Brick's EVE

Beginner's guide to the PvP


This guide is an introduction to PvP for players new to EVE. While this guide will cover the basics of PvP, it is focused around Faction Warfare and soloing. When you have grasped the basics, you can start to learn more of the specific type of PvP you wish to do, from reading guides and blogs or by asking questions from people you meet and make friends with ingame. I recommend all beginners start with frigate and destroyer class ships and move to T2 and/or larger hulls only after they have good knowledge of the low security environment and the actual PvP.

When you start a brand new PvP character, you will first need to decide what weapon system you want to use. There are 4 weapon systems, but only 2 with distinct characteristics, missiles and turrets. The turrets are divided into 3 different types, them being projectile weapons, hybrid weapons and lasers. Also all weapon systems have different sizes and two different types of weapons within each size class. For example projectile weapons are divided into small, medium, large and extra large weapons. Within each size class there are autocannons, which have good rate of fire and damage, but poor range and Artillery Cannons, which in turn have low rate of fire and long range. Also these weapons have sub-types that have different fitting requirements and attributes, for example 125mm, 150mm and 200mm autocannons which are all small weapons. Even after that those weapons have different meta versions, tech 2 modules being the most widely used.

When you at first try to decide what weapons you want to go for you will not have a clear vision of what the differences between weapon systems are and you propably won't even know what your style of fighting will be. If you want to be able to cover as many hulls between all races as possible you should definately go for any of the three turret types. They all share the same support skills so it will be easy to train into another turret system once you have the basic support skills trained. Or if you know that you will most definately want to fly a specific race's ships, even just for the looks, then by all means pick that race's favored weapons to start with. Those are; missiles for Caldari, Hybrid for Gallente, Projectile for Minmatar and Lasers for Amarr. Personally I do not recommend starting with lasers as I do not have high regards for Amarr starter frigates and I think any new player will be better off in any other race's ships. Note that the race of your character does not hinder your ability to use other race's ships and weapons.

All of the turret systems have different characteristics, Lasers have good optimal range, projectiles have good falloff and hybrids don't really excel in either of those, but in turn have good tracking. On the other hand with missiles you only need to worry about flight range and not optimal/falloff range or tracking. For this information to be any good for a new player I must explain what all of it means.


Weapon range is divided into two statistics, optimal range and accuracy falloff. When a target is within your optimal range you have 100% chance to hit when disregarding the effects of tracking. The weapon's falloff then extends your range with sub-100% chance to hit and determines how well you can hit outside of the optimal range. At the edge of your falloff range your chance to hit is still 50%, but falls to around 6% when the distance is twice your falloff. On top of that, the quality of your hits will go down further reducing the damage you will be able to project to targets in your falloff range. For example if your optimal range is 10 km and falloff 5km, you will hit 100% up to 10km, 50% at 15km and 6% at 20km. The choice of weapon will affect your performance, mainly how consistant damage you can deal out to different ranges, for example a weapon with 10+1 range is great at shooting targets within 10 kilometer range when compared to a weapon with range 1+10 which is using the falloff range even for targets that are very close. However if the target is out at 12km the first one is practically useless while the longer falloff weapon can still deal decent damage. Range can be improved with skills and modules.


Tracking speed means how fast your turrets can turn and keep up with enemies who have transversal velocity. In practice this means that if you are flying a fast ship and orbiting an enemy at close range he needs to have good tracking to be able to deal damage. Typically short range weapons have better tracking than long range weapons so it is a common tactic to dive close to an enemy with artillery cannons to avoid his weapons completely while at the same time applying your damage with well tracking short range weapons. Tracking can be improved with skills and modules that improve the turret's tracking speed or reduce the enemy's velocity.


Missile range is a bit different. Missiles deal full (not including effects of target speed and signature) damage to target every time they hit, but will have zero chance of hitting outside their range The missile range is calculated by multiplying missile velocity by missile flight time. For example a missile with 4000m/s velocity and 3 second flight time would hit a target 12km away. I will not be going deeper into the effects of target speed and signature radius to missile damage because those are very often irrelevat in small ship battles especially when using faction missiles. The characteristics of missiles make them ideal for new players, but in the beginning are a bit restricting if you want to cross-train into turret hulls, because they do not share support skills with turrets. However that is something a lot of players are willing to overlook in favor of having an easy to understand weapon system.


