Modules and What They Do

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Ships \xE2\x80\xA2 Modules
Ammo Types \xE2\x80\xA2 Scripts
Newbie Frigate Setups

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View Full Basic Combat Index


Guide to module quality

Module quality from worst to best
  • Civilian
  • Basic
  • Named Basic
  • Tech I
  • Named Tech I
  • COSMOS (Storyline)
  • Tech II
  • Faction
  • Deadspace/Officer

Civilian modules have very poor stats and should not usually be used except on rookie ships. The have no or very low skill requirements.

  • Example: Civilian Afterburner

Basic modules generally have poor stats, but low fitting and skill requirements (e.g. cargo expanders that require only the Mechanic skill, rather than the Hull Upgrades skill). Some basic modules are available on the NPC market.

  • Example: Basic Damage Control

Named Basic modules are mostly limited to hull upgrade, engineering, and propulsion upgrade equipment. They are improved basic modules with the same low fitting and skill requirements.

  • Example: Partial Hull Conversion Expanded Cargohold

Tech I modules are the "standard" modules of each type. They generally require low levels of support skills, and have moderate fitting requirements. They can be produced from BPOs which are available on the NPC market.

  • Example: 200mm Railgun I

Named Tech I modules are improvements over the standard modules. There are usually four named variants of each type of module, with the same skill requirements as the Tech I version, but with reduced fitting requirements and improved stats. The best named module usually equals the quality of the Tech II variant (however they do not benefit from Tech II specialization skills). In some cases, such as with armor plates, the best named module is always preferred over the Tech II variant. Best named modules that are equal to the Tech II variant in performance but superior in fitting requirements (such as the Phased Muon Remote Sensor Dampeners or Fleeting Propulsion Inhibitor Stasis Webifier) are often much more expensive than the equivalent Tech II module. Named modules cannot be produced, and are usually obtained only from loot drops. 'Best named' items always have the best stats, but may not have the best fitting requirement - for instance, the 'worst-named' Malkuth launchers have the lowest fitting requirements of all named launchers.

Here is a list of all named Tech I modules: Named Items Chart

  • Example: Advanced 'Limos' Heavy Missile Bay I

COSMOS (Storyline) modules are special named tech I modules that approach or equal Tech II stats and have lower fitting and skill requirements (but they do not benefit from Tech II specialization skills). They are obtained as BPCs from COSMOS missions, and require special COSMOS-related skills and items to build. Most are generally terrible and are too prohibitively expensive to use on PVP ships. Most have single-quoted names.

  • Example: 'Motte' Capacitor Power Relay I, 1mn Digital Booster Rockets

Tech II modules have high fitting requirements but very good stats, equalling or exceeding the best Named Tech I variant. They require high levels of support skills and/or specialization skills, which may further improve the stats of the module as they are trained. Tech II ammo may only be used in Tech II weapons. Tech II modules can be obtained from BPCs of Tech II BPOs (the BPOs are now obtainable only on the market starting a around one billion isk for the less desirable modules) or obtained from Invention, and they require special skills and ingredients to construct. Not all modules have Tech II variants available.

  • Example: Large Shield Booster II

Faction modules have either improved stats or improved fitting over Tech II modules while only requiring the same skills as the equivalent T1 modules. They drop only from faction rat spawns (e.g. Shadow Serpentis, Domination, Dark Blood) in low truesec systems.

  • Example: Dread Guristas Stasis Webifier

Deadspace modules are faction modules that drop in Complexes. They generally have lower CPU requirements and higher powergrid requirements than Tech II, and stats that exceed that of faction modules. There are 4 types (best to worst): X, A, B, and C. X-Type items are the best in the game, level with top officer. However, many types of modules, notably weapons, lack deadspace variants. Deadspace modules have variants for frigate, cruiser and battleship classes.

  • Example: Gist X-Type 100MN Microwarpdrive

Officer modules drop only from special officer ship spawns in very low truesec system. Each faction has 4 officers, one matching each deadspace type (e.g. Hakim's modules are all identical to Gist B-Type). The best are Estamel (Guristas), Tobias (Angels), Chelm (Sansha), Draclira (Blood Raiders), and Cormack (Serpentis). Officer variants are more numerous than deadspace, but they do not exist for frigate and cruiser sized modules. For example, officer warp scramblers have 4000 power grid fitting requirement and can only be fit to battleship or larger ships.

  • Example: Tuvan's Modified Power Diagnostic System

The last three types of modules (Faction, Deadspace, and Officer) are usually exceedingly rare and expensive, and can be sold for much isk. Just to give some ideas of what much isk might mean, a True Sanshas armor hardener (faction) is worth maybe 5 million isk, Core X-type 100mn MWD (deadspace) probably worth about 100-150 million, Estamel's Modified Invulnerability Field (officer) is worth over 5 billion isk. A single officer spawn can make you space rich overnight.


See also All About Turrets.


Mainly used by Gallente ships, and to a lesser extent Caldari. Hybrid turrets are limited to Kinetic and Thermal damage, and generally have the lowest range out of all the turret types, although each shot typically hits harder. Like all turrets, depending on the type of charges loaded you can trade range for power.

Charge Types
Iron (best range, worst damage)
Antimatter (worst range, best damage)


Long range hybrid turrets. Good for sniping with many Gallente and Caldari ships.

Small Railguns
75mm Gatling Rail
125mm Railgun
150mm Railgun
Medium Railguns
Dual 150mm Railgun
200mm Railgun
250mm Railgun
Large Railguns
Dual 250mm Railgun
350mm Railgun
425mm Railgun
Named Railguns from worst to best
Carbide Railgun
'Scout' I Accelerator Cannon
Compressed Coil Gun
Prototype I Gauss Gun
Tech II Railgun Ammo
Javelin (Better damage than antimatter, higher rate of fire, wrecks tracking)
Spike (Double range)


Short range hybrid turrets. Highest DPS of all turrets in the game, but also by far the lowest range. Almost always used with Antimatter ammo assuming you can't use Tech 2 ammo or you aren't shooting something very easy to hit. The three types of blasters vary in how easy they are to fit, damage, rate of fire, and energy activation cost. The infrequently-used Electrons being easiest to use, Ions being reasonably damaging and not very difficult to use, and lastly Neutrons are the most damaging and most resource-heavy to use.

Small Blasters
Light Electron Blaster
Light Ion Blaster
Light Neutron Blaster
Medium Blasters
Heavy Electron Blaster
Heavy Ion Blaster
Heavy Neutron Blaster
Large Blasters
Electron Blaster Cannon
Ion Blaster Cannon
Neutron Blaster Cannon
Named Blasters from worst to best
Tech II Blaster Ammo
Null (above-average range and damage)
Void (sharply decreased range, greatly increased damage)


Projectile turrets are the territory of the Minmatar. Though they have lower damage than the other two types of turrets, they use no capacitor and can deal all damage types. Artillery has the added advantage of having the highest alphastrike, a major advantage in fleet combat.

Ammo Types (ordered by range)
Carbonized Lead (Explosive/Kinetic) (highest range, worst damage)
Nuclear (Explosive/Kinetic)
Proton (Kinetic/EM)
Depleted Uranium (Explosive/Kinetic/Thermal)
Titanium Sabot (Kinetic/Explosive)
Fusion (Explosive/Kinetic)
Phased Plasma (Thermal/Kinetic)
EMP (EM/Explosive/Kinetic) (worst range, highest damage)


Long range, high damage but low rate of fire and poor tracking. Will not be able to hit anything with high traversal so it's best to keep to your optimum and have tacklers web your target so you can hit them. Large artillery will insta-pop smaller ships, if it can hit them. (Note that Railguns have better/longer effective ranges than Artillery.)

Small Artillery
Medium Artillery
Large Artillery
Named, Worst to Best
Tech II Artillery Ammo
Quake (Explosive/Kinetic) (Very high damage, poor range and tracking)
Tremor (Explosive/Kinetic) (Very high range, average damage, largely useful only for sniping)


Short range, lowish damage with a high rate of fire and good tracking. Will do more damage over the long run than artillery but short range requires use of AB/MWD. Usually used by tacklers, get in close and orbit to avoid the target's guns.

