Table of Contents

Brave Hole Divers

If you've been on a fleet with the Brave Hole Divers, or just heard that there's an opportunity to make dank isk in wormhole space by working with fleets, this guide is intended to be your next step. The information contained herein should be enough to get you out and running your own fleets. IF you're just joining, not everything here will be essential, but it's all useful for you to know. The wormhole krabbing fleets are generally one of the more laid back and casual fleet experiences, so you should feel free to get as involved in fleet command activities as you want.

At a very high level, these fleets are just small groups of pilots who run the combat sites in C5 wormhole space. The rats in those sites (called sleepers) drop loot that can be sold to NPCs for significant value. An efficient and well run C5 fleet can generate over 150mil isk/hr per participating player.

In a Nutshell, the gameplay loop is:

If that sounds interesting to you join #brave-hole-divers channel on Slack, as this is where we hang out, theorycraft, spam pings and ping out fleets

Finding an Eligible Wormhole

If there is no wormhole to krab in, this guide is worth less than the power you use to display it, so obviously the first step is finding an eligible wormhole. While experienced FCs can krab wherever, to minimize chances of dying and maximize isk per hour, a wormhole should be Convenient, Safe and Lucrative If you are not already familiar with wormhole characteristics, review https://wiki.eveuniversity.org/Wormholes for a primer to help with understanding the below.

Convenient

Time is money, even more so in eve, so a convenient wormhole will not include an epic escapade through 20 systems, while being constantly dropped on. We are looking for a wormhole that is fairly close by, usually meaning any Brave-owned system in Catch. Due to wormhole mechanics, the hole should also be Large or Very Large, as Dominixes will not fit into smaller holes. In addition, the hole should not be “end of life” (EoL), as it means that the time it will stay open is at most 4 hours, so unless one can get a fairly precise timer on hole lifetime, it’s usually discouraged to rat in EoL wormhole

Safe

There is a saying among wormhole groups saying, that you should consider any asset taken into J-Space to be considered forfeit, we, however, try to minimize the risks, to maximize the profits. There are several criteria for that: are there any structures anchored? if so, who owns them? is there anyone inside? is the zkillboard of the system full of recent kills? And this is just considering the in-system threats, we also have to know about the temporary neighbors. We want to ask all the questions for the connecting wormholes as well. All of this is however up to the FC to decide, are the risks involved worth it? The higher the risk, the more vigilance is advised, while the d-scan should be checked fairly often, regardless of danger level, a good FC will post alts on connection wormholes, called pickets, to get an early warning that trouble is brewing.

Lucrative

All of the above is irrelevant, however, if the hole has no or very few combat sites, a good hole will contain multiple Core Garrisons, or in case of a strong fleet, Core Strongholds, other sites can be run as well, but will most likely result in worse isk per hour

The Doctrine

You could have a perfect wormhole, but it would be useless if you had no ships to run the sites and bring home the sweet, sweet loot. The basic fleet composition consists of Nestors, Dominixes, Armageddons, Praxises for logistics responsible to keep everybody alive. They depend on capchain for capacitor stability even under heavy neut pressure to sustain remote armor repairers. These ships bring good dps with drones as well along with providing considerable staying power to the fleet. You can run the sites with only logi battleships -with web/scram refits- but once you have enough repping power additional dps ships speed up the site completion time considerably. Optimal ships for DPS are Leshaks, which have the most dps among battleships once they are spooled and they also provide some repping power. Other options for DPS are Vindicator or Bhaalgorn providing better webs improving the fleet's damage application, or rattlesnakes which can single handedly hold down the RBS.

