap + 12 accel.19.8
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1401,03048,000 1.10.90.60.1 LSI ≈ 0.1B
Stage 21,529,5001,521,500 35.228.519.23.0 LSI ≈ 2.2B
Stage 1: 40 lines
Power Grid Management I
Power Grid Management II
Power Grid Management III
Science I
Science II
Shield Emission Systems I
Shield Emission Systems II
Shield Emission Systems III
Mechanics I
Mechanics II
Mechanics III
Repair Systems I
Repair Systems II
Remote Armor Repair Systems I
Remote Armor Repair Systems II
Remote Armor Repair Systems III
Capacitor Emission Systems I
Capacitor Emission Systems II
Capacitor Emission Systems III
CPU Management I
Signature Analysis I
Signature Analysis II
Signature Analysis III
Signature Analysis IV
CPU Management II
Long Range Targeting I
Long Range Targeting II
Long Range Targeting III
Long Range Targeting IV
Capacitor Management I
Capacitor Management II
Capacitor Management III
Capacitor Management IV
Capacitor Systems Operation I
Capacitor Systems Operation II
Capacitor Systems Operation III
Capacitor Systems Operation IV
Energy Grid Upgrades I
Energy Grid Upgrades II
Energy Grid Upgrades III
Stage 2: 13 lines
Shield Emission Systems IV
Remote Armor Repair Systems IV
Capacitor Emission Systems IV
Signature Analysis V
Long Range Targeting V
Capacitor Management V
Spaceship Command I
Spaceship Command II
Spaceship Command III
Logistics Frigates I
Logistics Frigates II
Logistics Frigates III
Logistics Cruisers I
Skillbooks used (16)

CPU Management, Capacitor Emission Systems, Capacitor Management, Capacitor Systems Operation, Energy Grid Upgrades, Logistics Cruisers, Logistics Frigates, Long Range Targeting, Mechanics, Power Grid Management, Remote Armor Repair Systems, Repair Systems, Science, Shield Emission Systems, Signature Analysis, Spaceship Command

After this: Racial cruiser V, then Logistics Cruisers up for T2 logi.

Role foundation

Electronic Warfare

Int 27Mem 21Per 17Wil 17Cha 17

Damps, disruptors, painters and webs/points support: the force-multiplier role that lets a small gang beat a bigger one.

Numbers assume trained: Core Baseline

SP to train0.74M
Days, default attributes17.1
Days, best remap13.7
Days, remap + 12 accel.9.2
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1145,415112,000 2.62.11.40.2 LSI ≈ 0.2B
Stage 2663,060625,805 14.511.67.81.3 LSI ≈ 0.9B
Stage 1: 26 lines
CPU Management I
Electronic Warfare I
Electronic Warfare II
Electronic Warfare III
CPU Management II
CPU Management III
Sensor Linking I
Sensor Linking II
Sensor Linking III
Weapon Disruption I
Weapon Disruption II
Weapon Disruption III
Target Painting I
Target Painting II
Target Painting III
Navigation I
Navigation II
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Long Range Targeting I
Long Range Targeting II
Long Range Targeting III
Signature Analysis I
Signature Analysis II
Signature Analysis III
Stage 2: 23 lines
Electronic Warfare IV
Sensor Linking IV
Weapon Disruption IV
Target Painting IV
CPU Management IV
Signal Suppression I
Signal Suppression II
Signal Suppression III
Weapon Destabilization I
Weapon Destabilization II
Weapon Destabilization III
Signature Focusing I
Signature Focusing II
Signature Focusing III
Signal Dispersion I
Signal Dispersion II
Signal Dispersion III
Frequency Modulation I
Frequency Modulation II
Frequency Modulation III
Long Distance Jamming I
Long Distance Jamming II
Long Distance Jamming III
Skillbooks used (15)

CPU Management, Electronic Warfare, Frequency Modulation, Long Distance Jamming, Long Range Targeting, Navigation, Propulsion Jamming, Sensor Linking, Signal Dispersion, Signal Suppression, Signature Analysis, Signature Focusing, Target Painting, Weapon Destabilization, Weapon Disruption

After this: Recon Ships (needs Cloaking IV, cruiser V) for Arazu/Lachesis/Huginn-style recons.

