Excellent ship for fighting pretty much anything, even cruisers. Artillery ensures that you can keep range and fight on your terms without getting tackled and dying. If you get tackled, you die.

High Power

6 x 280mm Howitzer Artillery II 

Medium Power

1 x 5MN Quad LiF Restrained Microwarpdrive 
1 x Fleeting Compact Stasis Webifier 
1 x Initiated Compact Warp Disruptor 

Low Power

2 x Counterbalanced Compact Gyrostabilizer 
1 x IFFA Compact Damage Control 

Rig Slot

1 x Small Transverse Bulkhead I 
1 x Small Projectile Collision Accelerator I 
1 x Small Ancillary Current Router I 

Cargo Hold

1500 x Quake S 
1500 x Tremor S 
25 x Nanite Repair Paste 
1000 x Republic Fleet Depleted Uranium S 
1000 x Republic Fleet EMP S 
1000 x Republic Fleet Fusion S 
1000 x Republic Fleet Phased Plasma S 

Refits

280 Double Web  Dual-web afterburner arty fit for catching kiters and controlling range at artillery optimal. A meme build that turns the tables on other 280mm kiters who rely on keeping you at range.
280 Overdrive  Simpler overdrive artillery kiter with more speed and less alpha than the ACR variant. Good entry 280mm fit for pilots learning Thrasher Fleet Issue kiting.
280mm ACR  Standard 280mm artillery kiter with collision accelerator for alpha and range control. Excellent for fighting on your terms; if you get tackled, you die.