Defense Guide
Contents
- 1 Terminology
- 2 Tanking Overview
- 3 Damage Types Overview
- 4 Defense Module Overheating
- 5 Shield Defenses
- 6 Armor Defenses
- 7 Hull Defenses
- 8 Speed Defenses
- 9 Example Fits
Terminology
- Active Tanking - Utilizes components which require capacitor to run. Active tanking relies heavily on the amount of capacitor and capacitor recharge the user has.
- Buffer- A simple build up of hitpoints used to absorb damage.
- Damage Per Second (DPS) - The amount of damage a ship can do per second, taking all types of weapons a ship has into consideration.
- Effective hitpoints - The total amount of hitpoints your ship has, including mitigation due to resistances, buffer, passive, and active devices.
- Efficiency - Often a number; assigned by Eve Fitting Tool (EFT) to represent how effective your tank is in total
- Hitpoints - The amount of armor, shield, and hull a ship has.
- Nano (Speed) - speed tanked ships. They are commonly called nano due to one of the pieces of equipment used, the Nanofiber Internal Structure.
- Omni - A mix of all four resistances.
- Passive tanking - Utilizes modules that use no capacitor and therefore can be run forever.
- Resistance - Protection from a specific damage type (EM, explosive, kinetic, thermal)
- Tank - A ship's defenses, including modules, in general
- Tanking - The ability to withstand damage
Tanking Overview
Shield
Shields are the first line of defense on all starships. Every ship has shields, even though some are not meant to use shields as their primary form of defense. In general, Caldari ships are renown for their shield bonuses and abilities, while Amarr and Gallente specialize in armor tanking. Minmatar have ships that specialize in one, the other, or both. Shields generally have a high resistance to explosive damage, but have a rather large weakness to EM damage. Amarr ships tend to be most effective against shield tankers because of the high EM damage in energy turrets.
Armor
Armor plating is the second line of defense on all starships. As with shields, every ship has armor plating, even though some ships may not primarily tank with them. As stated above, Amarr and Gallente ships specialize in armor tanking, with Minmatar having ships that specialize either way. Armor plating has a high resistance to EM damage, while having a large weakness to explosive. Missile ships are the most effective against armor tankers due to the ability to pick a pure damage type to counteract whatever tank the enemy may have.
Hull
The ship hull is the absolute last line of defense on any starship. The hull offers no resistance to any damage and is easily the weakest part of the ship. There are modules made for tanking with the hull, but hull tanking is not recommended for any player due to lack of resistance and inadequacy of repair modules. Hull tanking is known as a 'surprise fit' because most players expect to cut through a ship hull in no time. Adding hull defenses can take players by surprise, but most times, will not end well for the user.
Range
Range can be a great defense for a player to use. If your ship allows you to hit from a great distance, range becomes your main defense due to modules being geared more for distance combat. Range is often considered the best form of defense simply because your enemy will most likely not reach you in time to do damage. However, range has a major drawback: minimized damage. At long ranges, most ships tend to do 50% or less damage, due to module and ammunition restrictions.
Speed
Speed is a viable form of tanking for smaller ship types. Small ships equipped with speed modules, if fast enough, can mitigate 90%+ of the damage being dealt to them. The ability to fly fast allows you to outrun tracking speed of turrets and the speed of missiles in general. One should be cautious when speed tanking because if the enemy has a stasis webifier equipped, you can easily be left defenseless.
Buffer
Buffer tanking is a technique whereby a user focuses on increasing the amount of shield, armor, or hull they have as to absorb damage, rather than mitigate it. For example, an armor buffer tanked battleship may have multiple armor plates equipped to raise their amount of armor in order to absorb incoming shots. Buffer tanking is commonly used to survive high damage situations, such as a Titan Doomsday Device.
Damage Types Overview
There are four damage types: Electromagnetic, Thermal, Kinetic, and Explosive. EM does the most damage to shields, Explosive does the most damage to armor. Thermal does moderate damage to both, but more against shields. Kinetic is the same, but does more damage to armor. See the table below for a slightly better explanation:
More armor damage | More shield damage | ||
---|---|---|---|
Explosive | Kinetic | Thermal | EM |
More information on damage types can be found at Damage types.
Defense Module Overheating
Overheating a defensive module is essentially to take that module beyond its normal capability to provide extra bonuses. Doing so does damage your module at the same time, but this damage can be mitigated by using Nanite Repair Paste. Overheating requires basic skill in Thermodynamics. You can read more about heat damage at Heat (Game mechanic). Each different module has a different bonus that you can gain from overheating it. There is also a heat damage amount and an HP amount assigned to the device. Every cycle of the device will cause the listed damage to the device until the device HP runs out, at which point the device will need to be repaired either at a station or using Nanite Repair Paste. Overheating a rack has many advantages, namely the ability to mitigate more damage and help you survive longer in order to defeat your enemy.
Shield Defenses
When shield tanking, you are provided with three different ways to tank: Actively, Passively, or using a Buffer. Active tanking utilizes components which require capacitor to run. Active tanking relies heavily on the amount of capacitor and capacitor recharge the user has. Passive tanking modules use no capacitor and therefore can be run forever.
Active Tanking
Shield Boosters