Role foundation

Scanning & Covops

Int 27Mem 21Per 17Wil 17Cha 17

Probe scanning, cloaking and data/relic sites: scouting for the gang, finding fights, and the base for wormhole life.

Numbers assume trained: Core Baseline

SP to train1.25M
Days, default attributes29.0
Days, best remap23.2
Days, remap + 12 accel.15.7
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1289,393218,723 5.14.12.70.4 LSI ≈ 0.3B
Stage 21,117,1021,034,592 23.919.212.92.1 LSI ≈ 1.5B
Stage 1: 32 lines
Science I
Science II
Science III
Astrometrics I
Astrometrics II
Astrometrics III
Astrometric Rangefinding I
Astrometric Rangefinding II
Astrometrics IV
Astrometric Pinpointing I
Astrometric Pinpointing II
Astrometric Acquisition I
Astrometric Acquisition II
CPU Management I
CPU Management II
Power Grid Management I
Power Grid Management II
Electronics Upgrades I
Electronics Upgrades II
Electronics Upgrades III
Hacking I
Hacking II
Hacking III
Survey I
Survey II
Survey III
Archaeology I
Archaeology II
Archaeology III
CPU Management III
CPU Management IV
Cloaking I
Stage 2: 14 lines
Astrometric Rangefinding III
Astrometric Pinpointing III
Astrometric Acquisition III
Hacking IV
Archaeology IV
Cloaking II
Cloaking III
Cloaking IV
Electronics Upgrades IV
Electronics Upgrades V
Spaceship Command I
Spaceship Command II
Spaceship Command III
Covert Ops I
Skillbooks used (14)

Archaeology, Astrometric Acquisition, Astrometric Pinpointing, Astrometric Rangefinding, Astrometrics, CPU Management, Cloaking, Covert Ops, Electronics Upgrades, Hacking, Power Grid Management, Science, Spaceship Command, Survey

After this: Covert Ops III–IV, Astrometrics V for wormhole scanning.

Role foundation

Leadership & Boosts

Cha 27Wil 21Per 17Mem 17Int 17

Command burst (link) skills for whoever boosts the gang. Links give a measurable edge at 5–20 pilots.

Numbers assume trained: Core Baseline

SP to train0.67M
Days, default attributes15.9
Days, best remap12.3
Days, remap + 12 accel.8.3
SP on its ownSP to trainDays defaultDays remapDays +12Inject instead (est.)
Stage 1109,255109,255 2.62.01.40.2 LSI ≈ 0.2B
Stage 2556,785556,785 13.310.37.01.1 LSI ≈ 0.8B
Stage 1: 16 lines
Leadership I
Leadership II
Leadership III
Leadership IV
Armored Command I
Armored Command II
Armored Command III
Shield Command I
Shield Command II
Shield Command III
Skirmish Command I
Skirmish Command II
Skirmish Command III
Information Command I
Information Command II
Information Command III
Stage 2: 8 lines
Leadership V
Armored Command IV
Shield Command IV
Skirmish Command IV
Information Command IV
Command Burst Specialist I
Command Burst Specialist II
Command Burst Specialist III
Skillbooks used (6)

Armored Command, Command Burst Specialist, Information Command, Leadership, Shield Command, Skirmish Command

After this: Command Burst Specialist IV, then Command Destroyers.

How to import

  1. Press Copy on the plan and stage you want.
  2. In game: Skills → Skill Plans → New Plan → Import from clipboard (or paste into the skill queue).
  3. Delete any lines for skills you've already trained.
  4. Buy any missing skillbooks first. Most are cheap NPC books in trade hubs.

Assumptions

  • Known: skill ranks, attributes and prerequisites from ESI on the date above.
  • Estimate: days assume no implants. Default attributes are 20/20/20/20/19.
  • Estimate: inject cost uses ~730M ISK per Large Skill Injector (market listing, undated) Foundations assume 500k SP per injector (pilots under 5M SP). Advanced assumes 400k (5–50M SP).
  • Times ignore the SP new characters start with, so real times will be a little shorter.
  • Advanced plans need Omega. In Foundations, can't train every skill or level; treat Stage 2 as an Omega target.