Difference between revisions of "Fitting Modules and Rigs Guide"

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=====Artillery=====
 
=====Artillery=====
 
Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.
 
Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.
====Missile Launchers====
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===Missile Launchers===
 
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (Many Caldari, certain Minmatar, and some Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
 
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (Many Caldari, certain Minmatar, and some Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
 
====="Short-Range" Launchers=====
 
====="Short-Range" Launchers=====
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=====Rapid Launchers=====
 
=====Rapid Launchers=====
 
Rapid light and rapid heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above (rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships). Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a very long reload time; they can hit smaller ships for good damage, but take a long time to reload.
 
Rapid light and rapid heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above (rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships). Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a very long reload time; they can hit smaller ships for good damage, but take a long time to reload.
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====Smartbombs====
 
====Smartbombs====
 
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see [[Smartbombs]].
 
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see [[Smartbombs]].

Revision as of 04:46, 22 September 2024

This article should be cleaned up or improved. The reason is: unspecified

This guide describes the various types of modules and rigs that can be inserted into your ship slots, in summary form. For general advice on how best to select the right modules or rigs for your ship, see this article on Fitting Guidelines.

High slots

Main article: High slot

Damage

These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are Turrets and Missile Launchers.

Bomb Launchers

Bomb launchers are used to launch Bombs. Can only be used by Stealth Bombers.

Doomsday Devices

Doomsday devices are extremely powerful weapons mounted on Titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday.

Hybrid Turrets

Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage.

Railguns

Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships.

Blasters

Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.

Energy Turrets

Energy turrets (lasers) are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it here.

Pulse Lasers

Short range energy turrets. They offer high damage potential while having decent range. They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships.

Beam Lasers

Long range energy turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Projectile Turrets

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Autocannons

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.

Artillery

Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.

Missile Launchers

Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (Many Caldari, certain Minmatar, and some Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.

"Short-Range" Launchers

"Short-range" launchers refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).

"Long-Range" Launchers

"Long-range" launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts.

Rapid Launchers

Rapid light and rapid heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above (rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships). Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a very long reload time; they can hit smaller ships for good damage, but take a long time to reload.

Smartbombs

These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see Smartbombs.


Drone Upgrades

These modules will increase the range of drones or the number of drones you can control.

Drone Control Units

These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

Drone Link Augmentors

These modules extend your drone control range.

Discussion

Drone control units are obviously only useful to carrier/supercarrier pilots. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.


Logistics

These modules will restore capacitor, shields, armor, and hull to other ships.

Remote Capacitor Transmitters

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.

Remote Armor Repairers

These modules will repair the armor of an allied ship by using your capacitor energy.

Remote Hull Repairers

These modules will repair the hull of an allied ship by using your capacitor energy.

Remote Shield Boosters

These modules will repair the shield of an allied ship by using your capacitor energy.

Discussion

These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.


Tackling

These modules will prevent ship warping.

Interdiction Sphere Launcher

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.

Warp disruption Field Generator

These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius).


Mining Lasers

Mining lasers are used to harvest resources which include ore, ice, and gas.

Mining Lasers

Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

Strip Miners

Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.

Ice Harvesters

Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.

Gas Cloud Harvesters

Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.


Siege Modules

Siege modules are specialized modules mounted to certain large ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the ship is immobile for the duration of the siege module's cycle.

Bastion Module

Usable only by Marauders, a Bastion module greatly increases a Marauder's DPS and resistance to EWAR, but makes it immobile.

Siege Module

These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

Triage Module

The triage module greatly increases a force auxiliary's ability to provide assistance to a fleet while making it immobile, among other factors.

Industrial Core

The industrial core allows the Rorqual to compress ore.


Misc

These modules did not fit into the above categories.

Auto Targeting

These modules will target for you. Dangerous as you want to be able to select targets yourself.

Cynosural Field Generators

These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten (10) minutes. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

Cloaking Devices

These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.

Clone Vat Bay

Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.

