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Fitting Modules and Rigs Guide: Difference between revisions

From EVE University Wiki
m Moved the Subsystem header to the bottom. It was stuck in the middle of the Rigging Section.
Added Subsystem text for all of the Strategic Cruisers
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Subsystems are special modules that are used to build T3 ships. Each T3 ship has five subsystem slots - Defensive, Electronic, Engineering, Offensive and Propulsion.
Subsystems are special modules that are used to build T3 ships. Each T3 ship has five subsystem slots - Defensive, Electronic, Engineering, Offensive and Propulsion.
===Legion Subsystems===
====Defensive====
Armor and Shields vary between these subsystems but the resistances remain the same.
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi
'''Augmented Plating''': 10% bonus to armor hitpoints per level 2 low
'''Nanobot Injector''': 10% bonus to armor repairer effectiveness per level 2 low
'''Warfare Processor''': 5% bonus effectiveness of Armor Warfare Links per subsystem skill level 1 low, 1 hi
====Electronics====
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 4 med
'''Emergent Locus''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU needed for Scan Probe Launchers 3 med, 1 hi
'''Energy Parasitic Complex''': 10% bonus to energy vampire and energy neutralizer transfer amount per level. 3 med, 1 hi
'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med
====Engineering====
Powergrid and Capacitor vary by subsystem.
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 turret
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 3 low
====Offensive====
The CPU and drone usage (or lack) are modified by these subsystems.
'''Assault Optimization''': 5% bonus to heavy assault missile damage per level, 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 5 launcher
'''Covert Reconfiguration''': 10% bonus to medium energy turret capacitor use per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 med, 5 hi
'''Drone Synthesis Projector''': 10% bonus to medium energy turret capacitor use per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 med, 5 hi, 3 turret
'''Liquid Crystal Magnifiers''': 10% bonus to medium energy turret capacitor use per level, 10% bonus to medium energy turret damage per level, 10% bonus to medium energy turret optimal range per level 1 low, 5 hi, 5 turret
====Propulsion====
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem choosen.
'''Chassis Optimization''': 5% bonus to max velocity per level 1 low
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low
'''Wake Limiter''': 5% reduction in microwarp signature radius penalty per level. 1 low
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction
===Loki Subsystems===
====Defensive====
Armor and Shields vary between these subsystems but the resistances remain the same.
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level 1 low, 1 med '''Adaptive Shielding''': 5% bonus to all shield resistances, 10% bonus to shield transporter per level 1 med, 1 hi
'''Amplification Node''': 5% reduction in signature radius per level 1 low, 1 med
'''Warfare Processor''': 5% bonus to the effectiveness of Skirmish Warfare Links per level, 99% reduction in Warfare Link module CPU need 1 med, 1 hi
====Electronics====
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 1 low, 3 med
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU need for Scan Probe Launchers 4 med
'''Immobility Drivers - 30% bonus to stasis webifier range per level 1low, 3 med
'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med
====Engineering====
Powergrid and Capacitor vary by subsystem.
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher, 1 turret
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 2 low, 1 med
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med
====Offensive====
The CPU and drone usage (or lack) are modified by these subsystems.
'''Covert Reconfiguration''': 5% bonus to medium projectile turret rate of fire per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 low, 5 hi
'''Hardpoint Efficiency Configuration''': 7.5% bonus to medium projectile turret rate of fire per level, 7.5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 3 launcher, 3 turret
'''Projectile Scoping Array''': 7.5% bonus to medium projectile turret rate of fire per level, 10% bonus to medium projectile falloff per level 1 low, 5 hi, 5 turret
'''Turret Concurrence Registry''': 10% bonus to medium projectile turret damage per level, 10% bonus to medium projectile turret optimal range per level, 7.5% bonus to medium projectile turret tracking per level 1 low, 5 hi, 5 turret
===Propulsion===
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem choosen.
