In essence, they want their pilots to be able to jump into a ship appropriate for the task at hand and what everyone else is flying. Spider tanking armour reppers? Fit a Remote Armour Repairer. Sniping over 150 km? Fit your sniping mods. Sheild repping spider tank? Get those sheild transfer mods ready. Neutralizers are to be used in place of repairers if we are worried about interceptor tacklers.
I decided to go with the Rokh for all three. Having a single ship that I can swap setups for in station based on the task at hand seems most economical, it allows me to fly my favourite battleship, and avoids that 12 days of training that would put me further behind schedule for my carrier debut.
Fleet Sniper Rokh

This is the easiest ship to setup, the only major condition is reaching 150 km. With 330 DPS at 149 km optimal and 29 km falloff, it can reach to 172 km (max targeting range) with deadly accuracy. Mainly for POS bashing and engaging other battleships at range, so I made sure there was some decent tank.
Fleet Shield Repping Rokh

Considering that m3 has a lot of Raven pilots, a shield spider tanking fleet is not out of the question. This ship boasts a modest DPS, decent capacitor control (as long as there are booster charges, natch), and solid shield tank to give the reppers a chance to save it. The Heavy Neutralizer can be exchanged for a second repper if desired.
Fleet Armour Repping Rokh

I kid you not.
While less tank than the shield repper and less DPS as well, it has the benefit of fitting some tackle mods. Not the prefered way to go, but I'm willing to fly it if it works with the fleet.
* * * * *
And while we're posting some setups, these fleet setups on the Rokh allow me to get some mods for my own personal Rokh in non-fleet gangs and such:

That's right, nearly a thousand DPS, big solid tank, lots of cap, and almost a kilometre a sec speed. Yeah yeah, it uses Rigs to get the big tank and has no tackle, but its meant to work in a gang as the bringer of pain.

6 comments: