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=Capacitor Warfare Introduction=
=Capacitor Warfare Introduction=


You have probably heard the phrase 'cap is life' during your time in EVE.  There are many good reasons why this is true, and each one is also a reason why Capacitor Warfare (Cap War) can be extremely effective.  Capacitor keeps many tanks working, directly feeds laser and hybrid turrets, and powers the majority of fighting midslot modules including all EWAR modules and propulsion systems.  An enemy without capacitor is an enemy without options which means you get to dictate the flow of the battle - kill them your way or if something goes wrong you can always be confident that warp jamming requires cap.
You have probably heard the phrase 'cap is life' during your time in EVE.  There are many good reasons why this is true, and each one is also a reason why Capacitor Warfare can be extremely effective.  Capacitor keeps many tanks working, directly feeds laser and hybrid turrets, and fullly powers the fighting midslot modules including all EWAR modules and propulsion systems.  An enemy without capacitor is an enemy without options which means you get to dictate the flow of the battle - kill them your way or if something goes wrong you can always be confident that warp jamming requires cap.
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Rarely will you see [[EWar 101 Guide|EWAR]] guides include anything but [[ECM Guide|ECM]], [[EWar_101_Guide#Target_Painting_.28TP.29|TP]], [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|RSD]], or [[EWar_101_Guide#Tracking_Disruption_.28TD.29|TD]] even though that is where Cap War rightfully belongs, together with warp jamming.  Cap War has had its ups and downs in the history of EVE, with its wild days of overpowered glory, and subsequent 'rebalancing' lows.  It is still and will always be an extremely viable tactic in the sandbox of EVE, and the pendulum will continue to swing back and forth over the impossible 'balanced' ideal, but knowing what and how is extremely important even if you never plan to employ cap warfare yourself.
Rarely will you see [[EWar 101 Guide|EWAR]] guides include anything but [[ECM Guide|ECM]], [[EWar_101_Guide#Target_Painting_.28TP.29|TP]], [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|RSD]], or [[EWar_101_Guide#Tracking_Disruption_.28TD.29|TD]] even though that is where cap warfare rightfully belongs, together with warp jamming.  Cap warfare has had its ups and downs in the history of EVE, with its wild days of overpowered glory, and subsequent 'rebalancing' lows.  It is still and will always be an extremely viable tactic in the sandbox of EVE, and the pendulum will continue to swing back and forth over the impossible 'balanced' ideal, but knowing what and how is extremely important even if you never plan to employ cap warfare yourself.
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Although focussed on the same goal, each of the these systems has its own strengths and weaknesses and each is very different in implementation.  Cap war drones operate like other EWAR drones and share strengths and weaknesses with the TD and RSD drones.  In contrast, cap war modules are very different from other EWAR modules.  They fit like weapons in high slots with three sizes corresponding to hull size, competing for fitting slots with DPS and high slot utility rather than mid slot utility or tank.  Compared to other EWAR modules they have short ranges.  They kill capacitors incrementally in the same way that DPS destroys shields.  Similarly to TD, cap war has setups against which it is inherently limited.  For example, a passive tanked drake will still be able to tank and DPS with 0 capacitor (it won't be able to run active hardeners, warp jamming, or propulsion modules though!).  Cap Boosters are the natural counter to cap war as they inject capacitor charges which will nullify, mitigate, or enhance recovery from cap war in the identical way a shield booster will counter DPS.
Although focussed on the same goal, each of the these systems has its own strengths and weaknesses and each is very different in implementation.  Capacitor warfare drones operate like other EWAR drones and share strengths and weaknesses with the TD and RSD drones.  In contrast, capacitor warfare modules are very different from other EWAR modules.  They fit like weapons in high slots with three sizes corresponding to hull size, competing for fitting slots with DPS and high slot utility rather than mid slot utility or tank.  Compared to other EWAR modules they have short ranges.  They kill capacitors incrementally in the same way that DPS destroys shields.  Similarly to TD, cap war has setups against which it is inherently limited.  For example, a passive tanked drake will still be able to tank and DPS with 0 capacitor (it won't be able to run active hardeners, warp jamming, or propulsion modules though!).  Cap Boosters are the natural counter to cap war as they inject capacitor charges which will  
nullify or mitigate damage or enhance recovery from cap warfare in the identical way a shield booster will counter DPS.
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And that is the basis for any good discussion on cap war.  Keep reading for how it works, what ships it works best on and how to make it work for you.
And that is the basis for any good discussion on cap warfare.  Keep reading for how it works, what ships it works best on and how to make it work for you.
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==General Principles==
==General Principles==


Cap war can only be understood if you first understand capacitors.  Capacitors are a self recharging resource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor.  Accordingly, there is a 'peak' recharge at ~25% with the recharge rate decreasing from either side of this peak.  Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%).  Shield tankers should inherrently understand this principle as it is the same as the recharge mechanism on shields.  EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches.
Cap warfare can only be understood if you first understand capacitors.  Capacitors are a self recharging resource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor.  Accordingly, there is a 'peak' recharge at ~25% with the recharge rate decreasing from either side of this peak.  Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%).  Shield tankers should inherrently understand this principle as it is the same as the recharge mechanism on shields.  EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches.


