Back on to the subject -
If I had the 25% increase to turn speed, I would go from 1 engine, 3 capacitors, 3 shield and 2 hull To 3 caps, 3 shield, and 3 hull, instead.
The first one with the engine would have a vernier engine, but with the synergy upgrade, I’d be free to go without it, if I so chose.
The build with the synergy upgrade would be this -
Implants - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13a/c,14c,15c
( left to right 1-15. top to bottom a-b-c. or = / )
capacitor - three Capacitor Power Relays.
shield - two Thermal Modulators and one Variative Shield Projector.
Hull - Either two Regenerative Coatings and one Thermal Insulator or One Regenerative Coating, one Reactive Armor, and one Thermal Insulator will be used.
active modules - Pulsar, Signature masking, shield booster L, and the emergency shield boost.
Gun/Ammunition - Heavy blasters/Curved Reflector
Booster - +10 shield defense.
The other one is simply 2 regenerative coatings on the hull, and one vernier engine on the engine, if there is no boost to turn speed.
Of course, depending on the special modules available, these builds can change a little.
With the +25% increase to the guard’s module range, I would be able to properly use the signature masking. If it does not appear, I will use the Spectre field.
Of course, I can use either build if I want, no matter what synergy upgrades they choose for the guard, but these two are my icing upon the cake.