en:pvp:doctrines:fleet_caracal

Caracal Fleet

Caracals are an extremely cheap, mobile, high-dps platform that can outmaneuver small gangs and trade effectively.

  • Caracal
  • Scythe
  • Cyclone (2-3)
  • Jaguar / Sabre
Caracal Scythe Cyclone
[Caracal, Caracal]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer II

50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Multispectrum Shield Hardener II
Large Shield Extender II
Small Capacitor Booster II

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Medium Hydraulic Bay Thrusters I
Medium Rocket Fuel Cache Partition I
Medium Ionic Field Projector I

Warrior II x2

Caldari Navy Scourge Light Missile x1000
Caldari Navy Inferno Light Missile x1000
Caldari Navy Mjolnir Light Missile x1000
Caldari Navy Nova Light Missile x1000
Nanite Repair Paste x50
Cap Booster 200 x40
10MN Afterburner II x1
[Scythe, Scythe]
Damage Control II
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II

50MN Y-T8 Compact Microwarpdrive
Large F-S9 Regolith Compact Shield Extender
Multispectrum Shield Hardener II
Large F-S9 Regolith Compact Shield Extender
Medium Compact Pb-Acid Cap Battery

Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Small Asymmetric Enduring Remote Shield Booster

Medium Ancillary Current Router I
Medium EM Shield Reinforcer I
Medium Core Defense Field Extender I

Light Armor Maintenance Bot I x5
Light Shield Maintenance Bot I x4

Nanite Repair Paste x30
Standard Mindflood Booster x1
10MN Afterburner II x1
[Cyclone, Cyclone]
Damage Control II
Power Diagnostic System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Overdrive Injector System II

50MN Cold-Gas Enduring Microwarpdrive
Large Shield Extender II
Multispectrum Shield Hardener II
Large Shield Extender II
Multispectrum Shield Hardener II

Rapid Light Missile Launcher II
Shield Command Burst II
Rapid Light Missile Launcher II
Shield Command Burst II
Rapid Light Missile Launcher II
Shield Command Burst II
Rapid Light Missile Launcher II

Medium Command Processor I
Medium Command Processor I
Medium Hyperspatial Velocity Optimizer I

Warrior II x5
Hornet EC-300 x5

Caldari Navy Scourge Light Missile x800
Caldari Navy Inferno Light Missile x800
Caldari Navy Mjolnir Light Missile x800
Caldari Navy Nova Light Missile x800
Active Shielding Charge x300
Shield Harmonizing Charge x300
Shield Extension Charge x300
Evasive Maneuvers Charge x300
Interdiction Maneuvers Charge x300
Rapid Deployment Charge x300
Sensor Optimization Charge x300
Nanite Repair Paste x100
Skirmish Command Burst II x3
Information Command Burst II x1
10MN Afterburner II x1

Caracals

Rapid Light missiles apply great to Frigates/Destroyers and have a very good reach (80km+). It's very hard to pin down a Caracal fleet with small tackle, so the weakness is the Lachesis (90km point range) or 3km/s NanoBattlecruisers that can't be killed by a small fleet within reloads.

A Caracal has a 700 damage volley per 2.74 seconds, and it takes:

  • 25 Caracals to volley a Jackdaw
  • 14 Caracals to volley a Sabre
  • 10 Caracals to volley an Torpedo Bomber
  • 8 Caracals to volley a Talwar or Cormorant
  • 6 Caracals to volley an Interceptor or Thrasher

Because of this, it is quite common for an FC to count the amount of shots you should put into each target. This helps optimize damage application and co-ordinate reloads.

There's a 35 second reload with Rapid Light missiles, so FC will either warp the fleet to a perch, or intentionally swing the fleet wide to reduce the incoming damage. For this reason, anchoring / aligning by the time you land on grid is important. You get 60 seconds of shooting then 35 seconds of reloading each time.

Caracals are very cheap and trade extremely efficiently. This allows us to be less 'risk adverse'. Always be platinum insured, and always be ready to go down swinging.


Ammo Types
Scourge = Kinetic (Good vs Muninn/Scimitar, and T1 Armor comps)
Mjolnir = Electromagnetic (Good vs Frigates/Destroyers/Lachesis)
Inferno = Thermal (Good vs Sacrilege and some shield comps)
Nova = Explosive (Good vs T2 Armor Comps and Basilisks)
High Slots
20 Cycles of Rapid Lights that fire approximately every 2.74 seconds with great application to subcaps. Up to 86km range with Faction
Mid Slots
This fitting is NOT cap stable; but only the MWD and Multispectrum require cap. Use the cap booster whenever you need it and keep T1 Cap Booster 200 stocked in the cargohold (approx 20)
Low Slots
All passive :)
Drones
ECM drones are good for jamming hostile logi
DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale.
Refits
10MN Afterburner II - for ESS roaming. (Note; this is now cap stable without a booster. Extra ewar can be added)

Scythes

Usually Logi would anchor on the FC and service broadcasts, but in some occasions, they can anchor seperately, approx 30km off.

Notes to the Logi Anchor; try and strafe PARALLEL to the main FC, so if there's a sudden warpout, you're at least travelling in the right direction. Position yourselves 30km from the fleet relative to the hostiles. Also, you're 20% faster than the Caracals - so it's easy to recover from DPS anchor moving away.

Use your watchlist to oversee Scythes/Tackle/Links pilots. Consider pre-locking dictors if tackle commits.

High Slots
Depending your "Shield Emission Systems" skill, running reps will be very cap intensive.
Mid Slots
Keep an eye on when you're being yellow boxed and pre-overheat your
Low Slots
All passive :)
Drones
ECM drones are good for jamming hostile logi
DPS drones will get you on killmails!
Armor/Hull drones will allow you to top up some damage
Refits
10MN Afterburner II - for ESS roaming

Cyclones

The most important links are 3x Shield, Rapid Deployment, Evasive Manuvers and Sensor Optimization. If we get a fleet larger than 30, we can consider taking all links.

The range is nowhere near as good, but the tank is a little better. The hyperspatial rig is also important to make the BC move at the same speed as the Cruiser. You're also not cap stable, so take Standard Mindflood.

Also - DO NOT MINDLINK IT. That's the cost of an entire Caracal!

Ammo Types
Scourge = Kinetic (Good vs Muninn/Scimitar, and T1 Armor comps)
Mjolnir = Electromagnetic (Good vs Frigates/Destroyers/Lachesis)
Inferno = Thermal (Good vs Sacrilege and some shield comps)
Nova = Explosive (Good vs T2 Armor Comps and Basilisks)
High Slots
You don't benefit from the same cycle time or range as the Caracal, so your missiles will land slower. Consider hitting closer targets if the primary target is out of range.
Mid Slots
This fitting is NOT cap stable; keep an eye on your hardener cycles AND take mindflood.
Low Slots
All passive :)
Drones
ECM drones are good for jamming hostile logi
DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale.
Refits
10MN Afterburner II - for ESS roaming. (Note; this is now cap stable without a booster. Extra ewar can be added)
  • Last modified: 2022/02/06 18:16
  • by user6096