Refits

Refits in cargo

Sisters Core Scanner Probe x16
Standard Mindflood Booster x3
Warp Scrambler II x1
Heavy Stasis Grappler II x1
Prototype Cloaking Device I x1
500MN Y-T8 Compact Microwarpdrive x1
Stasis Webifier II x1
Cap Recharger II x2
Core Probe Launcher I x1
Target Painter II x1
Large Micro Jump Drive x1
Mobile Depot x1

Praxis

The praxises are meant to be run along other praxises, geddons, domis, nestors and other high DPS ships. This is the perfect starter doctrine as it is the cheapest and easiest to skill into among the BHD doctrines -since they do not rely on battleship skills- and do not require a lot of input from the pilot except for switching reps. They can hold down the DRB with refits due to a lot of midslots and cap stable under the strongest neuts. You will need all capacitor (including remote armor repair systems too), armor compensation and drone skills to at least level IV and preferably all capacitor skills to lvl V, if your cap skills are lower than V you may need to use mindflood. You can always use navy drones instead of T2s.

Praxis, BHD Praxis

[Praxis, BHD Praxis]
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Large Cap Battery II
Large Cap Battery II
Cap Recharger II
Warp Scrambler II
Heavy Stasis Grappler II
Omnidirectional Tracking Link II
Drone Navigation Computer II

Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Drone Link Augmentor II
Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer

Large Processor Overclocking Unit I
Large Egress Port Maximizer I
Large Egress Port Maximizer I



Hammerhead II x5
Hornet EC-300 x5
Praetor II x4
Infiltrator II x5

Tracking Speed Script x1
Nanite Repair Paste x200
Optimal Range Script x1


Armageddon

The geddons are meant to be run along other geddons, domis, praxises, nestors and other high DPS ships. They are cheap, can hold down the DRB with refitting, and cap stable under the strongest neuts. You will need all capacitor (including remote armor repair systems too), amarr battleship, armor compensation and drone skills to at least level IV and preferably all capacitor skills to lvl V, if your cap skills are lower than V you may need to use mindflood. You can always use navy drones instead of T2s. This is a good starter doctrine as it is cheap and easy to skill into, and doesn't require a lot of input from the pilot except for switching reps.

Armageddon, BHD Arma

[Armageddon, BHD Arma]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
1600mm Rolled Tungsten Compact Plates
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Damage Control II

Large Compact Pb-Acid Cap Battery
Large Compact Pb-Acid Cap Battery
Omnidirectional Tracking Link II
Drone Navigation Computer II

Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Drone Link Augmentor I

Large Egress Port Maximizer I
Large Egress Port Maximizer I
Large Explosive Armor Reinforcer I



Hammerhead II x5
Praetor II x5
Hornet EC-300 x5
Ogre II x5
Infiltrator II x5

Tracking Speed Script x1
Nanite Repair Paste x200
Optimal Range Script x1

Dominix

The dominixes are meant to be run along other domis, geddons, praxises, nestors and other high DPS ships. They are cheap, can hold down the DRB with refitting, and cap stable under the strongest neuts. You will need all capacitor (including remote armor repair systems too), gallente battleship, armor compensation and drone skills to at least level IV and preferably all capacitor skills to lvl V, if your cap skills are lower than V you may need to use mindflood. You can always use navy drones instead of T2s. This is a good starter doctrine as it is cheap and easy to skill into, and doesn't require a lot of input from the pilot except for switching reps.

Dominix, BHD Domi

[Dominix, BHD Domi]
1600mm Steel Plates II
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Large Cap Battery II
Drone Navigation Computer II
Large Cap Battery II
Omnidirectional Tracking Link II
Cap Recharger II

Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer
Large I-ax Enduring Remote Armor Repairer
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II

Large Explosive Armor Reinforcer I
Large Egress Port Maximizer I
Large Egress Port Maximizer I



Hammerhead II x5
Praetor II x5
Hornet EC-300 x5
Ogre II x5
Infiltrator II x5

Tracking Speed Script x1
Nanite Repair Paste x200
Optimal Range Script x1

Nestor

One of the best looking ships in EVE, Nestor is the core backbone of the Brave Hole Divers Fleet, as they have the strongest remote reps among supcaps and they can use 4 T2 remote reps cap stable in cap chain. They are meant to be run along other nestors, geddons, domis, praxises and other high DPS ships. You will need all capacitor (including remote armor repair systems too), racial battleships, armor compensation and drone skills to at least level IV and preferably all capacitor skills to lvl V, if your cap skills are lower than V you may need to use mindflood. You can always use navy drones instead of T2s. If you are considering bringing a nestor skill requirement should not be an issue, but do what you want, I’m just a wiki page and not your dad.

