Chick
Cartwheel RIGHT
Highs:
4x 220mm Autocannons. Whatever you can afford to lose - probably not scouts at 2.5 mil a pop! - Fusion M ammo
1x heavy launcher - Havoc missiles
1x med Nos
(Depending on your gunnery vs missile skills, maybe swap a AC for a heavy launcher. allegedly about 600k sp in guns is the watershed where they are more effective then missiles)
meds:
10mn MWD
Warp scram or jammer, depending (scrams work well on AC boats as they are 2 points of scram and short range, same as your AC's and NOS / web
Webber
Low's:
Med armour repper
Explosive armour hardener (armour tanking - all armour has a huge hole in it;s resistances around explosive - which is why you fly with Fusion ammo)
2x Energised Adaptive Nano Membranes
2x free slots for either extra armour hardeners, gyro's, warp core stabs, or whatever. i use a Kin hrdener and a WCS.
if you find you can't warp from 1 ship - use teh mwd to get to beyond 7.5km and you should eb fine, with just 1 stab....
4x 220mm Autocannons. Whatever you can afford to lose - probably not scouts at 2.5 mil a pop! - Fusion M ammo
1x heavy launcher - Havoc missiles
1x med Nos
(Depending on your gunnery vs missile skills, maybe swap a AC for a heavy launcher. allegedly about 600k sp in guns is the watershed where they are more effective then missiles)
meds:
10mn MWD
Warp scram or jammer, depending (scrams work well on AC boats as they are 2 points of scram and short range, same as your AC's and NOS / web
Webber
Low's:
Med armour repper
Explosive armour hardener (armour tanking - all armour has a huge hole in it;s resistances around explosive - which is why you fly with Fusion ammo)
2x Energised Adaptive Nano Membranes
2x free slots for either extra armour hardeners, gyro's, warp core stabs, or whatever. i use a Kin hrdener and a WCS.
if you find you can't warp from 1 ship - use teh mwd to get to beyond 7.5km and you should eb fine, with just 1 stab....