Remote repair fleets, ships and fittings

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This article assumes you have read:

It will take the basic concepts contained therein and expand them into the practical by demonstrating a wide variety of fleets and practical notes about being a Remote Repair pilot.

Pre-Canned fittings will not be provided as we assume at this point you can use EFT and can fit out a ship based on general instructions. Instead, fitting notes will be provided for key ships to give you the guidance you need to customize your ships for differing situations.

Obviously the fleets and tactics listed here are not exhaustive, they are here to serve as a good grounding in the use of remote repair ships and concepts in your fleets.

Skill Notes for Fitting

Before we get to the fleets and fittings, there are several important skills that are required to put these into practice.

Targeting Skills

As covered in Remote repair time line and cycle management , maintaining targets and locking targets quickly are major factors in the success of a remote repair pilot. The following skills are suggested to improve this element:

  • Long Range Targeting (4): This skill increases your range to target. The range of a bonused large remote repair module (on a Basilisk, Guardian, Scimitar or Oneiros) is 71.4km. To be able to target to that range on all 4 Logistic hulls, you must have at least a 4 in Long Range Targeting.
  • Multitasking (3): The maximum number of targets a T2 Support Cruiser ship can target is 10. To reach this you need targeting 5 and multitasking 3 (2 base + 5 targeting + 3 multitasking). Since the number of targets you can lock and keep track of is critical to a remote repair pilot, it is strongly suggested you get up to multitasking 3.
  • Signature Analysis (up to 5): This affects your targeting speed, getting this to 5 is useful.

Fitting / Capacitor Skills

When fitting logistic boats (Basilisk, Guardian, Scimitar or Oneiros), you are frequently fitting multiple large remote repair modules on a cruiser sized hull. Each of these ships have a bonus to fitting certain remote repair modules, however chances are your fitting will be tight. The following skills are not required, but will make fitting a logistic boat much easier.

  • Electronics: Helps with ship CPU output.
  • Electronics Upgrades: Reduces CPU needs of electronic upgrade modules (co-processors and the like)
  • Engineering: Helps with ship powergrid output.
  • Energy Grid Upgrades: Reduces CPU needs of power upgrades (capacitor chargers and the like)

When using remote repair modules, cap management will always be a factor. To help mitigate this, the following skills will be useful.

  • Energy Management: Increases capacitor capacity.
  • Energy Systems Operation: Recharges capacitor faster.

Logistics / Systems Skills

Remote Repair Module Skills

Although they affect fitting, these skills are necessary in their own right and merit special comment.

  • Energy Emission Systems
  • Capital Energy Emission Systems
  • Shield Emission Systems
  • Capital Shield Emission Systems
  • Remote Armor Repair Systems
  • Capital Remote Armor Repair Systems
  • Remote Hull Repair Systems
  • Capital Remote Hull Repair Systems

Each of the above reduces the amount of capacitor used by remote repair modules of a particular kind. You should have at least 4 in those of these that you are utilizing.


The most important skill of all for a pilot flying the remote repair T2 Logistics Cruiser is actually the prerequisite skill itself! This skill cannot be emphasized enough. Normally when dealing with a specialty ship a 3 or 4 is usually sufficient to be considered proficient. With T2 Support Cruisers, you absolutely must have at least a 4 and preferably a 5 in this skill to even be able to effectively use them appropriately. Each skill level in this gives a 15% reduction in capacitor use of the appropriate modules (more on this later).

A common question is whether a 5 is worth training in this skill. The answer is unequivocally a yes. It is difficult to quantify without talking about specific fits, but the difference between 4 and 5 in this skill is much more significant to the piloting of T2 Support Cruisers then the difference between 4 and 5 of any other spaceship command skill is to their respective hulls.


In addition to skills, the following implants are useful for a variety of reasons and should be considered when purchasing implants. Not all of these are appropriate to all situations or wallets nor can all of these be fit at the same time.

Implant sets are typically very expensive. Other implants usually come in a 1% version, 3% version and a 5% version. The 3% version is usually reasonably priced and accomplishes a decent bang for the buck. Unless you are extremely wealthy or using remote repair in relatively safe situations, the 5% implants are usually not worth the ISK.


