This is my ship. There are many like it.

A fleet doctrine is a a set of one or more type of ships with preset fits. These fits are designed to complement one another, increasing the overall effectiveness of the fleet as a whole. That, in turn, increases the probability of winning engagements or otherwise achieving our objectives. Inquisition doctrines are designed to be light and fast, and SMA uses the speed, stealth and range of these doctrines to achieve our objectives. We also use force multipliers wherever possible to help turn the tide in battle. Our fleets work as a combined force. They are machines with little place for random ship types or fits outside of the doctrine. We fly together, and we fly with purpose. 

Why the hell are there so many Caladari missile ships in SMA doctrines right now?

The answer is simple: Stealth bombers. These covert ops ships are the primary ship in the SMA Ghost Fleet doctrine, and Ghost Fleet will play a major role in the Inquisition. They allow us to pick the fights we want while delivering large amounts of DPS from their torpedoes--battleship class weapons fitted to frigates that can warp while cloaked. Because we need as many pilots as possible to be able to competently fly these little wonders of New Eden, SMA has put a lot of focus into the use of missiles.  The Caldari have most of the missile ships, but every race has its own stealth bomber. We don't have a preference for any one stealth bomber over another, but the ability the deliver heavy damage at range can't be ignored! 

Below you will find a four stage training plan. If you follow this plan you will quickly be able to fly some of the most badass ships in this game! The plan will allow you to progress your way through the alliance doctrines, making sure that you will always have a place in SMA's PVP fleets regardless of where you are in your training. Every salty veteran was in your shoes once and we know what it's like to get distracted in your training. There are so many awesome ships in this game, and we too were tempted to rush our training to fly a battleship or Orca. However, try to remember that just being able to "fly" a ship does not necessarily give you the support or core skills needed to make it effective--or even to survive a basic PVE or PVP engagement!  SMA doesn't require pilots to buy Omega time or PLEX, but if you do decide to swipe that credit card, consider buying skill injectors to train the skill queues below before buying expensive ships. That way, when you do buy a shiny ship with in-game or out-of-game money, your new ship will be more than a shiny wreck floating in space! Also, consider that once you inject skills they are there forever. No other player can take them from you. Players destroy one another's ships all. the. time.

"Holy rusty metal Batman! That's 120 Skill books and 150 days, 13 hours, and 39 minutes! What the hell do I get for doing that?"

The answer is a well-rounded pilot that can fly T2 fitted frigates, cruisers and battle cruisers, stealth bombers and covert ops ships. You get a pilot that can rock tactical destroyers  such as the Jackdaw and you are now the proud owner of a pilot that can in less than a day train into recon cruisers, heavy assault cruisers, force recons, T3 strategic cruisers, and the list goes on...  You're welcome. 

That's right getting to the end of STAGE FOUR makes you a legitimate bad ass. There are many, many places you can go from here. Good luck on all your training, recruit! 

STAGE ONE SKILL QUEUE: 20 Skills (10 unique)

Training time: 3d, 20h, 13m, 25s. Skill book cost: 367,500 ISK Total skill points: 166,003 SP. This phase can be trained using 2x Small Skill Injectors. -PHASE ONE includes some core skills such as basic drone skills, mining skills, and the frigate skills needed to fly the entry level Mob Fleet DPS and EWAR ships. It will also get you into the venture mining frigate.

STAGE TWO SKILL QUEUE: 27 Skills (12 unique) -Includes STAGE ONE

Training time: 22d, 15h, 10m, 42s. Skill book cost: 1,310,000 ISK Total skill points: 977,721 SP. This phase can be trained using 1x Large and 5x Small Skill Injectors. -STAGE TWO includes more core skills, destroyer skills, light missile skills, frigate logistics skills needed to fly the Mob T2 and T1 logistics frigates, and skills to improve competency.

STAGE THREE SKILL QUEUE: 51 Skills (26 unique) -Includes STAGE ONE and STAGE TWO

Training time: 52d, 16h, 34m, 49s. Skill book cost: 19,547,500 ISK Total skill points: 2,319,396 SP. This phase can be trained using 4x Large and 4x Small Skill Injectors. -STAGE THREE includes more core skills such as destroyer, cruiser, battle cruiser skills; heavy missile skills; skills for ECM; and the skills to use entosis links.

STAGE FOUR SKILL QUEUE: 120 Skills (46 unique) -Includes STAGE ONE, STAGE TWO and STAGE THREE

Training time: 150d, 13h, 39m, 15s. Skill book cost: 51,202,500 ISK Total skill points: 6,504,529 SP. This phase can be trained using 13x Large and 4x Small Skill Injectors. -STAGE FOUR includes bringing core skills to Lvl 4; frigate and cruiser to level 5; and improving torpedoes, covert ops, cloaking, bomb deployment, cyno and combat probing skills