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Faction Warfare Battlefields

Faction Warfare Mechanics

Basics

Spawning

  • Two battlefields exist across the warzone at a time.
  • The offensive battlefield spawns in an Amarr frontline; the defensive battlefield spawns in a Minmatar frontline.
  • After one completes, another typically appears about three hours later.
  • After downtime, two battlefields always spawn.
  • Locations show on the faction warfare map for everyone.

Faction warfare map with a battlefield marked in Arnstur

Acceleration gate

Battlefields appear on the probe scanner as combat anomalies. Once a player first warps to the anomaly, a system-wide beacon appears on the overview.

  • Warping to the anomaly or beacon lands you at an acceleration gate.
  • Gate activation range is about 100 km.
  • Battlefields are NVY: only Tech I and Empire Navy hulls can activate the gate.
  • Do not warp the gate at 0. Gate camps are common.
  • Warp to a celestial first, then to the gate at 70–100 km.
  • Avoid warping straight from the main stargate to the BF gate.
  • Ask in fleet or voice whether the gate is clear before you take it.

Anything larger than a cruiser is often harder to self-gate through the warzone. When the fleet is moving battleships, the FC may arrange a conduit or jump—follow that call and pay the announced fuel cost (often around 5M ISK) when a carrier moves you.

Landing beacons

Unlike a normal plex, a battlefield has multiple landing beacons by faction. Activating the gate lands you on your faction’s beacon.

Distances between beacons and capture points are around 100 km.

Battlefield grid with capture points and landing beacons highlighted

Capture points

Three points—A, B, and C—each define a 30 km capture sphere. Completing the battlefield means holding those points until the scoreboard reaches 100%.

Battlefield progress scoreboard

Holding points

A point ticks for your faction when a friendly player is inside the 30 km sphere and no hostile NPCs remain in that sphere.

  • Kill all hostile (red) NPC waves after they warp in. Leaving them alive pauses the timer.
  • Keep one ship inside each sphere to hold it. Extra ships inside add no value.
  • Holders should sit near the 30 km edge toward another point so one logistics ship can cover two holders.
  • Everyone else stays outside 30 km and clears rats from range.
  • With all three points set up cleanly, a battlefield finishes in about 40 minutes.

NPC resists:

Faction NPCs Tank Weak to
Amarr Armor Thermal
Minmatar Shield Kinetic

Point running

Only designated point runners should enter the capture spheres. They are fit to tank NPC damage and hold aggro. Wandering into a ring in a weak or wrong-fit ship is the fastest way to die.

Common approach (often a Vexor Navy Issue):

  • Enter the sphere and sit on the center beacon at 0.
  • Launch drones.
  • Put a shield remote repair on a friendly NPC on the point so hostile NPCs aggro you.
  • Keep the tank stable while drones and outside DPS clear the wave.

Blue rat refresh (FC call only): sometimes the fleet kills friendly NPCs to force a stronger blue wave for extra DPS. You do not lose standings for engaging blue rats inside a battlefield. Do this only when the FC calls it.

Drone ships outside the ring can set drones to guard the point runner (up to about 20 assisting drones total). Range DPS shoots from outside the sphere.

Warp-in control

To contest hostiles who try to enter:

  • Put tackle on the neutral and enemy landing beacons.
  • Position DPS so it can clear NPCs at the points and apply damage to ships landing on those warp-ins.

Illustrative battlefield setup

Conduct

Rules

  • Join the fleet. If there is a fleet running the battlefield, it's not optional. Join it and listen to the fleet commander, even if they are not in your alliance.
  • Bring a useful ship. Do not bring trash frigates, destroyers, or other ships to leach the payout. Swap ships to help where you can.
  • Battlefields are a group activity. If you are not helping inside, leave.
  • Seagull patterns. AFK unfitted on the Minmatar landing, silent in local/comms, useless hull, runs when hostiles appear—are treated as hostile even when blue. Militia members may shoot on sight. Minmatar Fleet members caught seagulling will be removed from alliance after one warning.

Reporting a problem

If you have a problem in the battlefield, report it in a diplomatic ticket in the Minmatar Fleet Discord. We do not allow PvE drama in our alliance, and take swift action when people are creating problems.

Ships

Always ask the FC what is needed. Timezone fleets run different doctrines; follow the call on grid.

Role Examples Job
Point runner Vexor Navy Issue; tanked Vexor / Algos-style drone cruisers Hold one sphere; tank NPCs; only about three runners needed per BF
Logistics Scythe, Exequror Rep holders and fleet; always welcome
Projected DPS Battleships, battlecruisers; nano cruisers are acceptable Clear rats from outside 30 km; kite on the large grid in a fight
Tackle Fast frigates Sit on enemy or neutral landings—not the Minmatar landing
Support Scorpion, Vigil, Bellicose, Blackbird Assist the friendly fleet against Amarr Empire

Notes:

  • Prefer MWD hulls; the grid is large.
  • Cap-booster-hungry fits are awkward on a long PvE-style site.
  • When the fleet is armor, kitchen-sink armor fits play nicer with logistics.
  • A battleship with Tech I guns is often better than no battleship if the FC called battleships.
  • For named doctrines and fittings, see the Fields doctrines below, the full Doctrines list, and the Faction Warfare Cruiser Guide.

If you cannot fly a useful role yet, join voice, ask what to bring, or plex in-system until the fleet calls you back for payout—do not park an empty frigate on the Minmatar landing.

Common Doctrines

These are the usual battlefield doctrines (Beamfields, Cruisefields, Torpfields, and other Fields comps). Ask the FC which one is up.

Rewards

Reward Typical value
Loyalty points Up to ~150,000 per pilot (full share up to 30 pilots; splits above that)—same for offensive and defensive
Advantage About 15% for the faction that completes it
Victory points 2,000 (~2.67% contested with no advantage)
Capture time ~30–45 minutes when run cleanly

Eligibility

To receive the LP payout you must:

  • Be enlisted in faction warfare.
  • Spend at least 3 minutes inside the battlefield area (time can be split, e.g. 2 minutes early + 1 minute late).
  • Be present when the site completes.

Sitting AFK in an empty hull still counts toward the 30-pilot share and dilutes everyone else’s LP—bring something useful.

Additional Resources

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