Fleet Assistance Modules

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers, industrial command ships, and some capitals.

Jump Portal Generators

The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates. The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Salvager

These modules will salvage loot from wrecks.

Scan Probe Launchers

These modules will launch scan probes to allow you to explore. Expanded probe launchers can also launch combat probes, which can be used to find other players.

Tractor Beams

These modules will bring cargo containers and wrecks to your ship.

Discussion

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used on an alt (with a ship that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are). Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.

Mid Slots

Main article: Mid slot

Capacitor

These modules will restore capacitor energy.

Capacitor Batteries

These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).

Capacitor Boosters

These modules will replenish your capacitor while expending a charge that you must carry (like ammo).

Capacitor Rechargers

These modules will increase your capacitor recharge time with no penalty.

Discussion

Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing. For your exact needs, experimenting in PYFA will show which will serve you best.


Damage Supplements

These modules will increase DPS.

Tracking Computers

These modules will increase your optimal range, falloff range, and tracking speed.

Tracking Links

These modules will increase an allied ship's optimal range, falloff range, and tracking speed.


Drone Upgrades

These modules will increase the speed and tracking of drones.

Omnidirectional Tracking Links

These modules increase the optimal range and tracking of your drones.

Drone Navigation Computers

These modules increase the MicroWarpDrive speed of your drones(their speed when they are flying around, not when they are orbiting & attacking).


EWAR

These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening. Many can be scripted to increase their effectiveness in one area at the expense of others.

ECM

These modules will stop an enemy ship from locking targets other than the jamming ship. They come in five varieties (one for each of the four sensor types and one multispectral). Almost useless for solo or PvE.

ECM Bursts

This is essentially the same as ECM but affects all targets in a given radius.

Guidance Disruptors

These modules decrease the range and precision of enemy missile launchers.

Remote Sensor Boosters

These modules increase the targeted ship's sensor range and locking speed.

Remote Sensor Dampeners

These modules decrease the targeted ship's sensor range and locking speed.

Sensor Boosters

These modules increase your sensor range, locking speed and sensor strength. Can be scripted to directly counter ECM.

Target Painters

These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

Tracking Disruptors

These modules decrease the range and tracking speed of enemy turrets.

Discussion

EWAR has its own full discussion and class. More detail can be found in this article: [Electronic Warfare]


Propulsion

These modules will increase a ship's velocity.

Afterburners

These modules will increase your velocity by roughly 120% while using some capacitor.

Microwarpdrives

These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.

Micro Jump Drives

These modules have a spool up time and instantly teleport a ship 100km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large (battleship) and Medium (battlecruiser) varieties.


Shield Tanking

These modules will restore, extend, or increase the resistance of your shields.

Shield Boosters

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

Ancillary Shield Boosters

These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.

Shield Boost Amplifiers

These modules increase the amount of shield provided by shield boosters per cycle.

Shield Extenders

These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred).

Shield Hardeners

These modules will increase your shield resistances while using a small amount of capacitor.

Shield Rechargers

These modules will increase your shield regeneration without penalty.

Shield Resistance Amplifiers

These modules will increase your shield resistances and uses no capacitor.

Discussion

You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate (or over-sized) shield booster matched with a shield boost amplifier. Shield extenders are great for increasing a passive tank (remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate) but can work against you if they increase your signature radius too much. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.


Tackling

These modules will slow and prevent warping of enemy ships.

Stasis Webifiers

These modules will decrease an enemy ship's velocity.

Warp Jammers

These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). Warp Scramblers have a base range of 7.5km, have a jamming strength of two and will also disable the microwarp drives of your target as long as the target is scrambled. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.


Misc

These modules did not fit into the above categories.

Command Processor

The command processor allows for one extra warfare link module to be fitted on a ship.

Hull Repair Systems

These modules will repair your structure.

Passive Targeting Systems

These modules will allow you to target a ship without them knowing.

Scanners

These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo. Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.

Discussion

Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets. Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.

