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EXTRA CARRIER SHIIIIIT

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Apr 16th, 2014
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  1. IMPORTANT, Please Follow Suggestions below - Fit your ships properly, and have these mods in your carrier at all times.
  2.  
  3. IMPORTANT: Must have in Cargo Hold
  4. 1x Cyno W/ Liquid Ozone (Used for Emergency Cyno that will last)
  5. 2x Large Smartbombs (Used to Clear Hostile Drone's ,Fighter's, & Fighter Bomber Blobs)
  6. 3x Drone Damage Amps (used for CFC Boot Cap fit)
  7. 2x EXTRA drone link augmentors (used for CFC Boot Cap fit)
  8. 2x Heavy Neuts (used to Cap Tackle Supers)
  9. 1x Warp Disruptor II (Heavy Tackle on hostile Dreads & Carriers)
  10. 1x Stasis Web II (Heavy Tackle on hostile Dreads & Carriers)
  11. 1x Remote Sensor Booster II (or Linked Sensor Network) w/ Both scripts
  12. 1x Sensor Booster II with both scripts
  13. 1x ECCM Projector II or best named (Keeps you from being Jammed)
  14. 1x Extra armor hardener of every flavor (EM, Thermic, Kinetic, Explosive)
  15. 8x Cap Recharger II (Important when in Travel Fit & Triage fit)
  16. 10x Capacitor Power Relay II (Important when in Travel Fit & Triage fit)
  17. Note: Travel fit carriers move across the eve universe in minutes. Each carrier should have a recharge time of UNDER 300 /s, The orders will be Jump, Warp to a Celestial and Jump again when you land, Your carrier will be jump ready when you come out of Warp which leaves you less likely to be tackled and limits the time loitering in a hostile systems.
  18.  
  19. Drones:
  20. 10x Fighters
  21. 50x Curator I
  22. 40x Curator II
  23. 100x Garde I
  24. 50x Garde II
  25. 30x Bouncer II
  26. 20x Warden II
  27.  
  28. OPTIONAL:(but recommended): 2x of each Shield Hardener
  29. OPTIONAL: 1x Large T2 Anchorable Bubble
  30. OPTIONAL: 1x Mobile Cynosural Inhibitor
  31. OPTIONAL: 1x Hauler (Ship Maintenance bay)
  32. OPTIONAL: 1x Light Dictor (Ship Maintenance bay)
  33. OPTIONAL: 1x Cyno Frigate (Ship Maintenance bay)
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