Nestor, BHD Nestor

[Nestor, BHD Nestor]

Explosive Armor Hardener II
Drone Damage Amplifier II
Multispectrum Energized Membrane II
Drone Damage Amplifier II
Multispectrum Energized Membrane II
Drone Damage Amplifier II

Large Micro Jump Drive
Large Cap Battery II
Cap Recharger II
Large Cap Battery II
Cap Recharger II
Cap Recharger II

Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II

Large Remote Repair Augmentor I
Large Remote Repair Augmentor I
Large Remote Repair Augmentor I


Federation Navy Ogre x5
Imperial Navy Praetor x5



Nanite Repair Paste x400
Sisters Core Scanner Probe x8
Mobile Depot x1
Mobile Tractor Unit x2
Prototype Cloaking Device I x1
Core Probe Launcher I x1

Leshak

Leshak, a triglavian battleship, capable of the highest subcapital damage in the game, while expensive to train, build and fly and by no means a neccessity they make the sites quite faster. They are meant to be run along praxises, geddons, domis, nestors, other leshaks and high DPS ships. They can rely on cap chain for cap stability, but they are stable without the chain if not repping others. Since they only use 2 remote capacitor transmitters, while other ships in the doctrine use 3, you need at least 2 leshaks to form a separate chain or you have to make an assymetric chain. (For example 2 nestors give 1 to the leshak and give 2 to each other and the leshak gives each nestor 1 cap transfer.) Cap stability for leshak is essential becouse running out of capacitor breaks the spool. They should prioritize keeping their gun running on the same target until it dies otherwise they are wasting their main advantage. They provide some remote repping power as well, but considerably less then other logistic battleships in the doctrine. They are god at killing the DRB.

Leshak, BHD Leshak

[Leshak, BHD Leshak]
Explosive Energized Membrane II
1600mm Steel Plates II
Damage Control II
Entropic Radiation Sink II
Entropic Radiation Sink II
Entropic Radiation Sink II
Multispectrum Energized Membrane II
Reactive Armor Hardener

Large Cap Battery II
Heavy Stasis Grappler II
Tracking Computer II
Tracking Computer II

Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Veles Supratidal Entropic Disintegrator

Large Thermal Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Egress Port Maximizer I



Praetor II x4
Ogre II x4
Vespa II x5

Optimal Range Script x2
Baryon Exotic Plasma L x1000
Tetryon Exotic Plasma L x1000
Tracking Speed Script x2
Nanite Repair Paste x400
Meson Exotic Plasma L x1000
Occult L x2000
Mystic L x1000

Vindicator

Vindicator is capable of dealing really high damage at close range and provide strong webs to the fleet improving application. Since most of the npcs come in close, range should not, but it can be an issue. While expensive to train, build and fly and by no means a neccessity it makes the sites quite faster. The main advantage of the vindi over the leshak as dps is the bonused webs and that it does not require time to spool up, so its capable of dealing the full potential damage right from the start and changing target does not mean a drop in dps. They are cap stable and have some resistance to neuts, but they can always refit to more capacitor if needed, but missing a couple of gun cycles is also not the end of the world. They are god at killing the DRB.

Vindicator, BHD Vindi

[Vindicator, BHD Vindi]
Damage Control II
Multispectrum Energized Membrane II
Explosive Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
1600mm Steel Plates II

Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Large Cap Battery II
Tracking Computer II
Tracking Computer II

Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II

Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I



Warrior II x5
Hornet EC-300 x5
Acolyte II x5
Infiltrator II x5

Tracking Speed Script x2
Optimal Range Script x2
Null L x10000
Caldari Navy Antimatter Charge L x10000
Void L x10000

Bhaalgorn

Bhaalgorn is capable of dealing decent damage with drones and lasers and it provides long range webs for the fleet improving application. Using lasers bhaals can switch ammo types instantly. They are cap stable by default, but they can steal capacitor from npcs or from the friendly capchain battleships if needed. While expensive to train, build and fly and by no means a neccesity, it makes the sites quite faster. It has smaller dps than the leshak or the vindi but it can instantly adapt to the engagement range, provides long range control, good utility and it is nigh impossible to completely neut out due to the nosferatus and their role bonus.