Low Slots

Main article: Low slot

Armor Tank

These modules will repair, extend, and increase the resistance of your armor.

Armor Hardeners

These modules will increase your armor's resistance a great deal while using capacitor.

Armor Plates

These modules will increase your armor's total strength while greatly increasing your mass.

Armor Repair Systems

These modules will repair you armor.

Energized Armor Resistance Membrane

These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.

Resistance Plating

These modules will increase your armor's resistance slightly for just a single MW of power-grid. Regenerative plating increases your armor by a percentage and does not affect your resistance.

Discussion

Hardeners are the ideal if you can support them, followed by Energized Armor Resistance Membrane and finally resistance plating. Armor plates are great for a buffer tank.


Capacitor

These modules will increase the recharge rate of your capacitor.

Capacitor Flux Coil

These modules will increase your capacitor recharge at the expense of total capacitor energy.

Capacitor Power Relays

These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

Discussion

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you. Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.


Damage Supplements

These modules will increase your DPS.

Ballistic Control Systems

These modules will increase your damage and rate of fire when using missiles.

Gyrostabilizers

These modules will increase your damage and rate of fire when using projectile turrets

Heat Sinks

These modules will increase your damage and rate of fire when using laser turrets.

Magnetic Field Stabilizers

These modules will increase your damage and rate of fire when using hybrid turrets.

Tracking Enhancers

These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.


EWAR

These modules will increase your targeting and reduce your susceptibility to ECM.

Signal Amplifiers

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.

Sensor Backup Arrays

These modules will increase your sensor strength.


Fitting

These modules will help you extend your power grid or CPU.

Auxiliary Power Controls

These modules will increase your power-grid as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.

CPU Upgrades

These modules will increase your CPU without penalty.

Power Diagnostic Systems

These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.

Reactor Controls

These modules will increase your power-grid without penalty.

Discussion

If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk. If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.


Propulsion

These modules will increase your velocity and/or agility.

Inertial Stabilizers

These modules will increase your agility at the expense of signature radius.

Nanofiber Structures

These modules will increase your velocity and agility at the expense of structure.

Overdrive Injectors

These modules will increase your velocity at the expense of cargo space.

Comparison

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility. Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. For further discussion on speed modules refer to Stacking penalties

Hyperspatial Accelerator

This unit increases warp speed and acceleration. No more than three Hyperspatial Accelerators can be fit to one ship.


Shield Tanking

These modules will increase the regeneration of shields.

Shield Flux Coils

These modules will increase shield recharge at the expense of shield capacity.

Shield Power Relays

These modules will increase shield recharge at the expense of capacitor recharge.

Comparison

Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge). So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.


Misc

These modules did not fit into the above categories.

Cargo Expanders

These modules will increase your cargo capacity at the expense of velocity. Ideal for haulers and salvage/loot ships.

Damage Controls

These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use. Great module to extend your tank.

Ice Harvester Upgrades

These modules decrease ice harvester cycle time at the cost of CPU.

Mining Upgrades

These modules will increase mining laser yield at the expense of CPU.

Reinforced Bulkheads

These modules will increase your hull at the expense of velocity.

Warp Core Stabilizers

These modules counter warp jammers at the expense of targeting range and targeting speed. They are essential if you think you might get warp jammed and do not want to fight.

Rigs

Main article: Rig

Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular modules). Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill.

Subsystems

Main article: Strategic Cruisers#Subsystems

Subsystems are special modules that are fitted to Strategic Cruisers. Each T3C has four subsystem slots - Core, Defensive, Offensive and Propulsion - of which each slot can be equipped with one of three subsystems. Each subsystem provides base stats of their respective type to the equipped ship, as well as adding bonuses to certain attributes.


Legion Subsystems

Icon core subsystem.png Core

Name Amarr Core Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Augmented Antimatter Reactor 5% bonus to capacitor recharge time
3% bonus to energy warfare resistance
20% bonus to ship power output +1 Mid Slot, +3 Low Slots
+50GJ Capacitor Capacity
Dissolution Sequencer 15% bonus to ship sensor strength
5% bonus to max targeting range
15% bonus to scan resolution
+2 Mid Slots, +2 Low Slots
+1 max locked target
Energy Parasitic Complex 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount
10% bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules
5% reduction in module damage from overheating
50% reduction in the PWG and CPU requirements for Energy Nosferatu and Energy Neutralizer modules +2 Mid Slots, +2 Low Slots
+50GJ Capacitor Capacity

Icon defensive subsystem.png Defensive

Name Amarr Defensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Augmented Plating 5% bonus to all armor hitpoints
5% bonus to the benefits of overheating armor hardeners
+1 Mid Slot, +3 Low Slots
+1000 Armor HP
+10m Signature Radius
Covert Reconfiguration 10% bonus to Core and Combat Scanner Probe strength
7.5% bonus to Armor Repairer effectiveness
7.5% bonus to the benefits of overheating Armor Repairers
100% reduction in Cloaking Devices CPU requirement
10+ bonus to Relic and Data Analyzer virus strength
Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
Cloak reactivation delay reduced to 5 seconds
+1 High Slot, +1 Mid Slot, +2 Low Slots
+300 Shield HP, +600 Hull HP
+200GJ Capacitor Capacity
+5m Signature Radius
+30m3 Cargo Capacity
Nanobot Injector 10% bonus to Armor Repairer effectiveness
10% bonus to the benefits of overheating Armor Repairers
+2 Mid Slots, +2 Low Slots
+100 Shield HP, +500 Armor HP
+300GJ Capacitor Capacity

Icon offensive subsystem.png Offensive

Name Amarr Offensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Assault Optimization 5% bonus to Light Missile, Heavy Missile, and Heavy Assault Missile damage
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Drone damage and hitpoints
25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers +7 High Slots, +5 Launcher Hardpoints
+200 PWG, +150 CPU
+50mbit Drone Bandwidth, +200m3 Drone Bay
Liquid Crystal Magnifiers 10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range
25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets +7 High Slots, +6 Turret Hardpoints
+400 PWG, +90 CPU
+100GJ Capacitor Capacity
Support Processor 2% bonus to Armored Command, Information Command, and Skirmish Command burst strength and duration
5% reduction in Remote Armor Repairer activation cost
10% bonus to the benefits of overheating Remote Armor Repairer modules
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules
95% reduction in the PWG and CPU fitting costs of Command Burst modules
20% bonus to Remote Armor Repairer optimal range
1150% bonus to Remote Armor Repairer falloff
Can use one Command Burst module
50% bonus to Command Burst area of effect range
+7 High Slots, +4 Turret Hardpoints
+100GJ Capacitor Capacity
+25mbit Drone Bandwidth, +75m3 Drone Bay
+1 max locked target

Icon propulsion subsystem.png Propulsion

Name Amarr Propulsion Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Intercalated Nanofibers 5% bonus to ship agility
5% bonus to max velocity
+2 Low Slots
Interdiction Nullifier 10% bonus to warp velocity and acceleration
15% reduction in capacitor need when initiating warp
80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
100% bonus to Interdiction Nullifier duration
+1 Low Slot
+0.1 Inertia Modifier
-20km Max Targeting Range
+20m Signature Radius
Wake Limiter 10% bonus to Afterburner velocity bonus
10% reduction in Microwarpdrive signature radius penalty
+1 Mid Slot, +1 Low Slot

Loki Subsystems

Icon core subsystem.png Core

Name Minmatar Core Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Augmented Nuclear Reactor 5% bonus to capacitor recharge time
3% bonus to energy warfare resistance
20% bonus to ship power output +1 Mid Slot, +3 Low Slots
+50GJ Capacitor Capacity
Dissolution Sequencer 15% bonus to ship sensor strength
5% bonus to max targeting range
15% bonus to scan resolution
+2 Mid Slots, +2 Low Slots
+1 max locked target
Immobility Drivers 25% bonus to Stasis Webifier optimal range
10% bonus to the benefits of overheating Stasis Webifier modules
5% reduction in module damage from overheating
+3 Mid Slots, +1 Low Slot