Small autocannons
Medium autocannons
Dual 180mm
220mm Vulcan
Large autocannons
Dual 425mm
Dual 650mm
Named, Worst to Best
Tech II Autocannon Ammo
Barrage (Explosive/Kinetic) (Same damage as EMP, but with no range penalty and a bonus to falloff and tracking)
Hail (Explosive/Kinetic) (Much higher damage than EMP, poor range, decreases tracking)


Lasers are slightly different than their projectile and hybrid counterparts. They do not use ammunition, instead using frequency crystals to set the damage/range ratio. (note: ignoring lag, it only takes one second to change a laser's ammo type, instead of ten for any other ammo-using module) As a tradeoff, they consume significantly larger amount of capacitor than the other turret types. They have better optimal ranges than hybrid turrets, but their falloff is much more pronounced. Also, they are restricted to EM/Thermal damage types, which means they do higher damage than usual to shield but take more of a penalty when attacking armor. It is interesting to note that the majority of Amarr laserboats have laser cap need reductions, instead of the damage/etc bonus you might find on a gallente or minmatar ship. Also most of the T1 crystals have cap benefits.

Crystal Types
  • Radio (best range, worst damage, pure EM damage too)
  • Microwave
  • Infrared
  • Standard (default range, halved cap use)
  • Ultraviolet
  • X-Ray
  • Gamma
  • Multifrequency (worst range, best damage, no cap use benefit)


Long range pew pew.

Small Beam Lasers
Dual Light Beam Laser
Medium Beam Laser
Medium Beam Lasers
Quad Light Beam Laser
Focused Medium Beam Laser
Heavy Beam Laser
Large Beam Lasers
Dual Heavy Beam Laser
Mega Beam Laser
Tachyon Beam Laser
Tech II Beam Laser Crystals
Aurora (range greater than Radio, wrecks tracking; useful for sniping setups)
Gleam (higher damage than Multifrequency, same range)


Second most powerful close range turrets, next to blasters.

Small Pulse Lasers
Gatling Pulse Laser
Dual Light Pulse Laser
Medium Pulse Laser
Medium Pulse Lasers
Focused Medium Pulse Laser
Heavy Pulse Laser
Large Pulse Lasers
Dual Heavy Pulse Laser
Mega Pulse Laser
Tech II Pulse Laser Crystals
Conflagration (higher damage than Multifrequency, same range, wrecks tracking)
Scorch (comparable range to Radio, deals the most EM damage of all the crystals, poor tracking)

Named Laser Turrets from Worst to Best

  • Afocal
  • Modal
  • Anode
  • Modulated

Missile Launchers

All launchers can fire Defender Missiles in addition to their normal ammo types, which are used to counter missiles launched at you. Defender missiles don't really work at all so don't use them.

Rocket Launchers

Rocket Launchers fit on Frigates, and fire small, short-range rockets. They also have a fast firing rate.

Charges: Rockets

Standard Launchers

Standard Launchers fit on Frigates, and are used against pretty much everything.

Charges: Light Missiles, FoF Light Missiles

Assault Launchers

Assault Launchers fit on Cruisers, and are meant to specifically counter frigates.

Charges: Light Missiles, FoF Light Missiles

Heavy Launchers

Heavy Launchers fit on Cruisers and Battlecruisers, and are mainly used against Cruiser-sized or larger targets.

Charges: Heavy, FoF Heavy Missles

Heavy Assault Launchers

Heavy Assault Launcher fit on Cruisers and Battlecruisers, and have a faster ROF and shorter range than Heavy Missiles. Think of them as heavy rockets.

Charges: Heavy Assault, FoF Heavy Assault

Siege Launchers

Siege Launchers fit on Battleships and Stealth Bombers and fire Torpedos. They do more damage against larger targets (Battleships, Capital Ships) but, unless you're flying a Raven, they have a far shorter range than Cruises. They also do not get the bonus to precision from the skill Guided Missile Precision. Torpedoes are mostly used when fighting Battleship NPCs. T2 Javelin Torpedos do good damage against smaller targets and travel faster, but have a hefty training and isk investment.

Charges: Torpedoes

Cruise Launchers

Cruise Launchers fit on Battleships and fire Cruise Missiles. They have a longer range than Torpedoes, but do less damage.

