[Executioner, Wanna Go Fast]
Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II
Medium Azeotropic Restrained Shield Extender
Medium Azeotropic Restrained Shield Extender
Small Shield Extender II
[Empty High slot]
[Empty High slot]
[Empty High slot]
[Empty High slot]
Small Hyperspatial Velocity Optimizer I
Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I
Priority for this fit is to land tackle. It is better to maintain safe distance while waiting for your fleet. The DPS of tackle fits is usually too low to apply any significant damage.
Carry some Nanite Repair Paste to repair heat damage after overheating the tackle module. The opportunity to dock up may not come often enough in hostile space.
Swap 5MN Microwarpdrive I for 5MN Quad LiF Restrained Microwarpdrive for smaller signature radius bloom and 5% speed increase (-40k isk).
Swap Medium Shield Extender I for Medium Azeotropic Restrained Shield Extender to increase shield buffer by 100hp that translates to roughly +200 ehp and reduced signature radius increase (+400k isk)
Swap J5b Enduring Warp Scrambler for Faint Epsilon Scoped Warp Scrambler for slightly longer range scram. (+70k isk)
Swap one Small Anti-EM Screen Reinforcer I for Small Core Defense Field Extender I as it provides better EHP (+400k isk)
Amarr Alpha clone pilot will not be able to use autocannon turrets or replace it with a full flight of energy weapons on this fit but this shouldn't be a cause for concern as the objective is to land warp disruptor/scrambler on the target.
There is fitting space to swap Warp Scrambler mod for any Warp Disruptor mod if Fleet Commander asks for it
New Amarr Omega clone pilots, may need to remove Small Ghoul Compact Energy Nosferatu and swap Medium Shield Extender I for Medium F-S9 Regolith Compact Shield Extender before being able to replace Autocannons with 4MW Hybrid Blasters.
As fitting skills improve the Power Grid should be sufficient for upgrading weapons or switching to ones that need slightly more PG.
Personally I'd go with all the meta changes (that way you don't have to include it in notes) but it doubles the cost of the ship to 1.6m (Yes this is late )
Spoiler
[Executioner, *Fleet PvP - Suicide Tackle]
Damage Control I
Type-D Restrained Nanofiber Structure
Type-D Restrained Nanofiber Structure
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Faint Epsilon Scoped Warp Scrambler
Small Ghoul Compact Energy Nosferatu
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
Small Core Defense Field Extender I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Executioner: Gang PvP - Newbie Tackle
General Comments:
Swap one Small Anti-EM Screen Reinforcer I for Small Core Defense Field Extender I this time into the core fit as it provides better EHP. One Anti-EM Screen switches the resistance hole to Kinetic but puts them all at similar levels. The Small Core Defense Field Extender I gives more EHP overall.
Add Imperial Navy Multifrequency S and Imperial Navy Standard S into the cargo. Swapping ammo on Energy turrets is quick so it won't hurt to swap to Imperial Navy Multifrequency S and apply at closer range once the Executioner is no longer the focus of enemy fire. I don't expect the tackler will be able to fire guns at optimal Imperial Navy Radio range while holding onto initial tackle.
Notes
Priority for this fit is to land tackle. It is better to maintain safe distance while waiting for your fleet. The DPS of tackle fits is usually too low to apply any significant damage.
Carry some Nanite Repair Paste to repair heat damage after overheating the tackle module. The opportunity to dock up may not come often enough in hostile space.
Executioner: Solo PvP - Beam Advanced
Notes:
Very tight fitting requirements which needs investment into skills like WU, AWU, PGM, CPU M
MWD/Point archetype for Faction Warfare PVP
Tracking issues can reduce damage application. Try to mitigate with effective piloting
Use Imperial Navy Standard S ammo when applying from maximum warp disruption range
[Executioner, *Solo PvP - Pulse Advanced]
Damage Control II
Heat Sink II
Small Ancillary Armor Repairer
5MN Quad LiF Restrained Microwarpdrive
J5b Enduring Warp Scrambler
X5 Enduring Stasis Webifier
Small Ghoul Compact Energy Nosferatu
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Small Energy Burst Aerator I
Small Energy Collision Accelerator I
[Empty Rig slot]
Scorch S x3
Imperial Navy Multifrequency S x3
Nanite Repair Paste x75
Notes:
Very tight fitting requirements which needs investment into skills like WU, AWU, PGM, CPU M
MWD/Scram/Web archetype for Faction Warfare PVP
Use Scorch S when fighting against turret ships to control range
Use Imperial Navy Multifrequency S and close the distance when fighting against missile ships
I understand lasers with Aurora/Scorch allow to project really far, yet if scrammed even natural high speed won't help to control range, including poor tracking due to quickly orbiting opponent ship...?
This fleet-up fit for the LSC - Amarr Small Gang fit is indicated as "Broken".
Anyone know why? This is the reshipping fit LSC keeps on contract... Spoiler
[Executioner, LSC - Amarr Small Gang]
IFFA Compact Damage Control
Heat Sink II
Small Ancillary Armor Repairer