  • Low-grade Grail/Jackal/Spur/Talon Sets: Each of these sets give bonuses to a specific sensor strength. One of the largest dangers to a remote repair vessel is ECM. These in conjunction with the appropriate ECCM can significantly help combat ECM.
  • Low-grade Talisman Alpha: Useful in some paired Guardian/Basilisk scenarios, this reduces the duration of energy emission systems and therefor allows more cap to be transferred.

Slot 6

  • Hardwiring - Zainou 'Gypsy' KMB 25, 50 and 75: These increase your CPU output and can be necessary depending on fitting.
  • Hardwiring - Inherent Implants 'Squire' PG 2, 4, 8: These increase your power output.
  • Hardwiring - Inherent Implants 'Squire' CR 2, 4, 8: These increase your cap recharge rate.

Slot 7

  • Hardwiring - Inherent Implants 'Noble' ZET 20, 200, 2000: These decrease capacitor use of remote armor repair systems.
  • Hardwiring - Zainou 'Gypsy' KNB-25, 50, 75: These increase your scan resolution and by extension shorten your lock time.
  • Hardwiring - Inherent Implants 'Squire' EE2,4,8: These decrease capacitor use of energy emissions systems.

Slot 8

  • Hardwiring - Zainou 'Gnome' KXA500,1000,2000: These decrease capacitor use of remote shield transfer arrays.

Remote Repair Ships

This is just a list of remote repair bonused ships for reference, how to fit and use these is covered later or elsewhere in the class material.

T1 Cruisers

Each race has a T1 Cruiser with bonuses related to remote repair, tracking links and energy transfer. These are not seen often in remote repair fleets as their bonuses are generally too narrowly focused and they do not receive fitting bonuses restricting them to only small and medium remote repair modules. There have been exceptions however and therefore these bonused ships require some note.

  • Amarr: Augoror: Receives a capacitor use and range bonus to energy transfer arrays. (in addition to an armor hitpoints bonus)
  • Caldari: Osprey: Receives a capacitor use and range bonus to shield transporters. (in addition to a mining bonus)
  • Gallente: Exequror: Receives a capacitor use and range bonus to remote armor repair systems. (in addition to a cargo bonus)
  • Minmatar: Scythe: Receives an effect and range bonus to tracking links. (as well as a mining bonus)

Guardian and Basilisk

The Guardian and Basilisk are the first two T2 Support Cruisers that we will look at. These are grouped together because of their similar bonuses (bonsuses to remote repair modules as well as energy transfer modules) that make them uniquely suited for large fleet work as we will see later.


Hull: Augoror Class

Role: Support Cruiser

Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level

Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays


Hull: Osprey Class

Role: Support Cruiser

Caldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level

Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays

Scimitar and Oneiros

The last T2 Support Cruisers also have similar bonuses (remote repair bonuses as well as tracking link bonuses) that mark them better for smaller fleet work, in the role of a repair and utility ship, as we will see later.


Hull: Scythe Class

Role: Support Cruiser

Minmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level

Logistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level

Role Bonus: -50% CPU need for Shield Transporters


Hull: Exequror Class

Role: Support Cruiser

Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level

Logistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level

Role Bonus: -65% power need for Remote Armor Repair Systems

Heavy Metal (carriers)

Carriers are one class of the ships you commonly hear people new to eve state that they want to eventually fly. In addition to their role in remote repair they make excellent fleet support ships (being able to fit warfare links and allow fleet ships to refit), great transport platforms for fitted ships as well as decent damage dealers with bonuses to drones and fighters.

With the addition of tactical logistics reconfiguration modules, they can become a powerhouse of repair... even if sometimes as the adage goes the candle that burns twice as bright lasts half as long.

Archon and Chimera

With bonuses to the range of their respective remote repair modules as well as energy transfer modules, these make for great multi-carrier repair squads. The addition of bonuses to tank on each make them ideal triage carriers. Common thinking places the Archon as much better than the Chimera due to its armor focus since the focus of most large battleship and capital fleets tends to be armor, however in the role of POS shield repairing and POS defense under fire, the Chimera does find its role.


