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Standard setup

Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.

We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.

Slots Regular ships Navy / Fleet Issue Advanced
    Adaptive Invulnerability Field II

  Adaptive Invulnerability Field II
  EM Ward Field II

  Adaptive Invulnerability Field II

  Adaptive Invulnerability Field II
  EM Ward Field II

  Pithum C-Type Adaptive Invuln ...

  Adaptive Invulnerability Field II
  Freed up mid slot

    Damage Control II   Freed up low slot   Freed up low slot
    Core Defense Field Extender I

  Core Defense Field Extender I
  Anti-Thermal Screen Reinforcer I

  Core Defense Field Extender I

  Anti-Thermal Screen Reinforcer II
  Freed up rig slot

  Core Defense Field Extender II

  Anti-EM Screen Reinforcer II
  Freed up rig slot

Resists  75,9% 70% 72,8% 77,4%  72,4% 68,1% 69% 74,1%  65,8% 64,9% 73,7% 78,1%
   83,8% 74,5% 76,9% 80,8%  81,4% 71,8% 73,6% 78%  71,8% 71,8% 78,9% 82,4%
Reason This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like Shield Management and gotten a decent buffer on your ship.

On ships like the Rokh with shield resist bonuses, you can safely remove one invulnerability field or the damage control and still have good resists.

Navy and Fleet Issue ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.

This variant could be adopted to normal ships as well, unless they have very low base hit points.

The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.
Price Cheap Affordable Costly

Interchangeable fits

As mentioned above, our fits are mostly interchangeable so that we can shift focus from vanguards to assaults or higher by changing a few modules. So here are the major differences in what you need added to your fits as you move up the site sizes.

Slots Assaults Headquarters Motherships
    Large Shield Extender II   Large Shield Extender II
  EM Ward Amplifier II
  Experimental 100MN Afterburner I
  Large Shield Extender II
  Large Shield Extender II
  EM Ward Amplifier II
  Experimental 100MN Afterburner I
    Damage Control II   Damage Control II   Damage Control II
Reason The significantly higher alpha in assault sites warrants adding another shield extender to your ship.

Most ships simply swap out one of their webs for the large shield extender.

For headquarter sites the need to move is greater, as well as the need to mitigate damage, which is why most headquarter sites requires you to fit an afterburner as well.

You also swap out the EM Ward Field for an EM Ward Amplifier, which is weaker but will remain in effect even if you get completely neuted out.

For mothership sites the need to move about is less, but the need to move in order to mitigate damage is still there. The neuting thread also remains.

The increased alpha from the mothership's bombers warrants adding yet another shield extender to survive the initial volley of the bombers.