Bhaalgorn, BHD Bhaalgorn

[Bhaalgorn, BHD Bhaal]
Damage Control II
1600mm Steel Plates II
Heat Sink II
Heat Sink II
Heat Sink II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II

True Sansha Stasis Webifier
Large Cap Battery II
True Sansha Stasis Webifier
Large Cap Battery II
Tracking Computer II

Mega Pulse Laser II
Heavy Energy Nosferatu II
Mega Pulse Laser II
Heavy Energy Nosferatu II
Mega Pulse Laser II
Heavy Energy Nosferatu II
Mega Pulse Laser II

Large Thermal Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Explosive Armor Reinforcer I



Praetor II x4
Infiltrator II x5

Imperial Navy Multifrequency L x4
Multifrequency L x4
Optimal Range Script x1
Imperial Navy Standard L x4
Imperial Navy Radio L x4
Conflagration L x4
Scorch L x4
Tracking Speed Script x1
Nanite Repair Paste x250

Rattlesnake

Rattlesnakes do as much damage, if not more with drones as the Nestors and Dominixes, but their Torpedos speed up the boss wave considerably, as they apply fully. With numerous mid slots, it’s also able to hold the DRB on its own, making it an excellent FC boat. Rattlenakes should carry a full load of EM and Thermal Torps.

Rattlesnake, DAnk C5 Ticks

[Rattlesnake, [BHD] DAnk C5 Ticks]

Drone Damage Amplifier II
Drone Damage Amplifier II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Drone Damage Amplifier II
1600mm Steel Plates II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Missile Guidance Computer II
Missile Guidance Computer II
Large Micro Jump Drive

Drone Link Augmentor II
Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II

Large Kinetic Armor Reinforcer I
Large Explosive Armor Reinforcer I
Large Explosive Armor Reinforcer I


Acolyte II x5
Gecko x1
Ogre II x2
Praetor II x2


Inferno Rage Torpedo x4000
Mjolnir Rage Torpedo x4000
Missile Precision Script x1
Missile Range Script x3
Nanite Repair Paste x500
Sisters Core Scanner Probe x8
Scan Resolution Script x1
Targeting Range Script x1
Optimal Range Script x1
Tracking Speed Script x3
Prototype Cloaking Device I x1
Sensor Booster II x1
Heavy Karelin Scoped Stasis Grappler x1
Stasis Webifier II x2
Target Painter II x2
Warp Scrambler II x3

Drekavac

The drekavacs are the smaller brother of the leshaks. They can still do a lot of dps for much cheaper. They provide some remote reps as well, but they depend on capacitor self regeneration for capacitor stability. Luckely the batteries provide decent resistance against neuts, but it might not be enough. They are ment to be run alongside spider logi battleships or other dreks.

Drekavac, BHD Drek

[Drekavac, BHD Drek]
Damage Control II
800mm Steel Plates II
Multispectrum Energized Membrane II
Power Diagnostic System II
Multispectrum Energized Membrane II
Entropic Radiation Sink II
Entropic Radiation Sink II

Medium Cap Battery II
Medium Cap Battery II
Cap Recharger II
Tracking Computer II

Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Heavy Entropic Disintegrator II

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Explosive Armor Reinforcer I



Hornet EC-300 x5
Infiltrator II x5

Optimal Range Script x1
Tracking Speed Script x1
Tetryon Exotic Plasma M x1000
Baryon Exotic Plasma M x1000
Meson Exotic Plasma M x1000
Occult M x2000
Mystic M x1000
Nanite Repair Paste x200