Amarr Carrier Skill Bonuses:

50% bonus to Capital Energy and Armor transfer range per level

5% bonus to all Armor resistances per level

99% reduction in CPU need for Warfare Link modules

Can fit Tactical Logistics Reconfiguration modules

Can deploy 1 additional Fighter or Drone per level

200% bonus to Fighter control range


Caldari Carrier Skill Bonuses:

50% bonus to Capital Energy and Shield transfer range per level

5% bonus to all Shield resistances per level

99% reduction in CPU need for Warfare Link modules

Can fit Tactical Logistics Reconfiguration modules

Can deploy 1 additional Fighter or Drone per level

200% bonus to Fighter control range

Thanatos and Nidhoggur

The final two carriers seem designed for more general use granting bonuses to both shield and armor remote repair module ranges as well as damage bonuses to fighters or repair rate. Although they can and have been seen in the triage carrier role, they seem less suited for the task because of the lack of a tank bonus. As with the Archon and Chimera, the higher armor tank of the Thanatos tends to edge out the Nidhoggur in popularity although the repair rate bonus of the Nidhoggur means that it is no slouch itself.


Gallente Carrier Skill Bonuses:

50% bonus to Capital Shield and Armor transfer range per level

5% bonus to deployed Fighters’ damage per level

99% reduction in CPU need for Warfare Link modules

Can fit Tactical Logistics Reconfiguration modules

Can deploy 1 additional Fighter or Drone per level

200% bonus to Fighter control range


Minmatar Carrier Skill Bonuses:

50% bonus to Capital Shield and Armor transfer range per level

5% bonus to Capital Shield and Armor transfer amount per level

99% reduction in CPU need for Warfare Link modules

Can fit Tactical Logistics Reconfiguration modules

Can deploy 1 additional Fighter or Drone per level

200% bonus to Fighter control range

Fleet Types and Fittings

Spider Tanked Battleship Fleets

The idea behind spider tanking involves distributing the remote repair ability throughout the fleet allowing you to focus on a larger buffer and resist tank as well as being resistant to single or multiple ships being disabled due to ECM, death, etc. The power of remote repairers instead of local repair tanks is that in most cases a fleet will attempt to focus fire to bring the most damage against single or small numbers of ships to kill them quickly. With a local tank you can only have so much repair on your ship effectively wasting the rest of the fleet's repairing since they are not getting hit. With remote repairs, the fleet's repair is put to good use as the primary targets can gain the benefits of multiple ship's repair power.

Although this fleet type seems to be waning in popularity as compared against having dedicated logistics, it is definitely not dead and can have a devastating effect on the battlefield. Typically these fleets are armor based due to being able to fit a large tank in the lows as well as ewar and cap boosters in the mids, however shield based spider tanks are definitely possible.

The key when designing a spider tanked fleet is to focus on buffer and resist tanking first, mount at least one large remote repair module per ship and while fitting the remaining slots to be very aware of cap management (since frequently large fleet (both in size and numbers) engagements can last longer then smaller fleet engagements). It is often useful to sculpt these fleets instead of having individual ships fit individually.

The weakness to this type of fleet lies in three elements: the previously mentioned cap management issues (due to the high cap use of remote repair modules), communication (a common issue among remote repair fleets) and human issues. Human issues come into play because instead of just dealing with the tasks involving repairing (which alone is quite a lot), you have to deal with managing your tactical positioning in relation to your fleet (to stay in remote repair range) and the enemy and still try and put the hurt on the enemy. These are heightened by having both friendlies and enemies in your target list causing some pilots to get confused and repair an enemy while shooting a comrade.

If the above weaknesses can be managed, this can be a useful and fun tactic.

Dual (or more) Guardian or Basilisk Fleets

The central tenant of multiple remote repair fleets of this kind centers around the fact that in a properly bonused ship, remote energy transfers produce more energy in their target then is spent activating the module. This makes for a very difficult thermodynamics equation, but also makes for a very useful way to be able to generate the capacitor to run cap hungry remote repair modules.