Since cap war deals in the removal of capacitor it works in opposition to the recharge rate.  And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed per cycle) at these levels.  The cap will be removed in a 'chunk' each cycle and will start being refilled by the recharge rate until the next chunk is removed.  Cap warfare will have the least effect at peak recharge as the amount of cap removed will be countered by the highest recharge the capacitor is capable of.  Therefore, we know that it is more difficult to cap out an enemy than it is to keep them there - ie. you may have three neuts on them to drain their cap as quickly as possible but only need 1 to keep them capped out.  (Incidentally it is also easy to see when selecting the cap booster charge that you obviously always want to try to select a charge at least 25% of the size of your capacitor to push you instantly to the 'good' side of your peak recharge rate.)
Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate.  And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed over the time of a cycle) at these levels.  The cap will be removed in a 'chunk' each cycle and will start being refilled by the recharge rate until the next chunk is removed.  Cap warfare will have the least effect at peak recharge as the amount of cap removed will be countered by the highest recharge the capacitor is capable of.  Therefore, we know that it is more difficult to cap out an enemy than it is to keep them there - ie. you may have three neuts on them to drain their cap as quickly as possible but only need 1 to keep them capped out.  (Incidentally it is also easy to see when selecting the cap booster charge that you obviously always want to try to select a charge at least 25% of the size of your capacitor to push you instantly to the 'good' side of your peak recharge rate.)


With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work.   
With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work.   
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The caveat on only actively nosing when your own cap is lower as a percentage means that the key offensive element of capping out your opponent specifically requires you to be capped out as well.  Even if this was not the case the low amounts of energy actually removed from a target while using a nosferatu makes it too slow to practically cap out an opponent using these modules.  These severe limitations mean nos require a different methodology than neuts and should be considered as a more defensive form of cap warfare.   
The caveat on only actively nosing when your own cap is lower as a percentage means that the key offensive element of capping out your opponent specifically requires you to be capped out as well.  Even if this was not the case the low amounts of energy actually removed from a target while using a nosferatu makes it too slow to practically cap out an opponent using these modules.  These severe limitations mean nos require a different methodology than neuts and should be considered as a more defensive form of cap warfare.   


Employment as a highslot cap recharger can be very useful for high cap usage fits (often multiple shield booster / armour repping fits will include a nos).  They can also be employed in combination with neuts which are obviously cap intensive to run.  If you are using a meta 0 medium neut on a cruiser against a BS, and 150 GJ is 25% percent of your capacitor but only 10% of your targets capacitor, a nos will run while that situation lasts.  It will be helping to directly cap out this target with a much larger capacitor by removing those small amounts of cap while helping to keep your neut running as well.  Alternatively, an maxed out curse will remove a much greater amount of cap then it will cost it, so that percentage wise it can be equal or even such that a nos will not be able to run.  It is even easier to effectively employ in a gang situation with multiple targets.  While neuting your main target you nos an alternative target and they spend the fight donating cap which is helping to destroy their fleet mate!  Properly employed this synergy between neuts and nos is extremely important.
Employment as a highslot cap recharger can be very useful for high cap usage fits (often multiple shield booster / armour repping fits will include a nos).  They can also be employed in combination with neuts which are obviously cap intensive to run.  If you are using a meta 0 medium neut on a cruiser against a BS, and 150 GJ is 25% percent of your capacitor but only 10% of your targets capacitor, a nos will run since your neut is hurting your cap as a percentage more than it is the targets for as long as that situation lasts.  So it has the double effect of helping to directly cap out this target with a much larger capacitor by removing those additional small amounts of cap while also helping to keep your neut running.  Alternatively, a highly bonused ship like a max skilled Curse will remove a much greater amount of cap then it will cost, so that percentage wise it can be equal or even such that a nos will not be able to run.   
 
