en:guides:fleet_retributions

Retribution Fleet

Retributions are a nimble, fast-locking and high-damage frigate composition that can travel far quickly to help allies on ops, or turn around and run if we're in a bad spot. We've used these when going through wormholes to fight INIT, or for home defence if we need to move quickly. They're also great for probing down and grabbing hostile fleets:

  • Retribution
  • Deacon
  • Thalia
  • Pontifex (2-3)
  • Inquisitor (no SRP)
  • Punisher (no SRP)
Retribution Deacon Thalia
[Retribution, Retribution]
Coreli A-Type Thermal Coating
EFFA Compact Assault Damage Control
Extruded Compact Heat Sink
Multispectrum Coating II
200mm Steel Plates II

Initiated Compact Warp Scrambler
5MN Quad LiF Restrained Microwarpdrive

Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II

Small Energy Locus Coordinator II
Small Ancillary Current Router I

Imperial Navy Multifrequency S x8
Aurora S x8
Nanite Repair Paste x100
Gleam S x8
Imperial Navy Standard S x8
X5 Enduring Stasis Webifier x1
[Deacon, Deacon]
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Coating II
400mm Steel Plates II
Micro Auxiliary Power Core II

5MN Quad LiF Restrained Microwarpdrive
Small F-RX Compact Capacitor Booster

Small Remote Armor Repairer II
Small Remote Armor Repairer II
Small Remote Armor Repairer II

Small Trimark Armor Pump II
Small Trimark Armor Pump II

Warrior II x1

Nanite Repair Paste x100
Navy Cap Booster 400 x20
[Thalia, Thalia]
Damage Control II
Multispectrum Energized Membrane II
Reactive Armor Hardener
200mm Steel Plates II

Small Capacitor Booster II
5MN Quad LiF Restrained Microwarpdrive
Cap Recharger II

Small Remote Armor Repairer II
Small Remote Armor Repairer II
Small Remote Armor Repairer II

Small Explosive Armor Reinforcer II
Small Trimark Armor Pump II

Nanite Repair Paste x100
Navy Cap Booster 400 x20
Pontifex Inquisitor Punisher
[Pontifex, Pontifex]
Damage Control II
Imperial Navy 400mm Steel Plates
Micro Auxiliary Power Core I
Multispectrum Coating II
Federation Navy Multispectrum Energized Membrane

Micro Jump Field Generator
5MN Quad LiF Restrained Microwarpdrive
Target Painter II

Armor Command Burst II
125mm Light 'Scout' Autocannon I
Skirmish Command Burst II

Small Trimark Armor Pump II
Small Command Processor I

Hobgoblin II x5
Warrior II x5

Armor Energizing Charge x50
Rapid Repair Charge x50
Armor Reinforcement Charge x50
Sensor Optimization Charge x50
Electronic Superiority Charge x50
Electronic Hardening Charge x50
Evasive Maneuvers Charge x50
Interdiction Maneuvers Charge x50
Rapid Deployment Charge x50
Nanite Repair Paste x100
Depleted Uranium S x100
[Inquisitor, Inquisitor]
Damage Control II
Multispectrum Energized Membrane II
400mm Rolled Tungsten Compact Plates
Multispectrum Coating II

5MN Cold-Gas Enduring Microwarpdrive
Small F-RX Compact Capacitor Booster

Small I-ax Enduring Remote Armor Repairer
Small I-ax Enduring Remote Armor Repairer
Small I-ax Enduring Remote Armor Repairer

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Ancillary Current Router I

Warrior I x1

Cap Booster 200 x31
[Punisher, Punisher]
Damage Control II
Extruded Compact Heat Sink
Multispectrum Coating II
Multispectrum Coating II
200mm Steel Plates II

Initiated Compact Warp Scrambler
5MN Quad LiF Restrained Microwarpdrive

Small Focused Anode Particle Stream I
Small Focused Anode Particle Stream I
Small Focused Anode Particle Stream I
Small Focused Anode Particle Stream I

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Energy Locus Coordinator II

Imperial Navy Standard S x8
Imperial Navy Radio S x8
Imperial Navy Multifrequency S x8

Retributions

Small Beam Lasers have brilliant tracking and the EM/Therm damage is great vs small ships. You're locked into a 50km range - so Keres/Lachesis are a pretty hard counter; but with some smart booshes, you should be able to get away.

