"The only way to learn PVP is to do PVP"
For capsuleers who have never fired a gun in anger. We cover everything in a class before we undock - then we roam, shoot, and we get gloriously blown up. That's the plan.
GRIP stands for General Rookie Introduction Program. The fleet variant is a community NPSI roam designed specifically for people who have little or no PVP experience - including players who have never been in a fleet fight at all.
Before we undock, the FC runs a class covering everything from scratch: what the different fleet roles mean, how to follow FC calls, how to tackle, how to not warp your pod into a gate camp. The theory first, the action second.
Then we undock, roam together, and aim to either take someone down with us or get blown up spectacularly - preferably both. Getting destroyed is not a failure. It's the lesson landing.

T1 & navy frigates - cheap, effective, and easy to train into
One of EVE's biggest classics. Great starter ship and super easy to replace.
Shield-tanked hybrid brawler. Solid close-range DPS with a respectable tank for its size.
The infamous "Kevin special" fit that keeps tackle alive under heavy fire with ungodly amounts of reps for such a small ship.
Our second hero of the fleet! Logistics pilots make sure the rest of DPS muppets stay alive longer!
A "grinning" ship made for laser focused pilots (see what we did there?)
Forgiving to fly, loves to get up close. A great first PVP ship.
A long-range missile boat that can apply damage from a distance. Great for new pilots who want to learn positioning.
Slightly more expensive, but noticeably more punchy. Navy hulls represent one of the best choices for new pilots learning PvP.
Bringing your own fitted ship is the goal. But, if you're stuck or short on ISK, handouts are available - just ask in fleet. Alternatively, apply for SRP (Ship Replacement Program) once you inevitably get blown up.
Every GRIP fleet opens with a classroom session before a single ship undocks. No assumed knowledge. No skipping ahead. Everyone learns the same foundations together.
Primary, secondary, anchor, broadcast - every word the FC will say, explained before they say it.
DPS, tackle, logi, ewar - what each role does, why it matters, and which one you'll be flying.
How to listen, when to talk, and why mic discipline is the difference between a fleet and a brawl.
Aligning, burning back to gate, prop mods, cloak tricks - the basics of not dying for the wrong reasons.
The person standing between you and your first killmail. Sloots runs GRIP fleets with a simple philosophy: if you leave the fleet without understanding what happened and why, the job wasn't done right. Or was it - if you leave the fleet without getting blown up...? Anyways...
Patient on comms, methodical in the class, and genuinely happy to explain the same mechanic three times if that's what it takes. A good fight starts long before the first tackle lands.
Three steps from complete newbro to first fleet fight. No spreadsheets.
Check the LinkNet AUTH operation calendar or npsi.rocks for the next GRIP fleet. When it goes live, hop into the in-game X-up channel and join up.
Before anyone undocks, the FC runs a class on voice comms. Terminology, roles, how to follow calls, how ships are fitted - everything you need. Questions welcome.
We roam together, shoot what we can, and get blown up with purpose. If we take someone down with us - brilliant. If we just go down in flames - also brilliant. That's EVE.

Not quite what you're after? We run more than one fleet - each with its own flavour. Take your pick.
Check npsi.rocks or the LinkNet AUTH calendar for upcoming GRIP fleets. When one goes live, join in-game and show up ready to learn. The rest is taken care of.