This build is not just about stats, but the culmination of tactics, piloting style, mission, and psychological warfare.
Imperial Courier: LLV Oath of Carthage
Role: PvP, Power Play, Stealth, Interceptor, Stalker, Recon.
Key Features:
- Stealth Fighter: Hybrid Hull tank with fast charge/recovery biWeaves.
- Anti-Shield meta: Flechette Launcher: Damage enemy power plant to 80% to cause power malfunctions, causingship to shut down for 5 seconds including shields.
- No Escape: Grom Missiles with Super Penetrator Mod. (2 Experimental effects in a single weapon hard point) To stall enemy ship's escape and damage/destroy thrusters with Flechetes. Once shields are down, sub target the already damaged power plant fire continue firing super pen rockets until ships destroyed. If Flechettes destroys thrusters, engage silent running, drop out of their scanner so opponent repairs and reboots thinking its safe to do so.
- Interceptor: Fast Scan Wake Scanner (2sec. scan) paired with 3A Long Range FSD Interdictor (19 sec range). In summary, this combo allows me to pursue and interdict ships that hi-waked. By the time an enemy ship hi-wakes I can still pull them in next system. The timing behind this combination allows me to scan the hi-wake, make the jump, and still be in range of interdicting them in the next system, even if they arrived before I did and they're already pulling away from the star, the 19sec range still gives me enough range to begin tethering even when Im next to the star.
- Fast Scan KWS (2 sec) to quickly ID Cmdrs with bounties.
- Fast Scan Manifest Scanner, to quickly ID power play ships with fortification supplies.
- Constant 1-4-1 PIP setting. Weapons doesn't draw any WEPs. BiWeaves are not meant to protect, details below. Maximize turning ability to stay away from firing arc.
- AFMU standard for hull tanks to preserve integrity of canopy.
- Stealth Tactics to close in and engage ships at close range while keeping away at their firing arcs.
- Not just a hull tank, but built to mitigate incoming damage through stealth and maneuver.
- Bi-weaves reforms during evasive/defensive piloting. (I treat it like self-healing HRPs)
This build has was specifically designed to meet all the mission requirements outlined below and the tactics I employ to successful accomplish each objective. All while taking full advantage of the mechanics of the technologies accessible within.
Primary Mission: To seek out and destroy Legitimate Power Play Targets; Enemy fortifiers, underminers, and other ships pledged to enemies of the Empire.
Objectives:
- Destroy enemy fortifiers by patrolling control systems and intercepting enemy ships carrying fortification supplies.
- Patrol enemy HQ Systems, intercepting inbound power play ships enroute to collect supplies.
- Scan High Wakes of enemy ships departing HQ Stations carrying supplies. Intercept and destroy enemy ship carrying supplies.
- Patrol bordering enemy control systems, intercept enemy ships returning from undermining, prevent merits from being turned in.
Secondary Mission: To seek out and destroy Wanted ships with bounties from Pilots Federation or Power Play bounties.
Objective:
- Deliver message of intent to all neutral ships for KWS Scan in super cruise then interdict.
- Destroy ships with warrant.
Tertiary Mission: Provide recon and intel report in both enemy, friendly, and contested systems. Engage targets of opportunities.
The Build: https://s.orbis.zone/30ab
YouTube Reference Library:
https://www.youtube.com/channel/UCL0qebEnZSMy3i514MO9gaA
Defensive Summary: Hybrid Shield/Hull Tank with Chaff. Bonus: Silent Running tactics.
1C BiWeaves: Dual purpose, psychological warfare. Short recovery time means once I get out of silent running the shields would recover quickly.
Psychological effect to opponent: When enemy destroys shields, majority of the times they get tunnel vision and become overly aggressive. This is a desired effect I'm looking for. Opponents Less likely opponents high-wake or run but will stick around to fight with hopes of victory. Sun Tzu "Never press a desperate foe" give them a chance to live. In this case, give them the appearance that they are winning, they'll be too distracted to know what's really happening. (I'll get to this later)
Enhanced Low Power with Fast Charge engineering.