Shield boosters repair your shield with each activation cycle. Shield boosters are medium power slot devices. Shield boosters are available in five different sizes: Small, Medium, Large, Extra Large (X-Large), and Capiltal. The tables below lists available shield boosters in the game, broken up by size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Small Shield Boosters | ||||||
---|---|---|---|---|---|---|
Name | Activation Cost | Activation Duration | Meta Level | Shield Restored | CPU Need | Power Need |
Small Shield Booster I | 20 Energy | 2.00 Sec | 0 | 23 HP | 25 tf | 2 MW |
Small Converse I Deflection Catalyzer | 20 Energy | 2.00 Sec | 1 | 24 HP | 23 tf | 2 MW |
Small Neutron Saturation Injector I | 20 Energy | 2.00 Sec | 2 | 25 HP | 22 tf | 2 MW |
Small Clarity Ward Booster I | 20 Energy | 2.00 Sec | 3 | 26 HP | 20 tf | 2 MW |
Small C5-L Emergency Shield | 20 Energy | 2.00 Sec | 4 | 27 HP | 21 tf | 2 MW |
Small Shield Booster II | 20 Energy | 2.00 Sec | 5 | 30 HP | 29 tf | 3 MW |
Medium Shield Boosters | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Shield Restored | CPU Need | Power Need |
Medium Shield Booster I | 60 Energy | 3.00 Sec | 0 | 68 HP | 50 tf | 12 MW |
Medium Converse I Deflection Catalyzer | 60 Energy | 3.00 Sec | 1 | 71 HP | 47 tf | 12 MW |
Medium Neutron Saturation Injector I | 60 Energy | 3.00 Sec | 2 | 74 HP | 45 tf | 12 MW |
Medium Clarity Ward Booster I | 60 Energy | 3.00 Sec | 3 | 78 HP | 40 tf | 12 MW |
Medium C5-L Emergency Shield Overload I | 60 Energy | 3.00 Sec | 4 | 81 HP | 42 tf | 12 MW |
Medium Shield Booster II | 60 Energy | 3.00 Sec | 5 | 90 HP | 58 tf | 13 MW |
Large Shield Boosters | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Shield Restored | CPU Need | Power Need |
Large Shield Booster I | 150 Energy | 4.00 Sec | 0 | 180 HP | 100 tf | 150 MW |
Large Converse I Deflection Catalyzer | 160 Energy | 4.00 Sec | 1 | 189 HP | 95 tf | 150 MW |
Large Neutron Saturation Injector I | 160 Energy | 4.00 Sec | 2 | 198 HP | 90 tf | 150 MW |
Large Clarity Ward Booster I | 160 Energy | 4.00 Sec | 3 | 207 HP | 80 tf | 150 MW |
Large C5-L Emergency Shield Overload I | 160 Energy | 4.00 Sec | 4 | 216 HP | 85 tf | 150 MW |
Large Shield Booster II | 160 Energy | 4.00 Sec | 5 | 240 HP | 115 tf | 165 MW |
X-Large Shield Boosters | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Shield Restored | CPU Need | Power Need |
X-Large Shield Booster I | 400 Energy | 5.00 Sec | 0 | 450 HP | 200 tf | 500 MW |
X-Large Converse I Deflection Catalyzer | 400 Energy | 5.00 Sec | 1 | 473 HP | 190 tf | 500 MW |
X-Large Neutron Saturation Injector I | 400 Energy | 5.00 Sec | 2 | 495 HP | 180 tf | 500 MW |
X-Large Clarity Ward Booster I | 400 Energy | 5.00 Sec | 3 | 518 HP | 160 tf | 500 MW |
X-Large C5-L Emergency Shield Overload I | 400 Energy | 5.00 Sec | 4 | 540 HP | 170 tf | 500 MW |
X-Large Shield Booster II | 400 Energy | 5.00 Sec | 5 | 600 HP | 230 tf | 550 MW |
Capital Shield Boosters | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Shield Restored | CPU Need | Power Need |
Capital Shield Booster I | 2400 Energy | 10.00 Sec | 0 | 7,200 HP | 300 tf | 75,000 MW |
Shield Boost Amplifiers
Shield boost amplifiers increase the amount of shield repaired with each cycle. Shield boost amplifiers are medium power slot modules. Below is a listing of shield boost amplifiers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Boost Aplifiers | ||||
---|---|---|---|---|
Name | Shield Boost Bonus | Meta Level | CPU Need | Power Need |
Shield Boost Amplifier I | 30% | 0 | 50 tf | 1 MW |
Ionic Field Accelerator I | 30% | 1 | 48 tf | 1 MW |
5a Prototype Shield Support I | 30% | 2 | 45 tf | 1 MW |
'Stalwart' I Particle Field Magnifier | 30% | 3 | 43 tf | 1 MW |
'Copasetic' I Particle Field Acceleration | 30% | 4 | 40 tf | 1 MW |
Shield Boost Amplifier II | 36% | 5 | 55 tf | 1 MW |
Shield Hardeners
Shield hardeners actively increase your resistance to which ever the module covers. Shield hardeners are medium power slot modules. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance. Below is a listing of some shield hardeners:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Hardeners | ||||||
---|---|---|---|---|---|---|
EM Hardeners | ||||||
Name | Activation Cost | Activation Time/Duration | Resistance Bonus | Meta Level | CPU Need | Power Need |
Photon Scattering Field I | 20 Energy | 10.00 sec | 50% | 0 | 40 tf | 1 MW |
'Anointed' I EM Ward Reinforcement | 20 Energy | 12.00 sec | 50% | 2 | 32 tf | 1 MW |
Photon Scattering Field II | 20 Energy | 10.00 sec | 55% | 5 | 44 tf | 1 MW |
Explosive Hardeners | ||||||
Name | Activation Cost | Activation Time/Duration | Resistance Bonus | Meta Level | CPU Need | Power Need |
Explosion Dampening Field I | 20 Energy | 10.00 sec | 50% | 0 | 40 tf | 1 MW |
F-S15 Braced Deflection Shield Matrix | 20 Energy | 12.00 sec | 50% | 2 | 34 tf | 1 MW |
Explosion Dampening Field II | 20 Energy | 10.00 sec | 55% | 5 | 44 tf | 1 MW |
Kinetic Hardeners | ||||||
Name | Activation Cost | Activation Time/Duration | Resistance Bonus | Meta Level | CPU Need | Power Need |
Ballistic Deflection Field I | 20 Energy | 10.00 sec | 50% | 0 | 40 tf | 1 MW |
Non-Inertial Ballistic Screen Augmentation I | 20 Energy | 12.00 sec | 50% | 2 | 36 tf | 1 MW |
Ballistic Deflection Field II | 20 Energy | 10.00 sec | 55% | 5 | 44 tf | 1 MW |
Thermal Hardeners | ||||||
Name | Activation Cost | Activation Time/Duration | Resistance Bonus | Meta Level | CPU Need | Power Need |
Heat Dissipation Field I | 20 Energy | 10.00 sec | 50% | 0 | 40 tf | 1 MW |
Ditrigonal Thermal Barrier Crystallization I | 20 Energy | 12.00 sec | 50% | 2 | 38 tf | 1 MW |
Heat Dissipation Field II | 20 Energy | 10.00 sec | 55% | 5 | 44 tf | 1 MW |
Omni Hardeners | ||||||
Name | Activation Cost | Activation Time/Duration | Resistance Bonus | Meta Level | CPU Need | Power Need |
Invulnerability Field I | 40 Energy | 10.00 sec | 25% | 0 | 40 tf | 1 MW |
V-M15 Braced Multispectral Shield Matrix | 40 Energy | 12.00 sec | 25% | 2 | 34 tf | 1 MW |
Invulnerability Field II | 32 Energy | 10.00 sec | 30% | 5 | 44 tf | 1 MW |
Passive Tanking
Shield Flux Coils
