Showing posts with label Fits. Show all posts
Showing posts with label Fits. Show all posts

Sunday, March 16, 2014

Upgrading the old C4 Rattler

I feel that I have tried the plexing Vargur as much as I want to.

In fact, I have quite a lot of them, and the system is now clean and nice. I have my trusty Orca and closing Scorpion in here and could easily secure the system. I was on my way moving out since I already got a bit bored - 20 minutes per site is a bit to slow, even if salvaging as you go gives you a little bit more to do while the guns dispatch of the sleepers.

I decide that before I pull down the POS and leave for something else, I should at least clean the remaining sites. After all, it should be worth closer to two billion, even with the nanoribbon prices of today. I won't go through the pain of grinding them in the Vargur thou, instead I will just upgrade my Rattler-fit to be able to cope with Information Sanctums. One night of plexing should do it.

Since I used a pair of Rattlers for C4's last time, a few things have changed;
  • The resist bonus is now 4% instead of 5% (per level). 
  • The Omni tracking links now run scripts 
  • I'm now going for Information Sanctums which is a little bit harder than Frontier Barracks I used to prefer.
I need to buff the tank a bit and maybe compensate lost range/tracking (have not checked exactly what the new Omni tracking links do to the original fit) with warpin-points for each site so I don't have to fight at 100km.

This is what I came up with;

Rattlesnake, upgraded C4 plexer

High power
2x Large Remote Capacitor Transmitter II
2x Large Remote Shield Booster II
True Sansha Large EMP Smartbomb
1x Drone Link Augmentor II

Medium power
2x Adaptive Invulnerability Field II
1x Dread Guristas Adaptive Invulnerability Field
1x Gistum C-Type EM Ward Amplifier
3x Federation Navy Omnidirectional Tracking Link + scripts

Low power
1x Damage Controller II
1x Co-Processor II
4x Drone Damage Amplifier II

Rig Slot
1x Large Egress Port Maximizer II
1x Large Anti-Thermal Screen Reinforcer II
1x Large Drone Control Range Augmentor I

Charges
1x Targeting Range Script

Drones
5x Warrior II
5x Hammerhead II
5x Garde II
5x Light Armor Maintenance Bot I
5x Bouncer II

The faction invulnerability field and two tech 2 shield transports instead of one should hopefully be enough to compensate for the lost tank. I really don't like to have to fit CPU-mods in the lows, but in this case I think it's worth it.

I have also replaced one of the Drone Links with one of those nifty smartbombs I had so much fun with on the Vargur (remember: Red Giant effects!). Yes, yes, I know, it is totally incompatible with using sentries, I guess I just have to either pull drones or range when using them. This is really just for clearing the 12 sites I have left.

Little did I know that I only would get halfway through those sites before my failure to be vigilant would punish me in the worst way possible.


Saturday, March 15, 2014

Optimizing the C4 Vargur

Today I tested some new stuff while plexing my Red Giant C4 with the Vargur.

I tested what I would benefit from most when it came to drones; a flight of Hammerheads to help with dps or an mix of target-painting and webbing-drones to make my guns hit better. With the excellent tracking the Vargur have it looks like my biggest problem is range, so while I could not see any difference (I timed one site)  while using the e-war drones, the hammerheads shaved a minute or two off my normal time of 23 minutes. So hammerheads it is!

Also since I had two highslots over I decided to try out some salvaging while killing. Even if the Marauders still have their bonuses to tractor beams I wanted to try out the new Mobile Tractor Unit that will do the tractoring and looting for you. Sounds very nice. But would it keep up and would the sleepers attack it?

I discovered that not only did the sleepers show no interest whatsoever in the tractoring unit after I dropped it, it could keep up just fine. And with two tech 2 salvage on the Vargur, so could I. The result was that I could do the sites and salvage, with one pilot, and without the need for time consuming salvaging in that slow Noctis after/during.

As a bonus, I did not have to loose any loot if I had to abort prematurely due to unwanted company. Also, this meant I only needed to warp to each site two times (bookmark + Vargur) instead of three (+salvage) further simplifying things. Simple is good. That's what I'm all about now.

This might actually be a bigger deal than what it at first appears to be. I never liked the Noctis. Don't get me wrong, its a great ship and with skills it does a fantastic job of munching wrecks into salvage, but that's the only thing it does. It is also huge, and for me that's a big deal because I need to fit it into that Orca. Fact is, the function of savage takes up more than half of the ship hangar, and stops me from bringing other ships that would be more useful.

