Minmatar Ships

From 5punk Wiki
Revision as of 09:58, 19 December 2008 by BolieLtchi (Talk | contribs) (cropasc)

Jump to: navigation, search

cbasviliracl The Minmatar Republic was formed over a century ago when the Minmatars threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Minmatars had the support of the Gallente Federation and to this day the two nations are close allies. Yet only a quarter of the Minmatars reside within the Republic, the rest is scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatars are independant and proud, with strong will and many tribal traditions.

(Ship Fitting Frontpage)

Frigates

Burst

Breacher

Probe

Rifter

Author: Traveyb

Use: Tackler

Highs: 2x small nos, 2x rocket launcers

Mids: 1x1mn mwd, 1x20k wd, 1x10k webber

Lows: 1x overdrive injector, 2x nanofiber

Author: Gunslinger42

Use: Tackler

Highs: 3x125mm named autocannons, 1 Small Nos (I'm considering more nos and less guns/rock launchers though)

Mids: 1 MWD, 1 Web, 1 20km Scram

Lows: 2xnano, 1 Overdrive Injector

Slasher

Vigil

Interceptor

Claw

Stiletto

Assault Ships

Jaguar

Author; Hehulk

Use; Small Gang Combat

Notes; Tanks amazingly well, for a frigate. If someone in your gang happens to have some shield transfer bots, or a transfer module it gets mad.

The Fit:

Highs 4 X 150mm Autocannon II, 1 X Rocket Launcher

Mids 1 X 1mn Afterburner II, 1 X X5 Prototype I Engine Enverator, 1 X Warp Scrambler, 1 X Medium F-S9 Regolith Shield Inductor

Lows 2 X Gyrostabilizer II, 1 X Tracking Enhancer II

Rigs 2 X Auxilary Thrusters I

Wolf

Author: Hehulk

Use: Small Gang Combat

Notes: Designed as a means of keeping enemy tacklers off your fleet, I've had great success surprising people with 12KM range frig autocannons that blows through them faster than they can blink usually. It is however amazingly tight on CPU, and needs electronics 5, weapon upgrades 5 and a 3% turret CPU reduction implant to fit.

The Fit

Highs 4 X 200mm Autocannon II with Barrage

Mids 1 X 1mn Afterburner II, 1 X J5B Phased Prototype Warp Inhibitor I

Lows 2 X Gyrostabilizer II, 2 X Tracking Enhancer II

Rigs 2 X Projectile Ambit Extension I

Covert Ops

Cheetah

Hound

Destroyers

Thrasher

Interdictors

Sabre

Cruisers

Bellicose

Rupture

Author: Hehulk

Use: Lv1-3 Missions

Notes: Needs careful cap management, and the odd lv3 will force a warp-out (Downing the slavers 2/2 for example), but it's a fun ship to fly. Swap the hardeners out depending upon what your fighting, and if your tight on grid, swap a hardener for an RCU. If your fitting T2 guns, you will have to swap a hardener for an RCU, or put a powergrid rig on.

Set-up:

Highs: 3 X 720mm Howitzler Artillery I, 3 X Assault Missile Launcher I (Not heavy assault)

Mids: 2 X Cap Recharger I, 1 X Stasis Webifier I

Lows: 1 X Medium Armor Repairer II, 1 X 400mm Reinforced Rolled Tungsten Plate, 3 X Armor Hardeners.

Drones: 3 X Medium Drones

Scythe

Stabber

Heavy Assault Ships

Muninn

Guns and shit...yeah, y'know. Boomy stuff. And some armour modules.

Vagabond

Recon Ships

Huginn

Rapier

Logistics

Scimitar

Battlecruisers

Cyclone

Hurricane

Author: Hehulk

Use: PVP

Notes: I believe the profesional term is ow, ow ow, oooh, that's gona smart for what this monster of a BC can do. Get close, load hail (or EMP) and giggle as you land top of the killmail in a BC. Tank fittings depend on skills. If you can fit T2 EAMNs and have armour comp skills at lv4 or better, do that, if not fit active hardeners. Load the cap injector with 400s and your good to go. (I've run that tank with only 400s while being nos'd by 2 Nos domis. It injects just enough to keep the rep and web/scram running while letting the enemy drain very little from you.)