Shield flux coils increase shield recharge rate at the expense of maximum shield capacity. Shield flux coils are low power slot modules. These modules are not recommended in lieu of shield power relays due to the lowering of the max capacity of shielding. Below is a list of some shield flux coils:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Flux Coils | |||||
---|---|---|---|---|---|
Name | Shield Capacity Penalty | Shield Recharge Bonus | Meta Level | CPU Need | Power Need |
Shield Flux Coil I | -15% | -25% | 0 | 20 tf | 0 MW |
Type-D Power Core Modification: Shield Flux | -15% | -25% | 1 | 19 tf | 0 MW |
Local Power Plant Manager: Reaction Shield Flux I | -15% | -25% | 2 | 18 tf | 0 MW |
Mark I Generator Refitting: Shield Flux | -15% | -25% | 3 | 17 tf | 0 MW |
Beta Reactor Control: Shield Flux I | -15% | -25% | 4 | 16 tf | 0 MW |
Shield Flux Coil II | -15% | -30% | 5 | 22 tf | 0 MW |
Shield Power Relays
Shield power relays increase shield recharge rate at the expense of capacitor recharge rate. Shield power relays are low power slot modules. These are recommended over flux coils for their penalty difference. Flux coils reduce maximum shield capacity which will hurt your passive tank more than reducing capacitor usage. Below is a list of some available shield power relays:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Power Relays | |||||
---|---|---|---|---|---|
Name | Capacitor Recharge Penalty | Shield Recharge Bonus | Meta Level | CPU Need | Power Need |
Shield Power Relay I | -35% | -20% | 0 | 20 tf | 0 MW |
Type-D Power Core Modification: Shield Power Relay | -35% | -21% | 1 | 19 tf | 0 MW |
Local Power Plant Manager: Reaction Shield Power Relay I | -35% | -22% | 2 | 18 tf | 0 MW |
Mark I Generator Refitting: Shield Power Relay | -35% | -23% | 3 | 17 tf | 0 MW |
Beta Reactor Control: Shield Power Relay I | -35% | -24% | 4 | 16 tf | 0 MW |
Shield Power Relay II | -35% | -24% | 5 | 22 tf | 0 MW |
Shield Rechargers
Shield rechargers increase shield recharge rate with no negative side affects. Shield rechargers are low power slot modules. Below is a list of some shield rechargers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Rechargers | ||||
---|---|---|---|---|
Name | Shield Recharge Bonus | Meta Level | CPU Need | Power Need |
Shield Recharger I | -10% | 0 | 25 tf | 1 MW |
Passive Barrier Compensator I | -10.5% | 1 | 23 tf | 1 MW |
Supplemental Screen Generator I | -11% | 2 | 22 tf | 1 MW |
'Benefactor' I Ward Reconstructor | -11.5% | 3 | 21 tf | 1 MW |
M51 Iterative Shield Regenerator | -12% | 4 | 20 tf | 1 MW |
Shield Recharger II | -15% | 5 | 30 tf | 1 MW |
Shield Resistance Amplifiers
Shield resistance amplifiers increase your resistance to which ever the module covers. Shield resistance amplifiers are medium power slot modules. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance. Below is a listing of some resistance amplifiers:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Shield Resistance Amplifiers | ||||
---|---|---|---|---|
EM Resistance Amplifiers | ||||
Name | Resistance Bonus | Meta Level | CPU Need | Power Need |
Magnetic Scattering Amplifier I | 32.5% | 0 | 25 tf | 1 MW |
Viscoelastic EM Ward Salubrity I | 32.5% | 1 | 20 tf | 1 MW |
Magnetic Scattering Amplifier II | 37.5% | 5 | 30 tf | 1 MW |
Explosive Resistance Amplifiers | ||||
Name | Resistance Bonus | Meta Level | CPU Need | Power Need |
Explosion Dampening Amplifier I | 32.5% | 0 | 25 tf | 1 MW |
F-S8 Relativistic Deflection Shield Induction I | 32.5% | 1 | 23 tf | 1 MW |
Explosion Dampening Amplifier II | 37.5% | 5 | 30 tf | 1 MW |
Kinetic Resistance Amplifiers | ||||
Name | Resistance Bonus | Meta Level | CPU Need | Power Need |
Kinetic Deflection Amplifier I | 32.5% | 0 | 25 tf | 1 MW |
Ancillary Ballistic Screen Stabilizer I | 32.5% | 1 | 21 tf | 1 MW |
Kinetic Deflection Amplifier II | 37.5% | 5 | 30 tf | 1 MW |
Thermal Resistance Amplifiers | ||||
Name | Resistance Bonus | Meta Level | CPU Need | Power Need |
Heat Dissipation Amplifier I | 32.5% | 0 | 25 tf | 1 MW |
Additional Thermal Barrier Emitter I | 32.5% | 1 | 24 tf | 1 MW |
Heat Dissipation Amplifier II | 37.5% | 5 | 30 tf | 1 MW |
Buffer Tanking
Shield Extenders
Shield extenders do just as the name implies: extend the amount of shielding, therefore increasing your shield hitpoints. Shield extenders are medium power slot modules. Shield extenders are available in four different sizes: Micro, Small, Medium, and Large. Below is a listing of shield extenders, broken up by size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Micro Shield Extenders | ||||
---|---|---|---|---|
Name | Shield Capacity Bonus | Meta Level | CPU Need | Power Need |
Micro Shield Extender I | 94 HP | 0 | 15 tf | 1 MW |
Micro Supplemental Barrier Emitter I | 100 HP | 1 | 14 tf | 1 MW |
Micro Subordinate Screen Stabilizer I | 104 HP | 2 | 13 tf | 1 MW |
Micro Azeotropic Ward Salubrity I | 109 HP | 3 | 12 tf | 1 MW |
Micro F-S9 Regolith Shield Induction | 113 HP | 4 | 13 tf | 1 MW |
Micro Shield Extender II | 131 HP | 5 | 17 tf | 1 MW |
Small Shield Extenders | ||||
Name | Shield Capacity Bonus | Meta Level | CPU Need | Power Need |
Small Shield Extender I | 188 HP | 0 | 20 tf | 2 MW |
Small Supplemental Barrier Emitter I | 198 HP | 1 | 19 tf | 2 MW |
Small Subordinate Screen Stabilizer I | 206 HP | 2 | 18 tf | 2 MW |
Small Azeotropic Ward Salubrity I | 216 HP | 3 | 16 tf | 2 MW |
Small F-S9 Regolith Shield Induction | 225 HP | 4 | 17 tf | 2 MW |
Small Shield Extender II | 263 HP | 5 | 23 tf | 2 MW |
Medium Shield Extenders | ||||
Name | Shield Capacity Bonus | Meta Level | CPU Need | Power Need |
Medium Shield Extender I | 750 HP | 0 | 30 tf | 28 MW |
Medium Supplemental Barrier Emitter I | 788 HP | 1 | 28 tf | 28 MW |
Medium Subordinate Screen Stabilizer I | 825 HP | 2 | 27 tf | 28 MW |
Medium Azeotropic Ward Salubrity I | 863 HP | 3 | 24 tf | 28 MW |
Medium F-S9 Regolith Shield Induction | 900 HP | 4 | 25 tf | 28 MW |
Medium Shield Extender II | 1,050 HP | 5 | 34 tf | 31 MW |
Large Shield Extenders | ||||
Name | Shield Capacity Bonus | Meta Level | CPU Need | Power Need |
Large Shield Extender I | 1,875 HP | 0 | 40 tf | 150 MW |
Large Supplemental Barrier Emitter I | 1,969 HP | 1 | 38 tf | 150 MW |
Large Subordinate Screen Stabilizer I | 2,063 HP | 2 | 36 tf | 150 MW |
