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Field Manual · EWAR Guide

EWAR changes what the fight is.

Electronic warfare doesn't just adjust damage — it rewrites the rules of an engagement. A jammed pilot can't lock. A damped pilot can't shoot at range. A neuted pilot can't run their prop mod or active tank. Understanding EWAR is the difference between helplessness and knowing exactly what happened. This guide is new — please send feedback if something is off or missing.

Field rule: the moment you're tackled AND jammed AND neuted, the fight is already over. EWAR stacks. Learn to recognize the stack before it fully lands.

Fight-enders

These modules can make you completely ineffective regardless of your fit quality. When you're hit by one of these, the engagement conditions have changed fundamentally.

Fight-ender

ECM — Target Jammers

Breaks locks and shuts off target-based actions

A successful jam breaks all your target locks and prevents you from locking new targets for the cycle duration. Tackle, weapons, reps, painters — all stop applying.

Who uses it Caldari ships (Blackbird, Scorpion, Rook, Falcon). Falcon and Rook are covert-capable. Griffin is the T1 frigate version. Jams are racial — each module works best against a specific sensor type (Radar, Ladar, Gravimetric, Magnetometric).
Counter ECCM modules and rigs increase sensor strength, reducing jam chance. Remote ECCM from logistics. Short-range engagement reduces jam efficiency. Drones and smart bombs keep applying through jam. Post-Quantum Safety patch: you can lock the jammer at short range even while jammed.
Fight-ender

Energy Neutralizers

Kills capacitor, prop mods, and active tank

Drain your capacitor. Without cap, prop mods go offline, active armor and shield reps stop, and any cap-dependent weapon system (lasers, hybrids) goes dark. A fully neuted ship is a stationary brick.

Who uses it Amarr ships favor neuts heavily (Curse, Pilgrim, Arbitrator). Many battleships and heavy assault cruisers fit utility neuts in high slots. Small neuts on frigates are a common solo PvP tool.
Counter Cap batteries (absorb neut cycles). Passive tank doesn't need cap. Projectile turrets and missiles are cap-free. Maintain range — neuts have short effective range. Cap boosters buy time. Battery + cap booster + passive tank is the classic neut-resistant setup.
Fight-ender

Warp Scramblers

Stops warp and usually disables MWD escape

Prevent warping and also shut down MWDs (2-point scramblers disable MWD, 1-point disruptions don't). If a scram lands and you can't break it, you're committed to the fight or you're dead.

Who uses it Nearly every PvP ship. Frigates use short-range scramblers (7.5km base). Combat interceptors are warp-immune to disruption bubbles. Heavily fitted tackle frigates specialize in holding ships for fleets.
Counter Warp core stabilizers add warp strength (but hurt lock range and velocity). Range control — if they can't reach 7.5km, they can't scram you. Burst high-speed fits can burn through scram range. MJD (micro jump drive) can break point range but not scram range.

Fight-shapers

These don't stop you fighting, but they change what fight you're in. Ignore them and you'll find yourself in a fight you can't win.

Fight-shaper

Sensor Dampeners

Cuts lock range or lock speed

Reduce lock range or lock speed. A severely damped ship can't lock targets beyond short range — if your weapons are long-range, you now can't use them effectively, and the fight becomes a kiting contest you may lose.

Who uses it Gallente ships favor damps (Celestis, Lachesis, Arazu). Recons are covert-capable. Maulus is the T1 frigate version. Damp fleets are common for denying long-range sniper doctrines.
Counter Signal amplifiers (mid slot) and sensor compensation skills reduce damp effectiveness. Short range engagement removes the problem — burn into close range and the lock range penalty doesn't matter. High base sensor strength ships resist damps better.
Fight-shaper

Tracking Disruption

Breaks turret tracking, optimal, or falloff

Hurts turret tracking speed or optimal/falloff range. Missiles are completely unaffected. A tracking disrupted battleship may be unable to hit a fast frigate at all. Scripts allow specializing into tracking or optimal.

Who uses it Amarr EWAR hulls (Crucifier, Arbitrator, Curse, Pilgrim). Used heavily to break turret ships by reducing tracking or weapon range. Scripts let a pilot focus on tracking speed or optimal/falloff, depending on what breaks the target's engagement envelope.
Counter Missile ships are entirely immune. Reduce transversal — fly directly at or away from the TD ship. Switch to shorter range ammo (less optimal penalty matters). Tracking computers and tracking enhancers partially offset the debuff.
Fight-shaper

Stasis Webifiers

Controls speed, range, and turret application

Reduce target velocity. Webs control range — a webbed ship can't burn away or maintain a transversal orbit. They also increase signature radius damage multiplication, making the webbed target easier to hit with all weapon types.

Who uses it Nearly all PvP ships. Webs are offensive and defensive — they hold ships in range of slower guns and deny kiting ships their speed advantage. Vindicator and Bhaalgorn are famous for stacking bonused webs.
Counter Afterburner ships are less punished than MWD ships (webs interact less severely with AB). Speed modules and nanofibers preserve some base speed. Maintain range beyond web falloff (~10km for T2 webs). Dual-web setups are extremely hard to counter without range.

