Krait MK II AX Build advice

All in all been a great week back in the game, a bit of mining and BGS trucking, also had a pleasant surprise after accepting a passenger mission to visit a Giant Carbon star 1000LY above the bubble

Y Canum Venaticorum (La Superba) One of the most Jaw dropping experiences I have had in VR, planet 2 is a massive high g world with a Crater large enough to fit a good chunk of Europe inside.

The whole crater is surround by mountains with Peaks higher than Everest. Screenshot sadly doesn't do it Justice.

Carbon.jpg




AX Build

Next plan is to train up a new crew member, hunting thargoid scouts out in Witch-head & Pleiades. Was thinking of converting a mothballed Open play Krait (below), sticking some AX multis on. Need advice on amour, shield, utilities etc, Any help would be appreciated, Cheers.

current Build, will strip it out.
 
AX Build

Next plan is to train up a new crew member, hunting thargoid scouts out in Witch-head & Pleiades. Was thinking of converting a mothballed Open play Krait (below), sticking some AX multis on. Need advice on amour, shield, utilities etc, Any help would be appreciated, Cheers.
 
What Facta said.

Big fast charge Bi-weave, high absolute hull.
Fixed AX Multis (or turrets if you can't hit with fixed)
Throw in a remote flak if you want to assist wings killing Interceptors.
Xeno Scanner to identify the scouts.
If fighter, use an AX Taipan.

That's all that is needed.
 
These are my optional internals, cut and pasted from Inara:

OPTIONAL INTERNAL

6A PRISMATIC SHIELD GENERATOR
REINFORCED ⦿︎⦿︎⦿︎⦿︎⦿︎
FAST CHARGE
5D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
5D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
5H GUARDIAN FSD BOOSTER****
4D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
3D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎▲︎
DEEP PLATING
3D GUARDIAN HULL REINFORCEMENT
2D GUARDIAN HULL REINFORCEMENT
1D GUARDIAN HULL REINFORCEMENT

Notably missing from this is a Decontamination Limpet Controller. I found that with this build I could just tank the caustic damage. I always had 60-65% hull left by the time I ran out of ammo. I never had any problems, in north of two thousand scout kills, with module damage.

I used an armoured power plant and 6A lightweight sensors, other core internals engineered as you'd expect.

Three G5 heavy duty shield boosters (you'll know that Thargoids ignore resistances) and a Xeno Scanner. A bug means that the 'Energy surge detected' warning doesn't usually happen, making the Shutdown Field Neutraliser useless when the Interceptors drop into an AX CZ. I run when they show up, low wake out and drop back into the instance. I like having the Xeno Scanner; some I understand don't bother.

Four AX Multicannon turrets plus a gimballed Multicannon; I put Overcharged and Corrosive on the standard Multicannon but the general opinion is that Corrosive has no effect on scouts, so autoloader might be better

****Edit: on reflection, I may have swapped the Guardian FSD Booster out for an additional G5 Hull Reinforcement when fighting - it's my usual practice to travel to my next area of operations at the end of a session and transfer any additional modules I need; I can't remember whether I did that on this build, but it would be the smart thing to do.

Further edit: Inara didn't show the Hull Reinforcement in storage so the above probably is the fighting build. Not that an additional Hull Reinforcement would necessarily be a bad thing.
 
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These are my optional internals, cut and pasted from Inara:

OPTIONAL INTERNAL

6A PRISMATIC SHIELD GENERATOR
REINFORCED ⦿︎⦿︎⦿︎⦿︎⦿︎
FAST CHARGE
5D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
5D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
5H GUARDIAN FSD BOOSTER
4D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎
DEEP PLATING
3D HULL REINFORCEMENT PACKAGE
HEAVY DUTY ⦿︎⦿︎⦿︎⦿︎⦿︎▲︎
DEEP PLATING
3D GUARDIAN HULL REINFORCEMENT
2D GUARDIAN HULL REINFORCEMENT
1D GUARDIAN HULL REINFORCEMENT

Notably missing from this is a Decontamination Limpet Controller. I found that with this build I could just tank the caustic damage. I always had 60-65% hull left by the time I ran out of ammo. I never had any problems, in north of two thousand scout kills, with module damage.

I used an armoured power plant and 6A lightweight sensors, other core internals engineered as you'd expect.

Three G5 heavy duty shield boosters (you'll know that Thargoids ignore resistances) and a Xeno Scanner. A bug means that the 'Energy surge detected' warning doesn't usually happen, making the Shutdown Field Neutraliser useless when the Interceptors drop into an AX CZ. I run when they show up, low wake out and drop back into the instance. I like having the Xeno Scanner; some I understand don't bother.

Four AX Multicannon turrets plus a gimballed Multicannon; I put Overcharged and Corrosive on the standard Multicannon but the general opinion is that Corrosive has no effect on scouts, so autoloader might be better
You're a bit short on module reinforcements, don't scouts hurt the modules?

I have no idea, I run two guardian MRPs so my modules aren't really in danger ever.
 
You're a bit short on module reinforcements, don't scouts hurt the modules?

I have no idea, I run two guardian MRPs so my modules aren't really in danger ever.
I don't recall ever having a module malfunction in over two thousand scout kills. I was killed once early on when I was in an FGS and my power plant was knocked out, but that was by an Interceptor and its swarm after getting caught by the Shutdown Field. One of the advantages of the Krait Mk II over the FGS is that it can run away faster. I called mine Mite Fighter, but when it comes to Interceptors Brave Sir Robin would have been a better name.
 
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