Faction Warfare
Fleets Completed:
9
Number of Kills:
139
ISK Destroyed:
8.98B ISK
Getting Started with Faction Warfare (FW)
Welcome to Faction Warfare! If you’ve landed here, chances are you’re interested in joining one of our small-gang or collaborative FW fleets, especially our Ctrl–Slide–Delete™ fleets, run in partnership with Eve Rookies.
These fleets are fast-paced, affordable, and low-commitment roams through Faction Warfare space. They’re designed to get you into the action without breaking the bank or requiring long-term militia membership. All you need is the right 'Base Standings' and a quick Direct Enlistment just before undock.
The info below will walk you through everything you need to know before flying with us, including how to check your standings, what ships to bring, how to join fleet, and what voice commands to listen for.
It’s quick, safe, and you can retire from FW right after the fleet
Let’s get you ready to fly.


Step 1: Finding and checking your 'Base Standings'
To enlist temporarily via 'Direct Enlistment', you’ll need positive base standings (0.0 or higher) with the fleets chosen State.
How to check:
1. Click on your Character Portrait on the Neocom.
2. Head to the 'Interaction' section.
3. Click on 'Standings'.
4. Use the filter to find Caldari State and/or Gallente Federation as needed.
5. Hover over the desired Faction and check the popup that appears.
6. Make sure the 'Base Standings' are positive (0.0 or higher).
Note: If you can't find the standings for either faction, there's a good chance you are a newer player and have yet to interact with them, which by default makes it 0.0 so you should still be ok.

Step 2: Enlisting Safely (When & Where)
When to enlist?
We recommend waiting to enlist via 'Direct Enlistment' until you're in the staging system and ready to undock.
Warning: Enlisting flags you as being at war. We strongly advise avoiding enlistment while in, or traveling through, a major trade hub as you may be legally attacked in high-sec.
After the fleet:
If you don’t plan to stay enlisted in FW, make sure to retire after the fleet.
This will place you on a 24-hour cooldown before you can enlist again with any faction.

Step 3: Joining the fleet
When it’s time to fly, hop into the in-game channel: RWG X-up - Ask for a fleet invite there.
The RWG X-up channel MOTD will also include:
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Doctrines in use
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Any ship handout details
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SRP (Ship Replacement Program) information
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Voice Comms (Discord) information
Step 4: Prepare to Undock - Extra Info
Pre-Fleet Undock Checklist
A short video by our friend Keacte (F.U.N. Inc) running through the basics to check before you undock for any fleet.
Undock Tips:
Remember the RWG Acronym C.H.A.R.G.E.S
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C – Be in a Clean Clone
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H – Home Station set to the staging system
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A – Ammo/Paste/Drones/Drugs etc in cargo
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R – Rename and Insure your ship
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G – Guns, Rigs and Modules: Checked and online!
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E – Enlisted with the correct Faction
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S – Set your Safety accordingly (yellow)
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Add the FC & roles/fleet members to your watch list
Kshal's Guide to Joining Faction Warfare
A more in-depth video by Kshal (EVE Rookies) explaining how to set up and join any one of our RWG / ER or Ctrl–Slide–Delete™ Faction Warfare roams.

Doctrine: What Ships to Fly?
We primarily operate with a loose 'kitchen sink' style using T1 and Navy variants of both Frigates and Destroyers for the Ctrl–Slide–Delete™ fleets. This setup lets us engage in almost all plexes while maintaining an ideal balance of cost-effectiveness, control and speed! Ultimately giving us the widest possible engagement range and maximum target destruction.
T1 Frigate: ✅
Navy Frigate: ✅
T1 Destroyer: ✅
Navy Destroyer:✅
Pirate hull: ❌
T2 hull: ❌
General Fitting Rule
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MWD required – This is typically a fast moving fleet.
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At least one EWAR module (point, scram, neut, nos, web, weapon disrupts etc).
Ewar will generally be balanced at the start of a fleet before undocking.
Common Knowledge
Probe Scanner & Plex Calls:
About half of all of our FW calls are made via the 'Probe Scanner' window and this is how the FC directs align/warp commands to complexes. Make sure you know where it is!
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Open the Probe Scanner and keep it open. (see screenshot 1-2)
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You may find it's linked to the system map, you can seperate it and 'pop it out' into its own smaller window if that helps. (see screenshot 3)
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Plexes appear as 6-character sigs IDs - FCs will call align/warp targets by these. (see screenshot 4)
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Sort IDs by distance if hunting, or alphabetically (recommended for newer pilots) to help find them faster.
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You’ll usually take fleet warps, so just stay alert and follow calls.




Fleet Conduct:
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Use third-person character names instead of “I” or “me”. Keep comms short and clear.
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When you hear “check check” or “clear comms”, stop all comms chatter.
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If someone’s lost, let FC guide them - avoid talking or engaging over the help.
General FC orders:
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Only Warp / Jump / Engage when told.
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Try not to enter plexes or jump gates early/alone - accidents happen, so hold cloak and give intel asap.
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Typically assume to hold cloaks when jumping, and 'Orbit 500m' on gates while waiting (unless told otherwise).
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Call out points, scrams, and webs as soon as they land.
Typical Combat Calls:
“Align [X]” - Point your ship toward the target (planet, gate, celestial, etc.) and get ready to warp.
- Do not warp yet.
“Warp /Jump [X]” - Immediately warp/jump yourself to the named location.
“Slide Gate” - Activate the plex or acceleration gate and enter the site.
“Hold Cloak” - Stay still and keep your session cloak active after a warp or jump.
- Wait for further orders before decloaking or moving.
“Optimal [Range] / Orbit at [X]” - Keep your ship at roughly that range from the target for best performance.
(e.g. “Optimal of 10km”)
“Primary / Secondary” - Shoot targets in the correct order.
“Ewar only” - No DPS, just webs/points/scrams/damps/neuts etc.
“Scatter / Disengage” - Warp out fast to safes or celestials.