Why just Guardians and Basilisks

There are two reasons why this technique is almost always done with Guardians and Basilisks. The first is the natural bonuses of Guardians and Basilisks are what make this possible. As an example, a Large 'Regard' I Power Projector normally costs 338GJ to activate giving 324GJ to the target causing a net loss of 14GJ. With a maxed skilled guardian, that changes to an activation cost of around 67.5GJ giving a net gain of 256.5GJ. With maximum skills in a non-bonused ship, you can get the activation to 270.5 for a gain of 53.5GJ, but a net gain of 5x that number from the guardian or basilisk is much more desirable.

The other element working in these two ship's favor is a high number of high slots. Both have six high slots, where the scimitar and oneiros only have four. The greater number of high slots allows the guardian and basilisk to fit energy transfer arrays without sacrificing the number of remote repair modules.

Cap Chains

The idea of multiple T2 Support Cruiser fleets is to utilize the odd behavior previously described to boost the cap recharge of all of the T2 support cruisers allowing them to be able to sustain a higher rate of repair.

Since you cannot capacitor transfer to yourself, a consistent pattern must be set up so that each ship knows who to send capacitor to and who is sending them capacitor. In addition, that pattern should be resistant to changes in pattern due to ship death or ewar.

One method to do this through cap chains. While this is not the only way to do it (except in the case of dual ships, not a lot of variability there :)) it is an easy and consistent way of accomplishing these goals.

The most common fit for this kind of fleet tactic fits two capacitor transfer arrays and four large remote repair modules. The reasons for this will be covered more in the fitting section, but the following examples assume two capacitor transfer arrays.

Dual Ship

The easiest is the dual ship link up. Since there is only one other T2 support cruiser, you just put all your capacitor transfer arrays on them and they put all of theirs on you.


When dealing with multiple ships, the idea is to make sure that your capacitor transfers are not all going to the same ship. That way if one of the ships becomes disabled, there is usually another capacitor transfer incoming from another fleet-mate allowing a longer reaction time.

To do this you set up a literal chain of ships. In the example above the chain is

Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship A

Once established, to link up you just need to remember the two people next to you in the chain and lock and start capacitor transfers to them.

There are many ways to select a capacitor chain and more on this subject can be found in Remote repair tips and techniques.

In addition capacitor chains are easy to extend, at the easiest you just need to add a new ship to the end, so if you get a Ship E the chain becomes:

Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship E <-> Ship A

So only ship A and ship D need to unlock each other, lock ship E and transfer to it (and visa-versa).

Broken Chains

The benefit of the cap chain is that it is fairly resistant to loosing a link. In the example above, Ship B has been jammed. During the time between being jammed and the fleet reacting to it, Ship A is still receiving one capacitor transfer from Ship D and ship C is also receiving one capacitor transfer from Ship D, extending the time you have to react considerably.

To react to a jam, the jam must be communicated (more on this in Remote repair tips and techniques) and Ship A and Ship C need to skip Ship B in the chain. Effectively the chain becomes:

Ship A <-> Ship C <-> Ship D <-> Ship A

At least until ship B becomes unjammed and communicates that fact to the fleet. While jammed, ship B is not receiving capacitor but is also unable to utilize their high capacitor remote repair modules and should therefore be able to power any propulsion or tank modules without the need for capacitor transfer.

Fleet Composition Notes

To effectively use multiple T2 support cruisers in this way, the other members of a fleet need to be fitted appropriately.

The first thing to keep in mind when fitting ships for this kind of fleet is to strip any active tanks and instead focus on building up a well resisted buffer. This will give the support cruisers time to react to your damage broadcasts and get their repair on you in time.

