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Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.
Minmatar Battleship bonuses (per skill level):
The Vargur is the Minmatar marauder-class battleship. Like the other marauders the Vargur has a very strong local tank, large number of utility high slots, is bonused for micro jump drive and can use the bastion module.
The Vargur gains 10% bonus to its projectile weapon falloff per Minmatar Battleship level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than Machariel at max level allowing the Vargur to use autocannons at unparalled ranges. Additionally the Vargur gains a powerful 7.5% tracking bonus per Marauders level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.
In addition to strong application bonuses the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this the Vargur gains 5% ROF bonus per Minmatar Battleship giving it 10.67 effective guns.
The usual 70% reduction in micro jump drive reactivation delay allows the marauders to use MJDs with one minute cooldown making the Vargur and other marauders some of the fastest battleships when flown by talented pilots. The MJD allows the Vargur to suddenly move 100 km to any direction and when used twice the MJD allows the Vargur to locate itself to any point within 200 km in a bit over one minute. The long cycle time places high skill requirements on the pilot as a mistake can land the ship in unfavorable position for several minutes.
The second famous module of Marauders is the bastion module. While active this module makes the Vargur unable to move and receive remote assistance but gives 30% bonus to all resists, 100% bonus to local repair module effectiveness, 25% bonus to optimal and falloff range, 1000% bonus to sensor strength and 95% resistance to damps, tracking diruption and incoming target painters. Note though that these bonuses are stacking penalized with other modules. This module has 60 second cycle time so turning it on must be a thought out decision. As the bastion module cycle time and MJD cooldown are almsot excactly equal they work together very well allowing the marauder to jump, enter bastion for one cycle and then jump again.
The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.
Further information about additional or recommended skills to pilot Vargur for a specific or it's common role(s) can be written here.
For more info on fittings, please go here
Bastion+MWD trick allows marauders to warp almost instantly after coming out of bastion. Hoover the mouse on the decycling bastion module to see exactly how long it has left. At 9 second mark start cycling the MWD for one cycle and start spamming "warp to" hotkey. After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds. Additionally the bastion mode makes hostiles unable to activate warp disruption or scram so you will not be pointed when the bastion ends giving you a small window to escape before the points are activated.
Marauders in bastion mode can jump Wormholes as normal and be instantly out of bastion mode on the other side.
You can write additional notes for Vargur here.