Large Azeotropic Ward Salubrity I | 2,156 HP | 3 | 32 tf | 150 MW |
Large F-S9 Regolith Shield Induction | 2,250 HP | 4 | 34 tf | 150 MW |
Large Shield Extender II | 2,625 HP | 5 | 46 tf | 165 MW |
Active Shield Rigs
Certain shield rigs deal with optimizing active shield tanking, whether it be by reducing capacitor usage of modules or speed up boosting modules. All rigs are applied to the upgrade slots on a ship, and once applied, cannot be removed or replaced intact. Below is a chart of available active shield tanking rigs with their bonuses and drawbacks:
Core Defence Capacitor SafeguardThis ship modification is designed to reduce the capacitor need of modules which require the shield operations skill at the expense of increased signature radius. | |||
Name | Capacitor Reduction | Signature Radius Penalty | Calibration |
---|---|---|---|
Core Defence Capacitor Safeguard I | -10% | +10% | 50 |
Core Defence Capacitor Safeguard II | -15% | +10% | 75 |
Core Defence Charge EconomizerThis ship modification is designed to reduce the power need of all shield upgrade modules at the expense of increased signature radius. | |||
Name | Power Need | Signature Radius Penalty | Calibration |
---|---|---|---|
Core Defence Charge Economizer I | -10% | +10% | 50 |
Core Defence Charge Economizer II | -15% | +10% | 75 |
Core Defence Operational SolidifierThis ship modification is designed to reduce the duration of shield booster cycles at the expense of increased signature radius. | |||
Name | Duration Bonus | Signature Radius Penalty | Calibration |
---|---|---|---|
Core Defence Operational Solidifier I | -15% | +10% | 100 |
Core Defence Operational Solidifier II | -20% | +10% | 150 |
Passive Shield Rigs
Certain shield rigs deal with optimizing passive shield tanking, whether it be by increasing resistances or increasing shield recharging capability. All rigs are applied to the upgrade slots on a ship, and once applied, cannot be removed or replaced intact. Below is a chart of available passive shield tanking rigs with their bonuses and drawbacks:
Core Defence Field ExtenderThis ship modification is designed to increase shield capacity at the expense of increased signature radius. | |||
Name | Shield Capacity Bonus | Signature Radius Penalty | Calibration |
---|---|---|---|
Core Defence Field Extender I | +15% | +10% | 50 |
Core Defence Field Extender II | +20% | +10% | 75 |
Core Defence Field PurgerThis ship modification is designed to improve shield recharge rate at the expense of increased signature radius. | |||
Name | Shield Recharge Bonus | Signature Radius Penalty | Calibration |
---|---|---|---|
Core Defence Field Purger I | -20% | +10% | 50 |
Core Defence Field Purger II | -25% | +10% | 75 |
Screen ReinforementThis ship modification is designed to increase resistances of a ship's shields at the expense of increased signature radius. | |||
Name | Resistance Bonus | Signature Radius Penalty | Calibration |
---|---|---|---|
Anti-EM Screen Reinforcer I | +30% EM | +10% | 50 |
Anti-EM Screen Reinforcer II | +35% EM | +10% | 75 |
Anti-Explosive Screen Reinforcer I | +30% Explosive | +10% | 50 |
Anti-Explosive Screen Reinforcer II | +35% Explosive | +10% | 75 |
Anti-Kinetic Screen Reinforcer I | +30% Kinetic | +10% | 50 |
Anti-Kinetic Screen Reinforcer II | +35% Kinetic | +10% | 75 |
Anti-Thermal Screen Reinforcer I | +30% Thermal | +10% | 50 |
Anti-Thermal Screen Reinforcer II | +35% Thermal | +10% | 75 |
Armor Defenses
Armor tanking can be done effectively in two different ways: Actively and using a Buffer. Passively tanking is not an option since there are no passive repair units. The sections below list equipment used for these different types of tanking. The passive units listed use no capacitor to run.
Active Tanking
Armor Hardeners
Armor hardeners use capacitor to increase a resistance. Armor hardeners are low power slot modules. The difference between resistance or energized plating and hardeners is that hardeners use capacitor to provide a higher amount of resistance. Below are table of available hardeners:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Armor Hardeners | ||||||
---|---|---|---|---|---|---|
EM Armor Hardeners | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Resistance Bonus | CPU Need | Power Need |
Armor EM Hardener I | 30 Energy | 20.00 Sec | 0 | +50% | 33 tf | 1 MW |
Voltaic Nanite EM Hardener I | 29 Energy | 20.00 Sec | 1 | +50% | 31 tf | 1 MW |
Microcell Nanite EM Hardener I | 27 Energy | 20.00 Sec | 2 | +50% | 30 tf | 1 MW |
Radioisotope EM Hardener I | 26 Energy | 20.00 Sec | 3 | +50% | 28 tf | 1 MW |
N-Type EM Hardener I | 24 Energy | 20.00 Sec | 4 | +50% | 26 tf | 1 MW |
Armor EM Hardener II | 30 Energy | 20.00 Sec | 5 | +55% | 36 tf | 1 MW |
Explosive Armor Hardeners | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Resistance Bonus | CPU Need | Power Need |
Armor Explosive Hardener I | 30 Energy | 20.00 Sec | 0 | +50% | 33 tf | 1 MW |
Voltaic Nanite Explosive Hardener I | 29 Energy | 20.00 Sec | 1 | +50% | 31 tf | 1 MW |
Microcell Nanite Explosive Hardener I | 27 Energy | 20.00 Sec | 2 | +50% | 30 tf | 1 MW |
Radioisotope Explosive Hardener I | 26 Energy | 20.00 Sec | 3 | +50% | 28 tf | 1 MW |
N-Type Explosive Hardener I | 24 Energy | 20.00 Sec | 4 | +50% | 26 tf | 1 MW |
Armor Explosive Hardener II | 30 Energy | 20.00 Sec | 5 | +55% | 36 tf | 1 MW |
Kinetic Armor Hardeners | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Resistance Bonus | CPU Need | Power Need |
Armor Kinetic Hardener I | 30 Energy | 20.00 Sec | 0 | +50% | 33 tf | 1 MW |
Voltaic Nanite Kinetic Hardener I | 29 Energy | 20.00 Sec | 1 | +50% | 31 tf | 1 MW |
Microcell Nanite Kinetic Hardener I | 27 Energy | 20.00 Sec | 2 | +50% | 30 tf | 1 MW |
Radioisotope Kinetic Hardener I | 26 Energy | 20.00 Sec | 3 | +50% | 28 tf | 1 MW |
N-Type Kinetic Hardener I | 24 Energy | 20.00 Sec | 4 | +50% | 26 tf | 1 MW |
Armor Kinetic Hardener II | 30 Energy | 20.00 Sec | 5 | +55% | 36 tf | 1 MW |
Thermal Armor Hardeners | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Resistance Bonus | CPU Need | Power Need |
Armor Thermic Hardener I | 30 Energy | 20.00 Sec | 0 | +50% | 33 tf | 1 MW |
