public:dojo:wiki:marauder-ratting

Marauder ratting is the first step up to making serious ISK by ratting. You will easily be able to double the ticks from an Ishtar. The down side is that semi-AFK ratting will be a thing of the past. You will need to be actively piloting your ship while ratting in a Marauder.

You will also be facing larger up-front costs and be taking a bigger risk. The plus side is that since you'll be flying a 1-2 billion ISK ship, you'll get a better response from standing fleet when you yell for help. (You are in standing fleet, right?)

Disclaimer: This page mainly focuses on ratting in Pure Blind space against Guristas rats. For other locations, you will need to refit different ammo and drones based upon the damage type you want to apply.

Golem
Caldari Marauder

Kronos
Gallente Marauder

Vargur
Minmatar Marauder

The Vexor Newbro Edition
Gallente T1 Cruiser
Free From The Dojo! Low Skills

The Ratting Myrmidon
Gallente T1 Battlecruiser
~80 Million ISK Low Skills

The Ratting Gila
Guristas Faction Cruiser
~390 Million ISK Low Skills

The Isktar
Gallente Heavy Assault Cruiser
~225 Million ISK Medium Skills

Ratting Marauders
Caldari / Gallente Marauders
1 - 2 Billion ISK High Skills

Ratting Carriers
Minmatar Carrier
3 - 4 Billion ISK Capital Skills

Ratting Supers
Minmatar Supercarrier
38 - 42 Billion ISK Capital Skills

The following Golem fittings come in two flavors. The torpedo fit will maximize your ticks while raising your danger level a bit. The cruise missile fit has additional survivability if tackled by adding neuts. The downside is that the cruise missiles won't apply or hit as hard and your ticks will be lower.

The Kronos fit will fall somewhere in between. Due to the tracking issues with the hybrid turrets vs. the missiles, your ticks won't be as high as the Torpedo Golem, but it should be better than the Cruise Missile Golem. You can fit in a Dread Guristas Graviton Smartbomb if you desire. It will help a bit when the frigates get close.

Golem Torpedo

[Golem, Ratting Golem (Torp)]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Missile Guidance Computer II
Republic Fleet Target Painter
Missile Guidance Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Shield Boost Amplifier II
X-Large Shield Booster II

Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
[Empty High slot]
[Empty High slot]
[Empty High slot]
Bastion Module I

Large Core Defense Field Extender II
Large Bay Loading Accelerator II



Hornet II x4
Hornet EC-300 x5
Vespa II x3

Scourge Rage Torpedo x7320
Missile Range Script x2
Missile Precision Script x2
Agency 'Hardshell' TB5 Dose II x1
Standard Blue Pill Booster x1

Golem Cruise

[Golem, Ratting Golem (Cruise)]

Missile Guidance Enhancer II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Shield Boost Amplifier II
Target Painter II
X-Large Shield Booster II
Large Micro Jump Drive
Large Cap Battery II

Bastion Module I
Cruise Missile Launcher II
Medium Energy Neutralizer II
Cruise Missile Launcher II
Medium Energy Neutralizer II
Cruise Missile Launcher II
Medium Gremlin Compact Energy Neutralizer
Cruise Missile Launcher II

Large Capacitor Control Circuit I
Large Warhead Calefaction Catalyst II



Hornet II x10
Hornet EC-300 x5

Scourge Fury Cruise Missile x14216
Standard Blue Pill Booster x1

Kronos Ratter

[Kronos, Ratting Kronos]

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Armor Repairer II
Reactive Armor Hardener

Large Cap Battery II
Target Painter II
Large Cap Battery II
Tracking Computer II

Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module I

Large Trimark Armor Pump II
Large Hybrid Burst Aerator II



Hornet II x4
Hornet EC-300 x5
Wasp II x2
Vespa II x3

Void L x10320
Tracking Speed Script x1
Null L x10000
Optimal Range Script x1

Ratting Vargur

[Vargur, Ratting Vargur James Tal]

