You're right, capacitor neuting is useless against NPC's, NPC ships are specifically made immune to capacitor neutralising effects. I don't PVE much and don't use cap warfare when I do PVE, so that detail slipped my mind when I wrote my other post. On the other hand, as I understand it a vampire/nosferatu should still work against NPC ships. While the vamp won't drain the NPC's capacitor because NPC ships effectively have infinite energy in their capacitor, it will help keep your capacitor level up, so if you are running an active regen on your tank, you can keep your tank up for longer by using a vampire on an NPC to help recharge your capacitor. That's assuming CCP didn't nerf that and I missed it. So let's edumacate hotsuma on what's different between a capacitor neutraliser and a vampire/nosferatu (an alternate name for a vampire). A neutraliser needs to be targeted on another ship just like a weapon that does damage. The neutraliser won't damage the ship, it reduces the amount of energy that ship's capacitor can store. With less energy available to the other ship, and depending on what modules it has, the other ship can potentially run out of power faster than you do, and when a ship has no power, all it's modules that need power (tank modules, weapon modules, speed boosters, etc) stop working. The target ship becomes a slow sitting duck that can't protect itself. As madjack reminded me, neutralisers don't affect the capacitor on NPC ships, with one exception. Neutralisers have a second less well known capability. They interfere with the ability of the other ship to use active repair modules for their tanks (shield repairer, armour repairer, hull repairer). Tank repairers work in "cycles", and if a ship is targeted by a neutraliser and is trying to use a repairer, there is a percentage chance for each cycle of the repairer that it will not repair the tank. The exact percentage chance of this happening does not appear to be public knowledge, so I can't give you any firm numbers for it, but CCP devs have publicly said that this mechanism is real and it does affect NPC ships. They've also implied that size differences between the two ships affects the percentage. A small ship neuting a big ship has a much lower chance of disrupting a repair cycle compared to a big ship neuting a small ship. I couldn't find any clear info on what happens when multiple small ships all neut the same bigger ship, so I can't say if that is a viable option for small gang pvp or group pve. A vampire module doesn't reduce how much energy another ship can store in it's capacitor, it steals/drains energy from the other ship's capacitor and adds that energy to your capacitor, but only under certain conditions. The condition is that the ship you are trying to steal energy from must have more energy than you, as a percentage. In the Chasing Shadows mission, the boss is in a battlecruiser, several steps up from the frigate or destroyer that hotsuma is likely to be flying. Bigger ships have bigger capacitors so of course the battlecruiser will have more energy. The way vampires work is the game compares your capacitor's energy level against the other ship's energy level as a percentage, and ignores the raw total level of energy in each ship. So let's say you're fighting a ship (NPC or player owned) and your capacitor is 85% full and the other ship is at 90% full. When your energy level (as a percentage) is lower than the other ship, the vampire will steal some of their energy and give it to you, until both ships are at an equal percentage, then the vampire stops. if your energy level is already equal to the other ship, or higher than the other ship, the vampire won't steal any energy. Since the game is designed to let the capacitor on NPC ships stay at 100% all the time during a fight, you can never run an NPC ship out of energy, but by using a vampire module, you can use the NPC ship to help regen your capacitor faster. If your ship is not "capacitor stable" (your ship never completely drains it's capacitor even when every module is turned on and in use) you'll never regen your own energy faster than you are using it in a fight, so the energy level in your capacitor will still drop, but with a vampire it will drop at a slower rate, which means you can use energy hungry modules for longer. That could make the difference between having enough time to break through the tank on the NPC's ship before they break through yours. If your ship is capacitor stable then you don't need a vampire, because your modules will never cause your capacitor to run dry (unless your capacitor is being neuted). One extra detail is that vampire modules do not disrupt repairers, only neutralisers can disrupt a repairer. If you use a vampire on a player owned ship, it will drain their capacitor energy, as long as their capacitor percentage is higher than yours.