But this new way of doing things makes the Noctis unneeded, and could potentially unlock a lot of other possibilities for my little setup.

Thursday, March 13, 2014

Marauder in jepardy

While getting tired of the Frontier Command Posts, I decided I would try a Frontier Barrack. The max damage one have to tank in those is a bit more than in the easy mode Command Posts, but I figured I was so overtanked I would hardly notice any difference. Well, you still have to avoid messing up yourself, there's no fit for bad judgement.

I had done dozens and dozens of Barracks before, but never in a Vargur, and never solo. It's a pretty bad site for the Vargur since most of the battleships are either spawning 100km out, or tend to orbit at 60km. With barrage and one Tracking computer running range scripts, my falloff was 100km. At 60km, the killing-speed started to get painfully slow.

Anyhow, when the second wave spawned, I made the mistake of not going for the neuting battleships (there's three of them) at once. After downing the second cruiser I noticed to my horror that my tank was actually breaking! And not only that, I was getting real close to peak recharge on my cap too... With no capacitor my tank would definitely fail, so quick thinking was required. After I had checked that everything was still running and boosts still was up I had to wait out the bastion (1 min cycle and no moving or warping while it's active) and warp back to my POS to regroup. Keep in mind that the bastion is the thing that make you able to tank in the first place, so if you cant tank with it running, you wont have much time when it shuts of.

Off with the Tracking computer (this was before my finalized fit and I ran with a single Invulnerable field and two TCs instead of the other way around) and instead fit a second Invulnerable field. There! That would hopefully give me the time to kill one of the neuting battleships to lighten the pressure on my capacitor enough to be able to stay on field. Which it did, I finished up the site, salvaged the wrecks the Mobile Tractor Unit had pulled in and limped back home to base.

In a C4, I would probably be better of running a cruise Golem, no range-problems there... Only problem is I'm liking the Vargur a bit to much to give it up just yet.

Monday, March 10, 2014

First plexing with Vargur


Now I have done a fair bit of sites in my Vargur, and I must say, I really like it. I can't help but to compare it against my previous experiences with "solo" plexing C4s using two Rattlesnakes. Those chewed up any C4 site in between 10 and 15 minutes, whereas the Vargur needs at least 20 min for a Frontier Barracks. But that includes booth salvage and looting.

I discovered that the preferred site for the Vargur was actually the Frontier Command Post and not the Frontier Barracks. This was due to less battleships spawning out at 80km. Normally one would shy away from the Frontier Command Posts due to the first wave that is pretty much useless (frigs and sentry-guns). But with the short range, smartbombing Vargur it does not add many minutes to the total running time. However, for that I need a BM for the centre of the site, which brings me to the fits lack of Micro Jump Drive.

Marauders have a nice bonus to the reactivation delay of micro jumps The ability to warp to a non-bookmarked Frontier Barracks, aim the ships at he first two battleships 90km away, and just a few seconds later be able to hit them from 10km with high dps Hail would have been really nice. But without a much more expensive fit or boosts, I did not want to be without the second Invulnerable Field.

The Vargur costs more than both Rattlers together and is slower, but for me, the ease of piloting a single ship instead of two, not having to setup cap-bouncing and keep track of remote-reps makes up for it. It's simply a more relaxing experience for an old man with lousy multiboxing-skills like me.

It also unlocks one account for a scout, which is very important. With the marauders three utility-highs, the ability to kill frigs with a push of a button (I'm seriously in love with that smartbomb!) and two salvager to take care of the wrecks the Personal Tractor Unit (which really is more of a looting-robot) have dragged in range the whole endeavour is much simpler than all the hoops I had to jump trough to get the Rattlers setup and working.

Since a lot of the time is spent scanning, scouting and closing WH's the actual time spent shooting sleepers is actually quite low. At least for me. Final call is that 20 min/site incl. salvage using one pilot is better than 10 min for two - where you either need to go back for the salvage afterwards or have a third account just for the salvage.

I must say that the combination Red Giant and a True Sansha smartbomb rocks. All your frig problems are just a memory, they die like the pesky flies they are. With the effect of the C4 it gets a range of 12km, more than enough. I could even have used a normal tech 1 and it would probably have done the job. For the latest in overkill - use it on a Vargur in a C4 to kill the sleepers in the gas- and ore-sites. Even if you are not interested in the gas or ore, killing and salvaging the sleepers might be worth your time, I got 80M out of my 12 sites in Gamma.

