Fitting Modules and Rigs Guide
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.
Rigs
Most kinds of rig have particular drawbacks associated with them. These penalties are reduced by training more levels in the associated rigging skill: the size of the speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill. Some kinds of rig (Electronics rigs, for example) do not have drawbacks.
Armor
Fitting these rigs will reduce your ship's maximum velocity.
Nano Pump: This rig increases the amount an armor repair repairs.
Nanobot Accelerator: This rig reduces the armor repair cycle time.
Remote Repair Augmentor: This rig reduces the capacitor need for a remote repair.
Resistance Pumps: These rigs increase resistances (each damage type has its own rig).
Salvage Tackle: This rig increases the chance to salvage successfully.
Trimark Armor Pump: This rig increases total armor of a ship.
Astronautic
Fitting these rigs will reduce the amount of armor on your ship.
Auxiliary Thruster: This rig increases maximum velocity.
Cargohold Optimization: This rig increases cargo capacity.
Dynamic Fuel Valve: This rig decreases the amount of capacitor used by afterburners and microwarpdrives.
Engine Thermal Shielding: This rig increases the duration of afterburner or microwarpdrive cycles.
Hyperspatial Velocity Optimizer: This rig increases your maximum warp velocity.
Low Friction Nozzle Joints: This rig increases your agility.
Polycarbon Engine Housing: This rig increases maximum velocity and speed.
Warp Core Optimizer: This rig reduces the capacitor needs for warping.
Drone
Fitting these rigs will reduce your ship's CPU capacity.
Control Range Augmentor: This rig increases the range at which you can control drones.
Durability Enhancer: This rig increases the HP of drones.
Mining Augmentor: This rig increases the yield of mining drones.
Repair Augmentor: This rig increases the repair of repair drones.
Scope Chip: This rig increases the optimal range of drones.
Speed Augmentor: This rig increases the speed of drones.
Sentry Damage Augmenor: This rig increases the damage of sentry drones.
Stasis Drone Augmentor: This rig increases stasis drones' factor of velocity decrease.
Electronics
These rigs have no penalty.
Emission Scope: This rig increases the efficiency of analyzer modules.
Gravity Capacitor: This rig increases the strength of scan probes.
Liquid Cooled Electronics: This rig reduces the CPU needs of modules that require the electronics upgrade skill.
Memetic Algorithm Bank: This rig increases the efficiency of hacking modules.
Signal Disruption Amplifier: This rig decreases the capacitor need for ECM modules.
Electronics Superiority
Fitting these rigs will reduce the amount of shields on your ship.
Inverted Signal Field Generator: This rig increases the effectiveness of remote sensor dampeners.
Ionic Field Projector: This rig increases your maximum targeting range.
Particle Dispersion Augmentor: This rig increases the strength of ECM modules.
Particle Dispersion Projector: This rig increases the range of ECM modules.
Signal Focusing Kit: This rig increases the speed of scanners (cargo, ship, and survey scanners).
Targeting System Subcontroller: This rig increases your targeting speed.
Targeting Systems Stabilizer: This rig decreases the targeting delay after uncloaking.
Tracking Diagnostic Subroutines: This rig increases the effectiveness of tracking disruptors.
Energy Grid
These modules have no penalty.
Ancillary Current Router: This rig increases a ship's powergrid.
Capacitor Control Circuit: This rig increases a ship's capacitor recharge rate.
Egress Port Maximizer: This rig decreases the capacitor use of all energy emission modules.
Powergrid Subroutine Maximizer: This rig decreases the CPU need for all power upgrade modules.
Semiconductor Memory Cell: This rig increases a ship's total capacitor.
Missile Launcher
Fitting these rigs will increase the amount of CPU required by any missile launchers fitted to your ship.
Bay Loading Accelerator: This rig increases the rate of fire of launchers.
Hydraulic Bay Thrusters: This rig increases missile velocity.
Rocket Fuel Cache Partition: This rig increases missile flight time.
Warhead Calefaction Catalyst: This rig increases missile damage.
Warhead Flare Catalyst: This rig increases missile explosion velocity.
Warhead Rigor Catalyst: This rig decreases the explosion radius of missiles.
Shield
Fitting these rigs will increase your ship's signature radius.
Screen Reinforcers: These rigs increase your resistance to a particular type of damage.
Core Defense Capacitor Safeguard: This rig decreases the cap used by modules that require the shield operations skill.
Core Defense Charger Economizer: This rig decreases powergrid use of shield upgrade modules.
Core Defense Shield Extender: This rig increases shield capacity.
Core Defense Shield Purger: This rig increases shield recharge rate.
Defense Operation Solidifier: This rig decreases the cycle time for shield boosters.
Turret Weapons
Fitting these rigs will increase the amount of CPU required by any turrets fitted to your ship.
Algid Energy Administrations Unit: This rig decreases turret CPU needs.
Ambit Extension: This rig increases turret accuracy falloff.
Burst Aerator: This rig increases turret rate of fire.