Hull Tank: Combining silent running and chaff, the amount of damage this ship can take is plenty enough to survive a long fight. It also has
Reactive Bulk heads and HRPs all have Grade 5 Heavy Duty except for 1 HRP, that one has Thermal resistance to balance out penalties of reactive bulk head.
Speed is just enough to escape most ships and police. Just enough to out-turn ships. This ship is meant to be in a turn fight in order to position myself for clear shots at the power plant through the shields with Flechettes. If things goes south, engage silent running and boost past enemy. If they pursue and are faster, while in silent running do a 180 and boost past them, this will greatly increase distance as enemy will continue boosting hard to catch up, but they don't know your range and direction.
OFFENSIVE SUMMARY:
Dual Flechette: It's main purpose to is to damage the power plant through the shields. With enough damage, opponents shields will drop to loss of power output. Flechette speed is 450m/s. Another reason to keep the speed of this Courier below that so I won't run into them. The second job of Flechettes is to damage or disable thrusters, especially on Big-3 ships. From my experience, if they have reinforced power plants, its better to go for the thrusters, Dirty Drive thrusters have reduced integrity so, this will fail first before the power plant. When their ship has no thrusters, they will either repair if AFMU is present. or Reboot and repair (100% of the time). You want them to reboot and repair because their shields will drop, opening up for the Super Pen From missiles below.
Other offensive/defensive feature of Flechettes Is that if enemy deploys SLF. Use Flechettes to destroy SLF thrusters, but don't finish it off. As long as the SLF remains present in the instance, they can't deploy another SLF.
FSD Disruptor causes FSD charging to reset. If enemy is charging FSD, chances are they are attempting to escape and will have their thrusters exposed to direct damage from flechettes. The delay that FSD Disruptor creates will buy enough time to disable thrusters so they will be unable to FSD charge again. Beauty about this Engineered GROM MISSILES is that you combine 2 special effects into one weapon hard point.
Effectiveness:
VERY GOOD AGAINST and Frequency Of Encounters.
- Shield Tanks with No MRPS. VERY OFTEN. TOO OFTEN
- CMDRs that doesn't know how to fight silent running tactics: VERY OFTEN
- CMDRS that doesn't know effects of Flechettes: VERY OFTEN
- CMDRS that doesn't know Mechanics of Power Priorities: VERY OFTEN
- CMDRS that doesn't know mechanics of Power Plant Damage: VERY OFTEN
- Hybrid Builds with some MRPS. Frequency of encountering: LOW.
- CMDRS that are willing to fight. VERY OFTEN
- CMDRS that are willing to run. LOW (Reference psychological warfare above)
- CMDRS that high-wakes. VERY OFTEN (If they survive power plant pounding, HiWake Pursuit mode to finish off)
TERRIBLE AGAINST:
- Pilots that knows about this build. Frequency of encountering. EXTREMELY LOW
- Anti-Stealth/Hull Ship with Emissive + Packhounds. Frequency of encountering. VERY LOW
Power Priorities: If this ship's power plant is damaged, it has enough power for thrusters, and FSD to escape and shields. Mostly I will probably go in silent running and go completely evasive so enemy cannot target subsystems. If emissive is at play, I must close in and stay away from firing arcs, utilizing the 1C biweaves to regenerate often. Key feature is the LIFE SUPPORT is at Priority 4. If that goes out, the Life support mask comes up. It's the first indicator that my power plant is sustaining damage is losing out put, time to change tactics, or reassess the combat progression.
Overall cost for build and rebuy. Its a fraction of most ships this build will destroy.
Conclusion: In order to destroy enemy ship, you must make them think they have a chance at winning so they remain in the instance to die. Using Boom and Zoom takes too long and enemy will get bored if they can't catch you. Give them something to chew on (highly resistant hull) while you chip away at their power plant and thrusters.
Fly safe. o7