Since my non-marauder pilot happens to be both my Orca-pilot and a fully skilled siege/armour booster, I simply had him refit the trusty old Orca to a booster. Not that you absolutely need it, not even for the Information Sanctums, but the margins goes from need-to-be-on-the-ball-and-not-make-too-much-misstakes- to can-leave-vargur-tanking-worst-spawn-while-on-the-phone -level.

I started with some Frontier Command Posts since I think those are the easiest ones. My Vargur turned out to be a bit overtanked for C4s (as expected) so I really got no need for boosts. I was planing on using the Orca as booster since Tashi, my Orca-pilot, got pretty good skills for that. Just a quick refit and some 22% bonus to resists, boosting and cap efficiency - not bad considering I get it "for free" with just a quick refit of a ship I need anyway.

At some point I even left the Orca cloaked at a WH to have ears on it and to be able to de-cloak and boost if I totally messed something up. But usually I just had it boosting from the POS.

A C4 Vargur

Ever since I came back to eve after the Rubicon patch, I have been wanting to try the new marauders. With the "mini-sige" mode the bastion module offers, they're now a totally new ship. Perfectly targeted for mission-runners, or maybe even more so for anybody that want to kill some sleepers efficiently.

Back in my mission-running days (yes, I actually did that for a brief time) I used to run a torp Golem, and since then i have skilled both Minmatar and Amarr battleship 5. Skill-wise I was therefore quite well setup to try them all out. Well, except the Kronos then, but with the engagement range of the sleepers in C4s, I don't see how that would work. Rails? Nah.. never liked them much.

ISK wise it looked dire. When I came back to game I had 5B in my wallet, but now I had almost blown half of it on different stupid ships, implants and stuff… I could fit one marauder and try, but I would not have ISK for a good C4-fit for a Vargur, Paladin and Golem. I decided to start with a Vargur, find a good C4 and simply run the sites, making the ISK for the next ship. After all, the whole point of the marauders was to make ISK, right?

I guess there's plenty of different schools when it comes to how to fit, but what I did was just take the fit from Lord Planck and his C5 Vargur, and scale that down to work in a C4. I wanted an enjoyable experience, calm and relaxing, with as little micromanagement as possible. I wanted a fit where I could perms-run a 1.5K tank and that would reach out to 80km with as much dps (obviously!) as possible.

This is what I came up with;

C4 Solo Vargur
High power
4x 800mm Repeating Cannon II
1x True Sansha Large EMP Smartbomb
1x Bastion Module I
2x Salvager II

Medium power
1x Gistum C-Type Adaptive Invulnerability Field
1x Adaptive Invulnerability Field II
1x Gist B-Type Large Shield Booster
1x Shield Boost Amplifier II
1x Cap Recharger II
1x Tracking Computer II

Low power
3x Republic Fleet Gyrostabilizer
1x Damage Control II
1x Tracking Enhancer II

Rig Slot
2x Large Capacitor Control Circuit II

I will not go into details about the fit, it's not that interesting or unique in any way. The variations I tried was small, and mostly focused on the three high-slots. A nos for the cap-conscious plexer, or two smartbombs instead of one for more effective killing of frigs? In the end the faction large smartbomb both had enough range and dps to clean the frigs just fine. It was possibly one of the better investments I have done for this ship.

Since the introduction of the Personal Tractor Unit, the life of the solo-plexer have drastically gotten better. Even if a Noctis still is more effective, there are something really nice about salvaging as you go. You don't have to dual-box, and having to visit each site just once is nice too. Especially if you are "ninja-plexing" under the nose of somebody else (with smart scouting of course) you really appreciate that you can just pick up and bail whenever, not leaving your hard earned wrecks behind.

What I said about just visiting each site once showed to be not quite accurate. Unlike lasers or missiles, the nature of projectile guns means that they will work almost totally in falloff. Unless the sleepers are so close they block the light from the sun, you will not do full damage - hence; the closer the better. To achieve this you really need a bookmark for the sites so you can warp to the center, not ending up 90km from the first wave.

I found a C4 system with a lot of sites to try my new toy in, and set up a small tower, and got to plexing. I like the small POS'es because of the short ancho/un-anchor times, if I want I can pick it up and move it to another system in under one hour.

Wednesday, July 10, 2013

Getting a replacement Rattler

Day Eleven

The plan for today is to get a new Rattler in since the last one, well, it expired somewhat unexpected :)

I have a incoming C5, so before I check out my new static C4, I have a look at that. Hmm.. not much action, a lone tower and like 10 sigs to scan down. Better get to it, you never know, C5s get a lot of empire-K162s, maybe I get lucky and find a HS 2 jumps from Jita...