Charges: Cruise Missiles, FoF Cruise Missiles

Citadel Launchers

Citadel Launchers fit on Capital Ships, and are mainly used for shooting POSes, Conquerable Stations, and other Capital Ships. Occasionally you get the odd killmail that a dread kills a smaller ship, but that's not very common.

Charges: Citadel Torpedoes

Named Launchers from Worst to Best

  • 'Malkuth'
  • 'Limos' (Siege are called Shock 'Limos')
  • XX-0000 (Example: SV-2000)
  • 'Arbalest'
Tech II Missiles
Fury/Rage (slower, decreased range, higher damage, penalty to cap recharge. Best used for massive damage against POS's.)
Precision/Javelin (faster, higher range, same or slightly higher damage, penalty to velocity)

Misc. High Slots

Smart Bombs

Smartbombs come in every size and damage type. The most common and useful are the battleship class smartbombs. They do approximately 300 damage to everything within 5,000 m of the smartbombing ship. Smartbombs are rarely found on PVP ships but Goonfleet tackling guidelines recommend using setups that keep your ship out of smartbomb range.

If you feel the need to fit smartbombs on your ship, be aware that smartbombs will damage or destroy your own drones if they are in range as well as any friendlies' that may be too close. Also there have been issues with smartbombs not being able to activate close to stargates and NPC stations.

There are a few circumstances where smartbombs can be useful. One is missions. Another is gatecamps. Voire Dire used a smartbombing, bubble camping scorpion very effectively back in the S-U days. Smartbombing battleships are also useful in neutralizing multimillion ISK fighter blobs launched by enemy carriers and motherships. Back during the XZH a smartbombing carrier really tore up some station camping inties. Smartbombs can also be hilarity generators. There was an incident in XZH involving McDeth187 smartbombing several friendlies in a botched station break. There was also a Jita jihad mission executed by a couple goons led by Berrik Radhok. They lured a bunch of pubbies to a jetcan full of loot then set off smartbombs which destroyed the pubbies and their pods. This caused about 500 Concord to spawn and Berrik to avoid Empire for a long, long time.

Type Smartbomb Best-Named Officer
EMP Large EMP Smartbomb Large 'Vehemence' I Shockwave Chelm's Modified Large EMP
250 300 525
Kinetic Large Graviton Smartbomb Large Rudimentary Concussion Estamel's Modified Large Graviton
250 300 438
Thermal Large Plasma Smartbomb Large YF-12a Cormack's Modified Large Plasma
250 300 473
Explosive Large Proton Smartbomb Large 'Notos' Explosive Charge Tobias' Modified Large Proton
250 300 455

Energy Vampires

Also known as Nosferatu/Energy Neutralizers.

Nosferatu steals cap and adds it to yours, Energy neutralizers destroy your target's cap. Energy neutralizers destroy more cap than Nosferatus transfer, however they require energy of your own to run.

Energy Destabilizer

Energy Vampire

Tractor Beams

Tractor Beams are extremely useful for slower ships (such as ratting battleships or haulers), as they capture and drag in cargo containers and ship wrecks. The cargo container moves towards the ship at 500 m/s. Tractor beams only work on cargo containers and wrecks, and the cargo container or wreck must be owned by someone in your gang or corp.

Cloaking Devices

Main Article: Cloaking Devices

Cloaking devices do just what they say they do: make your ship invisible to both sight and scan. This invisibility is given in exchange for targeting time after decloaking and scan resolution: by having the cloak fitted, it can take up to 30 seconds before you are able to start locking and up to twice the regular time to actually lock. Offlining your cloak will not remove the scan resolution penalty.

Ships using regular (Improved/Prototype) Cloaking Devices cannot warp while cloaked, and move considerably more slowly while cloaked than they otherwise could.

Electronic Warfare

Warp Scramblers

Main Article: Warp Scrambler

These prevent the target from warping away, and are very important in pvp (and almost useless pve). One of the first things you should do as a member of Goonfleet is train the propulsion jamming skill so that you can use these effectively.

Warp Disruptors scramble by 1 point at 20km. Warp Scramblers scramble by 2 points at 7.5km, and turn off the target's Microwarpdrive. Named Scramblers/Disruptors decrease the CPU needed for fitting and the capacitor use per cycle.

