2) Kronos
The Kronos, like the Paladin, arguably has two viable turret systems to use; railguns or blasters. I used to defend fervently the honour of the rail Kronos, I wont bore you with an analysis, but within 45km, the blaster Kronos is superior to the rail, with the diminishing application from a rail fit within 45km being significantly worse than the diminishing application beyond 45km of a blaster fit.
Unlike the Golem, damage mods are an interesting component here, where 4 damage mods increases the damage against BS sigs but 3 and an enhancer is better against smaller hulls.
As you can see, beyond 12km, an enhancer is the better choice. You could of course, switch to Null. In which case, 4 magnetic field stabs (MFS) are better than shooting void with 3+1 TE up until around 30km (when a 3+1 configuration shooting Null overtakes in damage application):
Now if you bare with me, I will show that 4 damage mods just about eeks out a superior damage application distribution, Once you make up for the shortfall with tracking computers (below I have fitted each hull with 2x t2 tracking computers loaded with an optimal range script);
Where the 4x MFS fit is now superior to 20km, and when using Null, superior to around 50km with negligible loss in comparison to an enhancer fit after that point.
An interesting diversion here is whether or not you should fit a Stasis Grappler instead of a tracking computer. (There are two remaining mid slots, but I like to reserve space for an MWD and MJD to reposition rapidly - if you know the missions well enough you can use one or the other and fit a Grappler on top of the tracking computers).
Personally, although nice to have, I would give it a miss in an all purpose fit, as you are only really seeing payoff below 10km. Below I have added grappler fits using 1TC and 4MFS:
You definitely do better on paper with a grappler, especially as most NPC’s you will fight with a Kronos like to orbit around 5km. The only caveat I should add though is that you have one grappler, and four guns, ideally ungrouped. This means that you are only dealing the additional applied DPS to 1 in 4 targets, so the difference is not that great, and I would suggest remaining with the 2xTC and 4x MFS layout we have achieved so far.
As for rigs, you do better with a single t2 rig than 2xt1 damage rigs:
With a burst aerator being superior (however eating more capacitor). Utilizing the final 100 rigging hardpoints for further damage application yields minimal returns against battleships but does significantly better against smaller targets. Personally I think its just about worthwhile, over say a cap mod or a tank rig, as you destroy things too quickly in PvE with Marauders to need to be concerned too much about your capacitor or a hefty tank:
[Kronos, Golem - Max Damage Fit - Skeleton]
[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field Stabilizer
Shadow Serpentis Magnetic Field StabilizerTracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
[Empty Med slot]
[Empty Med slot]Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Bastion Module I
[Empty High slot]
[Empty High slot]
[Empty High slot]Large Hybrid Burst Aerator II
Large Hybrid Metastasis Adjuster IHammerhead II x5