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For armour start with (if you have the funds) reactive surface composite, this is the best for armourless ships to start as a base.
Explosive damage is the most deadly resist not to have. As missiles do not suffer damage penalties, so hurt armour and modules more than most.
IF running MRPs, D rated and 1 AFM. AFMs can repair MRPs just like canopies, adding for infinite module sustain.
For HRPs aim for D as well.
D always those 2, the E rates are kinda shabby-cheap stopgaps in my opinion.
Once we have that established, time to mod.
Heavy duty the bulkheads, and mod the HRPs to compensate for what you lack in total resist.
Handy tool is the statistics screen this will list all resistances on the ship itself at all times.
having a positive resist means you take that percentage of damage less from the full value, negative is that percentage more over the standard value.
The most dangerous guns to you wil be plasma Accels, these always ignore armour values.
Rail guns, if you have high kinetic will not phase you, rails do kinetic to armour, and thermal to sheilds.
Lasers already stuggle a lot with armour.
Missiles will spell death, if not modded to protect you from as much damage as possible, the MRPs will protect you from the breaching they cause, until they break, AFM saves you from broken MRPS.
Trivia time! you will run out of hull points (hit points) before module faliure doing this type of thing. MRPS and resist armour fits, even shields work in this way as well
o7 Good luck CMDR.
Viper Mk Ivs for the win! best small ship for combat.
Sure it's expensive, but dying is more expensive :)