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TARANIS


[BLASTARANIS – DUAL PROP BRAWLER]

Light Neutron Blaster II / Federation Navy Antimatter S
Light Neutron Blaster II / Federation Navy Antimatter S
Light Neutron Blaster II / Federation Navy Antimatter S
Small Diminishing Power System Drain I

Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
1MN Afterburner II

Micro Aux Power Core II
Internal Force Field Array I
Magnetic Field Stabilizer II

Small Hybrid Collision Accelerator I
Small Ancillary Current Router I

2 x Hobgoblin II
All skills at 5: 

EHP: 3514.2
DPS: 269 304 with heat
Speed:  3,660 m/s with MWD / 1,371 with AB
Capacitor: stable at 73.7%
Optimal range: 1125m.  Ideally as close as possible
Cost:  48m ISK approx

48m ISK.  Ouch.  Having said that, this is my favourite Taranis combat fit and perfect for gunning down cocky kites.  It’s dual prop:  so the objective here is to launch the drones straight away, MWD into range, get that scram on, switch to the AB, approach and fire the nos and overheated blasters once they’re in their respective ranges.

This is a very fast ship, with not-that-great EHP so you are looking to finish the job as quickly as possible.


This next fit is a bit unorthodox, but as a ‘pure’ tackle ship it has a lot going for it.

[NEUTARANIS – FLEET QUAD-NEUTING TACKLER]

Small Energy Neutralizer II
Small Energy Neutralizer II
Small Energy Neutralizer II
Small Energy Neutralizer II

Limited 1MN Microwarpdrive
Faint Epsilon Warp Scrambler I
Small Capacitor Booster II / Navy Cap Booster 400

Damage Control II
Micro Auxiliary Power Core II
Overdrive Injector System II

Small Auxiliary Thrusters I
Small Auxiliary Thrusters I

All skills at 5: 

EHP: 3538.4
DPS: 0 – but can neutralize 216GJ in 6s, 5.1s with heat
Speed:  4,558 m/s
Capacitor: lasts 18s, so throw in those 400s early.
Optimal range: under 6,300m
Cost:  39m ISK approx

The only point to this fit is as a super-fast fleet tackler, catching kites and other interceptors, scramming them and draining their cap as quickly as possible.


It’s very fast – more than 4,500m/s and in excess of 6,500m/s with heat.  Throw it at the enemy and get all four neuts on in one big volley.  After the first volley, you can drop two and keep two running.  With the Navy Cap Booster 400s you can keep orbiting close with the MWD on and remain just about cap stable, by which time your fleet mates will have caught up and finished the job.

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