'''Chassis Optimization''': 5% bonus to max velocity per level 1 low
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low
'''Intercalated Nanofibers''': 5% increased agility per level 1 low
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction
===Proteus Subsystems===
====Defensive====
Armor and Shields vary between these subsystems but the resistances remain the same.
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi
'''Augmented Plating''': 10% bonus to armor hit points per level 2 low
'''Nanobot Injector''': 10% bonus to armor repairer effectiveness per level 2 low
'''Warfare Processor''': 5% bonus to effectiveness of Information Warfare Links per subsystem skill level 1 low, 1 hi
====Electronics====
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.
'''CPU Efficiency Gate''': 5% bonus to CPU per level 1 low, 3 med
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus  to targeting range per level 1 low, 3 med
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med
'''Friction Extension Processor''': 10% bonus to warp disruptor and warp scrambler range per level 1 low, 3 med
====Engineering====
Powergrid, Capacitor, and drone usage (or lack) vary by subsystem.
'''Augmented Capacitor Reservoir''': 5% bonus to drone MWD speed per level, 7.5% bonus to drone hit points per level 2 low, 1 hi
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 turret
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med
====Offensive====
The CPU and drone usage (or lack) are modified by these subsystems.
'''Covert Reconfiguration''': 5% bonus to medium hybrid turret damage per level 1 low, 5 hi, 4 turret
'''Dissonic Encoding Platform''': 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level, 7.5% bonus to medium hybrid turret tracking per level 1 low, 5 hi, 5 turret
'''Drone Synthesis Projector''': 5% bonus to medium hybrid turret damage per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 low, 5 hi, 3 turret
'''Hybrid Propulsion Armature''': 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level 1 low, 5 hi, 5 turret
====Propulsion====
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem choosen.
''''Gravitational Capacitor''': 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 med
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction
'''Localized Injectors''': 15% reduction in afterburner and microwarpdrive capacitor consumption per level 1 low
'''Wake Limiter''': 5% reduction in microwarpdrive signature radius penalty per level 1 low
===Tengu Subsystems===
====Defensive====
Armor and Shields vary between these subsystems but the resistances remain the same.
'''Adaptive Shielding''': 5% bonus to all shield resistances per level, 10% bonus to shield transporter effectiveness per level 1 mid, 1 high
'''Amplification Node''': 10% bonus to shield booster effectiveness per level 2 mid
'''Supplemental Screening''': 10% bonus to shield hit points per level 2 mid
'''Warfare Processor''': 5% bonus effectiveness of Siege Warfare Links per subsystem skill level 1 med, 1 high
====Electronics====
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.
'''CPU Efficiency Gate''': 5% bonus to CPU per level 1 low, 3 med
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus  to targeting range per level 1 low, 3 med
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med
'''Obfuscation Manifold''': 10% bonus to ECM target jammer optimal range per level 4 med
====Engineering====
Powergrid and Capacitor vary by subsystem.
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 turret
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 3 low
====Offensive====
The CPU and drone usage (or lack) are modified by these subsystems.
'''Accelerated Ejection Bay''': 5% bonus to Kinetic Missile Damage per level, 7.5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level, 10% bonus to Heavy Missile and Heavy Assault missile velocity per level 1 med, 5 hi, 5 launcher
'''Covert Reconfiguration''': 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 4 launcher
'''Magnetic Infusion Basin''': 5% bonus to medium hybrid turret damage per level, 20% bonus to medium hybrid turret optimal range per level 1 low, 5 hi, 5 turret
'''Rifling Launcher Pattern''': 10% ECM target jammer strength per level, 5% bonus to Heavy, Heavy Assault, and Assault Missile Launcher Rate of Fire per level 1 low, 5 hi, 5 launcher
====Propulsion====
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem choosen.
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low
'''Gravitational Capacitor''': 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 low
'''Intercalated Nanofibers''': 5% increased agility per level 1 low
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction


Original author: [[User:Frandetta|Frandetta]]
Original author: [[User:Frandetta|Frandetta]]