Set-up:

Highs: 6 X 425mm Autocannon (Preferably t2, so you can load Hail), 2 X Heavy Assault Missile Launcher (Preferably T2 so you can load rage HAMs)

Mids: 10mn Afterburner II, Warp Disruptor (T2 is ace, but expensive), Fleeting webifier, Electrochemical Capacitor Booster

Lows: Medium Armor Repairer II, 800mm Reinforced Rolled Tungsten Plate, 3 X Energized Adaptive Nano Membrane II or 1 X Explosive Armor Hardener I, 1 X Kinetic Armor Hardener I, 1 X Thermic Armor Hardener I, Damage control

Drones: 5 X Hobgoblin II, 1 X Small Armor Maintance Bot

Rigs: 3 X Auxilary Nano Pumps

Command Ships

Claymore

Sleipnir

Author: Hehulk

Use: Lv4 Missions

Notes: Dead easy to fit, straight forward to fly. Your tank can hold at 99% from some of the weaker missions, and holds long enough on the hard ones to reduce the incomming DPS to managable levels.


The fit:

Highs: 7 X 720mm Howitzler Artillery II, 1 X Heavy Missile Launcher (I like Arbalist)

Mids: 1 X Medium Shield Booster II (Can easily be upgraded to pithum or gistum), 2 X Shield Hardeners, 1 X Shield Boost Amplifier, 1 X Large Shield Extender II

Lows: 2 X Gyrostabilizer IIs (Upgrading to Domination makes a hell of a difference), 3 X Power Diagnostic System II (Upgrade to Faction for Permatanking with invul fields)

Battleships

Maelstrom

Tempest

Author: Hehulk

Use: Fleet Combat, Sniper

Notes: Intended as a one shot machine, this set-up does exactly what the tempest was made to do. Alpha strike harder than almost anything else in-game.

The Fit:

Highs: 6 X 1400mm Howitzler II, 2 X Large Remote Armour Repairers

Mids: 3 X Sensor Booster II, 1 X Tracking Computer II, 1 X 100mn Microwarpdrive I

Lows: 3 X Gyrostabilizer II, 1 X Tracking Enhancer II, 2 X Reactor Control I or 2 X Tracking Enhancer II, 1 X Reactor Control II

Author: Friznit

Use: Fleet Combat, Sniper

The Fit:

Highs: 6x 1400mm, 2x cruise lchr

Mids: 3x sensor booster, 1x tracking comp, 1x ECCM/MWD

Lows: 2x gyros, 2x tracking enhancers, 1x RCU, plate/damcon

Author: Friznit

Use: Fleet Combat, Close Range

Notes: High dps close range fleet setup.

The Fit:

Highs: 6 X Dual 650mm II, 2 X Hvy Diminishing Nos

Mids: 1 X 100mn Afterburner, Web, 20Km Scram, Hvy Electromechanical Cap Injector, Sensor Booster

Lows: 2 X Gyrostabilizer II, 1600mm RT, DCU, EANM, LAR

Typhoon

Author: Hehulk

Use: Small/Medium Gang work

Notes: Rigs turned the typhoon from the completly unwanted bastard child of the minmatar battleships into a very dangerous, very effective killing machine. Some of the highs have to be named, just for CPU useage, but the better the heavy nos, the better your tank holds. Also, arbalest siege are a doddle to afford at 4 mil pu these days. Rigs are required for grid reasons. The EC-900s have won me so many fights on SISI that it's not even funny. Take on two pulse abaddons and winning? You bet ya ass. Jam one, nos the other and pray your tank holds long enough :)


The Fit:

Highs: 4 X Siege Missile Launchers, 4 X Heavy Nosferatu

Mids: 1 X 100mn Afterburner II, 1 X Warp Disruptor I, 2 X Cap recharger II

Lows: 2 X Large Armor Repairer II, 1 X 1600mm Reinforced Rolled Tungsten Plate I, 3 X Energized Adaptive Nano Membrane II, 1 X Damage Control II

Drones: 5 X Wasp EC-900, 5 X Medium Drones

Rigs: 3 X Ancillery Current Router I

Carriers

Nidhoggur

Hel

Dreadnought

Naglfar

Titan

Ragnarok