Another way of dealing damage in combat is drones. Drones are AI controlled small vehicles that are commonly used to deal damage, but have other types that are able to use electronic warfare. Controlling drones is straightforward, order to attack or return and let the AI do the rest. Most new players struggle with drones, mainly because they are hard to fight against and because having them yourself requires too much training investment to be reasonable for the beginner. It would be reasonable to train drone skills at earliest after 3 months of training, unless you have set your mind on being a drone ship pilot, in which case you could skip training weapons almost entirely in favor of drones. In small ships drones are not as common as in larger ship hulls, but there are some that can effectively use them as a main weapon and some that have drones to compliment their otherwise lacking damage capability. In frigate class the Tristan is the king of drones, being the only basic frigate able to field 5 drones. The pirate frigate Worm can also use 5 drones, but has a price tag that can be pretty intimidating for new players. Some other frigates can use 1-3 drones, but are not exactly drone ships. The destroyer class has two hulls considered to be drone ships, the gallentean Algos and the amarrian Dragoon. Compared to frigates these are very powerful ships and something you should aim for if you choose to invest heavily on drones.


When you know how to deal your damage you must then think of taking it. There are different types of tanking available. All ships have Shield, Armor and Hull that have a set number of hit points and set percentage of resistance to different damage types. You can shield tank by increasing the amount of hit points your shield has (buffer tanking) or by using a module that can recharge your shield (active tanking). Also for PvE it is common to increase your passive shield regeneration, but that is hard to implement to PvP. These tanking methods also greatly benefit from improving your shield resistances. You should use shield tanking if you fly a ship that has bonus to it or enough mid slots to afford it.

Armor Tanking is pretty much the same, but with the distinct difference that adding hit points will add weight to your ship and lower it's maximum velocity. Also armor does not have passive regeneration. You should use armor tanking on hulls bonused for it or if you have many low slots available. It is pretty common to use one ancillary repair module on ships that have no other tanking method, but can mitigate damage in other ways, for example with speed and/or electronic warfare.

PvP Modules

One of the defining things for a ship is how the slots are divided. There are three types of slots available (and 4th type in form of rigs), High, Mid and Low slots. High slots are commonly used for weapons and energy neutralizers/vampires. Mid slots are maybe the most important for a PvP ships because in these slots you can fit shield tanking, propulsion and electronic warfare modules. Low slots often have armor tanking and weapon enhancing modules.

High slots

In the high slots, ships always have a set number of turret or launcher hardpoints. You could have 5 high slots, but if you only have 3 turret hardpoints then you can only fit 3 turrets. Many ships have mixed number of turret and launcher hardpoints, which means that you can fill all high slots with weapons as long as you mix turrets and missile launchers. If you can't or don't want to do that, you can fill the extra slots with energy neutralizers or vampires. These will either burn a lot of enemy capacitor really fast, or transfer smaller amounts from them to your ship. You could also opt to leave the extra high slots empty. This is in my opinion the only case you should ever have empty slots on your ship.

Mid slots

Every ship should have one propulsion module. There are fits that don't have any and those that have two. But to make things easier for a newbie, you should always have one propulsion module fit no your ship. These modules are fit in mid slots and there are two types of propulsion modules available for small ships, Afterburner (AB) and microwarpdrive (MWD). The afterburner consumes some capacitor and provides a decent speed boost to your ship and it can only be shut down by the opponent if he manages to empty your capacitor. Afterburner fits are often "cap stable", meaning that at a certain percentage of capacitor the recharge rate equals the consumption making it last indefinitely. When you fit a microwarpdrive it will induce a penalty to your capacitor capacity as well as consume more capacitor when used than an afterburner would. MWD can also be shut down by using a Warp Scrambler module on your ship, making it more vulnerable and unpredictable. The good part about MWD is that as long as you run it you are really fast. AB fit frigates have velocity at somewhere between 800 and 1200 m/s and the MWD fits can go as fast as 3-5km/s. It can be very hard to catch a MWD ship if you have an AB fit.

Electronic warfare (EWAR) is very commonly used and takes up mid slot(s) All PvP ships should have at least one EWAR module fit, the warp jammer. Warp jammers come in two different types, disruptors and scramblers. As mentioned earlier, the scramblers can shut down a MWD, giving you an edge in combat. Both of the modules will prevent your target from warping unless he has counter modules fit, know as Warp core stabilizers or "stabs". While the scram module is stronger, it also has lower range (<10km). The warp disruptor module has long range (20-24km), but consumes more capacitor. Whenever you wish to fight someone you should have one of these modules fit to prevent the enemy from escaping.