Voltaic Nanite Thermic Hardener I | 29 Energy | 20.00 Sec | 1 | +50% | 31 tf | 1 MW |
Microcell Nanite Thermic Hardener I | 27 Energy | 20.00 Sec | 2 | +50% | 30 tf | 1 MW |
Radioisotope Thermic Hardener I | 26 Energy | 20.00 Sec | 3 | +50% | 28 tf | 1 MW |
N-Type Thermic Hardener I | 24 Energy | 20.00 Sec | 4 | +50% | 26 tf | 1 MW |
Armor Thermic Hardener II | 30 Energy | 20.00 Sec | 5 | +55% | 36 tf | 1 MW |
Armor Repair Systems
Armor repair systems use capacitor to repair damaged armor plating. Armor repair systems are low power slot modules. Armor repair systems come in four different sizes: Small, Medium, Large, and Capital. Below are tables for each size of repairer:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Armor Repairers | ||||||
---|---|---|---|---|---|---|
Small Armor Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Small Armor Repairer I | 40 Energy | 6.00 Sec | 0 | 60 HP | 5 tf | 5 MW |
Small I-a Polarized Armor Regenerator | 40 Energy | 6.00 Sec | 1 | 63 HP | 4 tf | 5 MW |
Small Inefficient Armor Repair Unit | 40 Energy | 6.00 Sec | 2 | 66 HP | 4 tf | 5 MW |
Small Automated I Carapace Restoration | 40 Energy | 6.00 Sec | 3 | 69 HP | 4 tf | 5 MW |
Small 'Accommodation' Vestment Reconstructer I | 40 Energy | 6.00 Sec | 4 | 72 HP | 4 tf | 5 MW |
Small Armor Repairer II | 40 Energy | 6.00 Sec | 5 | 80 HP | 6 tf | 6 MW |
Medium Armor Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Medium Armor Repairer I | 160 Energy | 12.00 Sec | 0 | 240 HP | 25 tf | 150 MW |
Medium I-a Polarized Armor Regenerator | 160 Energy | 12.00 Sec | 1 | 252 HP | 22 tf | 150 MW |
Medium Inefficient Armor Repair Unit | 160 Energy | 12.00 Sec | 2 | 264 HP | 23 tf | 150 MW |
Medium Automated I Carapace Restoration | 160 Energy | 12.00 Sec | 3 | 276 HP | 20 tf | 150 MW |
Medium 'Accommodation' Vestment Reconstructer I | 160 Energy | 12.00 Sec | 4 | 288 HP | 21 tf | 150 MW |
Medium Armor Repairer II | 160 Energy | 12.00 Sec | 5 | 320 HP | 28 tf | 173 MW |
Large Armor Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Large Armor Repairer I | 400 Energy | 15.00 Sec | 0 | 600 HP | 50 tf | 2,000 MW |
Large I-a Polarized Armor Regenerator | 400 Energy | 15.00 Sec | 1 | 630 HP | 47 tf | 2,000 MW |
Large Inefficient Armor Repair Unit | 400 Energy | 15.00 Sec | 2 | 660 HP | 48 tf | 2,000 MW |
Large Automated I Carapace Restoration | 400 Energy | 15.00 Sec | 3 | 690 HP | 49 tf | 2,000 MW |
Large 'Accommodation' Vestment Reconstructer I | 400 Energy | 15.00 Sec | 4 | 720 HP | 46 tf | 2,000 MW |
Large Armor Repairer II | 400 Energy | 15.00 Sec | 5 | 800 HP | 55 tf | 2,300 MW |
Capital Armor Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Capital Armor Repairer I | 2,400 Energy | 30.00 Sec | 0 | 9,600 HP | 75 tf | 125,000 MW |
Passive Tanking
Energized Plating
Energized plating and resistance plating are essentially the same in that they provide a resistance boost to the resistance affected. However, energized plating requires higher skills, and therefore, provides a larger bonus to resistances. Resistance plating is more for new players who have yet to develop the skills to fully utilize energized plating. Below are tables for each type of energized plating:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Energized Plating | ||||
---|---|---|---|---|
Energized Adaptive (Omni) Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Energized Adaptive Nano Membrane I | 0 | +15% | 30 tf | 1 MW |
Voltaic Nanite Adaptive Membrane I | 1 | +15% | 28 tf | 1 MW |
Microcell Nanite Adaptive Membrane I | 2 | +15% | 27 tf | 1 MW |
Radioisotope Adaptive Nano Membrane I | 3 | +15% | 25 tf | 1 MW |
N-Type Adaptive Nano Membrane I | 4 | +15% | 24 tf | 1 MW |
Energized Adaptive Nano Membrane II | 5 | +20% | 36 tf | 1 MW |
Energized EM Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Energized Reflective Membrane I | 0 | +32.5% | 25 tf | 1 MW |
Voltaic Nanite Reflective Membrane I | 1 | +32.5% | 24 tf | 1 MW |
Microcell Nanite Reflective Membrane I | 2 | +32.5% | 23 tf | 1 MW |
Radioisotope Reflective Membrane I | 3 | +32.5% | 21 tf | 1 MW |
N-Type Reflective Membrane I | 4 | +32.5% | 20 tf | 1 MW |
Energized Reflective Membrane II | 5 | +37.5% | 30 tf | 1 MW |
Energized Explosive Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Energized Reactive Membrane I | 0 | +32.5% | 25 tf | 1 MW |
Voltaic Nanite Reactive Membrane I | 1 | +32.5% | 24 tf | 1 MW |
Microcell Nanite Reactive Membrane I | 2 | +32.5% | 23 tf | 1 MW |
Radioisotope Reactive Membrane I | 3 | +32.5% | 21 tf | 1 MW |
N-Type Reactive Membrane I | 4 | +32.5% | 20 tf | 1 MW |
Energized Reactive Membrane II | 5 | +37.5% | 30 tf | 1 MW |
Energized Kinetic Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Energized Magnetic Membrane I | 0 | +32.5% | 25 tf | 1 MW |
Voltaic Nanite Magnetic Membrane I | 1 | +32.5% | 24 tf | 1 MW |
Microcell Nanite Magnetic Membrane I | 2 | +32.5% | 23 tf | 1 MW |
Radioisotope Magnetic Membrane I | 3 | +32.5% | 21 tf | 1 MW |
N-Type Magnetic Membrane I | 4 | +32.5% | 20 tf | 1 MW |
Energized Magnetic Membrane II | 5 | +37.5% | 30 tf | 1 MW |
Energized Thermal Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Energized Thermic Membrane I | 0 | +32.5% | 25 tf | 1 MW |
Voltaic Nanite Thermic Membrane I | 1 | +32.5% | 24 tf | 1 MW |
Microcell Nanite Thermic Membrane I | 2 | +32.5% | 23 tf | 1 MW |
Radioisotope Thermic Membrane I | 3 | +32.5% | 21 tf | 1 MW |
N-Type Thermic Membrane I | 4 | +32.5% | 20 tf | 1 MW |
Energized Thermic Membrane II | 5 | +37.5% | 30 tf | 1 MW |
Resistance Plating
Energized plating and resistance plating are essentially the same in that they provide a resistance boost to the resistance affected. However, energized plating requires higher skills, and therefore, provides a larger bonus to resistances. Resistance plating is more for new players who have yet to develop the skills to fully utilize energized plating. Below are tables for each type of energized plating:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Resistance Plating | ||||
---|---|---|---|---|
Adaptive (Omni) Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Adaptive Nano Plating I | 0 | +8% | 0 tf | 1 MW |
Dual-sheathed Adaptive Nano Plating I | 1 | +9.84% | 0 tf | 1 MW |