Collision Accelerator: This rig increases turret damage.
Discharge Elutriation: This rig decreases turret capacitor use. (Note that there is no Discharge Elutriation rig for projectile turrets, because they use no capacitor in the first place.)
Locus Coordination: This rig increases turret optimal range.
Metastasis Adjuster: This rig increases turret tracking speed.
High slots
Damage
These modules will deal direct damage.
Doomsday Devices
Doomsday devices are aptly named. Really. Honestly. Alright you want details? 2 million damage of a specific type to a single ship.
Hybrid Turrets
Hybrid turrets are the weapons used primarily by the Gallente.
Railguns
Long range hybrid turrets.
Blasters
Short range hybrid turrets.
Laser Turrets
Laser turrets are the weapons used primarily by the Amarr.
Pulse Laser Turrets
Short range Laser Turrets.
Beam Laser Turrets
Long range Laser Turrets.
Mining Lasers
Mining lasers are the primary weapons of.. miners. Go kill 'em rocks boys. They come in several flavors such as regular miners for most ships, and strip miners for mining barges. There are also ice miners and gas harvesters.
Mining Lasers
The 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. The T2 modulated deep core miner can (and should) be fitted with ore-specific mining crystals to increase yield. Yield can be boosted further by fitting mining laser upgrades and gankling on a support ship (normally Orca or Rorqual)
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. T2 versions can (and should) be fitted with mining crystals to increase yield. Like mining lasers, they can benefit from mining laser upgrades and ganklinks.
Ice Harvesters
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers. Ice Harvester upgrades can be fitted to decrease ice harvester cycle time.
Gas Cloud Harvesters
Gas cloud harvesters harvest gas clouds. They can be fitted on any ship with turret hardpoints. One additional gas cloud harvester can be fitted for every skill level in Gas Cloud Harvesting. Unlike mining lasers/strip miners/ice harvesters gas cloud harvesters have no dedicated ship type and no yield-boosting modules.
Missile Launchers
Missile launchers are the primary weapon of the Caldari.
"Unguided" Missiles
Good at hitting things same sized or larger generally. Includes rockets, assault missiles, heavy assault missiles, torpedos, and citadel torpedos. These actually do home in.
Guided Missiles
Decent at hitting things smaller than you but not as much damage as unguided missiles. includes standard missiles, heavy missiles, cruise missiles, and citadel cruiser missiles.
Projectile Turrets
Projectile turrets are the weapons used primarily by the Minmatar.
Autocannons
Short range projectile turrets
Artillery
Long range projectile turrets.
Siege Modules
These are used by Dreadnaughts.
Smartbombs
These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates.
Drone Upgrades
These modules will increase the range of drones.
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 add 20km to 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 highslots.
EW
These modules will alter enemy ship caps and sensors.
Energy Neutralizers
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
Energy Vampires
These modules will transfer energy from the enemy ship to your capacitor.
Remote ECM Burst
These modules will disable the targeting of ships within its range, but can only be equipped on carriers.
Discussion
Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.
Logistics
These modules will restore cap, shields, armor, and hull to other ships.
Energy Transfer Arrays
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
Remote Armor Repair
These modules will repair the armor of an allied ship by using your capacitor energy.
Remote Hull Repair
These modules will repair the hull of an allied ship by using your capacitor energy.
Shield Transporters
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 interdicters.
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).
Misc
These modules did not fit into the above categories.
Auto Targeting
These modules will target for you.
Cynosural Field Generator
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.
Cloaking
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The cloak for recon ships and covert ops ships will not decloak for warp.
Gang Assist Modules
These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.
Salvager
These modules will salvage loot from wrecks.
Scan Probe Launchers
These modules will launch scan probes to allow you to explore.
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 in a frigate (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
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 EFT 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.
These modules increase the MicroWarpDrive speed of your drones(their speed when they are flying around, not when they are orbiting & attacking).
EW
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.
ECM
These modules will make it difficult for an enemy ship to lock targets. They come in five varieties to coincide with the four sensor types and a multispectral.
ECM Bursts
This is essentially the same as ECM but affects all targets in a given radius.
ECCM
These modules protect against ECM.
ECCM, Projected
These modules protect ships that you use this module on, against ECM.
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 and locking speed.
Target Painters
These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.
Tracking Disruptors
These modules decrease the tracking speed of enemy turrets.
Discussion
EW has its own full discussion and class, so I won't be going into detail here.
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.
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.
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 oversized) 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).
Misc
These modules did not fit into the above categories.
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.
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
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 Plating
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 powergrid. 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 plating 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.
EW
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 powergrid 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 powergrid, as well as minor boosts to your capacitor and shield capacity and recharge.
Reactor Controls
These modules will increase your powergrid without penalty.
Discussion
If you need an increase in your powergrid 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 the Guide on Stacking and Speed modules
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. You don't want to use these, as structure tanking is ill-advised and you can surely find a better use for the slot.
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.
Original author: Frandetta