Picketing

If there are outgoing wormholes from the C5 you are in you might want to consider watching the connections and that's where picketing comes into play. The picket is a dedicated alt that has all world sounds maxed out sitting near the wormhole, preferably cloaked. As soon as they hear the characteristic wub-wub-wub a wormhole does they should a. Alert the FC b. Switch to that account to try and gather the name and ship of the person coming through. There is no specific fitting, but since the picket alt is often salvaging alt as well, a normal salvage ship with a cloak will fill that role perfectly

It is important to have the camera centered at the wormhole, zoomed in as much as it is allowed, to be certain, that no enemy splash will go unnoticed

Corax, Picket

[Corax, Picket]
Inertial Stabilizers II
Inertial Stabilizers II

Cap Recharger II
Cap Recharger II
5MN Microwarpdrive II
Cap Recharger II

Prototype Cloaking Device I
Salvager I
Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I

Small Salvage Tackle I
Small Salvage Tackle I
Small Salvage Tackle I

But then again, there is a lot of freedom with the ship choice, any ship from a capital (my God, please don’t) to a rookie ship will do, even a capsule, if that’s all that you have on hand

Running the Site

And now begins the fun part. First I bestow upon thee the one the only, wormhole bible: https://docs.google.com/spreadsheets/d/e/2PACX-1vSbMMEBlM5BAFXldnnX3GDGfUp02OAuMznRljKkbpH4Ff3SyNTrkyEjHSJGkNJsDPqypSZw3sQmQ1Ta/pubhtml# In it there is are all information needed to successfully run a fleet. At the basic level, just shoot whatever is marked red last and you should be good.

Garrison sites are split into two parts, the site, and the Drifter Escalation. The first part consists of multiple waves of sleepers, and the escalation is a single ship called Drifter Response Battleship (DRB). That terrifying killing machine will not rest until it dies, or… well, that’s basically it. For its shields, you should deal thermal damage (Ogres) and for armor and structure EM (Praetors). You will be reminded when it’s time to switch drones.

Drone Bunny - The one who herds the drones. Using a Target Painter, they will make all the drones in the fleet, assigned to the bunny, attack one target. Depending on the experience of the person doing it they can do it on their own or get help from the FC. The drone bunny role is probably the most labor intensive job when running sites, but even then is not very hard. And trust me, controlling a big purple ball of death and destruction makes you feel powerful.

While most of the know-how comes with experience, there are several tricks to running sites:

Site running details:

FC stuff

If you are not interested in running fleets, feel free to skip this part.

This doctrine is designed with at least 3 nestors in mind. It is recommneded that the drone bunny not be a Nestor to keep the Nestor's reps free for damage switches and refitting the capacitor mids to a target painter might endanger the stability. This fleet setup is aimed to run Garrisons. If you wish to run strongholds then make sure all ships refit a Drone Damage Amplifier to a Damage Control Unit II, and do so at your own risk

Selling the blue loot

While running the sites, you must have noticed that you are not getting any bounty payouts, don’t worry, it’s perfectly normal, if you are getting bounty payments, you should report it to the nearest CONCORD representative. What sleepers do however is to drop “blue loot” when killed. You should gather in with and MTU and when the site is done, scoop it, as it’s your payout ticket, and there is no fury like a krab unpaid, so DON’T lose it.

If you manage to get is safely back to K-Space you might want to exchange it for ISK. There are buy orders all over New Eden, in NPC stations that is, with NPC buy orders for a set price, the closest to GE- being the J7A-UR system in Curse, the way you get it there is up to you, but the most common way is to get an interceptor and fly it there, preferably with someone else scouting for you.

If you have friends with the right tools or have the right tools, a setup with a Black Ops battleship bridging you to the target system is the foolproof way of getting the money safe.

Distributing the ISK

Seeing that billion isk tick in your wallet makes you want to keep it, but you have to pay your fellow krabs. The best way to manage payouts, especially if you have people joining or leaving in the middle of the fleet is a payout sheet. Message Manks Crendraven in Slack on in-game if you want to get one, that is actually working correctly. When you know how much money everyone should get, simply “Give Money” to them in game. A good idea is to put their names linked in your Notepad in-game for easy money transfers.