After a few minutes of scanning, I have found a EOL null sec and a EOL low sec, so I jump through the low sec to have a look. hmm.. Lamadent. 10j to Jita. Trough Rancer and Crielere... That's a possible route at least, I'm in a cloaky T3, it's early afternoon far from peek EU and US, and I'm feeling like a lucky punk. Lets go to Jita and build a Rattler! The WH might not be there when I going back, and I'm certainly not taking a Rattlesnake through Rancer, but having one ready in Jita is a good first step.

The trip there is uneventful, I buy a Rattler for 512M, rig it for 150M and get replacement mods for what did not drop. All T2 stuff, thankfully. This means that my systems crash cost me around 700M in assets and one night of plexing.

On the way back I learn something new about safe travel in low sec. I have stopped using frigs and shuttles for travelling in low sec since all it takes to ruin your day is a few smart bombs and a scout on the incoming gate. If you have implants it can get quite expensive as well. Of course you can warp to the outbound gate from an alternative angle, but that complicates things and makes the travel-time a lot longer. I prefer something that can warp cloaked, don't have to bother about bubbles in 0.0 and wont die to a few smart bombs. Hence my Tengu.

Now, warping cloaked is all well and good, forcing camps to rely on scouts on gates to know what and when something is coming. However, what you can do while warping from one gate to another in a system with a lot of folks in local and that are usually camped in one way or another (like Rancer!), is scan the gate you are warping to.

If you do that, and warping to the Crielere gate in Rancer, like I did, you will get a healthy heads up on what kind of camp they got waiting for you. So, for instance if you see, like I did, over 10 Rokhs on narrow scan on a gate you will be landing on, you can bet your faction scram that you will be landing right into a pipe-bomb. Which I did. What I for some reason did not do, was to act on the information in time. Seeing a smart-bombing gang on short, narrow scan, the right thing to do is probably to de-cloak and activate whatever hardeners you got. If I had, maybe I would not have had to dock and rep half my armour :)

As I flew my Tengu now they stripped all my 8k shields and half of the little armour I had. Way to close for comfort. Without hardeners and DC running my little Tengu only got 22k EHP with my standard scouting fit. With them running, it becomes over 30k. And if I had been really smart I would have used a travel-fit, sacrificing the tackle for more tank and a MWD for burning to gates. Then the EHP would have been the double.

Tengu, WH scout, refit for travel
51k EHP, 78/91/86/86
dual prop for burning back to gates when cloak/warp failed


High power
1x Covert Ops Cloaking Device II
5x Heavy Assault Missile Launcher II (one off-line to fit the MWD)
1x Sisters Expanded Probe Launcher

Medium power
1x Gistum C-Type 10MN Afterburner
1x Experimental 10MN Microwarpdrive I
1x EM Ward Amplifier II
1x Explosive Deflection Amplifier II
1x Adaptive Invulnerability Field II
1x Republic Fleet Large Shield Extender

Low power
1x Damage Control II
1x Power Diagnostic System II

Rig Slot
1x Medium Anti-EM Screen Reinforcer II
1x Medium Core Defense Field Extender II
1x Medium Warhead Rigor Catalyst I

Sub System
1x Tengu Defensive - Adaptive Shielding
1x Tengu Electronics - Emergent Locus Analyzer
1x Tengu Propulsion - Interdiction Nullifier
1x Tengu Offensive - Covert Reconfiguration
1x Tengu Engineering - Augmented Capacitor Reservoir

Well, you learn all the time, and there's always something to improve upon. That's Eve. Besides, if I had used a shuttle or frig for the Rancer-crossing, I would have lost my pod and would have to do it all over again. That would have been a real drag.


Monday, July 8, 2013

Closing C4 WHs, solo-style

Day Nine

Closing a new 2B wormhole is as easy as jumping an heavy (100MN prop mod on) Orca six times and a single heavy battleship two times through it. In most cases that closes the hole just fine. You want to make sure you have your ships on the right side when it does thou. And you don't want anyone else to interfere. The battleship can be considered a throw away ship, but it would hurt to lose the 800M Orca. Still, it needs to be done. Closing wormholes is the basis of any safe carebearing.