Because of this, this kind of fleet works best with heavier ships (Battleships, T2 Cruisers (HICs, HACs, Recon, etc) and Battlecruisers) because anything lighter is unlikely to be able to fit a sufficient buffer to be able to survive long enough under fire to receive help from the T2 support cruisers. While it is occasionally possible to save a T2 frigate or cruiser, it is far from a predictable occurrence; the chance of saving a T1 frigate against any real foe is almost nil. If there are required roles in the fleet that are T2 frigates or cruisers it is generally a good idea to have them fit some other form of tank (either (commonly seen in interceptors) speed tanks or (as is commonly seen with interdictors) total avoidance tanks like cloaks).

Also, due to the fitting requirements of this kind of fleet, the T2 support cruisers almost never have any room for ewar or other support modules.

The third thing to keep in mind is that the entire fleet must remain within ~ 70km of the T2 support cruisers for the support cruisers to be effective so mixing extreme sniping ships with close in support ships (tackle, additional DPS, etc) will likely leave one of the two halves of your fleet without repair.

Finally, this technique works better if you pick one and only one tank type (armor vs shield). While it is possible to do this with a mix of Basilisks and Guardians, this significantly weakens the overall tank of the fleet in general and the T2 support cruisers in specific.

Fitting Notes

While determining a fit for your remote repair ship, two things are tantamount. One is your tank, the other is capacitor stability. The second is vastly lowered in the case of capacitor chaining, but it is not entirely removed.

Some notes on how to measure capacitor stability in EFT for cap chain setups can be found in Remote repair tips and techniques.

Another key general fitting note is you should always determine what combination of modules you can run and still remain relatively capacitor stable in case the cap chain breaks down or you are the last remote repair ship left.

High Slots

It was mentioned earlier that one of the more common fits for this type of fleet involve two large capacitor transfer arrays and four large remote repair modules. The reason for this layout is three-fold.

  1. With logistics 4, this is the 'sweet-spot' where the pilots receive and send enough capacitor to power all of the remote-repair modules and a reasonable tank with propulsion. If all of the pilots in a chain have logistics 5, a single capacitor with five remote repair modules hits this same sweet spot, but you can seldom be sure that all the pilots to show up to a fleet will have at least logistics 5.
  2. This gives enough overkill (especially with logistics 5 pilots) to be somewhat resistant to energy neutralization. You can never be completely resistant to it, but with good capacitor management techniques and this much capacitor coming in you should be able to survive and do some moderate repairs to the fleet even under neut attack.
  3. This is more resistant to jamming than the one cap transfer method even with logistics 5 pilots. Since removing on ship at worst halves the cap input to two other ships, there should be sufficient time to notice the lack of cap and do something about it.
Guardian - Mid Slots

The most common opponent for these kinds of fleets tends to be large prey (battleships, etc). Due to the guardian not having signature radius penalties to its tank, it is very useful to keep the signature radius as low as possible and the radial velocity to the enemy high. Because of this many fleet Guardians fit a 10mn Afterburner II or Y-S8 Hydrocarbon I Afterburner module. While it is possible and in some cases useful to put a Microwarpdrive, usually the Afterburner gives you more bang for your buck with the Guardian.

The second module is usually varied depending on the pilot and situation. Most commonly, you will see fleet guardians fit either a Phased Muon ECCM Caster I or ECCM - Gravimetric module. Both of these are to help combat the remote repair fleets worst enemy, ECM. In the case of the first, ECCM is transferred along one direction of the chain, in the other each ship generates its own ECCM. While the projected ECCM gives a slightly higher result, it can frequently break down due to jams or just the chaos of combat.

Basilisk - Mid Slots

With the Basilisk, the mid slots are primarily about tank.

As with the guardian, mobility is usually these ships weakness so the inclusion of a propulsion module is often useful (in this case usually a MWD since shield tanking does tend to blow up the signature already). In addition, as with the guardian ECM can be a problem so a mid slot is sometimes (though not always) dedicated to an ECCM or remote ECCM module.

Other than these, finding a good combination of Invulnerability Fields, Active Shield Resists and Large Shield extenders is a must.

Guardian - Low Slots

With the Guardian, the low slots are usually exclusively about tank.