A Nos is even easier to effectively employ in a gang situation with multiple targets.  While neuting your main target you nos an alternative target and they spend the fight donating cap which is helping to destroy their fleet mate!  Properly employed this synergy between neuts and nos is extremely important.


Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts.
Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts.
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Accordingly:
Accordingly:
*A full flight (5) of light drones will neutralize 25 GJ every 6 seconds.  This is roughly 1/2 as effective as 1 small neut.
*A full flight (5) light drones will neutralize 25 GJ every 6 seconds.  This is roughly 1/2 as effective as 1 small neut.


*A full flight (5) medium drones will neutralize 50 GJ every 6 seconds.  This is roughly 2/3 as effective as 1 medium neut.
*A full flight (5) medium drones will neutralize 50 GJ every 6 seconds.  This is roughly 2/3 as effective as 1 medium neut.
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Prequisite skills:  Energy Emission systems for Neuts and Nos.  Electronic Warfare Drone Interfacing for neut drones.
Prequisite skills:  Energy Emission systems for Neuts and Nos.  Electronic Warfare Drone Interfacing for neut drones.


Their is only 1 skill that directly impacts the effectiveness of your Capacitor Warfare modules and it only effects 1 type of cap warfare modules: destabilizers. This skill is [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems].  It will reduce the activation cost of all neuts by 5% per level which has excellent results on efficiency.  At level 5 a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ.  This is 160% efficiency.  Unfortunately this has no positive effect on nos or drones as they do not have a capacitor activation cost.
Their is only 1 skill that directly impacts the effectiveness of your Capacitor Warfare modules and it only effects 1 type of cap warfare modules: destabilizers. This is the prerequisite skill: [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems].  It will reduce the activation cost of all neuts by 5% per level which has excellent results on efficiency.  At level 5 a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ.  This is 160% efficiency.  Unfortunately this has no positive effect on nos or drones as they do not have a capacitor activation cost.


The better your capacitor the more effectively you can conduct effective cap warfare.  Therefore both [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] are extremely important skills and should be trained to 5 for serious cap warfare users.
The better your capacitor the more effectively you can conduct effective cap warfare.  Therefore both [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] are extremely important skills and should be trained to 5 for serious cap warfare users.
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=Capacitor Warfare and Ships in PvP=
=Capacitor Warfare and Ships in PvP=


Cap warfare is considered a 'secondary' racial EWAR and like warp jamming (web and point) there are no racial T1 ships bonused for cap warfare.  The primary EWAR (ECM, TD, TP, RSD) all have their specific bonused T1 platforms, while warp jamming and cap warfare do not.  (How EWAR distribution works is Amarr have TD with Cap Warfare secondary, Gallente has RSD with pointing as secondary, Minmatar has TP with webbing as secondary, and Caldari doesn't have a secondary racial since ECM is overpowered anyways :-P).  Accordingly, in order to get hulls with cap warfare or warp jamming bonuses you have to look at T2 or pirate faction vessels.
Cap warfare is considered a 'secondary' racial EWAR and like warp jamming (web and point) there are no racial T1 ships bonused for cap warfare.  The primary EWAR (ECM, TD, TP, RSD) all have their specific bonused T1 platforms, while warp jamming and cap warfare do not.  (How EWAR distribution works is Amarr have TD with Cap Warfare secondary, Gallente has RSD with warp jamming as secondary, Minmatar has TP with webbing as secondary, and Caldari doesn't have a secondary racial since ECM is overpowered anyways :-P).  Accordingly, in order to get hulls with cap warfare or warp jamming bonuses you have to look at T2 or pirate faction vessels.


