Ships The 1.2 billion PVE fleet for the rich covering all professions

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 ?
 
I was upset I didn't see a pirate orca.

[Orca]
L: 3B/F Plasma Accelerator
M: 2F/T Pulse Laser
M: 2F/T Pulse Laser
U: 0E Cargo Scanner
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0A Shield Booster
BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 6A Thrusters
FH: 5A Frame Shift Drive
EC: 6D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 4C Fuel Tank (Capacity: 16)
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5A Shield Generator
5: 5B Shield Cell Bank
4: 4B Shield Cell Bank
3: 3A Collector Limpet Controller
2: 2A Frame Shift Drive Interdictor
2: 1A Hatch Breaker Limpet Controller
---
Shield: 278.81 MJ
Power : 17.13 MW retracted (84%)
20.46 MW deployed (100%)
20.40 MW available
Cargo : 96 T
Fuel : 16 T
Mass : 791.9 T empty
903.9 T full
Range : 15.25 LY unladen
13.63 LY laden
Price : 88,400,296 CR
Re-Buy: 4,420,015 CR @ 95% insurance
 
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.

Even the medium hardpoints on the clipper are so far apart, even against bigger targets, when not at point blank range, only one of the rail guns could score a hit. Unless only one is used at a time and the other acts as "spare ammo", I don't see how that setup is supposed to be very useful.

The use of the Mining Lance on the T9 gets a bonus point for originality though. The tiny damage will be unmeasurable against the damage of the beam turrets (and I do applaud the use of medium beam turrets, these are quite formidable actually), that is if a target ever happens to cross the fixed beam in the first place. :D
 
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For the really, really rich I've thrown together additional Anaconda builds.

The Mining Conda: http://coriolis.io/outfit/anaconda/...31vP92f.Iw18ZlA=.IwBhrSuntYFA?bn=Luxury Miner
A flying fortress, though I still prefer the T9 for visibility. Absolutely not seeing what is below you can spell disaster in an asteroid field

The trader: http://coriolis.io/outfit/anaconda/...03032f.Iw18ZlA=.IwBhrSuntYFA?bn=Luxury Trader
Yes, now I'll get comments like "tradecondas use all D for range", and I agree. However this version still jumps more than 2ly further than the A rated T9 and can drop into a CZ at any time with a little wing support. I've done it with that build.

The explorer: http://coriolis.io/outfit/anaconda/...i2f.Iw18ZlA=.IwBhrSs5b2BMTkPCIA==?bn=Sundiver
It is armed well enough for a safe return, maintains the ability to boost, is the ultimate in long term self-sufficiency, and tops that off with a range of nearly 34ly and being able to run all that off a mere A4 powerplant. Swap out any number of AFMUs für fuel tanks and a fuel limpet controller, as well as a cargo rack to actually carry limpets to double up as fuel rat, but lose jumprange doing so.
 
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