Triple-sheathed Adaptive Nano Plating I | 2 | +11.68% | 0 tf | 1 MW |
'Collateral' Adaptive Nano Plating I | 3 | +13.52% | 0 tf | 1 MW |
'Refuge' Adaptive Nano Plating I | 4 | +15.36% | 0 tf | 1 MW |
Adaptive Nano Plating II | 5 | +15.36% | 0 tf | 1 MW |
EM Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Reflective Plating I | 0 | +20% | 0 tf | 1 MW |
Dual-sheathed Reflective Plating I | 1 | +21.6% | 0 tf | 1 MW |
Triple-sheathed Reflective Plating I | 2 | +23.2% | 0 tf | 1 MW |
Reflective Plating II | 5 | +26.4% | 0 tf | 1 MW |
Explosive Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Reactive Plating I | 0 | +20% | 0 tf | 1 MW |
Dual-sheathed Reactive Plating I | 1 | +21.6% | 0 tf | 1 MW |
Triple-sheathed Reactive Plating I | 2 | +23.2% | 0 tf | 1 MW |
'Aegis' Combustive Field Plating I | 4 | +26.4% | 0 tf | 1 MW |
Reactive Plating II | 5 | +26.4% | 0 tf | 1 MW |
Kinetic Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Magnetic Plating I | 0 | +20% | 0 tf | 1 MW |
Dual-sheathed Magnetic Plating I | 1 | +21.6% | 0 tf | 1 MW |
Triple-sheathed Magnetic Plating I | 2 | +23.2% | 0 tf | 1 MW |
'Rampart' Magnetic Field Plating I | 3 | +24.8% | 0 tf | 1 MW |
Dipolar Weave Magnetic Plating | 3 | +24.8% | 0 tf | 1 MW |
'Element' Magnetic Plating I | 4 | +26.4% | 0 tf | 1 MW |
Magnetic Plating II | 5 | +26.4% | 0 tf | 1 MW |
Thermal Plating | ||||
Name | Meta Level | Resistance Bonus | CPU Need | Power Need |
Thermic Plating I | 0 | +20% | 0 tf | 1 MW |
Dual-sheathed Thermic Plating I | 1 | +21.6% | 0 tf | 1 MW |
Triple-sheathed Thermic Plating I | 2 | +23.2% | 0 tf | 1 MW |
Interphase Heat Diffusion Plating | 3 | +24.8% | 0 tf | 1 MW |
Electrostatic Heat Diffusion Plating | 4 | +26.4% | 0 tf | 1 MW |
Thermic Plating II | 5 | +26.4% | 0 tf | 1 MW |
Buffer Tanking
Armor Plates
Armor plates simply add to the hitpoints of your armor. In adding extra plating, you also add mass to your ship, decreasing speed and agility. They come available in many sizes: 50mm, 100mm, and 200mm for frigates, 400mm and 800mm for Cruisers, and 1600mm for battleships. Below are tables for each size:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Armor Plating | |||||
---|---|---|---|---|---|
50mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
50mm Reinforced Steel Plates I | 0 | 94 HP | 18,750 kg | 5 tf | 1 MW |
50mm Reinforced Nanofiber Plates I | 1 | 104 HP | 17,500 kg | 1 tf | 1 MW |
50mm Reinforced Titanium Plates I | 2 | 113 HP | 16,250 kg | 2 tf | 1 MW |
50mm Reinforced Crystalline Carbonide Plates I | 3 | 123 HP | 15,000 kg | 4 tf | 1 MW |
50mm Reinforced Rolled Tungsten Plates I | 4 | 131 HP | 13,750 kg | 3 tf | 1 MW |
50mm Reinforced Steel Plates II | 5 | 131 HP | 18,750 kg | 6 tf | 1 MW |
100mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
100mm Reinforced Steel Plates I | 0 | 188 HP | 37,500 kg | 10 tf | 5 MW |
100mm Reinforced Nanofiber Plates I | 1 | 206 HP | 35,000 kg | 6 tf | 5 MW |
100mm Reinforced Titanium Plates I | 2 | 225 HP | 32,500 kg | 7 tf | 5 MW |
100mm Reinforced Crystalline Carbonide Plates I | 3 | 244 HP | 30,000 kg | 9 tf | 5 MW |
100mm Reinforced Rolled Tungsten Plates I | 4 | 263 HP | 27,500 kg | 8 tf | 5 MW |
100mm Reinforced Steel Plates II | 5 | 263 HP | 37,500 kg | 11 tf | 6 MW |
200mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
200mm Reinforced Steel Plates I | 0 | 375 HP | 187,500 kg | 15 tf | 10 MW |
200mm Reinforced Nanofiber Plates I | 1 | 413 HP | 175,000 kg | 11 tf | 10 MW |
200mm Reinforced Titanium Plates I | 2 | 450 HP | 162,500 kg | 12 tf | 10 MW |
200mm Reinforced Crystalline Carbonide Plates I | 3 | 488 HP | 150,000 kg | 14 tf | 10 MW |
200mm Reinforced Rolled Tungsten Plates I | 4 | 525 HP | 137,500 kg | 13 tf | 10 MW |
200mm Reinforced Steel Plates II | 5 | 528 HP | 187,500 kg | 17 tf | 12 MW |
400mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
400mm Reinforced Steel Plates I | 0 | 750 HP | 375,000 kg | 20 tf | 30 MW |
400mm Reinforced Nanofiber Plates I | 1 | 825 HP | 350,000 kg | 16 tf | 30 MW |
400mm Reinforced Titanium Plates I | 2 | 900 HP | 325,000 kg | 17 tf | 30 MW |
400mm Reinforced Crystalline Carbonide Plates I | 3 | 975 HP | 300,000 kg | 19 tf | 30 MW |
400mm Reinforced Rolled Tungsten Plates I | 4 | 1,050 HP | 275,000 kg | 18 tf | 30 MW |
400mm Reinforced Steel Plates II | 5 | 1,053 HP | 375,000 kg | 23 tf | 35 MW |
800mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
800mm Reinforced Steel Plates I | 0 | 1,500 HP | 1,875,000 kg | 25 tf | 200 MW |
800mm Reinforced Nanofiber Plates I | 1 | 1,650 HP | 1,750,000 kg | 21 tf | 200 MW |
800mm Reinforced Titanium Plates I | 2 | 1,800 HP | 1,625,000 kg | 22 tf | 200 MW |
800mm Reinforced Crystalline Carbonide Plates I | 3 | 1,950 HP | 1,500,000 kg | 24 tf | 200 MW |
800mm Reinforced Rolled Tungsten Plates I | 4 | 2,100 HP | 1,375,000 kg | 23 tf | 200 MW |
800mm Reinforced Steel Plates II | 5 | 2,103 HP | 1,875,000 kg | 28 tf | 230 MW |
1600mm Plating | |||||
Name | Meta Level | Armor Bonus | Mass Addition | CPU Need | Power Need |
1600mm Reinforced Steel Plates I | 0 | 3,000 HP | 3,750,000 kg | 30 tf | 500 MW |
1600mm Reinforced Nanofiber Plates I | 1 | 3,300 HP | 3,500,000 kg | 26 tf | 500 MW |
1600mm Reinforced Titanium Plates I | 2 | 3,600 HP | 3,250,000 kg | 27 tf | 500 MW |
1600mm Reinforced Crystalline Carbonide Plates I | 3 | 3,900 HP | 3,000,000 kg | 29 tf | 500 MW |
1600mm Reinforced Rolled Tungsten Plates I | 4 | 4,200 HP | 2,750,000 kg | 28 tf | 500 MW |
1600mm Reinforced Steel Plates II | 5 | 4,200 HP | 3,750,000 kg | 33 tf | 575 MW |
Active Armor Rigs
Both types of active armor rig deal with optimizing onboard armor repair units. One type decreases cycle time, while the other increases armor repaired per cycle. See below for more details:
Auxiliary Nano PumpsThis ship modification is designed to increase a ship's armor repairer repair amount at the expense of max velocity.
| |||
Name | Repair Amount Bonus | Velocity Penalty | Calibration |
---|---|---|---|
Auxiliary Nano Pump I | +15% | -10% | 100 |
Auxiliary Nano Pump II | +20% | -10% | 150 |
Nanobot AcceleratorsThis ship modification is designed to reduce a ship's armor repair cycle duration at the expense of max velocity.
