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Combat recon ships get bonuses to damage in some form compared to their force recon variations. It's not used as much as the Arazu, since while it can do quite a bit more damage it doesn't have much utility to go with it. It basically uses sensor dampeners to shut down the opponent's range, sit outside that range and pewpew. Fitting: Three sensor dampeners, an MWD and disruptor for utility, small shield extender for incoming drones.

A medium cap booster with 400s gives the Lachesis about 1min30sec of cap. Heavy missile launchers with railguns as secondary weapons are fitted for damage with a ballistic control system, and explosive drones/arbalest missiles can cover different damage types effectively. A power diagnostic helps with power fitting problems, and shield rigs and a DCU finish off with some tank. An alternate fit for the Lachesis focuses on sensor boosters and tackle with two sebos, sebo rigs, warp disruptor/scramblers and no tank, but really this role is better served by the Arazu. The Huginn is similar to the rapier with pretty solid dps and not much tank. Many prefer the rapier simply for the covops ability. The Huginn gets fitted with a tracking disruptor rather an a painter since it's more useful: a Huginn can find a powerful turret ship, disrupt ranges and then sit outside of them with webs keeping the target in place. Fitting: Two small missile launchers (with barrage) and two autocannons get fitted - the Huginn needs to be able to cope with frigates too. Two webs, a warp disruptor and a tracking disruptor form the ship's utility.

A MWD and large shield extender get added next, with a DCU for tank. Gyrostabilizers and autocannon range rigs finish the fit with a bit of extra damage. The Curse is a really powerful ship when used right. With the right skills and fittings, the Curse can use medium neuts at 30-35km, or a large neut at 70km, and can empty a battleship's cap in a few cycles. With decent drone damage and speed, the Curse hits like a beast. It has some cap problems, and good cap/recon skills will be needed to help. Recon 5 is especially recommended for Curse pilots. Fitting: The Curse uses neuts instead of guns, although it has drones for a bit of damage when needed. Four medium neuts are the first thing to be fitted, and will hit like large neuts with Recon 5. Some small neuts can also be fitted, since once the opponent's cap has been emptied the small neut will be enough to keep it that way, especially with its fast cycle time. An MWD is fitted for speed: Once the enemy has been neuted this can be turned off along with the medium neuts to regain capacitor. Strangely for an Amarr ship, the curse fits a decent shield tank and rigs, and a medium cap booster to help with cap problems. A power diagnostic unit will help fitting problems and nanofibers boost the speed. A warp disruptor and tracking disruptor also get added, to keep the target in place and reduce some of the dps while they are being neuted. The Rook is the combat version of the Falcon, and while it has better damage than a falcon, it gets primaried just as much. Many Rook pilots go back to Falcons after a while since they prefer the covops cloak for survival. Fitting: The Rook does not suffer from some of the split damage types of other combat recons, and relies on missiles and drones (usually warrior IIs) for some decent damage. Unusually for an ECM ship, this fit uses three multispectral ECMs: this works because you want to use them all on one target, jam them and then pewpew. An MWD, warp disruptor and shield extender are added as usual and a small cap booster and reactor control help with cap. A signal distortion amplifier boosts ECM effectiveness, and a DCU is added for tank.

The Rook doesn't have much EM tank so anti-EM rigs are fitted, and a defence extender finishes off the tank. Recon Ships - Level 4 is a must, and Level 5 is suggested if you fly recon ships most of the time. Frequency Modulation and Long Distance Jamming extend the range of all EWAR - very useful.

Then there are skills with boosts to effectiveness and cap usage of specific EWAR: Other skills needed for fitting: Power Grid Management and Advanced Weapon Upgrades for powergrid CPU Management and Weapon Upgrades for CPU. Capacitor Systems Operation and Capacitor Management for capacitor. Energy Management is generally preferable since cap buffer is better than cap regen in PvP. Hull Upgrades and Armor Compensation skills for armor tanks.

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