Another very common EWAR module is the Stasis Webifier, "web". They are used to lower the speed of the enemy ship, usually by 50% or more. Their main uses are slowing the opponent enough for your weapons to deal damage, or slowing their speed below yours so you can dictate at what range your ships will be from each other.

Other EWAR modules are used a bit less, but you still have to know what they do. Tracking disruptor (TD) will lower target's weapon range and/or tracking, mostly used on different forms of kiting ships. Electronic counter measures (ECM) are used to shut down the enemy's ability to use targeting systems. When succesful, this will prevent the enemy from targeting anything and thus prevents using most of the offensive modules. Sensor dampeners will reduce a ship's targeting range and/or increase targeting time. The target painter will increase target's signature radius, making it more vulnerable to damage.

Mid slots are also the place to fit your shield tanking modules in. This means shield extenders to increase shield hit points, shield boosters that use capacitor to recharge shield and shield hardeners to increase shield resistances. Common modules for small ships are medium sized shield extenders, small shield boosters and medium ancillary shield boosters.

Low slots

Armor modules go to low slots. These are armor plates that increase armor hit points, repair modules that use capacitor to repair armor and various resistance increasing modules. Small ships usually use 200 or 400mm plates depending on what they can fit. Unlike shield boosters, only small repairers are used, both normal and ancillary ones. For increasing armor resistance there are three valid options, Armor hardeners, Energized membranes and resistance platings. Armor hardener uses capacitor and requires some CPU to fit. Energized membranes are passive but need CPU to fit. Resistance plating is passive and can be fit with just 1 unit of power. Another resistance module in low slots is the Damage control (DC), this is a very important module as it not only boosts armor resistance, but also shield and hull resistances. Most of PvP ships will have this fit and it is so good that you are restricted to just one.

All weapon types (and drones) have modules that can be fit to low slots to enhance their performance. These are passive modules and in addition to damage modules there are also modules that increase range and tracking of turrets. The low slots can also hold modules that increase ship's CPU or powergrid (PG) to fit other modules more easily. And not to forget, you can also fit Nanofiber structures and Overdrive Injectors to low slots to increase your ship's velocity and agility.

Rig slots are the same for all ships, 3 slots for t1 variants and 2 slots for t2. In these slots you can fit rigs that have a wide variety of different bonuses and usually also drawbacks.

PvP tactics

I will try to keep this section short and simple to not to confuse you too much. I will be adding sections that go deeper into different aspects and forms of PvP later and google will be your friend if you want to find some of those things out right now.

You can roughly divide PvP into two styles, brawling and kiting. Brawling means you get up close and personal with your opponent and you have usually fit short range weapons, afterburner, warp scrambler and a web. A kiter on the other hand would like to keep out of the range of warp scrambling modules, usually orbiting slower opponents in range of 15-20km. A kiter would fit long range weapons, MWD and a warp disruptor. Brawlers are usually well tanked to take damage while the kiters are fragile and rely on their speed to keep them from taking damage.

There is some common variation to this you should be aware of. You could fit a MWD and a warp scrambler to catch kiters and blast them away with your short range weapons, this is a danger you will also face if you fly a kiting ship. Also you could fit a ship that can kite in brawling range at the edge of warp scrambler's range, usually 7-9km away. These ships usually have two webs to ensure that they are faster than their opponent and they have weapons that can deal good damage in at least 10km range. Those ships are dangerous for any ship with short range weapons as they can't deal enough damage to that range and they can't get closer or escape because they are slower.

In the next part of the beginner's guide I will introduce good fits for new players, tips on how to fly those ships as well as training guides on how to get into them and how to progress from there.

As always, if you have questions or feedback, contact Brick Walls ingame via evemail.


Beginner's guide to the Faction Warfare

My goal on making this guide is to give new players enough information in one package that can answer all their initial questions about Faction warfare and PvP in general. Due to the great amount of typing required, I'll be splitting this guide to several parts, but once completed it can act as an introduction package when a new player wants to get involved in the fighting. I will be including links to web pages and youtube videos I find useful as well as good starter fits for low SP pilots. Following the basic guide will be guides for more advanced aspects of PvP. Faction warfare

To begin with, let me explain Faction Warfare (FW) in a nutshell; There are two low security zones dedicated to FW, one for the Caldari vs Gallente war and one for Amarr vs Minmatar. These zones being low sec areas means that you can make hostile action against any other player without concord interference. It should be noted though, that gate and station guns will still target you if you practice piracy close to them. Also your security status will get hit if you shoot neutral players.

Caldari vs Gallente warzone map

The goal of both sides in the war is to capture and hold as many solar systems as they can. The more you control, the better your rate of income is. Capturing a system requires first capturing complexes, "plexes", that spawn in all systems that are part of the warzone. Every system captured will move the capture status bar to either towards 0% if you are defending a system, or towards 100% if you are attacking one. When the bar hits 100% it will turn red and have text "vulnerable". This means that the infrastructure hub of the system is in a vulnerable state and can be attacked. When this "ihub" is destroyed the system is brought under the control of the attacker. A new player should know that while capturing plexes is somewhat easy, taking down the ihub will take a considerable amount of time and firepower and is out of reach for any solo efforts.

The main source of income for any FW pilot is capturing plexes. They spawn everywhere in the warzone and have four different classes of size, novice, small, medium and large. All but the large plex have warp gates preventing anyone from directly warping inside. Each plex also has one NPC ship guarding it. The size of the plex affects four things. First it determines what kind of npc is defending it. Novice has a frigate, small has a destroyer, medium has a cruiser and a large is guarded by a battlecruiser. If it takes too long for a player to destroy the NPC, another one will arrive as a backup. The second thing affected by the size is what ships the warp gate allows to go through. Novice allows only tech 1 frigates, including navy and pirate frigs. The small plex allows for destroyers and tech 2 frigates to enter. Medium can be entered by T2 cruisers and Large that has no gate at all can be entered by any ship. Note that the ship sizes mentioned are the largest ships allowes and all smaller ships can get in too. Third thing affected by the size is the time it takes to capture the plex, 10, 15 or 20 minutes and fourth is the Loyalty Point reward that is awarded after the succesful capture.

PvP in FW happens mostly inside plexes and at plex gates. You will be fighting against pilots from both opposing factions and a great amount of pirates who live in the low sec areas. Also you can never trust a pilot from the allied faction to not shoot you as they can do it without consequences. For example if you are fighting for the Caldari, you will face Gallente, Minmatar and pirate pilots and you should be careful around Amarr pilots. Shooting people from your own militia is not unheard of, but is usually a result of something you did rather than just a militia mate randomly shooting at you.

The scale of PvP encounters in FW is usually small, dueling with frigates and destroyers being propably the most common. Often there are also small roaming/plexing gangs that consist of frigates, destroyers and cruisers. Larger fleets and gate camping parties may have well over 20 ships and fights may occationally escalate to high numbers, T2 and T3 cruisers, Battlecruisers, Battleships and even Capital Ships, but that often means that there are parties involved from outside the Faction Warfare, like pirate and nullsec alliances.

As a new player your best bet is to start with defending the systems that are already in the control of your faction. This has couple of advantages; Allied militia members are more likely to be around and you can capture the bigger plexes without having to worry about the NPC guarding it. Also the NPC ship will assist you if a wartarget enters the plex. When defending it is good to know how the Loyalty Point (LP) reward system works. All plexes have a set value for the reward which is affected by several things. Faction tier determines a bonus or penalty to the LP gains for all pilots in the faction. -50% at tier 1, normal gain at tier 2, +75% at tier 3, +150% at tier 4 and +225% at tier 5. The tier of your faction is determined by the number of systems in your control as well as the system upgrades. That aside, other things affecting defending is the always present penalty of -25% for defensive plexing and then another penalty depending on the capture level of the system. For example, if the system is 100% captured, aka vulnerable, you would get 75% of the plex value. If it was 50% captured, you would gain 37,5% of the plex value. Note that even values that sound low as a percentage are in reality a very good income for a new player. When your skills improve you can switch to offensive plexing and gain full 100% reward for every plex you capture but with somewhat greater risk of losing your ship.