| |||
Name | Repair Cycle Bonus | Velocity Penalty | Calibration |
---|---|---|---|
Nanobot Accelerator I | -15% | -10% | 100 |
Nanobot Accelerator II | -20% | -10% | 150 |
Passive Armor Rigs
Passive armor Rigs deal with either increasing armor resistance or increasing armor capacity. See below for more details:
Resistance PumpsThis ship modification is designed to increase a ship's armor resistance at the expense of max velocity. | |||
Name | Resistance Bonus | Velocity Penalty | Calibration |
---|---|---|---|
Anti-EM Pump I | +30% EM | -10% | 50 |
Anti-EM Pump II | +35% EM | -10% | 75 |
Anti-Explosive Pump I | +30% Explosive | -10% | 50 |
Anti-Explosive Pump II | +35% Explosive | -10% | 75 |
Anti-Kinetic Pump I | +30% Kinetic | -10% | 50 |
Anti-Kinetic Pump II | +35% Kinetic | -10% | 75 |
Anti-Thermal Pump I | +30% Thermal | -10% | 50 |
Anti-Thermal Pump II | +35% Thermal | -10% | 75 |
Trimark Armor PumpsThis ship modification is designed to increase a ship's total armor hit points at the expense of max velocity. | |||
Name | Armor HP Bonus | Velocity Penalty | Calibration |
---|---|---|---|
Trimark Armor Pump I | +15% | -10% | 50 |
Trimark Armor Pump II | +20% | -10% | 75 |
Hull Defenses
Active Tanking
Hull Repair Systems
Hull repair systems work the same way as armor repair systems do, except that they affect the structure hitpoints instead of armor. Hull repair systems are not recommended over armor or shield systems because of the low amount of hitpoints repaired and the long cycle time. Hull repairers come in three different sizes: Small, Medium, and Large. Below are tables with the different repair systems available:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Hull Repairers | ||||||
---|---|---|---|---|---|---|
Small Hull Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Small Hull Repairer I | 30 Energy | 30.00 Sec | 0 | 25 HP | 30 tf | 10 MW |
Small Automated Structural Restoration | 30 Energy | 28.50 Sec | 1 | 26 HP | 28 tf | 10 MW |
Small I-b Polarized Structural Regenerator | 30 Energy | 27.00 Sec | 2 | 27 HP | 25 tf | 10 MW |
Small 'Hope' Hull Reconstructor I | 30 Energy | 25.50 Sec | 3 | 28 HP | 24 tf | 10 MW |
Small Inefficient Hull Repair Unit | 30 Energy | 24.00 Sec | 4 | 30 HP | 27 tf | 10 MW |
Small Hull Repairer II | 30 Energy | 24.00 Sec | 5 | 30 HP | 33 tf | 10 MW |
Medium Hull Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Medium Hull Repairer I | 60 Energy | 30.00 Sec | 0 | 50 HP | 60 tf | 50 MW |
Medium Automated Structural Restoration | 60 Energy | 28.50 Sec | 1 | 52 HP | 57 tf | 50 MW |
Medium I-b Polarized Structural Regenerator | 60 Energy | 27.00 Sec | 2 | 55 HP | 51 tf | 50 MW |
Medium 'Hope' Hull Reconstructor I | 60 Energy | 25.50 Sec | 3 | 57 HP | 48 tf | 50 MW |
Medium Inefficient Hull Repair Unit | 60 Energy | 24.00 Sec | 4 | 60 HP | 54 tf | 50 MW |
Medium Hull Repairer II | 60 Energy | 24.00 Sec | 5 | 60 HP | 66 tf | 50 MW |
Large Hull Repairers | ||||||
Name | Activation Cost | Activation Duration | Meta Level | Armor Repaired | CPU Need | Power Need |
Large Hull Repairer I | 120 Energy | 30.00 Sec | 0 | 100 HP | 120 tf | 250 MW |
Large Automated Structural Restoration | 120 Energy | 28.50 Sec | 1 | 105 HP | 114 tf | 250 MW |
Large I-b Polarized Structural Regenerator | 120 Energy | 27.00 Sec | 2 | 110 HP | 102 tf | 250 MW |
Large 'Hope' Hull Reconstructor I | 120 Energy | 25.50 Sec | 3 | 115 HP | 96 tf | 250 MW |
Large Inefficient Hull Repair Unit | 120 Energy | 24.00 Sec | 4 | 120 HP | 108 tf | 250 MW |
Large Hull Repairer II | 120 Energy | 24.00 Sec | 5 | 120 HP | 132 tf | 250 MW |
Buffer Tanking
Reinforced Bulkheads
Reinforced bulkheads increase the hitpoints of your structure. Below is a table of available modules:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Reinforced Bulkheads | |||||
---|---|---|---|---|---|
Name | Maximum Velocity Penalty | Structure Capacity Bonus | Meta Level | CPU Need | Power Need |
Reinforced Bulkheads I | -10% | +15% | 0 | 35 tf | 1 MW |
Mark I Modified SS Reinforced Bulkheads | -9% | +16% | 1 | 34 tf | 1 MW |
Type-D Altered SS Reinforced Bulkheads | -8% | +17% | 2 | 33 tf | 1 MW |
Beta Hull Mod Reinforced Bulkheads | -7% | +18% | 3 | 32 tf | 1 MW |
Local Hull Conversion Reinforced Bulkheads I | -6% | +19% | 4 | 31 tf | 1 MW |
Reinforced Bulkheads II | -11% | +25% | 5 | 40 tf | 1 MW |
Speed Defenses
Active Tanking
Afterburners
Afterburners provide a short speed boost, but add to the mass of a ship. Afterburners hold an advantage over MicroWarp Drives as they cannot be deactivated by any device and can be used in deadspace. Afterburners also use less capacitor than MicroWarp Drives. However, MicroWarp Drives do provide a much larger boost in speed. Afterburners come in three different sizes, based off of thrust amount (in millions of Newtons, or MN): 1MN (Frigate Size), 10MN (Cruiser Size), and 100MN (Battleship Size). Below are some examples of afterburners:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
1MN Afterburners | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Activation Cost | Activation Duration | Meta Level | Thrust | Mass Addition | Velocity Bonus | CPU Need | Power Need |
1MN Afterburner I | 20 Energy | 10.00 Sec | 0 | 1.5 MN | 500,000 kg | +112.5% | 15 tf | 10 MW |
Monopropellant I Hydrazine Boosters | 20 Energy | 10.00 Sec | 2 | 1.5 MN | 500,000 kg | +121.5% | 15 tf | 10 MW |
Cold-Gas I Arcjet Thrusters | 20 Energy | 10.00 Sec | 3 | 1.5 MN | 500,000 kg | +126% | 15 tf | 10 MW |
1MN Afterburner II | 22 Energy | 10.00 Sec | 5 | 1.5 MN | 500,000 kg | +135% | 15 tf | 11 MW |
10MN Afterburners | ||||||||
Name | Activation Cost | Activation Duration | Meta Level | Thrust | Mass Addition | Velocity Bonus | CPU Need | Power Need |
10MN Afterburner I | 80 Energy | 10.00 Sec | 0 | 15 MN | 5,000,000 kg | +112.5% | 25 tf | 50 MW |
Y-S8 Hydrocarbon I Afterburners | 80 Energy | 10.00 Sec | 3 | 15 MN | 5,000,000 kg | +126% | 25 tf | 50 MW |
10MN Afterburner II | 88 Energy | 10.00 Sec | 5 | 15 MN | 5,000,000 kg | +135% | 25 tf | 55 MW |
100MN Afterburners | ||||||||
Name | Activation Cost | Activation Duration | Meta Level | Thrust | Mass Addition | Velocity Bonus | CPU Need | Power Need |
100MN Afterburner I | 320 Energy | 10.00 Sec | 0 | 150 MN | 50,000,000 kg | +112.5% | 50 tf | 625 MW |
LiF Fueled I Booster Rockets | 320 Energy | 10.00 Sec | 3 | 150 MN | 50,000,000 kg | +126% | 50 tf | 625 MW |
100MN Afterburner II | 352 Energy | 10.00 Sec | 5 | 150 MN | 50,000,000 kg | +135% | 50 tf | 688 MW |
MicroWarp Drives