Range tools

Modules that shape the geometry of the fight — who can shoot whom and from where.

Range tool

Target Painters

Blooms signature for stronger damage application

Increase the target's signature radius. Bigger sig = easier to hit with missiles (explosion radius vs sig radius), easier to apply full damage with turrets. Doesn't reduce resistances — it makes the ship a larger, easier target.

Who uses it Minmatar EWAR hulls and missile doctrines stack painters to increase damage on smaller targets. Vigil and Bellicose are the basic painting platforms; Huginn and Rapier can pair painters with bonused webs for heavy application support.
Counter Keep your signature small. Afterburners bloom sig far less than MWDs, and smaller hulls take less applied damage even when painted. Staying in motion preserves transversal; painters make you easier to hit, but they don't reduce your resists.
Range tool

Energy Nosferatu

Steals capacitor when your cap is lower

Drains target cap and transfers it to you. Unlike a neut, a nos only drains if the target has more cap than you. Essential on cap-hungry ships fighting other cap-hungry ships — it can sustain active tank when a neut would leave you dry.

Who uses it Active-tanked frigates and cruisers in solo PvP. Classic combo: one nos + one neut, so the nos sustains your tank while the neut drains theirs.
Counter Cap batteries absorb nos cycles like neuts. Let your cap run down — a nos stops working when your cap equals or exceeds theirs. Passive tanked ships are unaffected. Range — nos has short range.
Range tool

Warp Disruption Fields (Bubbles)

Area warp denial without needing target lock

Interdictor-launched or heavy interdictor-anchored fields that prevent warping for all ships within range — no exceptions except combat interceptors and ships with warp core stabilizers. Bubbles don't need to lock you. They are nullsec and wormhole only.

Who uses it Interdictors (Sabre, Flycatcher, Eris, Heretic) and Heavy Interdictors (Devoter, Phobos, Onyx, Broadsword). Anchored mobile warp disruptors are placed by any ship in null/WH space.
Counter Combat interceptors are immune to drag bubbles (not HIC scripts). Warp into the direction of a gate to land short of bubbles rather than through them. Burn out of the bubble before trying to warp. HICs can be jammed to drop their focused bubble script.

EWAR ships — quick reference

The dedicated EWAR ships to recognize on D-scan. Seeing any of these changes your threat assessment immediately.

Ship Race Primary EWAR Covert? Notes
Griffin Caldari ECM No T1 frigate. Post-QS: jammed targets can lock the Griffin.
Maulus Gallente Damps No T1 frigate. Effective range denial vs snipers.
Vigil Minmatar Painters No T1 frigate. Very fast — hard to catch.
Crucifier Amarr TD No T1 frigate. Commonly seen with neut support.
Blackbird Caldari ECM No T1 cruiser. Long jam range. Priority target in fleet.
Celestis Gallente Damps No T1 cruiser. Excellent lock range denial.
Bellicose Minmatar Painters No T1 cruiser. Missile doctrine support.
Arbitrator Amarr Neuts Drones No T1 cruiser. Drone + neut combination is very dangerous.
Falcon Caldari ECM ✓ Covert T2 recon. Decloaks to jam, then recloaks. High priority kill.
Rook Caldari ECM ✓ Combat T2 combat recon. Stronger but visible on D-scan.
Arazu Gallente Damps Point ✓ Covert Extended point range + damps. Ambush tackle ship.
Lachesis Gallente Damps Point ✓ Combat Very long point range (60km+). Visible on D-scan.
Huginn Minmatar Webs Painters ✓ Combat Bonused webs + painters = devastating missile support.
Rapier Minmatar Webs Painters ✓ Covert Covert version of Huginn. Ambush webbing specialist.
Curse Amarr Neuts TD ✓ Combat Extremely dangerous neut range and volume. Priority kill.
Pilgrim Amarr Neuts TD ✓ Covert Covert neuting recon. Decloak + neut = instant cap death.

EWAR interactions — what stacks with what

EWAR modules of the same type do stack, but with diminishing returns. Multiple EWAR types stack fully — a jammed + neuted + webbed ship is fully affected by all three simultaneously.

Same-type stacking

Two damps applied to the same target both apply with diminishing returns. The second damp applies at roughly 87% effectiveness, the third at 57%, and so on. This follows the standard stacking penalty formula — fitting 6 damps is not 6× one damp.

Exception: ECM. Each jammer rolls independently — two jammers on one target give two independent jam chances, and the first successful roll ends the target's locks.

Cross-type stacking

Different EWAR types are fully additive with no penalty between them. A pilot who is jammed AND webbed AND neuted AND painting is fully affected by all four simultaneously. EWAR fleets stack different types deliberately to create conditions where the target cannot function at all.

The most dangerous combination in solo PvP: scram + web + neut. You can't warp, can't run away, can't sustain active tank.

🎯 Understand fights

Continue from EWAR Guide.

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