Archive:Solitude QRF and Roams

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Introduction

After the more or less Solitude exclusive war with SQUINGEL, we recognized that we lack a more or less general QRF Doctrine which represents our low amount of pilots. The idea of this is to create a doctrine which fits our specific needs with, if possible, already existing resources.

In general for everyone, if possible you should always have at least a BLAP Caracal in your Hangar, which makes it much faster to form up if needed.

Notes (sample, tbd):

  • Assuming we have 5 pilots, the core should consist of 4 Caracals, 1 Keres
  • Ships listed under Additional Fits should be added as needed with every additional pilot, for example a Scythe if we've 6 pilots, an Interceptor with 7, another Caracal with 8 and so on...
  • to be continued

Many thanks to Yrgrasil for their work here.

Core Fits

Caracal

How to fly the Caracal:

  • Focus on your navigation skills, a minimal trained BLAP character has a speed of 1568m/s, while an all V character runs with 1897m/s.
  • Anchor up as soon as you can, no need to wait for the FC calling it.
  • Stay in range of your anchor, if the anchor is >10km away turn on your propmod for one cycle, or heat if needed.
  • Pre-heat your hardeners; turn them on when yellow boxed!
  • Use comms, call if your clip is empty, call if you get tackled, call if you get red boxed etc.
  • Train missile range skills and T2 missiles!


Caracal: Caracal Buffer and Point
EFT
[Caracal, Caracal Buffer and Point]
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

50MN Y-T8 Compact Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Medium Ancillary Current Router I
Medium EM Shield Reinforcer I
Medium Core Defense Field Extender I


Acolyte II x2

Mjolnir Fury Light Missile x600
Scourge Fury Light Missile x600
Nova Fury Light Missile x600
Inferno Fury Light Missile x600
Caldari Navy Scourge Light Missile x600
Caldari Navy Inferno Light Missile x600
Caldari Navy Nova Light Missile x600
Caldari Navy Mjolnir Light Missile x600
Nanite Repair Paste x60

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Keres

Helpful video: https://www.youtube.com/watch?v=Pxo6YO5A08k / Small Gang Archetype: Support (Damps) / Chessur


Keres: Keres Self-Rep and Plate
EFT
[Keres, Keres Self-Rep and Plate]
150mm Light AutoCannon II
150mm Light AutoCannon II

Warp Disruptor II
LFT Enduring Sensor Dampener
LFT Enduring Sensor Dampener
LFT Enduring Sensor Dampener
5MN Quad LiF Restrained Microwarpdrive

Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
200mm Crystalline Carbonide Restrained Plates

Small Particle Dispersion Projector II
Small Ionic Field Projector II


Hornet EC-300 x2

Barrage S x640
Republic Fleet EMP S x640
Republic Fleet Fusion S x640
Republic Fleet Phased Plasma S x640
Nanite Repair Paste x60
Scan Resolution Dampening Script x3
Targeting Range Dampening Script x3

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Cyclone

While most people think about Command Destroyers or Cruisers, the T1 Battlecruiser already provides decent boosts with average skills, and reduces the gap regarding navigation skills by a huge amount for unistas. The interdiction charges have such an incredible impact for most small gang engagements that it's normally the second choice before even thinking about shield (or info) links.

This fit should be flown if possible by pilots who have basically maxed out the navigation skills. While all IV is normally sufficient, if you have newbros who have only just skilled the BLAP minimum training, the average is often a bit above them...


Cyclone: BLAP Friendly Cyclone
EFT
[Cyclone, BLAP Friendly Cyclone]
Rapid Light Missile Launcher II
Skirmish Command Burst II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Skirmish Command Burst II
Rapid Light Missile Launcher II

Multispectrum Shield Hardener II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Warp Disruptor II
Multispectrum Shield Hardener II

Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Damage Control II

Medium Hyperspatial Velocity Optimizer I
Medium Command Processor I
Medium EM Shield Reinforcer II


Acolyte II x5
Hornet EC-300 x5

Caldari Navy Inferno Light Missile x600
Caldari Navy Mjolnir Light Missile x600
Caldari Navy Nova Light Missile x600
Caldari Navy Scourge Light Missile x600
Nanite Repair Paste x100
Interdiction Maneuvers Charge x300
Rapid Deployment Charge x300