Icon defensive subsystem.png Defensive

Name Minmatar Defensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Adaptive Defense Node 10% bonus to Armor Repairer and Shield Booster effectiveness
10% bonus to the benefits of overheating Armor Repairers and Shield Boosters
+2 Mid Slots, +2 Low Slots
+300 Shield HP, +300 Armor HP, +100 Hull HP
+300GJ Capacitor Capacity
Augmented Durability 5% bonus to all armor and shield hitpoints
5% bonus to the benefits of overheating armor and shield hardeners
+2 Mid Slots, +2 Low Slots
+600 Shield HP, +600 Armor HP
+10m Signature Radius
Covert Reconfiguration 10% bonus to Core and Combat Scanner Probe strength
7.5% bonus to Armor Repairer and Shield Booster effectiveness
7.5% bonus to the benefits of overheating Armor Repairers and Shield Boosters
100% reduction in Cloaking Devices CPU requirement
10+ bonus to Relic and Data Analyzer virus strength
Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
Cloak reactivation delay reduced to 5 seconds
+1 High Slot, +2 Mid Slots, +1 Low Slot
+1000 Hull HP
+200GJ Capacitor Capacity, +5m Signature Radius, +30m3 Cargo Capacity

Icon offensive subsystem.png Offensive

Name Minmatar Offensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Launcher Efficiency Configuration 10% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
5% bonus to Heavy Missile and Heavy Assault Missile velocity
5% bonus to missile explosion velocity
25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers +7 High Slots, +5 Launcher Hardpoints, +2 Turret Hardpoints
+150 PWG, +150 CPU
+40mbit Drone Bandwidth, +40m3 Drone Bay
Projectile Scoping Array 17.5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret optimal range and falloff
5% bonus to Medium Projectile Turret tracking speed
25% reduction in the PWG and CPU fitting costs of Medium Projectile Turrets +7 High Slots, +5 Turret Hardpoints, +2 Launcher Hardpoints
+300 PWG, +30 CPU
+25mbit Drone Bandwidth, +25m3 Drone Bay
Support Processor 2% bonus to Armored Command, Shield Command, and Skirmish Command burst strength and duration
5% reduction in Remote Armor Repairer and Remote Shield Booster activation cost
10% bonus to the benefits of overheating Remote Armor Repairer and Remote Shield Booster modules
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer and Remote Shield Booster modules
95% reduction in the PWG and CPU fitting costs of Command Burst modules
20% bonus to Remote Armor Repairer optimal range
1150% bonus to Remote Armor Repairer falloff
475% bonus to Remote Shield Booster falloff
Can use one Command Burst module
50% bonus to Command Burst area of effect range
+7 High Slots, +4 Turret Hardpoints
+100GJ Capacitor Capacity
+25mbit Drone Bandwidth, +50m3 Drone Bay
+1 max locked target

Icon propulsion subsystem.png Propulsion

Name Minmatar Propulsion Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Intercalated Nanofibers 5% bonus to ship agility
5% bonus to max velocity
+2 Low Slots
Interdiction Nullifier 10% bonus to warp velocity and acceleration
15% reduction in capacitor need when initiating warp
80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
100% bonus to Interdiction Nullifier duration
+1 Low Slot
+0.1 Inertia Modifier
-20km Max Targeting Range
+20m Signature Radius
Wake Limiter 10% bonus to Afterburner velocity bonus
10% reduction in Microwarpdrive signature radius penalty
+2 Mid Slots

