Rupture for PvP ish

Chick

Cartwheel RIGHT
Highs:
4x 220mm Autocannons. Whatever you can afford to lose - probably not scouts at 2.5 mil a pop! - Fusion M ammo
1x heavy launcher - Havoc missiles
1x med Nos

(Depending on your gunnery vs missile skills, maybe swap a AC for a heavy launcher. allegedly about 600k sp in guns is the watershed where they are more effective then missiles)

meds:
10mn MWD
Warp scram or jammer, depending (scrams work well on AC boats as they are 2 points of scram and short range, same as your AC's and NOS / web
Webber

Low's:
Med armour repper
Explosive armour hardener (armour tanking - all armour has a huge hole in it;s resistances around explosive - which is why you fly with Fusion ammo)
2x Energised Adaptive Nano Membranes

2x free slots for either extra armour hardeners, gyro's, warp core stabs, or whatever. i use a Kin hrdener and a WCS.

if you find you can't warp from 1 ship - use teh mwd to get to beyond 7.5km and you should eb fine, with just 1 stab....
 
Tbh, i'd be more inclined to dump that lone heavy launcher and have another medium NOS (if you can fit it). Saves skilling up and most ships are screwed with no cap.

Dump one of the nano membranes. You got 3 resist modules and the third is not really worth it. 1600mm plate and/or a damage control unit or weapon upgrade, T2 if you can. Gyrostabilisers or something for arty guns.
 

Chick

Cartwheel RIGHT
to fit 1600mm need to drop down a few gun-notches to 180mm duals, which have sucky dps..
may swap a EANM for a DCU though, cheers.

ps. i though Gyros worked well for Auto's. the other mod, um... Trackign enhancers - worked for artys better - range + tracking vs RoF & tracking ?
 
Not sure really. I know arty has suck tracking so maybe your right. Would make sense. Tis why i like railguns. 125mm's have sweeet tracking :D
 
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