Defense Guide

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Please note: Please note that this guide is VERY long. I suggest using the table of contents to browse where you need to go.

Contents

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 medium 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 Safeguard

This 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 Economizer

This 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 Solidifier

This 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 Extender

This 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 Purger

This 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 Reinforement

This ship modification is designed to increase resistances of a ship's shields at the expense of increased signature radius.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

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 Pumps

This ship modification is designed to increase a ship's armor repairer repair amount at the expense of max velocity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Note: Does not work on capital sized modules

Name Repair Amount Bonus Velocity Penalty Calibration
Auxiliary Nano Pump I +15% -10% 100
Auxiliary Nano Pump II +20% -10% 150

Nanobot Accelerators

This ship modification is designed to reduce a ship's armor repair cycle duration at the expense of max velocity.

Note: Does not work on capital sized modules

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 Pumps

This ship modification is designed to increase a ship's armor resistance at the expense of max velocity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

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 Pumps

This 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 Valves

This 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 Shielding

This 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 Housing

This ship modification is designed to increase ship's velocity and maneuverability at the expense of armor amount.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

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 Thrusters

This ship modification is designed to increase a ship's max velocity at the expense of armor amount.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Name Velocity Bonus Armor Capacity Calibration
Auxiliary Thrusters I +7.25% -10% 100
Auxiliary Thrusters II +8.75% -10% 150

Low Friction Nozzle Joints

This ship modification is designed to increase a ship's agility at the expense of armor amount.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

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

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

Buffer Shield Tank - Rokh

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

Buffer Armor Tank - Dominix

Nano Fit - Vagabond

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