Proteus Subsystems

Icon core subsystem.png Core

Name Gallente Core Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Augmented Fusion Reactor 5% bonus to capacitor recharge time
3% bonus to energy warfare resistance
20% bonus to ship power output +2 Mid Slots, +2 Low Slots
+50GJ Capacitor Capacity
Electronic Efficiency Gate 15% bonus to ship sensor strength
5% bonus to max targeting range
25% bonus to ship CPU output +2 Mid Slots, +2 Low Slots
+1 max locked target
Friction Extension Processor 7.5% bonus to Warp Scrambler and Warp Disruptor range
15% bonus to the benefits of overheating Warp Scrambler and Warp Disruptor modules
5% reduction in module damage from overheating
+2 Mid Slots, +2 Low Slots

Icon defensive subsystem.png Defensive

Name Gallente Defensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Augmented Plating 5% bonus to all armor hitpoints
5% bonus to the benefits of overheating armor hardeners
25% reduction in Armor Plate mass penalty +1 Mid Slot, +3 Low Slots
+1000 Armor HP
+10m Signature Radius
Covert Reconfiguration 10% bonus to Core and Combat Scanner Probe strength
7.5% bonus to Armor Repairer effectiveness
7.5% bonus to the benefits of overheating Armor Repairers
100% reduction in Cloaking Devices CPU requirement
10+ bonus to Relic and Data Analyzer virus strength
Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
Cloak reactivation delay reduced to 5 seconds
+1 High Slot, +1 Mid Slot, +2 Low Slots
+300 Shield HP, +600 Hull HP
+200GJ Capacitor Capacity
+5m Signature Radius
+30m3 Cargo Capacity
Nanobot Injector 10% bonus to Armor Repairer effectiveness
10% bonus to the benefits of overheating Armor Repairers
+2 Mid Slots, +2 Low Slots
+100 Shield HP, +500 Armor HP
+300GJ Capacitor Capacity

Icon offensive subsystem.png Offensive

Name Gallente Offensive Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Drone Synthesis Projector 10% bonus to Medium Hybrid Turret tracking speed
10% bonus to Drone damage and hitpoints
5% bonus to Drone velocity and tracking speed
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets +6 High Slots, +5 Turret Hardpoints
+130 PWG, +60 CPU
+125mbit Drone Bandwidth, +300m3 Drone Bay
Hybrid Encoding Platform 10% bonus to Medium Hybrid Turret damage
10% bonus to Medium Hybrid Turret falloff
7.5% bonus to Medium Hybrid Turret tracking speed
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets +7 High Slots, +6 Turret Hardpoints
+430 PWG, +110 CPU
+100GJ Capacitor Capacity
+25mbit Drone Bandwidth, +50m3 Drone Bay
Support Processor 2% bonus to Armored Command, Information Command, and Skirmish Command burst strength and duration
5% reduction in Remote Armor Repairer activation cost
10% bonus to the benefits of overheating Remote Armor Repairer modules
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules
95% reduction in the PWG and CPU fitting costs of Command Burst modules
20% bonus to Remote Armor Repairer optimal range
1150% bonus to Remote Armor Repairer falloff
Can use one Command Burst module
50% bonus to Command Burst area of effect range
+7 High Slots, +4 Turret Hardpoints
+100GJ Capacitor Capacity
+50mbit Drone Bandwidth, +75m3 Drone Bay
+1 max locked target

Icon propulsion subsystem.png Propulsion

Name Gallente Propulsion Subsystems bonus (per skill level) Role Bonus Additional Base Stats
Hyperspatial Optimization 7.5% bonus to ship agility
10% bonus to warp velocity and acceleration
+2 Low Slots
Interdiction Nullifier 10% bonus to warp velocity and acceleration
15% reduction in capacitor need when initiating warp
80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
100% bonus to Interdiction Nullifier duration
+1 Low Slot
+0.1 Inertia Modifier
-20km Max Targeting Range
+20m Signature Radius
Localized Injectors 15% reduction in Afterburner and Microwarpdrive capacitor consumption
10% bonus to the benefits of overheating Afterburners and Microwarpdrives
+1 Mid Slot, +1 Low Slot