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Large Cap Battery II
Kinetic Shield Hardener II
Heavy Stasis Grappler II
X-Large Shield Booster II
Tracking Computer II
Multispectrum Shield Hardener II

800mm Repeating Cannon II
Heavy Gremlin Compact Energy Neutralizer
800mm Repeating Cannon II
Bastion Module I
800mm Repeating Cannon II
[Empty High slot]
800mm Repeating Cannon II
Large 'Vehemence' Shockwave Charge

Large Projectile Burst Aerator I
Large EM Shield Reinforcer I



Hornet II x5
Hornet EC-300 x10

Barrage L x5000
Tracking Speed Script x1
Hail L x5480
Optimal Range Script x1
Agency 'Hardshell' TB5 Dose II x2
Standard Blue Pill Booster x2

If You're New to Ratting in a Marauder

Give the Introduction to Ratting page a read to avoid common mistakes and get some background knowledge.

Marauders uniquely utilize the Bastion Module, which similar to a Siege Module massively improves a ship's damage and active tanking with the downside of immobility. It increased from a 30- to a 60-second cycle time in June 2023, making the Bastion module more risky to use.

Make sure you have what you in need in cargo with you before undocking (ammo, scripts, MTUs, etc.).

Running Each Site

Your Hardeners and Tracking Computers (select the proper script depending on the situation) should always be active while you're in a site.

Make sure you are always firing at all times. Any second not firing is "lost" isk. Make sure to always reload when moving from one site to another.

  1. Warp to a site at zero. Cruise Golem can jump at 70km.
    1. For the Cruise Golem, align away from the site, activate your MJD, and jump away.
  2. Activate your bastion module. Keep it active while you are on the site and actively killing rats.
    1. As you become more comfortable with the spawns, you will learn when to cycle it off so you can warp to the next site right away.
    2. Use your shield booster or armor repper as necessary.
  3. Kill them dirty rats! I prefer to focus on the battleships first as it keeps the number of times I have to cycle the rep smaller. If you're in the Cruise Golem, you should focus on the closest ships first.
    1. For the torpedo Golem fit, you will only need your target painter for cruisers and below.

Standard Kill Order: Battleships → Others

Cruise Golem Kill Order: Closest → Farthest

Site-Specific Information

Some sites require special attention due to a particularly nasty wave or unusual mechanics.

Havens and Sanctums
  • The final wave of these sites may spawn NPC Capitals. You won't be able to solo these ships, and should warp off.

As a note: If at any point during the site an enemy ship lands on grid you should immediately red-cycle your bastion (Unless your staying to fight).

For Light Resistance

"Light" resistance is any combination of up to 5 subcaps that does NOT include:

  • Triglavian Ships
  • Heavy Interdiction Cruisers
  • Logistics Cruisers
  • Battleships


  1. Mention on comms that you're tackled and may require support.
  2. Make sure you get to as much capacitor you can.
  3. Only cycle shield booster/armor repper as necessary to save cap.
  4. Target all the enemies
  5. Begin killing the the weakest tackle ships on grid. Afterburner destroyer or frigates will be hard to hit. You may need to switch your scripts to tracking scripts. You may need to take some drugs.
    1. If you're in the cruise missile Golem, hit the tackle ship with all 3 neuts and hope their cap drains before your ship dies.
  6. If you find yourself unable to kill the tackle or your tank is breaking, continue to the below section.
  7. If you kill the ships before help lands and you de-cycle bastion, warp off.

For Heavy Resistance

Anything that's stronger than "Light" resistance is "Heavy" resistance.

  1. Make sure you're in bastion.
  2. Heat your hardeners and reps.
  3. Start screaming on comms and in fleet for support.
    1. Get someone else to FC the organization of caps and subcaps, doing so yourself can overwhelm you.
  4. Put 'xxx <system>' in fleet, and kill any tackle you're capable of killing.
  5. Use your shield booster/armor repper as necessary to maintain tank. Heat if required.
  6. Follow FC directions from this point on. Good luck.

  • public/dojo/wiki/marauder-ratting.txt
  • Last modified: 2023/11/15 06:33
  • by Aernir Ridley