You have approximately 255dps per Retribution with Multifrequency, so a pack of 30 Retributions on an isolated target is 7.5k dps - it won't take long to break anything with this.

You also have the additional ewar modules:

  • Initiated Compact Warp Scrambler (Default) - 7.5km range (9km with links), stops hostiles using MWD/MJD
  • X5 Enduring Stasis Webifier - 10km range (12.5km with links), reduces targets velocity by 55%
  • Initiated Compact Warp Disruptor - 20km range (25km with links), stops hostile warping away, but can still use MWD/MJD (Requires EE-603 3% cpu implant)
  • Kapteyn Compact Sensor Dampener - 35km + 70km range, can reduce hostile lock range or lock speed by 35% with a script loaded. Effective for either range dampening Lachesis/Hyena/Keres/Huginn, or lock dampening logi (Requires EE-601 1% cpu implant)

Talwar/Cormorant gangs are effective vs Retributions as they can both kite out between 70-120km away, so perching is essential.

RETRIS COMMIT, SPREAD TACKLE!!!! - This means, everything on grid that you tackle is going to die. Remember, your scram turns off their MWD - so as long as you're scramming someone, the fleet can switch to Standard/Aurora and we can focus fire and kill everything. Don't all dogpile the same target; spread across all the hostiles that you can.


Ammo Types
Gleam = 7.5km + 3km, 259dps, 50%EM 50%TH
Multifrequency = 15km + 3km, 255dps, 58%EM 42%TH
Standard = 30km + 3km, 170dps, 62%EM 38%TH
Aurora = 53km + 4km, 148dps, 62%EM 38%TH
High Slots
You may run into cap issues with all ammo except Standard
Mid Slots
Some ewar types are not cap stable; so keep an eye on your high slots.
Low Slots
ADC EARLY not late! This module will give you a 75% boost to all your resist profiles for 8 seconds, once every 150 seconds.
Refits
X5 Enduring Stasis Webifier, Initiated Compact Warp Disruptor, Kapteyn Compact Sensor Dampener (see above)

Deacon/Thalia/Inquisitor

Logi is very very squishy. Usually we're in relatively small fleets for these, so you should have FC, Links and Logi all on your watchlist, and you should lock up and give love to friendly logi without them needing to broadcast.

You're also not very cap stable; so be prepared to chew through your cap boosters frequently.

High Slots
Depending your "Remote Armor Repair Systems" skill, running reps will be very cap intensive. Be smart about how often you cycle them; reps land at the END of your cycle. One rep will give 96 Armor every 2.4s, and a Retribution has 2,273 armor total. Therefore, any more than 8 logi is useless as 96 x 3 x 8 = 2,304 - more reps per 2.4s than your Retributions actually have.
Mid Slots
Remember to restock your cap booster charges at the end of a fleet… :|
Low Slots
All passive :) Except the Thalia - keep running your reactive armor hardener!
Drones
You get a single 'contribution' drone, hooray!! Be sure to assist it to the FC and they will try to get you on as many kills as possible. This means you don't need to lock hostiles, you just need to service armor broadcasts.

Pontifex

Usually no more than 3 per fleet. Even though there's no racial bonus to the strength of Skirmish boosts, they're still very useful to have on this ship as the Pontifex can tank more than the Magus.

High Slots
The gun is just a contribution gun to be honest.
Mindlinks will probably not be used - so just go with whichever T2 links you can use.
Mid Slots
The MJD is a powerful module. Up to 24 ships within 5,000m of your ship, will be teleported 100km in the direction that you are facing. If you get scrammed, then this module will not activate. If your victim is scrammed, then they will not get 'booshed'.
Low Slots
All passive :)
Drones
ECM drones are good for jamming hostile logi
DPS drones can be assisted to the FC
  • Last modified: 2021/06/07 08:01