I thought this up while exploring, it's a 7 ship fleet, avoiding to use more than one Anaconda (or any ship twice), 1,2 billion if you make full use of available discounts in the game, else it will be 1,4 billion. I made liberal use of powerplay modules where it seemed to make sense to me.
Bounty Hunter: Fer de Lance
http://coriolis.io/outfit/fer_de_la...5e542f.Iw18aQ==.IwBhrSrD2Ug=?bn=Hunting Lance
The Lance is fast, has plenty of utility and that huge hardpoint. The build is equipped to hunt in res and through supercruise. Shield cell use requires retracted hardpoints.
Mercenary: Anaconda
http://coriolis.io/outfit/anaconda/...e2f.Iw18ZlA=.IwBhrSsjvAmBSg==?bn=Turret Conda
That ship is half the total budget. The build is meant to sit in combat zones. The turrets can stream endless damage without capacitor drain, the shield cells last for almost an eternity.
Pirate: Imperial Clipper
http://coriolis.io/outfit/imperial_...02C06q2f.Iw18aQ==.IwBhrS2HIig=?bn=Jolly Roger
The build with the tightest energy budget, needs turning on and off of the utility modules as required. Also uses 2 powerplay modules. Can rip shields apart and take out drives quickly. Cannot be outrun by anything than a Cobra. Can follow targets to SC, even high waking, due to superior jumprange vs. freighters. Hatch breaker and Collector limpets for convenience.
Trader: Type 9
http://coriolis.io/outfit/type_9_he...2030302022f.Iw18eQ==.IwBhrSumSA==?bn=Big Haul
Can face any small and medium pirates and destroy them rather than run. T9 isn't a fast runner anyway. The shields should last if you must run.
Miner: Type 9
http://coriolis.io/outfit/type_9_he...03C0P92f.Iw18eQ==.IwBhrSutWUg=?bn=Dirt Digger
Two powerplay modules again, build very similar to the trader. Can mine a site dry before the cargo hold is full and can defend itself.
Smuggler: Python
http://coriolis.io/outfit/python/07...p42f.Iw18eQ==.IwBhrSumSA==?bn=Snuggle Smuggle
The ship should run quite cool due to the huge powerplant nowhere near fully used. Can land everywhere and comfortably fend off pirates.
Explorer: Asp
http://coriolis.io/outfit/asp/03A5D...0i2i2f.Iw18WQ==.IwBhrSvZZAmRYg==?bn=Stargazer
Cheapest of the lot. Can defend itself against small flies if need be. 3 AFMUs heal plenty of module damage after an oops. Shields should hold long enough to high wake.
Well, that's it. All ships carry advanced discovery scanners because I like exploring systems on my way to my next destination. Personally I can't afford that whole fleet yet, oly the Asp so far. Conda and Python are present, the Conda is D tradespec though (although already with those turrets), the Python is D spec smuggler with a distributor for the turrets. In the future it will be interesting to see which new ships take the place of some of these. The Panther will take Trader, the Corvette Mercenery maybe ? Federal Gunship as Hunter ?
Bounty Hunter: Fer de Lance
http://coriolis.io/outfit/fer_de_la...5e542f.Iw18aQ==.IwBhrSrD2Ug=?bn=Hunting Lance
The Lance is fast, has plenty of utility and that huge hardpoint. The build is equipped to hunt in res and through supercruise. Shield cell use requires retracted hardpoints.
Mercenary: Anaconda
http://coriolis.io/outfit/anaconda/...e2f.Iw18ZlA=.IwBhrSsjvAmBSg==?bn=Turret Conda
That ship is half the total budget. The build is meant to sit in combat zones. The turrets can stream endless damage without capacitor drain, the shield cells last for almost an eternity.
Pirate: Imperial Clipper
http://coriolis.io/outfit/imperial_...02C06q2f.Iw18aQ==.IwBhrS2HIig=?bn=Jolly Roger
The build with the tightest energy budget, needs turning on and off of the utility modules as required. Also uses 2 powerplay modules. Can rip shields apart and take out drives quickly. Cannot be outrun by anything than a Cobra. Can follow targets to SC, even high waking, due to superior jumprange vs. freighters. Hatch breaker and Collector limpets for convenience.
Trader: Type 9
http://coriolis.io/outfit/type_9_he...2030302022f.Iw18eQ==.IwBhrSumSA==?bn=Big Haul
Can face any small and medium pirates and destroy them rather than run. T9 isn't a fast runner anyway. The shields should last if you must run.
Miner: Type 9
http://coriolis.io/outfit/type_9_he...03C0P92f.Iw18eQ==.IwBhrSutWUg=?bn=Dirt Digger
Two powerplay modules again, build very similar to the trader. Can mine a site dry before the cargo hold is full and can defend itself.
Smuggler: Python
http://coriolis.io/outfit/python/07...p42f.Iw18eQ==.IwBhrSumSA==?bn=Snuggle Smuggle
The ship should run quite cool due to the huge powerplant nowhere near fully used. Can land everywhere and comfortably fend off pirates.
Explorer: Asp
http://coriolis.io/outfit/asp/03A5D...0i2i2f.Iw18WQ==.IwBhrSvZZAmRYg==?bn=Stargazer
Cheapest of the lot. Can defend itself against small flies if need be. 3 AFMUs heal plenty of module damage after an oops. Shields should hold long enough to high wake.
Well, that's it. All ships carry advanced discovery scanners because I like exploring systems on my way to my next destination. Personally I can't afford that whole fleet yet, oly the Asp so far. Conda and Python are present, the Conda is D tradespec though (although already with those turrets), the Python is D spec smuggler with a distributor for the turrets. In the future it will be interesting to see which new ships take the place of some of these. The Panther will take Trader, the Corvette Mercenery maybe ? Federal Gunship as Hunter ?