To start your career in the Faction Warfare you need some preparations. First off, you need to choose the faction you wish to fight for. Note that this is not affected by the race you have chosen for your character. Then you need to make sure that you have the sufficient standing to join the militia of the chosen faction or you already have a corporation in the war that is willing to accept you as a member. If you wish to skip the NPC corporation and go straight into a player corporation you can use forums and/or search tools ingame to find one. There are plenty of corporations in all factions that accept new players. As a small advertisement, if you wish to join Caldari, you can contact BEETHOVENSMITH from the corporation SQUIDS. When you have picked your side, choose a staging system where you will store your ships. This is usually a hi sec system with a gate to FW low sec system. However since those entrance gates are often heavily camped, many people prefer having a low sec staging system and the older FW pilots live almost exclusively in the low sec. In my opinion, as long as you can't haul or pay for hauling to low sec, you have to use a hi sec staging system.

Second thing for a beginner would be to get a bunch of frigates to train PvP in. You should have some financial backing to be able to lose at least a dozen in a very short period. Once the income from FW kicks in you should not have to worry about losing relatively cheap ships. At the beginning, even capturing a defensive novice plex, 10 minutes of work, should provide you isk worth more than a couple of frigates. You may think that you should do everything you can to avoid losses, but it's actually quite the opposite. The more you lose, the more you can learn about PvP. You can read all the stuff about PvP, but the knowledge alone will not save you in a fight if you can't consistently apply that knowledge into action. For the first month you will most likely lose 10-20 frigates per week if you play actively.

Third is mostly a mental thing, you have to prepare yourself to the mindset that you are never ever safe while you are in the FW. You can shoot your wartargets even in hi sec without concord interference. The faction navy should come to help if a hostile target is in your faction's hi sec system, but they often arrive too late or not at all. Also while in the low sec area you have to switch your safety off and consider everyone outside your militia to be enemies. On the material side of things, you need to make sure you can move ships from market hubs like Jita to your staging system. This can be done safely either with a cloaked hauler (which you will most likely not have if you are a new player) or by paying someone to do it for you. After a while in FW you can easily afford the costs of hauling services such as Red Frog Freight

Short list of things and what they are:

FW = Faction Warfare, Players waging war against other players in opposing factions in low security systems for fun, profit and glory.

Plex = Complex, aka Dungeon, these are captured in Faction Warfare to attack or defend systems and to gain Loyalty point rewards.

LP = Loyalty Point, rewards awarded in Faction Warfare are variable amounts of LP. Can be exchanged for items in LP stores which in turn can be turned into cash.

WT = Wartarget, a member of opposing faction or, a member of a corporation you are in war with.

ihub = Infrastructure hub, when a system is vulnerable destroying this results in the attacker gaining control of the system.

Hi sec = Systems with security rating of 0.5 or higher. Concord will interfere if players take hostile action against each other.

Low sec = Systems with security rating of 0.1 - 0.4. There will be no Concord interference, but gate and station guns will attack players taking hostile action.

That's it for the basics of Faction Warfare. If you have feedback or questions regarding Faction Warfare or PvP in general, you can shoot me questions ingame via evemail. The next part of this guide will get into the basics of PvP.


Today's fit: Cheap PvP Breacher

Today I'll be sharing one of my favorite cheap PvP fits for Faction Warfare. The Breacher is a very versatile frigate allowing for a wide variety of efficient fits. Today's fit excels in fighting blaster and autocannon ships. Equipped with dual webs, The Breacher gains two very important benefits. First, you can keep most if not all brawling ships at the range you desire. And second, you will slow your enemy enough to be able to use rage rockets that greatly increase your damage output.

[Breacher, cheap PvP]
400mm Reinforced Rolled Tungsten Plates I
Damage Control II
Micro Auxiliary Power Core I

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
X5 Prototype Engine Enervator

Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket

Small Trimark Armor Pump I
Small Hydraulic Bay Thrusters I
Small Bay Loading Accelerator I

Hobgoblin II x2

Statistics (lvl 5 skills*):
Average EHP: 5587
DPS (Rage rocket): 132
Range (Rage rocket): 9.7km
DPS (Javelin rocket): 101
Range (Javelin rocket): 17.5km
Speed: 963m/s
Align time: 5.3 seconds
Capacitor: Stable at 84%
Cost: est. 6,600,000 isk

*Note that lvl 5 skills are not needed to be able to fit this.

With a price of just under 7 million, this fit is very cost-effective for solo pvp/plexing. And if you couple up with another one of these bad boys you can swap out the second web in favor of a Tracking Disruptor.