Make sure to warp scramble before you webify your target. Targets warp as soon as they achieve 3/4th of their maximum speed in the direction of their warp destination, so webbing someone who isn't warp scrambled will actually help them warp faster by reducing their max speed.

How Warp Scramblers Work

Every ship (apart from blockade runners, which gain a bonus to drive strength) has warp drive strength of 1. This means that as soon as 1 point of warp scrambling is applied to the ship, the ship cannot warp off. Warp Core Stabilizers increase the drive strength by 1 each, which means that you need that much more scrambling on the ship to keep it from warping away.

'See Also'

For a list of Warp Scrambling modules and extra information regarding warp scrambling see here.

Stasis Webifiers

Main Article: Stasis Webifier

These slow the target down, which makes him easier to hit. Very very useful both pvp and pve, however standard webs can only reach 10km.

Make sure to warp scramble before you webify your target. Targets warp as soon as they achieve 3/4th of their maximum speed in the direction of their warp destination, so webbing someone who isn't warp scrambled will actually help them warp faster by reducing their max speed.

An interesting trick is to webify a Freighter to reduce its speed so it will align and warp faster. This is mostly "interesting" to everyone else who laughs their head off when you lose your freighter because you agressed it.

'See Also'

For a list of Webbing modules and extra information regarding the usage of webs see here.

ECM Jammers

ECM Jammers are modules that prevent the enemy from targeting. Since most weapons (Smartbombs and FoF missiles aside) require targeting, this leaves a ship defenseless. Jamming occurs for a total of 20 seconds, and jamming modules require 20 seconds to refresh. Jamming vessels quickly become primary targets because of how devastating the jamming ability is.

The formula for jamming is very simple. Divide the strength of the jammer by the sensor strength of the target. This is the probability that the target will be jammed. Once a target is jammed, it cannot be jammed again until the seconds have elapsed. If a jamming attempt does not work, the jammer still takes several seconds to refresh.

There are two types of jammer; multispectral and racial. Racial jammers take less cap, and have a longer range, but have a different strengths for different sensor types (a higher one for the race-specific sensor, and a lower one for every other sensor). Multispecs have fairly poor performance across the board, and are generally not used, in favor of (possibly multiple) racial jammers.

Which jammers affect which race...

  • Gravimetric - Caldari - Spatial Destabilizer
  • Radar - Amarr - White Noise
  • Magnetometric - Gallente - Ion Field Projector
  • Ladar - Minmatar - Phase Inverter

See Also

Electronic Warfare - For more information relating to ECM and other EW devices.

Electronic Counter Measures - For module comparison charts.

ECCM Sensor Boosters

ECCM modules increase an equipped ships sensor strength for a short period of time. This increases the possibility that you will not be jammed by a ship using ECM against you.

See Also

ECCM - For more information reguarding ECCM modules as well as module comparison charts.

Sensor Dampeners

Reduce enemy scan resolution and maximum targeting range. A couple of these are just about as effective as total jamming. If the victim's targeting range is reduced to the point where something he is targeting is beyond his new range, he loses his lock.

Go here to see how effective your damping will be with your skills: Damping Calculator

Tracking Disruptors

Disrupts the turret range and tracking speed of the target ship. Useless against missile ships. Most people eschew these for Remote Sensor Dampeners.

Target Painters

Target painters are the bastard children of Electronic Warfare. They make targets effectively larger, making them easier to lock and hit for large guns, as well as making large missiles damage smaller targets more easily. However, their PvP applications are limited.


Propulsion modules provide a sub-warp speed boost when activated.


Main article: Afterburners

Afterburners provide a speed boost from 30% to 171%. Afterburners fit into a Mid-slot and scale with the ship classes: 1MN for Frigate-class, 10MN for Cruiser-class and 100MN for Battleship-class ships. Compared with MicroWarpdrives they provide less of a speed boost, however they do not reduce the maxiumum capacitor by 25%, increase your signature radius, or use as much energy to activate. Afterburners can also be used in Complexes, unlike MicroWarpdrives. Afterburner modules require the Afterburner skill.


