Crane
RELATED UNI-WIKI REFERENCES
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Name: Crane SHIP BONUSES
Caldari Industrial bonuses (per skill level):
Ship Attributes
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Summary
Very useful for hauling trips into dangerous space, blockade runners are effectively industrial covops ships; difficult to catch except by warp bubbles. For this added speed and security they sacrifice durability and cargo space.
Skills
Further information about additional or recommended skills to pilot Crane for a specific or it's common role(s) can be written here.
Fitting
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I
Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Expanded Cargohold II
Expanded Cargohold II
Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I
Core Scanner Probe I x8
- This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with Evasive Maneuvering V).
- It warps at a good 6.3 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
- The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
- In order to reach 10,000m3 cargo, you must fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig.
- The Polycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with Transport Ships V).
- The Crane is tight on powergrid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
- The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
- The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I
Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Medium Cargohold Optimization I
Medium Hyperspatial Velocity Optimizer I
Core Scanner Probe I x8
- This is a fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train Acceleration Control and Navigation to get this even higher).
- It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at Transport Ships V.
- The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
- Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
- You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
- The Crane is tight on powergrid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
- The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
- The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
Tactics
No sub-article about Crane roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Crane here.