The tactics for flying this fit are very simple and straightforward. Orbit your opponent as far as you can without breaking point and keep spamming him with swarms of rockets. Overheat mids as needed if he tries to maneuver out of range.

What you should be careful about are kiters. As with all AB fits you will have difficulty catching them. If you get pointed by one switch to Javelin rockets to extend your range up to 17km and hope that combined with your drones it will be enough to drive the enemy away. If you are sitting inside a plex and a kiter lands on you, you will have a very good chance of catching him with the help of dual webs.

For any questions or feedback, contact Brick Walls ingame.


Today's fit: Harpy

Today I spent some time playing around with different Harpy fits trying to decide if the ship sucks or not. Many of the Harpies you encounter while in Faction Warfare are fit for the maximum firepower and their weakness, damage projection is easily exploited with Tracking Disruptors. This will give ships, that should generally be much weaker than an assault ship, a huge advantage that can result in many unwanted Harpy losses. Ships able and willing to fit Tracking disruptors while still maintaining effective tank and DPS are mainly the Kestrel, Breacher and Hookbill. Fit like this, they all rely on range dictation and the damage reduction from the Tracking Disruptor combined with their ability to project their full DPS everywhere within Scram radius.

I set myself the same goal I often do, especially when I fit a more expensive ship in it's class. I wanted to make a Harpy fit that can take on as wide range of enemies as possible. The easy part are the brawlers, with around 170dps and 12k+ EHP you can take on a wide variety of those. A bit more challenging is taking care of kiters, I decided to take two different approaches on it. The first one is to make sure you have enough speed to slingshot yourself to scram range. The second one is to have weapons that can project decent damage up to kite range. The last task is to beat Scram range kiters, specifically those who wield a Tracking Disruptor. This can be achieved by having enough tracking and range to begin with to neglect most of the Tracking Disruptor's effect.

[Harpy, Blasters]
Micro Auxiliary Power Core II
Damage Control II
Tracking Enhancer II

Limited 1MN Microwarpdrive I
Medium Shield Extender II
Tracking Computer II, Optimal Range Script
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
[empty high slot]

Small Anti-EM Screen Reinforcer I
Small Hybrid Burst Aerator I

In this fit I have taken the ever so popular Light Neutron Blasters and boosted their range up to 8.9+6.7. This should be enough to take care of the nasty Scram range kiters. To be able to fit the tracking computer you need to give up the web, but you should have no trouble tracking anything getting close with the combination of blasters, tracking enhancer and a tracking script. Note that unless you have the Genolution implants you have to downgrade to a FS-9 Shield Extender.

Fitting the MWD gives you the ability to slingshot kiters with your maximum speed of 2200m/s. After locking your Scram on them there is no escaping and your blasters will take care of the rest.

Statistics (lvl 5 skills)
EHP: 12,256
Resists: 54/86/79/65
DPS: 169 (194 heated) with Null ammo
Range: 8.9+6.7 km with Null ammo
DPS: 212 (244 heated) with Faction antimatter ammo
Range: 3.2+4.8 km with Facion antimatter ammo
Max Speed: 2199m/s
Capacitor: Stable at 33%

[Harpy, 75mm Rails]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Medium Shield Extender II
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

75mm Gatling Rail II, Caldari Navy Antimatter Charge S
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
Small Unstable Power Fluctuator I

Small Hybrid Burst Aerator I
Small Anti-EM Screen Reinforcer I

This fit does not require the use of range extending modules, but those that increase DPS instead. The natural range of 75mm rails combined with the range bonuses on the Harpy will provide nice range even with antimatter ammo. The possible tracking issues will be negated with a web and having the grid to fit an energy neutralizer will give a nice little bonus to many situations.

While this fit may not be able to actually kill kiters due to the lack of ability to point them, it can shoot them at long ranges while maintaining decent DPS. Not many kiting frigates or Destroyers can take this kind of pounding and outlast the Harpy's strong tank.

Statistics (lvl 5 skills)
EHP: 12,256
Resists: 54/86/79/65
DPS: 180 (212 heated) with Faction antimatter ammo
Range: 10+3.8 km with Faction antimatter ammo
DPS: 104 (123 heated) with Spike ammo
Range: 36+3.8 km with Spike ammo
Max Speed: 835m/s
Capacitor: 112 seconds (stable at 69% with neut off)

So which one would I choose to undock with? I really can't say, both perform well in the small world of Faction Warfare. Which one will you undock with is up to you and your preference!