Main article: MicroWarpdrives

MicroWarpdrives provide a speed boost of 500%. MicroWarpdrives fit into a Mid-slot and scale with ship classes: 1MN for Frigate-class, 10MN for Cruiser-class and 100MN for Battleship-class ships. Compared with Afterburners they provide a greater speed boost, however they reduce the maxiumum capacitor by up to 25%, increase your signature radius when activated, and use more energy. MicroWarpdrives also cannot be used in Complexes, unlike Afterburners. MicroWarpdrives also require several skills: Navigation IV, Afterburner IV and High Speed Maneuvering I.

Tanking Equipment

Shield Boosters and Hardeners

Shield Boosters

Shield boosters, when turned on, recharge the shields quicker in exchange for cap. They don't turn off automatically unless you specifically set them that way (by right clicking on the module once you are in space and selecting 'manual activation').

Note: One large difference between armor repairers and shield boosters is that shield boosters give hp at the start of the cycle vs armor reps that give hp at the end of the cycle.

There are five sizes of shield booster: Small for frigates, Medium for cruisers, Large for battlecruisers, XLarge for battleships, and Capital for capital ships.

Named boosters, from worst to best:

  • Converse I Deflection Catalyzer
  • Neutron Saturation Injector I
  • Clarity Ward Booster I
  • C5-L Emergency Shield Overload I

Shield Boost Amplifiers

Shield boost amps increase the boost rate of shield boosters. They are usually seen on the tanks of battleships and cap ships. Named amplifiers have no boost rate increase, they only use less CPU. Boost amps may not be very worth using - see the section on Shield Tanking for details.

Named amplifiers, from worst to best:

  • Ionic Field Accelerator I
  • 5a Prototype Shield Support I
  • 'Stalwart' I Particle Field Magnifier
  • 'Copasetic' I Particle Field Acceleration

Shield Extenders

Shield extenders simply increase the base amount of shield you have in exchange for a larger signature radius, which makes you easier to hit. The hp increase has the simultaneous effect of increasing average shield recharge rate.

Named extenders, from worst to best:

  • Supplemental Barrier Emitter I
  • Subordinate Screen Stabilizer I
  • Azeotropic Ward Salubrity I
  • F-S9 Regolith Shield Induction

Shield Resistance Amplifiers (Passive Hardeners)

Passive shield hardeners, as their name specifies, do not need to be activated to be used. The bonuses they give are not as high as the active hardeners, but the active hardeners use cap. These are used more for ships with innate tanking bonuses (or cap limitations), such as the Harpy and the Ferox.

The hardeners come in all four damage flavors. Each hardener has a Basic, two named, T1 and T2 variants. The first named variant has the same resistance increase as the basic hardener for less CPU, and the second has the same resistance as T1 (37.5%) for less CPU. Make sure you know which one you're getting.

The Shield Compensation skills increase the bonuses of passive hardeners, but not to the extent where they match the active hardeners' bonuses, have a look at Shield Hardeners for details.

Shield Hardeners (Active Hardeners)

Active shield hardeners need to be activated while in space to be used, and give a higher bonus (50%) than passive hardeners. They are especially useful when the ship does not have an innate shield bonus, such as the Raven, but are very useful on most ships.

The hardeners come in all four damage flavors, but there is also the 'Invulnerability Field' which provides lower bonuses in all four resistances (25% in each). Each hardener has only one named variant, which uses less CPU and has a longer cycle, but otherwise have the same stats.

Like all active modules, active hardeners are deactivated after jumps, so care must always be taken to reactivate them right after jumping into a battlefield system.

Named shield hardeners by type:

  • 'Anointed' I EM Ward Reinforcement (EM)
  • F-S15 Braced Deflection Shield Matrix (Explosive)
  • Non-Inertial Ballistic Screen Augmentation I (Kinetic)
  • Ditrigonal Termal Barrier Crystalization I (Thermal)
  • V-M15 Multispectral Shield Matrix (Invulnerability Field)

Note on Shield Tanking

By reducing the amount of incoming damage that you sustain, hardeners in effect multiply your shield hp by a certain factor. They can be considered to be equivalent to shield extenders, the difference being that extenders add a fixed amount of hp to your shields while hardeners increase your hp by a fixed proportion. For example, on an unhardened ship, fitting an Invulnerability Field I will multiply your hp by a factor of 1/(1-0.25) = 1.33. Depending on your ship's current fittings, the extra 33% hp might exceed the additional hp from an extender, which makes the Invuln Field a better choice.

Invulnerability Fields sacrifice the focus of damage-specific hardeners in order to provide significantly more all-round hp, and should be an important component of most shield tanks.

When more than one hardener affects a particular shield resistance type, the effect of each hardener besides the strongest one is reduced according to a formula. The rule of thumb is that no more than 3 modules should affect a particular resistance. See the Stacking Penalty page for details.

Another effect to consider is that both extenders and hardeners increase the average shield recharge rate (recharge rate = hp / recharge time) since both increase effective hp while leaving recharge time unchanged. This effect, along with the bonus hp, usually makes them superior to shield rechargers, which reduce recharge time.

One notable difference between hardeners and extenders is that the multiplicative effect of hardeners is equivalent to an increase in shield boosting as well. The 33% increase in effective hp from a single Invuln Field is also effectively a 33% increase in shield boost amounts (since you're boosting the same amount of hp but each hp is worth 33% more). This essentially means that the Invuln Field provides a bigger boost bonus than the Shield Boost Amp (33% vs 30%), in addition to its hp and recharge rate bonuses. This is the reason why shield boosters work particularly well with hardeners. - Neko Kekko

Armor Tanking Modules

Armor repairers and Hardeners

Quite self-explanatory. Armor repairers repair your armor and hardeners increase your resistance to various types of damage (for example, an Armor Kinetic Hardener I would give you 50% increase in Kinetic resistance). Both of these are activated modules and cost cap to use, as opposed to armor plates which are passive and simply add armor.

Note: One large difference between armor repairers and shield boosters is that shield boosters give hp at the start of the cycle vs armor reps that give hp at the end of the cycle.

Named Hardeners from worst to best
Named Armor Repairers from worst to best
I-A Polarized

Armor Plates

Plates come in six sizes: 50mm (frigate), 100mm (frigate), 200mm (frigate/destroyer), 400mm (cruiser, rarely frigate/destroyer), 800mm (cruiser/battlecruiser), and 1600mm (cruiser/battlecruiser/battleship). An armor plate gives added armor hit points, at the expense of making a ship more massive and less agile (making it slower to align and making afterburners and MWDs less efficient).

Named Armor Plates from worst to best
Steel ("unnamed")
Crystalline Carbonide
Rolled Tungsten

Hull Repairers

Hull repairers are used only for cheaply repairing expensive ships. It's pretty much impossible to tank structure.

Fitting Equipment


Modules that enhance powergrid come in three different styles:

  • Power Diagnostic Systems increase grid by 5%, while also giving a bonus to shield hp and total capacitor and capacitor recharge rate.
  • Reactor Control Units increase grid by 10%, without the other bonuses PDSes have.
  • Micro Auxiliary Power Cores increase grid by 10, not 10%. They are used pretty much solely on frigates, because as soon as the base amount of grid goes over 100, it's better to use RCUs. Named MAPCs give either 11 or 12 grid in exchange for more CPU.


The only CPU upgrade is the Co-Processor, which increases CPU by 7-10%, based on which model you get.


Capacitor equipment can either increase the base cap amount or increase the capacitor recharge rate.

  • Capacitor Batteries increase base capacitor (and thereby increase recharge rate) with no penalties.
  • Capacitor Boosters work with those Cap Booster Charges that you find ratting. The Charges go into the Boosters, and then the Booster is turned on to provide a quick injection of capacitor power. They should be set on manual so one doesn't overuse and waste them.
  • Capacitor Flux Coils increase the capacitor recharge rate but decrease the base capacitor amount. These usually actually hurt you overall; you should almost never use this module.
  • Capacitor Power Relays increase cap recharge rate at the expense of shield boosting. Effectively has no penalty, if you aren't using an active shield tank. Fits in a low slot.
  • Capacitor Rechargers increase cap recharge rate by reducing recharge time, with no penalties (apart from needing a mid slot).

Misc. Low Slot Modules

Warp Core Stabilizer

Nanofiber Internal Structure (see Nanofiber Internal Structure vs Inertia Stabilizer for a comparision on the time to warp)