The bonused ships are easy to identify.  More difficult to categorize are the things you look for in unbonused ships for cap warfare.  Empty high slots or drone capacity are first.  You need a place to fit the module or some drone capacity to even consider cap warfare.  And high slots and drone capacity are the realm of DPS so if you are considering leaving off killing power for cap warfare you have to be careful.  Of course, pure utility high slots beg to be filled with a neut or nos in hulls that have them.
The bonused ships are easy to identify.  More difficult to categorize are the things you look for in unbonused ships for cap warfare.  Empty high slots or drone capacity are first.  You need a place to fit the module or some drone capacity to even consider cap warfare.  And high slots and drone capacity are the realm of DPS so if you are considering leaving off killing power for cap warfare you have to be careful.  Of course, pure utility high slots beg to be filled with a neut or nos in hulls that have them.
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The 'defensive neut' is one fairly common usage of cap warfare on ships that are otherwise unsuited to it.  To illustrate, a long range cruiser like a fleet ECM [http://wiki.eveonline.com/en/wiki/Blackbird Blackbird] is extremely useful and yet susceptable to small fast tackle.  MWD tackle frigs can ruin a Blackbirds day but the inclusion of a medium neut can cap them out in a few cycles.  The same is true for any other long range DPS or EWAR looking to combat this threat.  It doesn't just work on long range fits of course.  For example, solo/small gang fits for several Minmatar ships (commonly the [http://wiki.eveonline.com/en/wiki/Rupture Rupture], [http://wiki.eveonline.com/en/wiki/Hurricane Hurricane], [http://wiki.eveonline.com/en/wiki/Typhoon Typhoon] and [http://wiki.eveonline.com/en/wiki/Tempest Tempest]) often include at least one medium or large neut in their utility highs as part of their defence against smaller targets, especially since the Minmatar disadvantage of generally small capacitors is rendered irrelevant by using neuts against ships a class size smaller.  So a neut is always a workable defensive option when concerned about smaller size close range threats.
The 'defensive neut' is one fairly common usage of cap warfare on ships that are otherwise unsuited to it.  To illustrate, a long range cruiser like a fleet ECM [http://wiki.eveonline.com/en/wiki/Blackbird Blackbird] is extremely useful and yet susceptable to small fast tackle.  MWD tackle frigs can ruin a Blackbirds day but the inclusion of a medium neut can cap them out in a few cycles.  The same is true for any other long range DPS or EWAR looking to combat this threat.  It doesn't just work on long range fits of course.  For example, solo/small gang fits for several Minmatar ships (commonly the [http://wiki.eveonline.com/en/wiki/Rupture Rupture], [http://wiki.eveonline.com/en/wiki/Hurricane Hurricane], [http://wiki.eveonline.com/en/wiki/Typhoon Typhoon] and [http://wiki.eveonline.com/en/wiki/Tempest Tempest]) often include at least one medium or large neut in their utility highs as part of their defence against smaller targets, especially since the Minmatar disadvantage of generally small capacitors is rendered irrelevant by using neuts against ships a class size smaller.  So a neut is always a workable defensive option when concerned about smaller size close range threats.


The 'offensive battery nos' is another common employment for nos in a utility high.  This provides cap stability with an offensive edge for certain close range high capacitor usage setups.  Typically a fit like this will burn through cap very quickly without the nos being activated.  This could be a blaster boat, like a [http://wiki.eveonline.com/en/wiki/Megathron Megathron], with a Nos in a utility high.  A [http://wiki.eveonline.com/en/wiki/Rifter Rifter] or another solo frig setup with a small nos to keep propulsion, tackle and a small armour repairer running.  A double rep Vengence of a even a tripple rep Myrmidon setup both benefit from the cap a nos provides.  It makes an excellent option to counter the defensive neut setup and allow a point to keep running even with a large or medium neut cycling it dry, as the nos will cycle inside the cycle time of the neut so this can be exploited to keep enough cap available for a critical module.  The flexibility and functionality of using a nos to live off the an opponents cap can not be overstated.   
The 'offensive battery nos' is another common employment for nos in a utility high.  This provides cap stability with an offensive edge for certain close range high capacitor usage setups.  Typically a fit like this will burn through cap very quickly without the nos being activated.  This could be a blaster boat, like a [http://wiki.eveonline.com/en/wiki/Megathron Megathron], with a Nos in a utility high.  A [http://wiki.eveonline.com/en/wiki/Rifter Rifter] or another solo frig setup with a small nos to keep propulsion, tackle and a small armour repairer running.  A double rep Vengence or even a tripple rep Myrmidon setup both benefit from the cap a nos provides.  It makes an excellent option to counter the defensive neut setup and allow a point to keep running even with a large or medium neut cycling it dry, as the nos will cycle inside the cycle time of the neut so this can be exploited to keep enough cap available for a critical module.  The flexibility and functionality of using a nos to live off the an opponents cap can not be overstated.   


Cumulative neuting is also effective for unbonused setups.  In small gangs or large fleets if everyone fits a neut (even an undersized one) and concentrates that cap warfare on one target it can be just as effective as having a dedicated, bonused neuting ship supporting you.
Cumulative neuting is also effective for unbonused setups.  In small gangs or large fleets if everyone fits a neut (even an undersized one) and concentrates that cap warfare on one target it can be just as effective as having a dedicated, bonused neuting ship supporting you.
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==T1 Usage==
==T1 Usage==


The lack of bonuses means that it is ill advised to fit a T1 ship '''solely''' for cap warfare.  This makes me a little sad, however, it does not mean that cap warfare can not be used in T1 ships to devastating effect.  Rather T1 hulls should be selected that alow the usage of Cap Warfare without sacrificing their bonused roles.
The lack of bonuses means that it is ill advised to fit a T1 ship '''solely''' for cap warfare.  This makes me a little sad; however, it does not mean that cap warfare can not be used in T1 ships to devastating effect.  Rather T1 hulls should be selected that alow the usage of Cap Warfare without sacrificing their bonused roles.