Tengu Subsystems

Icon core subsystem.png Core

Name Caldari Core Systems bonuses (per skill level) Role Bonus Additional Base Stats
Augmented Graviton Reactor 5% bonus to capacitor capacity
3% bonus to energy warfare resistance
20% bonus to ship power output +2 mid slots, +2 low slots
+50GJ Capacitor
Electronic Efficiency Gate 15% bonus to ship sensor strength
5% bonus to max targeting range
25% bonus to ship CPU output +3 Mid Slots, +1 Low Slot
+1 max locked target
Obfuscation Manifold 10% bonus to ECM Target Jammer strength and optimal range
15% bonus to the benefits of overheating ECM Target Jammer modules
5% reduction in module damage from overheating
+3 Mid Slots, +1 Low Slot

Icon defensive subsystem.png Defensive

Name Caldari Defensive Systems bonuses (per skill level) Role Bonus Additional Base Stats
Amplification Node 10% bonus to Shield Booster effectiveness
10% bonus to the benefits of overheating Shield Boosters
+3 Mid Slots, +1 Low Slot
+500 Shield HP, +100 Armor HP
+300GJ Capacitor Capacity
Covert Reconfiguration 10% bonus to Core and Combat Scanner Probe strength
7.5% bonus to Shield Booster effectiveness
7.5% bonus to the benefits of overheating Shield Boosters
100% reduction in Cloaking Devices CPU requirement
10+ bonus to Relic and Data Analyzer virus strength
Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
Cloak reactivation delay reduced to 5 seconds
+1 High Slot, +3 Mid Slots
+300 Armor HP, +600 Hull HP
+200GJ Capacitor Capacity, +5m Signature Radius, +30m3 Cargo Capacity
Supplemental Screening 5% bonus to all shield hitpoints
5% bonus to the benefits of overheating shield hardeners
+2 Mid Slots, +2 Low Slots
+1000 Shield HP
+10m Signature Radius

Icon offensive subsystem.png Offensive

Name Caldari Offensive Systems bonuses (per skill level) Role Bonus Additional Base Stats
Accelerated Ejection Bay 5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
7.5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Heavy Missile and Heavy Assault Missile velocity
+7 High Slots, +6 Launcher Hardpoints
+190 PWG, +160 CPU
Magnetic Infusion Basin 5% bonus to Medium Hybrid Turret damage
20% bonus to Medium Hybrid Turret optimal range
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets +7 High Slots, +6 Turret Hardpoints
+420 PWG, +120 CPU
+100GJ Capacitor Capacity
Support Processor 2% bonus to Shield Command, Information Command and Skirmish Command burst strength and duration
5% reduction in Remote Shield Booster activation cost
10% bonus to the benefits of overheating Remote Shield Booster modules
75% reduction in the PWG and CPU fitting costs of Medium Remote Shield Booster modules
95% reduction in the PWG and CPU fitting costs of Command Burst modules
475% bonus to Remote Shield Booster falloff
Can use one Command Burst module
50% bonus to Command Burst area of effect range
+7 High Slots, +4 Launcher Hardpoints
+100GJ Capacitor Capacity
+25mbit Drone Bandwidth, +50m3 Drone Bay
+1 max locked target

Icon propulsion subsystem.png Propulsion

Name Caldari Propulsion Systems bonuses (per skill level) Role Bonus Additional Base Stats
Chassis Optimization 7.5% bonus to ship agility
3% bonus to max velocity
+1 Mid Slot, +1 Low Slot
Fuel Catalyst 10% bonus to Afterburner velocity bonus
10% bonus to the benefits of overheating Afterburners and Microwarpdrives
+2 Mid Slots
Interdiction Nullifier 10% bonus to warp velocity and acceleration
15% reduction in capacitor need when initiating warp
80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
100% bonus to Interdiction Nullifier duration
+1 Low Slot
+0.1 Inertia Modifier
-20km Max Targeting Range
+20m Signature Radius