When I'm stalking people I use information from what ships they jump into, if they align, and most importantly, what I have seen them do before. If I have seen an Orca do a quick appearance on a WH its most likely a closing op going on. If they don't have multiple Orcas their polarization timer is my time to set something up till catch and kill the Orca. If they do it easy for me by announcing their plans way in advance, well, so much better.

This have made me formulate a quick and cloaky policy for my own doings. Always assume there is eyes watching you. You want as little information-leak to these eyes as possible. Just showing a piloted Orca will tell them a lot. And attract interest.

  • Never be uncloaked at your POS. The more you can get them to guess what ships you have, the better.
  • Never announce intent in advance. Don't jump into a BS + Orca and align to a WH.
  • Never be uncloaked if you can help it. If you warp to a zero on a WH you do so with the intent of jumping.
  • Make it quick. If you think the coast is clear, you have nothing to gain from lingering. Any extra time uncloaked is a chance for information-leaks, or worse.
  • The more time you can spend cloaked, scouting a WH out in advance, the better. The absence of you seeing somebody jump is not the same thing as "safe" but if you have not heard WH activation the last 20 min it's not very likely there's somebody else there. Unless you have drawn attention with juicy targets before of course.

Since I only have one Orca-pilot and I need to do three trips back and forth, I have two timers to wait out. This goes against the whole "be quick and cloaky" approach, but I try and come as close as possible.

Typically I scout the WH with a cloaky Tengu first. Check the inhabitants. What ships on scan? What pilots on? Any POS'es out of d-scan? The more activity, the more time I spend on the WH pre-scouting. Showing a cloaky Tengu also raises the bar for what "my side" fly. A cov ops is only a scout, a Tengu is a potential pvp-ship, even a cloaky one. I want anyone to think twice before warping anything to the WH that could potentially be dangerous for my closing ships.

First Orca jump is quick, just warp there, jump in, jump back, and then warp away and cloak up. Anyone not spamming d-scan should miss it completely. For anyone paying attention, it's good if they don't realise that's the first Orca-jump in a closing sequence. While I wait out the polarization timer, I stay on the other side in the Tengu. Checking for signs of new activity. Scan probes? Anything warping to the WH? Anythig jumping?

After exactly 5 min, I do the second Orca-jump. The less time I give people to react the better. If I see a set of combats probes go out after the first jump, this is no reason to hold back on the second, giving them even more time to figure out what's happening. After the second orca-trip I stay for a few minutes at the WH with the Tengu and then jump back home, and switch it out for a Scorpion. When both timers are out, I do the last Orca-jump together with the Scorp. The Scorp is then working as a scout, and bait. The idea is that if anyone jumps the gun on the Scorp I might get away with the Orca. I also have the mass on my side. Anyone that wants to kill me will have to do it while following me through, because I will close the WH on the way back with the Orca.

Unless I have reasons to believe there's nasty things lurking, I stay cloaked with the Orca on the WH while waiting out the polarization. That way, the Orca works as a scout while I switch from Tengu to Scorp for the last jump.

Sunday, July 7, 2013

My closing Scorpion fit

Day Eight

Same stuff as yesterday, check the static, decide if I want to bother with some plexing or not. Checking POSes. Scanning down WHs. Closing WHs.

Talking about closing, while explaining my plexing-routine I mentioned my closing Scorpion. Lets have a look at that one, shall we?

While fitting a closing battleship, you have a few options. Do you want to go for a pure defensive fit (warp core stabs) or do you want something that would have a chance of causing some trouble (ECM, neuts, etc...) to anyone that wanted to interfere with your doings?

A pure defensive fit would be focused on getting away, and fitted with both cloak and warp core stabs would not have a chance to lock anything in time for it to matter. It would take a bubble or two to catch it, but it would be useless in evacing the Orca from a closing that turned to hot to handle. And its really the Orca you don't want to lose, a closing BS should be considered collateral waiting to happen.

So I went for a compromise for my Scorp.
Scorp, 'WH-closer/escort' bastard

High power
1x Improved Cloaking Device II
1x Core Probe Launcher I
1x E500 Prototype Energy Vampire
2x Heavy Unstable Power Fluctuator I

Medium power
1x Sensor Booster II
1x ECM - Ion Field Projector II
2x ECM - Multispectral Jammer II
1x ECM - Spatial Destabilizer II
1x ECM - White Noise Generator II
1x Prototype 100MN Microwarpdrive I
1x ECM - Phase Inverter II

Low power
1x Damage Control II
2x 1600mm Reinforced Steel Plates II
1x Signal Distortion Amplifier II
1x Energized Adaptive Nano Membrane II

Rig Slot
1x Large Particle Dispersion Augmentor I
2x Large Trimark Armor Pump I

Drones
5x Warrior II
5x Hammerhead II

The cloak make it terribly slow to lock stuff, but it gives it the ability to scout holes unseen for a longer period of time, and that's extremely valuable. In all other respects it's fit for messing with tackle while the Orca tries to break free.