MicroWarp Drives, or MWDs, provide a short speed boost, but add to the mass of a ship. The speed boost is signifcant, but comes at a pretty fair cost. The ship's overall capacitor amount is reduced, the mass of the ship is increased, and the module itself uses a very large amount of capacitor. MicroWarp Drives come in three different sizes, based off of thrust amount (in millions of Newtons, or MN): 1MN (Frigate Size), 10MN (Cruiser Size), and 100MN (Battleship Size). Below is a listing of MWDs:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
1MN Afterburners | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Activation Cost | Activation Duration | Meta Level | Capacitor Penalty | Thrust | Mass Addition | Signature Radius Penalty | Velocity Bonus | CPU Need | Power Need |
1MN MicroWarpdrive I | 45 Energy | 10.00 Sec | 0 | -25% | 1.5 MN | 500,000 kg | +500% | +500% | 25 tf | 15 MW |
Phased Monopropellant I Hydrazine Boosters | 45 Energy | 10.00 Sec | 1 | -22% | 1.5 MN | 500,000 kg | +500% | +500% | 25 tf | 15 MW |
Catalyzed Cold-Gas I Arcjet Thrusters | 45 Energy | 10.00 Sec | 2 | -19% | 1.5 MN | 500,000 kg | +500% | +500% | 23 tf | 15 MW |
1MN MicroWarpdrive II | 50 Energy | 10.00 Sec | 5 | -17% | 1.5 MN | 500,000 kg | +500% | +500% | 25 tf | 17 MW |
10MN MicroWarpdrives | ||||||||||
Name | Activation Cost | Activation Duration | Meta Level | Capacitor Penalty | Thrust | Mass Addition | Signature Radius Penalty | Velocity Bonus | CPU Need | Power Need |
10MN MicroWarpdrive I | 180 Energy | 10.00 Sec | 0 | -25% | 15 MN | 5,000,000 kg | +500% | +500% | 50 tf | 150 MW |
Y-T8 Overcharged Hydrocarbon I Microwarpdrive | 180 Energy | 10.00 Sec | 3 | -19% | 15 MN | 5,000,000 kg | +500% | +500% | 50 tf | 150 MW |
10MN MicroWarpdrive II | 198 Energy | 10.00 Sec | 5 | -17% | 15 MN | 5,000,000 kg | +500% | +500% | 50 tf | 165 MW |
100MN MicroWarpdrives | ||||||||||
Name | Activation Cost | Activation Duration | Meta Level | Capacitor Penalty | Thrust | Mass Addition | Signature Radius Penalty | Velocity Bonus | CPU Need | Power Need |
100MN MicroWarpdrive I | 720 Energy | 10.00 Sec | 0 | -25% | 150 MN | 50,000,000 kg | +500% | +500% | 75 tf | 1,250 MW |
Quad LiF Fueled I Booster Rockets | 720 Energy | 10.00 Sec | 4 | -19% | 150 MN | 50,000,000 kg | +500% | +500% | 75 tf | 1,250 MW |
100MN MicroWarpdrive II | 792 Energy | 10.00 Sec | 5 | -17% | 150 MN | 50,000,000 kg | +500% | +500% | 75 tf | 1,375 MW |
Passive Tanking
Nanofiber Structures
Nanofiber structures increase agility and velocity of a ship by reducing structure strength. Nanofiber structures are good to use with active speed modules, as the increase in ship agility will allow you to make tighter turns and orbit targets closer. Below are some nanofiber structures:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Nanofiber Structures | ||||
---|---|---|---|---|
Name | Inertia Multiplier | Structure Capacity Penalty | Velocity Bonus | Meta Level |
Nanofiber Internal Structure I | -13.1% | -15% | +7.85% | 0 |
Mark I Modified SS Nanofiber Structure | -14% | -15% | +8.1% | 1 |
Type-D Altered SS Nanofiber Structure | -14.4% | -15% | +8.35% | 2 |
Beta Hull Mod Nanofiber Structure | -15.15% | -15% | +8.6% | 3 |
Local Hull Conversion Nanofiber Structure I | -15.8% | -15% | +8.9% | 4 |
Nanofiber Internal Structure II | -15.8% | -15% | +9.4% | 5 |
Overdrive Injectors
Overdrives increase engine power at the expense of cargo capacity. Overdrives, teamed with nanofiber strcutures, are commonly found in most nano speed loadouts. Below is a listing of some overdrives:
Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.
Overdrive Injectors | |||
---|---|---|---|
Name | Cargo Capacity Penalty | Velocity Bonus | Meta Level |
Overdrive Injector System I | -15% | +10.4% | 0 |
Mark I Modified SS Overdrive Injector | -15% | +10.8% | 1 |
Type-D Altered SS Overdrive Injector | -15% | +11.1% | 2 |
Beta Hull Mod Overdrive Injector | -15% | +11.4% | 3 |
Local Hull Conversion Overdrive Injector I | -15% | +11.8% | 4 |
Overdrive Injector System II | -20% | +12.5% | 5 |
Active Speed Rigs
Dynamic Fuel ValvesThis ship modification is designed to reduce the capacitor need of a ship's afterburner and microwarpdrive modules at the expense of armor amount. | |||
Name | Capacitor Need Bonus | Armor Capacity | Calibration |
---|---|---|---|
Dynamic Fuel Valve I | -15% | -10% | 50 |
Dynamic Fuel Valve II | -20% | -10% | 75 |
Engine Thermal ShieldingThis ship modification is designed to increase the duration of a ship's afterburner or microwarpdrive modules at the expense of armor amount. | |||
Name | Duration Bonus | Armor Capacity | Calibration |
---|---|---|---|
Engine Thermal Shielding I | +20% | -10% | 50 |
Engine Thermal Shielding II | +25% | -10% | 75 |
Polycarbon Engine HousingThis ship modification is designed to increase ship's velocity and maneuverability at the expense of armor amount. | ||||
Name | Inertia Bonus | Velocity Bonus | Armor Capacity | Calibration |
---|---|---|---|---|
Polycarbon Engine Housing I | -9.1% | +5.5% | -10% | 100 |
Polycarbon Engine Housing II | -11% | +6.6% | -10% | 150 |
Passive Speed Rigs
Auxiliary ThrustersThis ship modification is designed to increase a ship's max velocity at the expense of armor amount. | |||
Name | Velocity Bonus | Armor Capacity | Calibration |
---|---|---|---|
Auxiliary Thrusters I | +7.25% | -10% | 100 |
Auxiliary Thrusters II | +8.75% | -10% | 150 |
Low Friction Nozzle JointsThis ship modification is designed to increase a ship's agility at the expense of armor amount. | |||
Name | Agility Bonus | Armor Capacity | Calibration |
---|---|---|---|
Low Friction Nozzle Joints I | -11.7% | -10% | 50 |
Low Friction Nozzle Joints II | -14% | -10% | 75 |
Example Fits
Active Shield Tank - Raven
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots
A setup like this provides the user with a good amount of shield HP restored per cycle of the booster, while being able to maintain capacitor stability.
Passive Shield Tank - Drake
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots
Buffer Shield Tank - Rokh
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots
At all skill levels of five, this setup provides the user with 39,823 shield and over 160,000 effective HP. This setup is a true buffer tank.
Active Armor Tank - Abaddon
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots
Buffer Armor Tank - Dominix
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots
Nano Fit - Vagabond
- Low Power Slots
- Mid Power Slots
- High Power Slots
- Rig Slots