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Field Manual · Gate & Station Rules

Know when you're safe — and when you're not.

Most new pilot ship losses happen at gates or undocks, not in fights. Gate aggression timers, session change locks, CONCORD response, and criminal flags are the invisible ruleset that experienced pilots navigate automatically. This guide makes it explicit. This guide is new — please send feedback if something is off or missing.

Field rule: if you shot someone, or someone shot you, you have an aggression timer. That timer follows you through gates and docking attempts. The gate doesn't reset the clock.

Aggression & session timers

Timers are the invisible clock that governs what you can and can't do. They don't care that you just jumped into a camped gate. Know them before you need them.

60s
Session change timer

Jumping & docking lockout

After jumping through a gate or undocking from a station, you cannot jump again or dock for 60 seconds. You're committed to wherever you land.

What this means in practice If you jump into a gatecamp, you cannot immediately jump back. You must survive or escape another way — burn back to gate if no aggression, warp to a safe, or fight.
60s
Weapons timer (PvP aggression)

You can't dock or jump with this

Firing on another player gives you a weapons timer. You cannot jump through gates or dock while this timer is active. It resets each time you fire or receive aggression.

What this means in practice If you're in a losing fight, you cannot run through the gate until 60 seconds after your last weapon activation. Kiting toward the gate helps — but the timer must expire.
15 min
Global criminal cooldown (GCC)

CONCORD will remember you

Committing a criminal act (attacking a pilot with no aggression on you in highsec) gives you GCC. During this timer you are freely shootable by other players everywhere. CONCORD may already be warping to you.

What this means in practice In highsec, GCC = you will die to CONCORD shortly. In lowsec, GCC = gate guns will shoot you. In null, GCC has no additional mechanical consequence beyond being freely attackable.
5 min
Suspect timer

Flashy — anyone can shoot you

A suspect timer makes you freely attackable by any player without consequence to them. Triggered by looting a wreck you didn't create, accepting a duel, or other suspect-flagging actions.

What this means in practice Suspect does NOT trigger gate guns or CONCORD. It just means other players can freely engage you. Many baiters deliberately go suspect to catch people who shoot at them — then their friends drop in legitimately.

Criminal flags & security status

Your security status (sec status) is a permanent number that reflects your history of criminal acts. It affects where you can travel and who will shoot at you automatically.

✓ Safe

No flag (sec status 0.0+)

No timers, no flags, positive or neutral sec status. Gate guns won't shoot you. CONCORD ignores you. Other players need a legitimate reason to shoot you without getting flagged themselves.

⚠ Caution

Suspect flag

Flashy yellow. Any player can engage you freely for 5 minutes. CONCORD does not respond. Gate guns in lowsec/high won't react. Common trap — baiters go suspect hoping you'll shoot them and bring legitimate response.

✗ Criminal

Criminal flag — GCC active

Red flashing skull. CONCORD is coming in highsec. Gate guns in lowsec will shoot you. Any player can engage freely. Lasts 15 minutes from the last criminal act. Cannot escape CONCORD in highsec — they will always catch you eventually.

⛔ Outlaw

Negative sec status (below -5.0)

Permanent low security status from criminal acts. In highsec, CONCORD will attack you on sight regardless of current activity. You are freely attackable by any player at any time. Most outlaws operate in lowsec or null.

Recovery Sec status recovers slowly by ratting (killing NPC pirates). Running faction warfare missions or incursions won't help — only NPC kills in specific contexts count.

CONCORD — the law that cannot be beaten

CONCORD is not a police force that prevents crime. They are a consequence that punishes crime. They do not arrive in time to save you — but they will always arrive.

How CONCORD works

When a criminal act is committed in highsec, CONCORD gets a response call. They warp to the system and then to the criminal. Response time depends on the system's true security status — higher sec systems (1.0) respond faster than borderline highsec (0.5).

CONCORD cannot be tanked, kited, or jammed. Once they arrive, the criminal ship dies. Period. This is by design — highsec ganking works because you trade your ship for theirs before CONCORD arrives.

Approximate CONCORD response times

These are rough estimates. Actual times vary with server conditions, system population, and where CONCORD units happen to be stationed.

  • 1.0 systems: ~8–12 seconds
  • 0.9 systems: ~15–18 seconds
  • 0.8 systems: ~18–22 seconds
  • 0.7 systems: ~25–30 seconds
  • 0.6 systems: ~35–40 seconds
  • 0.5 systems: ~50–60+ seconds

Highsec gankers target 0.5 systems for the longer CONCORD window — more time to apply damage before response.

Gate guns

Gate guns and station guns are automated defense structures in lowsec. Unlike CONCORD they won't destroy you instantly, but they will apply sustained damage that most PvP fits cannot tank indefinitely.

When do gate guns shoot you?

  • You have an active criminal flag (GCC / skull flashy)
  • You attack a pilot who has no aggression on you in lowsec
  • You attack a flashy-suspect pilot in lowsec (guns won't shoot for attacking suspect)

Gate guns do NOT shoot you for: attacking a criminal (flashy red skull), attacking someone who aggressed you first, or being in a war.

Gate gun damage profile

Gate guns deal significant damage per volley across all four damage types. Frigates and destroyers will die in seconds. Cruisers typically die within 1–2 minutes. Battleships can sometimes survive long enough to complete a kill, which is why lowsec combat does still happen at gates — at cost.

Practical consequence In lowsec PvP, one common approach is to engage only pilots who already have aggression (gate guns won't retaliate). Alternatively, accept the gun fire if your ship can tank it long enough to finish a kill, then immediately warp out.

Gatecamps — what they are and how to read them

What a gatecamp looks like on D-scan

Before jumping, run a D-scan toward the gate you're jumping to. A gatecamp often shows: multiple combat ships of varying size (dictors, cruisers, battlecruisers), warp disruption bubbles (nullsec), and fast tackle frigates.

A single combat ship near a gate might be bait. A fleet near a gate is a camp. Use Local Intel to check character ages and corp affiliations of pilots in the destination system before jumping.

If you jump into a camp

You have 60 seconds of session change — use it. Your options depend on what's there:

  • No tackle yet: immediately warp to a safespot or celestial in a different direction from where you came.
  • Tackled in lowsec: burn back to gate if you have no weapons timer. Jump back to where you came from.
  • Tackled in null with bubbles: burn out of the bubble first, then try to warp. The bubble direction matters — know which way the gate is and burn perpendicular or toward it.
  • MJD: a micro jump drive can break disruption point range (not scram range) — 100km instant movement can clear a camp.

Station rules

Docking and undocking

Docking gives you immediate invulnerability once the docking animation completes. You cannot dock with an active weapons timer. Undocking gives you a brief invulnerability window (~30 seconds or until you take any action other than re-docking).

Station campers sit outside station waiting for targets to undock. The counter is to use the invulnerability window to immediately re-dock, or to warp the instant you undock in a direction away from the campers.

Upwell structures (citadels)

Player-owned Upwell structures (Astrahus, Fortizar, Keepstar) have their own access rules. The owner sets who can dock — you may be denied docking access even in a system you previously used. Always have a fallback station that is NPC-owned if operating in contested space.

Upwell structures can be put into reinforced mode and eventually destroyed, unlike NPC stations. The contents of a destroyed structure drop into a loot cloud — be aware of this risk when storing assets.

🛡️ Survive first

Continue from Gate & Station Rules.

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