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Additional Fits

Vexor (DPS - Experimental)

How to fly the Vexor:

  • Instead of anchoring, your goal is to stay behind the Caracals. While the Caracals will stay in 35-40km (through the T1 BLAP Restrictions) you can easily stay in ~50-55km range.
  • This fit is faster than the Caracals, but also much easier to kill. Stay at range, use heat on the mwd whenever it's necessary.
  • Keep your ship prealigned whenever possible to any warp-out point, and warp out if necessary. The FC will/should call if you're not allowed to do this.
  • While the Caracals shoot tackle, your job is to kill slower and tanky targets.
  • Use comms, call if you get tackled, call if you get red boxed, call also your own tackle and broadcast them if asked for (probably get in contact with the FC in charge before it starts).
  • It can make sense to abandon the drones to quickly switch to the Acolyte set (while bailing, to kill tackle), get comfortable with this option. There's a reason you have a mobile depot and spare drones.


Vexor: Vexor Cheap DPS
EFT
[Vexor, Vexor Cheap DPS]
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M

50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Multispectrum Shield Hardener II

Nanofiber Internal Structure II
Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium EM Shield Reinforcer I


Hammerhead II x2
Praetor II x2
Hobgoblin II x1
Light Armor Maintenance Bot I x5
Acolyte II x5

Hammerhead II x2
Praetor II x2
Acolyte II x5
Warrior II x5
Spike M x3200
Federation Navy Antimatter Charge M x1600
Nanite Repair Paste x40
Mobile Depot x1
50MN Quad LiF Restrained Microwarpdrive x1

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Scythe (Logi)

How to fly the Scythe:

  • You're not part of the anchor!
  • When the fight starts, move as fast as possible behind the main fleet, a Scythe can work pretty well in 35-45km range -> mwd heat will often save your life. Use it.
  • Have everyone on the watch list if possible, don't rely only on broadcasts.
  • While it's important for small gangs that nobody dies, it's more important that you don't sacrifice yourself for someone else. Pre-align if possible, warp out on your own if needed.
  • Use comms, call if you get tackled, call if you get red boxed. As logistics, you can also tell people to head back if you are tackled and isolated.
  • In pairs: stay in range, but don't get too close to each other to prevent both getting tackled.


Scythe: CT Scythe - MWD Wiki(1)
EFT
[Scythe, CT Scythe - MWD Wiki(1)]
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster

Cap Recharger II
Multispectrum Shield Hardener II
Large F-S9 Regolith Compact Shield Extender
Limited 'Anointed' EM Shield Hardener
50MN Quad LiF Restrained Microwarpdrive

Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Damage Control II

Medium Thermal Shield Reinforcer I
Medium Kinetic Shield Reinforcer I
Medium Explosive Shield Reinforcer I


Warrior II x5
Light Armor Maintenance Bot I x4

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Stiletto (Tackle)

Stiletto: Stiletto BLAP Support Wiki(2)
EFT
[Stiletto, Stiletto BLAP Support Wiki(2)]

Warp Disruptor II
Warp Scrambler II
Medium F-S9 Regolith Compact Shield Extender
5MN Quad LiF Restrained Microwarpdrive

Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Small Hyperspatial Velocity Optimizer II
Small Ionic Field Projector II



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Patch History

  • 2019-10-25 [Yrgrasil] - removed fleetup link; added Cyclone for boosts (its awesome, Hirm will love another Minmatar ship)
  • 2018-05-03 [Yrgrasil] - slightly changed the thread name to underline the dual use; changed the scythe fit to use t1 drones; adjusted ammunition of the caracals
  • 2018-05-18 [Yrgrasil] - changed the Keres Fitting from BLAP Shield to Self-Rep Nano, added video link for keres
  • 2018-06-04 [Yrgrasil] - changed again the Keres (plate instead nano, see also https://forum.eveuniversity.org/viewtopic.php?f=284&t=106458) / added the Vexor as DPS Ship, see below
  • 2018-06-09 [Yrgrasil] - fixed Vexor Cargo (added extra Drones), added Buffer/Point Carcal
  • 2018-06-29 [Yrgrasil] - added a how to fly the caracal section, rest will follow
  • 2018-07-04 [Yrgrasil] - added how to fly sections for vexor/scythe (draft), minor adjustments