A bubble and a web would of course spell doom, but if anyone had managed to get that to the WH without me spotting it, it had failed in its role as a scout anyhow.


Saturday, June 29, 2013

My old friend, the Tengu

Day Two

Today I need to get the POS finished (still got some defences left to anchor) and get my two Rattlers in. I also named my new home "Alpha" since its the first I inhabit by myself. A bit of bad imagination there, but it will do. Usually its a good idea to also name your static since it makes bookmarking and referring to chains a lot simpler, but I will just call mine C4s I think. 'S' as in "static" of course.

I'm starting to check out my static and what it holds in store for me. It's a C4/C3 which is good news, at least I don't have to scan down a endless C4/C4 chain to find empire. The low sec however, is leading to Dead End. Not a dead end, Dead End, the system. That pretty far out into low sec, and it's a ton of jumps to do for two battleships, so i need a plan B.

I could roll my C4, but the I risk ending up with a C4/C4 or a C4/C5, so I will check out the low sec systems for wormholes that would take me closer to the Rattlers. Many people don't think to scan high and low sec systems for short cuts. A chain do not need to end at the first k-space system you find. Null sec folks have realized this, shallow w-space dwellers are often to lazy as they are spoiled by their static HS or static, roll-able, access to a system that have one.

I'm not going to log of before I done what I can to get my little babies in, so off scanning the low sec route we go!

Of course, it's not always possible to find that slick route, no matter how much scanning. I scanned as far as Alpha - C4s - C3b - Dead End -2j- Gateway - Tamo - C5a - C3d, but no good route to Amarr, so I guess I will fix the tower instead of bringing rattlers in :)

I have a few gas sites in Alpha that might be worth doing. I had the space over in the Orca to bring a Venture, so I happily start gassing away until the sleepers spawn. Darn it. I realize I don't have a single thing to shoot with. Ironically the only dps and tank I have is on the Orca, but It's hull-tanked and I don't want to have to rep it afterwards. Besides, its drones would get eaten by the sleepers. I really need those Rattlers!

For one reason or another I had been using an old Falcon I had lying around to scout the Orca in, why don't I use my Tengu that Ashi flew when she still lived in w-space? For sure, the day I get the Orca tackled by a T3 I rather be in a Falcon then a cloaky Tengu, but for everything else the Tengu is more fun. And it can be PVE-refit to deal with the occasional gas-guarding sleeper. I go to Empire and exchange the Falcon for my trusty old friend the cloaky Tengu.

Tengu, w-space scout

High power
1x Covert Ops Cloaking Device II
5x Heavy Assault Missile Launcher II
1x Sisters Expanded Probe Launcher

Medium power
1x Gistum C-Type 10MN Afterburner
1x Stasis Webifier II
1x Shadow Serpentis Warp Scrambler
1x Adaptive Invulnerability Field II
1x Republic Fleet Large Shield Extender
1x Sensor Booster II

Low power
1x Damage Control II
1x Caldari Navy Ballistic Control System

Rig Slot
1x Medium Anti-EM Screen Reinforcer II
1x Medium Core Defense Field Extender II
1x Medium Warhead Rigor Catalyst I

Sub System
1x Tengu Defensive - Adaptive Shielding
1x Tengu Propulsion - Interdiction Nullifier
1x Tengu Electronics - Emergent Locus Analyzer
1x Tengu Engineering - Augmented Capacitor Reservoir
1x Tengu Offensive - Covert Reconfiguration

Charges
Nova Javelin Heavy Assault Missile
Nova Rage Heavy Assault Missile
Mjolnir Rage Heavy Assault Missile
Scourge Javelin Heavy Assault Missile
Scourge Rage Heavy Assault Missile
16x Sisters Combat Scanner Probe

This is a good scout, it lands where I warp, can travel bubbled nullsec, warps quickly and packs enough punch to kill targets of opportunity that I happen come across solo roaming. I like it a lot.

When I got back with the Tengu, I found a very quiet C2 - HS route through which I took both Rattlers in. Step two complete!

Tomorrow I plan on killing off the sites I have in my own system.