Common combinations include a Damage Control II, either an 800mm or 1600mm Reinforced Rolled Tungsten Plate and some combination of other armor resistance modules based on fitting skills and anticipated foe fleet composition.

Basilisk - Low Slots

Most commonly, a Basilisk will fit a Damage Control II and some other module based on fitting needs (usually a Reactor Control II)


When fitting rigs, commonly you will see fitting rigs (Ancillary Current Router) or tank extension rigs (Trimark Armor Pumps or Core Defense Field Extender) although this is not a hard and fast rule and other rigs have been used to great effect.


There are several schools of thought on drone usage in T2 support cruisers.

  1. Go with the bonuses: With the Guardian and Basilisk's bonuses to repair drones of their appropriate type, repair drones can be a valuable supplement to a fleet's remote repair capabilities.
  2. (in a Basilisk) Go with the armor: It is often worthwhile when in a shield repair ship to load at least one if not a whole flight of armor repair drones so you can repair any armor damage between fights. While not bonused, the utility factor can be useful.
  3. Killmail Whoring - Damage: Some remote repair pilots bristle that their contribution to the fleet is not recorded for prosperity. These frequently will load combat drones so they are able to apply some damage to the enemy and therefore get on the killmail. Debating the merits of such a technique is beyond the scope of this, but some caveats of the practice are mentioned in Remote repair tips and techniques.
  4. Killmail Whoring & GTFO factor: Some pilots if they are set on killmail whoring, will decide that a good compromise is to fit ECM drones which in addition to getting them on kills will allow them to be used in an emergency as a chance to gtfo.

Ultimately the balance and makeup of your dronebay is a personal and sometimes fleet decision.

Other Remote Repair Supported Fleets

From reading the above, you might be left with the impression that the only useful t2 support cruisers are the Basilisk and Guardian. In reality Basilisks and Guardians usually show up more often in large fleet vs fleet and fleet vs POS conflicts then in small gang scenarios.


While the Basilisk and Guardian do offer superior repair rates in groups, they suffer from several flaws that make them sometimes less desirable in small gang scenarios.

  1. They are mono-taskers. While they do remote repair very very well, you seldom see them do anything else.
  2. (in Basilisk vs Scimitar) The scimitar is far more maneuverable.
  3. They are group beasts. Piloting a solo Basilisk or Guardian is tantamount to suicide, piloting a solo Scimitar or Oneiros is sub-optimal (you have to rely on some other form of tanking besides relying on your fellow remote-repair ships) but there are many who quite successfully do it in small gangs.

Because of these, there is definitely a place for the 'lesser brethren' of t2 support cruisers.


One thing that the scimitar and oneiros excel at is utility. We will see in the fitting section that it is frequently infeasible for both fitting and capacitor reasons to put more than three large remote repair modules on these. This leaves a single utility highslot that can be used for any number of purposes. In addition, with a slot layout of 5 midslots and 4 lowslots, both can be used to great effect in other fleet support roles (tracking support, ewar, even tackle is not unheard of).

Some utility ideas that have been utilized are (this is not an exhaustive list, just an list to spark ideas and discussion):

  • Cloaking Remote Repair
  • Probing Remote Repair (can fit an expanded probe launcher)
  • Tackle
  • Tracking Enhancement (after all they get a bonus and all)
  • EWAR Support

As with anything all of the above have their caveats (especially if filling an offensive role) but all of them have been useful to someone at some point or another.

Fitting Notes

Because of the wide variety of situations and utility that these ships can provide detailed fitting notes are impossible. The key elements to keep track of when fitting these are:

  • Tank: Especially if flying solo, alternate tanking methods (speed, cloaks, etc) are frequently useful to maximize this ship's utility.
  • Capacitor Stability: Without remote capacitor support, maintaining capacitor stability can be more difficult. While the normal adage for a PvP ship is 'if it is cap stable, you are doing it wrong', it is far more important for a t2 support cruiser to get as near or even over capacitor stability since these ships live, die and sole purpose are dependent on capacitor.
  • Know your fleet and your own limitations. If you are still learning and have difficulty keeping track of just remote repairing, flying a ewar or tackling ship where you have to also keep close track of your enemy targets can be disastrous. Especially if your fleet already has dedicated ewar or tackle.
  • Start with a 3/1 layout for high slots (3 large remote repair modules, 1 utility). While there are fittings for 4 large remote repair modules out there, frequently these completely sacrifice any and all utility to achieve the fitting and have difficult with capacitor use. Fits with different sized remote repair modules gain a very little (since you often have to sacrifice one of the large modules in favor of two smaller) and loose a lot of diverse options.