So as per the indications of suitability discussed previously, we can start narrowing down the field of potential T1 hulls.
As per the previously discussed indications of suitability , we can start narrowing down the field of potential T1 hulls.
*[[Minmatar Basic Ship and Skill Guide|Minmatar]] ships and [[Gallente Basic Ship and Skill Guide|Gallente]] / [[Amarr Basic Ship and Skill Guide|Amarr]] droneboats are often particularly well supplied with utility highs.
*Capacitor strength for races is generally Amarr > Gallente ~ Caldari > Minmatar.
*Any ship which doesn't use capacitor to run its weapons (droneboats and ships using [[Turrets#Projectile_Turrets|projectile turrets]] or missiles) has more capacitor available for cap warfare.
*Similarly capacitor free tanks (buffer armour tanks and passive shield tanks without active hardeners) provide more spare capacitor.
*Range is fairly neutral as every race has its close and long range setups. 


[[Minmatar Basic Ship and Skill Guide|Minmatar]] ships and [[Gallente Basic Ship and Skill Guide|Gallente]] / [[Amarr Basic Ship and Skill Guide|Amarr]] droneboats are often particularly well supplied with utility highs.  Capacitor strength for races is generally Amarr > Gallente ~ Caldari > Minmatar.  Any ship which doesn't use capacitor to run its weapons (droneboats and ships using [[Turrets#Projectile_Turrets|projectile turrets]] or missiles) has more capacitor available for cap warfare.  Similarly capacitor free tanks (buffer armour tanks and passive shield tanks without active hardeners) provide more spare capacitor.  Range is fairly neutral as every race has its close and long range setups.  Taken together these indicate that Amarr and Gallente are the best suited races for less casual T1 cap warfare.  Not to say the other races can't or wouldn't field cap warfare effectively, but the strengths of some Amarr and Gallente ships lend themselves to it.
Taken together these indicate that Amarr and Gallente are the best suited races for less casual T1 cap warfare.  Not to say the other races can't or wouldn't field cap warfare effectively, but the strengths of some Amarr and Gallente ships lend themselves to it.


Here are some of the ships which do very well in a T1 cap warfare roll:
Here are some of the ships which do very well in a T1 cap warfare roll:
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It is particularly well suited to a negligable (DCU) capacitor armour tank due to its inherrent armour resist bonuses, four low slots, and very nice amount of shield and armour HP.  Taken together the Punisher is the king of T1 frigate cap warfare platforms.
It is particularly well suited to a negligable (DCU) capacitor armour tank due to its inherrent armour resist bonuses, four low slots, and very nice amount of shield and armour HP.  Taken together the Punisher is the king of T1 frigate cap warfare platforms.


Together it means excellent casual capacitor warfare in the classic punisher 'bleeder' solo fit:
The classic punisher 'bleeder' solo fit exemplifies how this adds up to excellent casual capacitor warfare use:
<table class="collapsible collapsed">
<table class="collapsible collapsed">
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{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Warp Scrambler II|ms3=Stasis Webifier II|ms4=Tracking Disruptor II}}
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Warp Scrambler II|ms3=Stasis Webifier II|ms4=Tracking Disruptor II}}
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control II|ls3=Energized Adaptive Nano Membrane II|ls4=Energized Adaptive Nano Membrane II}}
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control II|ls3=Energized Adaptive Nano Membrane II|ls4=Energized Adaptive Nano Membrane II}}
{{Drone Bay|ds1=Hammerhead II x5
{{Drone Bay|ds1=Hammerhead II x5<br>Hobgoblin II x5<br>Vespa EC-600 x5<br>Warrior II x5}}
Hobgoblin II x5
Vespa EC-600 x5
Warrior II x5}}
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*Lots of neuting power
*Lots of neuting power
*Lots of RR power
*Lots of RR power
*Room for MWD, cap boost, point, web, and ECCM  
*Room for MWD, cap booster, point, web, and ECCM  


This leaves you with great capabilities on a T1 platform and a fit along the lines of:
This leaves you with great capabilities on a T1 platform and a fit along the lines of: