Guard
Modules
Phase Shield
Phase Shield increases the Guard's shield resistance to a single damage type by 120. It is always on, and activating the ability switches the damage type it absorbs. In addition, whenever the Guard is hit by the damage type its Phase Shield is attuned to it grants a 15% damage bonus for 5 seconds.
Guard Modules
Anti-Missile Shield
One of the Guard's signature abilities, the anti-missile shield shoots down enemy missiles on a short cooldown. It is especially effective against Jericho Long Range Frigate's torpedoes, but gives decent protection against other missiles as well. It is less effective against "swarm" missiles such as the firestorm or Octopus, since the AMS will only shoot down one missile of the group.
Mass Propulsion Inhibitor
The Mass Propulsion Inhibitor disables afterburners and strafing for any ships in a short range of the Guard. This ability makes Guard frigates very dangerous for interceptors to be around, since it prevents them from circling the Guard to stay in its blind spot as they normally would, and will seriously hamper them while fighting other ships.
Pulsar
An area effect weapon that deals continuous thermal damage to any enemies that stick around. It's an excellent area denial weapon and will force all but the toughest interceptors to run away or die. It has a short range and is broken by line of sight, so most ships will try to outrange it or hide behind objects until it's over.
Emergency Shield Boost and Liquid Metal Injector
Two very powerful self repair modules that restore a large amount of shield and hull respectively to the guard.
Factions
Jericho are the main faction for Guard frigates, with the Federation also having some available. Jericho frigates are tougher while the Federation's are faster.
The Jericho Techs and Federation Vanguard offer Mk 3 Guard modules.
Role
Used to protect areas such as beacons. It has the second most survivability in the game, after Destroyers.
Player Opinion:
Guard frigates are among the slowest ships on the game. Once in a fight, they are not going to get away, so if you are losing a fight, don't try to run... just keep fighting to the end (often, staying in the fight to the end results in you winning). The name of the game for Guards is "Perseverance". Since you can't avoid getting hit, the idea is to take the damage and hit back in return. While you can't run, using cover is still extremely important, more so for a Guard. It is best, especially with Jericho Guards, to buff shield resistance as much as possible and to devote at least one active module slot to carrying a Shield Booster(replace with the shield injector later on) to keep your shield up, since this is what keeps you alive. Combine with a Command Fighter and an Engineer to make an unstoppable team!