The key word in fitting a scimitar is work with its speed. These things can be quite fast, and benefit greatly from a microwarp drive and speed tanking. As with other shield focused ships, when dealing with more traditional tanking most times you will be better off focusing on shields.

Rigs will typically either support this ship's utility role, its tank (speed or shield) or fitting.

The same caveats about drones mentioned in the guardian/basilisk section apply here as well.


This oft-ignored and underrated ship can and has had great effect in some gangs. It is quite a bit slower than the scimitar and arguably the least of all the t2 support cruisers, but it can still bring a decent amount of both utility and force multiplication to a small gang. Based on its armor tank focus, is more often run with an afterburner to keep its signature radius down instead of a microwarp drive.

The same notes about rigs and drones apply here as well.

Heavy Metal

While discussing carriers we will be far more brief and will generally not include fitting notes. The reason for this brevity is that with these ships understanding the tactics is far more important and it is assumed that either by now you know how to figure out how to fit your ship on your own or are working with a corp or alliance fleet with very specific fitting requirements.

As with the rest of this document, these tactics are not meant to be exhaustive but instead designed to discuss some commonly used techniques and spark further thought and discussion.


As detailed in Remote repair concepts, the triage module drastically changes the functioning of a carrier vastly improving its local and remote tank capabilities but leaving it dead in the water (no movement or jumping), all alone (no remote effects) and toothless (no drones) for five whole minutes (an eternity in some fights).

With that being said a properly fit triage carrier can do more to tip the balance of a fleet fight than most other elements.

When fitting, keep in mind that the shorter cycle times dramatically effect your cap stability and it is often important to over-do the capacitor fitting to compensate.

General Notes

Triage carriers can be a vital part of a more traditional capital fleet. When dealing with combats expected to go for over 5 minutes, having a triage carrier in the mix can make everyone's lives easier, just be sure to fit a large local tank as once it is realized, you are likely to become primary very quickly.

Suicide Carrier

Strange as it may seem, sometimes a 1+bn isk ship isn't the most expensive thing on the field nor the most important. When things go sideways hard, having a triage carrier on standby can be a useful tactic when combined with ECM/EWAR/lockbreaker bombs/etc or a POS shield.

Basically the triage carrier jumps in, goes into triage mode and keeps everyone alive long enough to gtfo. Since the carrier is then stuck in the water with no support, the outcome is usually pretty grim, but if it was used to save more valuable resources (motherships, titans, etc) it can be considered an acceptable loss.

Staggering Triage

A way of protecting and optimizing the use of triage carriers is to stagger their triage modes.


As depicted in the image, two (or more as it scales) carriers are always in triage and one out. As the one comes out, its cap is recharged and tank repaired by one of the remaining triage carriers, it can utilize drones or fighters to add to DPS for a short time and can move and prepare to re-enter triage if necessary.

In addition, it can serve to confuse the enemy as the carrier you had primaried is no longer the active triage (something that can easily be missed in the chaos of battle).


Similar to spider tanked battleships, spider tanked carriers can be a good alternative to the risks of triage. With multiple carriers able to repair each other and the fleet, with the right numbers it is possible to field enough to keep the fleet alive even under overwhelming firepower. This also has the benefit of leaving the carriers mobile (well relatively so, these are capitals after all) and able to use their main firepower of fighters and drones.

POS Repping

When repairing POS shields, it is important to note that you have to be able to target and repair the tower from outside the still up shields. This means that only those carriers with bonuses to capital shield transfer distance are capable of this important task (leaving the archon right out).