If you can do belts, and you’re in nullsec, I’d recommend you to do belts instead of anoms. The isk-per-hp of the belt rats is a lot higher then the anom ones, and the number of rats in each belt is fairly limited compared to what you get in anoms.
In Angellands, there’s 3 ways you can get started out:
- Belicoste: Missiles, Long Range
- Rupture: Artillery, Medium Range
- Stabber: Autocannons, Short Range
Example Fits:
[Stabber, Stabber Meta]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Nanofiber Internal Structure II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Fleeting Compact Stasis Webifier
220mm Medium ‘Scout’ Autocannon I, Fusion M
220mm Medium ‘Scout’ Autocannon I, Fusion M
220mm Medium ‘Scout’ Autocannon I, Fusion M
220mm Medium ‘Scout’ Autocannon I, Fusion M
[Empty High slot]
[Empty High slot]
Medium Polycarbon Engine Housing I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
This Stabber can move up to 3km/s for a short time by engaging the Microwarp Module. It’s passive shield tank happens to have high explosive resistance naturally, and as the Angels inflict explosive damage, it uses more hp instead of more resist with the little mid slots that it has. When close enough to the rats, it turns off the MWD, grabs a pirate with the web, wrecks the pirate, then grab the next one. If the next rat is more then 20km away, the MWD is again used to cover the distance faster.
[Rupture, Rupture Meta]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Nanofiber Internal Structure II
10MN Monopropellant Enduring Afterburner
Large Shield Extender II
Large Shield Extender II
Parallel Enduring Target Painter
650mm Medium ‘Scout’ Artillery I, Fusion M
650mm Medium ‘Scout’ Artillery I, Fusion M
650mm Medium ‘Scout’ Artillery I, Fusion M
650mm Medium ‘Scout’ Artillery I, Fusion M
[Empty High slot]
Medium Polycarbon Engine Housing I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
This Rupture moves very slow when compared to the Stabber, peaking at around 800m/s rather then 3km/s. Unlike the Stabber, though, the usage of the propulsion module will not consume all the available capacitor, and for that reason the propulsion module can, and should, be kept operating.
The Artillery’s trademark incapability of engaging close distant targets, combined with it’s maximal range, force the Rupture to stay within 15-30km of the enemy. With the Afterburner, the Rupture is faster then most rats, especially in anomalies, and therefore it decides the range, and it uses one where the “low range” battleships can’t hit it properly any more, while the “long range” battleships can’t hit it properly yet. With the prop mod spinning, that happens to be the range we want the Rupture to be in anyways, namely 15-30km
[Bellicose, Bellicose Meta]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
10MN Monopropellant Enduring Afterburner
Large Shield Extender II
Large Shield Extender II
Parallel Enduring Target Painter
Parallel Enduring Target Painter
‘Arbalest’ Heavy Missile Launcher, Nova Heavy Missile
‘Arbalest’ Heavy Missile Launcher, Nova Heavy Missile
‘Arbalest’ Heavy Missile Launcher, Nova Heavy Missile
‘Arbalest’ Heavy Missile Launcher, Nova Heavy Missile
Medium Polycarbon Engine Housing I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Like the two other ships, this beli is passive shield tanked, and does nothing to improve it’s resists. Unlike the Stabber and the Rupture, however, this ship is missile based, which means that it can attempt to outmanouver hostile guns w/o having to bother that doing so could outmanouver the own guns, too. Missiles are generally poor at applying damage to small and fast targets, but the Belicoste has a hull bonus to help with the fast ones, and it also has a hull bonus to target painters, which help dealing with the small ones. The heavy missiles can cover long range engagements way better then either artillery or autocannons, and it can also cover close range (as it’s not being outrun), but a HM Beli likes to keep the hostiles at medium-long range, nevertheless, as the most of hostiles would deal more damage to the belicoste when they’re close.
All fits use passive shield tank because that needs way less skilling to be properly done. A solution with active tank, including remote assisted active tank, would try to increase resistances instead of increasing shield buffer, as high ehp-to-hp ratios yield in high ehp restored with each cycle of the repair module(s). The 3 cruiser fits have 23k to 25k ehp and 45-ish ehp/s passive repair, which equivalates to the effect a medium enduring shield booster would provide… but in order to fit the medium booster and keep it running all the time, the fit would very likely needed to be tuned for capacitor stability, which for a low skill point capsuleer might be hard to achieve, especially on the stabber, where the MWD just eats any capacitor in no time and penalizes capacitor even when it’s not running.
Let’s look at the pew-pew capabilities. All numbers in the chart assume maxed skills, but the exact numbers aren’t really important too see the trend.
First, let’s shoot on frigate rats:

The stabber is the clear winner at low range engagements, but, and this is an important attribute about it and the rupture, it will lose to the beli at very low range. The Stabber should be fine orbiting it’s prey at 5km, no need to go closer as doing so only results in the Stabber outmanouvering it’s own guns. The sharp drop in damage output at the 10km mark shows how powerful the stasis webifier works.
For Longer Range, the Beli does quite nice, and the Stabber performance is horrible. On targets that are more then 30km away from it, the Stabber is basically just wasting ammo. What it does is to engage the microwarp again and burn into stasis webbification range. It’s web’n’clap.
Let’s shot on cruisers next:

Again, the Stabber has the highest performance on close range engagements, at the price of being useless on long range. Unlike at shoting frigates, the Rupture actually has it’s sweet spot here, where it outperforms it’s competition. It’s also the range where the Rupture performs nicely even if it’s not compared with others, so it’s where the Rupture wants to fight anyways, namely the 15 to 30km range
Lastly, let’s shoot at Battleships

Once again, the Stabber slices things up on short range really well. The Rupture is competitive to the Stabber as it’s lack of damage on very low and low range is made up by it’s higher damage in the mid range… and the Belicoste just engages independent of any distance, as usual.
The Stabber will yield the best farm in the belts, where you don’t need to bother about tanking. It can perform nicely in anomalities, too, but it needs to be payed a lot of attention, as some propulsion inhibition on it will render it sitting inmidst of the NPCs… The Rupture is kind of lackluster in the belts as it’s “low range” forces it to move to the rats, but then might have approached them too much, and, compared to the Stabber, is quite slow. Using a Rupture in the anoms works and is alot easier then using a Stabber, however it’s lack of peak damage means the Rupture will take longer to clear the sites. The Beli just opens fire on anything it locks on, which enables it to focus it’s manouvering fully into reducing incoming damage, rather then having to bother about it’s own damage output capabilities due to it’s manouvering on top of damage evasion.
All 3 ships should take drones. For Angels, use the Warrior drones. The drones are primarily defensive… especially the Rupture might find itself in a situation there’s a frigate orbiting it at low distance and the Rupture can’t hit it, nor outmaneuver it, and that’s where Drones come in. The other two ships can opt using the drones aggressively, as they both can handle low distance rats.
The Stabber and the Rupture can opt to add more firepower by installing missile launchers. In that case, the Rupture should load rapid light missile launchers, as those can help it overcoming it’s incapacity to handle frigates.
The Stabber generates damage by quantity of gun fire on it’s targets, while the Rupture and the Belicoste generate damage by the quality of fire. Damage can be increased by using faction ammunition, for the Stabber, however, the ammunition cost would be unpayable.