| skills=Logistics Cruisers V strongly recommended, IV is required.</li><li>Solid armor tanking skills strongly recommended.
| showSKILLS=N
| notes=Requires EG-601 implant or equivalent to fit.</li><li>If implant is not available, replace one <b>Large Remote Armor Repairer II</b> with a <b>Large 'Solace' Remote Armor Repairer</b>.
skills=Logistics Cruisers 5 (4 is workable but significantly worse)</li><li>Excellent Armor Tanking and Capacitor Skills|
notes=This fit keeps its tank when neuted out which makes it viable for going into higher class WH sites. In W-space it is worth keeping this refit around.}}
{{ShipFitting
==Fleet-Up Fittings==
| ship=Guardian
For more info on fittings, please go [[Guardian/Fittings|here]]
| shipTypeID=11987
| fitName=RiggSet2 Active
| fitID=RiggSet2 Active
| low1name=True Sansha Armor EM Hardener
| low1typeID=13970
| low2name=800mm Reinforced Steel Plates II
| low2typeID=20351
| low3name=True Sansha Armor Kinetic Hardener
| low3typeID=13978
| low4name=Imperial Navy Energized Adaptive Nano Membrane
| skills=Logistics 5 </li><li>Excellent Armor Tanking and Capacitor Skills
| showSKILLS=N
| notes=Different Rigg Set - a little cheaper.</li><li>Has higher resists than the other active setup.</li><li>(83%/82.9%/87.2%/85.6%)</li><li>But a lower buffer (41,707 Effective HP)</li><li></li><li>This setup is for smaller fleets where the alpha is not that big and the dps amout repped is more important.</li><li></li><li>A repair module can always be replaced by an additional Energy Transmitter.
| skills=Logistics 5 </li><li>Excellent Armor Tanking and Capacitor Skills
| showSKILLS=N
| notes=Trades Large Repair modules for a lot more Buffer.</li><li>Same Resists as "RiggSet2 Active"</li><li>EHP: 56,410</li><li></li><li>It is especially for larger fleet engangements with high alpha.</li><li></li><li>Some people consider it a bad choice to match different repair module sizes but it is a viable option too.
Those are only variants of the same principle. You want to maximize Raw Hitpoints repaired, Tank (buffer/resists/speed), and you want to counter E-war mainly ECM.
Since logi has most of the time no range issues that leads to Afterburner/ECCM in the Mid Slots. A plate and as many resistance modules as can be fit in the Low Slots (some fit Damage Controls too) and as much Repairs as you can fit in the Highs with 1 or 2 Energy Transmitter depending on skill and enemy neutralizing power.
Name: Guardian Hull: Augoror Class Role: Support Cruiser
The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.
Developer: Carthum Conglomerate
While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.
SHIP BONUSES
Amarr Cruiser bonuses (per skill level): 150% bonus to Remote Capacitor Transmitter range 20% bonus to Armor Maintenance Bot transfer amount 60% bonus to Remote Armor Repairer optimal range and falloff Logistics Cruiser bonuses (per skill level): 15% reduction in Remote Capacitor Transmitter activation cost 15% reduction in Remote Armor Repairer activation cost Role Bonus: 65% reduction in Remote Armor Repairer powergrid requirement 50% reduction in Remote Capacitor Transmitter powergrid requirement
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
25 m³
Drone Bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
65.00 km
Max Locked Targets
10
RADAR Sensor
19 points
Sig. Radius
70 m
Scan Res.
385 mm
Structure
Structure Hitpoints
2,004 HP
Mass
11,980,000 kg
Volume
115,000 m³
Cargo Capacity
465 m³
Armor
Armor Hitpoints
2,109 HP
Armor Resistances
EM
50
THR
35
KIN
62.5
EXP
80
Shields
Shield Capacity
1,055 HP
Shield Resistances
EM
0
THR
20
KIN
70
EXP
87.5
Summary
The Guardian is a ship designed for capacitor transfer and remote armor repair. The capacitor transfer is usually put to use trading with another guardian to create capacitor out of thin air, fulfilling the capacitor needs of both ships. Because of its reliance on cap transfer with other ships the guardian is almost exclusively used partnered with other guardians and never alone. The use of cap transfer to fulfill its cap needs means the guardian can fit a stronger tank, but leaves it more vulnerable to jamming, because if one logistics ship is jammed then the cap chain must be adjusted or soon all will be out of capacitor.
Skills
Like most T2 ships, it is highly recommended to have Logistics Cruisers IV in order to fly logistic ships. This is especially important for the Guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps.
Logistics Cruisers V also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as Abaddons and Nightmares.
Other skills that should be considered required would be the ability to fit a T2 armour tank with compensation skills at 3 or 4, Capacitor Systems Operation IV and Capacitor Management IV, as well as Remote Armor Repair Systems IV. The ability to field drones, either logistics, damage, or ECM, is also recommended, the type depending on individual fleet requirements. Good navigation skills and Advanced Target Management III are highly recommended, but not required to fly the ship.