- Always uses the same cap as a normal Armour Repper (when not loaded with Nanite Repair Paste)
- When not loaded with Nanite Repair Paste, has 3/4 the rep amount as a T1 Armour Repairer
- When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
- Same cycle time and fittings as T1 reps
- Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB. This means that a small AAR will hold 8 charges, a medium AAR will hold 32 and a large 64.
- Limited to one per ship
In order to see if it looked as good in practice as it did on paper, I launched Sisi and bought some reps. The first ship I tested was the Myrmidon, which is also being changed in Retribution 1.1 and is being overhauled as a droneboat, with a rather impressive 200M3 drone bay with a 100Mbit/sec bandwith. Unfortunately it does sacrifice a turret slot for this new drone bay. So how did my Myrmidon's reps fare in its first fight? Not very well.
The Vindicator smashed is way through my armour so fast I was only able to get 5 reps off, even at 15KM. When it comes to Myrmidons, I think the old strategy of fuelling two or three reps by using cap boosters will continue. I tried a similar set up to this on an Armageddon, but the amount repaired was so negligible I barely notice the red bar on the HUD recede. However, I think the AAR will shine on smaller ships. The Incursus is a prime example of where we will see many AARs, with it's 10% bonus to rep amounts per level it can rep an astonishing amount very quickly. So quick it can rep its base armour with two and a half reps.
Here on my Incursus, my first rep sent me back up to 80% armour and the second rep finished the job, that's some over powered repping there. Unlike the ASB, you can carry on (pratically) repping after it runs out of charges, albeit at a reduced rate.
Another impact of the AAR some speculative people may notice is the effect this will have on the price of Nanite Repair Paste. Unlike cap boosters, which are constantly used in PVE as well as in PVP, Nanite Repair Pastes use is pretty specific to a minority of the PVP population, since it is so much cheaper to repair damaged modules by simply docking up and repairing. However with the AAR it will become much more used, which I predict will have a drastic impact on the price, so I'm off to Jita to invest all my isk into NRP. This also represents a downside of the AAR, since they will be so expensive to run. At current NRP costs, one cycle of a large AAR will cost 200K isk, compared to the 4K isk cost of one cycle of an X-Large ASB.
- Other changes to armour tanking include the removal of velocity drawbacks for rigs that affect armour repairers, these are being replaced with an increase powergrid for reps penalty (10%).
- A new skill called 'Armour Honeycombing' will be added which reduces the mass of all armour plates by 5%.
- The base mass penalty on 800mm, 200mm and 50mm armour plates has been reduced by 20%.
- The PG requirement of all medium armour repairers has been reduced by 20%
- The PG requirement of all large armour repairers has been reduced by 10%
In addition to this the latest wave of rebalancing affecting Tier 1&2 Battlecruisers can be found here.
Retribution 1.1 will be released on 19th February.













