====== Aeon ======
Looking for **[[military:doctrines:start|DOCTRINE FITS]]**?
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{{https://image.eveonline.com/Render/23919_256.png?nolink}}
===== Description =====
Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.
====Helpful Information====
**To fly supercapitals, get supercapital pings and supercapital SRP you must be in the [[military:capitals:apply#joining_supercapitals|Supercapitals]] group.**
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===== Overview =====
Amarr Carrier bonuses (per skill level):
* 5% bonus to Fighter damage
* 4% bonus to all armor resistances
* 5+ bonus to ship warp core strength
* 5% reduction in Weapon Disruption Burst Projector cycle time
* 2% bonus to Armored Command and Information Command burst strength and duration
Role Bonus:
* Can fit Networked Sensor Array
* Can fit Burst Projectors
* Can use two Command Burst modules
* 200% bonus to Command Burst area of effect range
* Can launch Light, Support and Heavy Fighters
* Can lock at extended ranges
* 400% bonus to Armor Plates and Shield Extenders
* 50% bonus to Remote Sensor Dampener resistance
* 50% bonus to Stasis effect resistance
* 50% increase to Remote Electronic Assistance impedance
* 5x penalty to Entosis Link duration
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===== Requirements =====
* Capital Ships I
* Advanced Spaceship Command V
* Spaceship Command V
* Amarr Carrier I
* Capital Ships IV
* Advanced Spaceship Command V
* Spaceship Command V
* Amarr Battleship III
* Spaceship Command IV
* Amarr Battlecruiser III
* Spaceship Command III
* Amarr Cruiser III
* Spaceship Command II
* Amarr Destroyer III
* Amarr Frigate III
* Spaceship Command I
* Drone Interfacing V
* Drones V
* Jump Fuel Conservation IV
* Jump Drive Operation III
* Navigation V
* Warp Drive Operation V
* Navigation I
* Science V
* Jump Drive Calibration III
* Jump Drive Operation V
* Navigation V
* Warp Drive Operation V
* Navigation I
* Science V
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===== Non Reimbursable Fits =====
[Aeon, Aeon]
Damage Control II
Centum A-Type Energized Adaptive Nano Membrane
Centum A-Type Energized Adaptive Nano Membrane
Corpus X-Type Explosive Armor Hardener
Corpus X-Type Armor Thermic Hardener
Corpus X-Type EM Armor Hardener
Corpus X-Type Kinetic Armor Hardener
Reactive Armor Hardener
Cap Recharger II
Cap Recharger II
Cap Recharger II
Shadow Serpentis Sensor Booster
Capital Murky Energy Transmitter I
Capital Murky Energy Transmitter I
Capital Coaxial Regenerative Projector
Setele's Modified Large Plasma Smartbomb
Selynne's Modified Heavy Energy Neutralizer
Remote ECM Burst I
Large Trimark Armor Pump II
Large Trimark Armor Pump II
Large Trimark Armor Pump II
**Extra Modules to carry**:
* 10 x Capacitor Power Relay II
* 10 x Cap Recharger II
* 1 x Capital Coaxial Regenerative Projector
* 4 x Faction Smartbombs
* 4 x Faction Heavy Energy Neutralizers
* 1 x Faction/Officer Cloaking Device
* 1 x Faction Warp Disruptor
* 1 x Cynosural Field Generator
**Recommended Implants:**
* Slot 1: Slave Alpha
* Slot 2: Slave Beta
* Slot 3: Slave Gamma
* Slot 4: Slave Delta
* Slot 5: Slave Epsilon
* Slot 6: Slave Omega
* Slot 7: Inherent Implants 'Squire' Energy Emission Systems ES-706
* Slot 8: Inherent Implants 'Squire' Energy Management EM-806
* Slot 10: Inherent Implants 'Noble' Hull Upgrades HG-1008
**Recommended Boosters:**
Strong Mindflood Booster
Which officer or faction modules you have doesn't matter that much. For smartbombs you want at least 8km range, preferably greater than 8.5km. Smartbombs pop dictor bubbles and enemy fighter bombers. For neuts it's also about range. A hictor with a T2 infinipoint and HIC V can point out to 36 kilometers. Only the very best officer neuts can hit that far. The neut in the fit above hits to 33.6 km and costs a little under a bil usually.