Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"
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− | == Blockade runners == | + | = Blockade Runners = |
+ | '''Blockade Runners''' are [[Techs, Tiers and Meta levels|Tech 2]] industrial ships, specialized for travel through dangerous areas of space. Though they can carry only relatively small amounts of cargo (compared to [[hauling|other industrial ships]]), they are some of the fastest and most agile ships in EVE, and can fit [[Covert Ops|covert ops cloaking devices]], making them very hard to catch by enemy pilots. | ||
+ | |||
+ | ;Cargo | ||
+ | :Most blockade runners can carry around 4000-6500 m<sup>3</sup> of cargo (depending on fit), which is slightly less than the fast Tech 1 industrial ships. Additionally, every blockade runner can be [[#Fitting|fit]] for maximum cargo space, allowing them to carry just over 10,000 m<sup>3</sup> (so that they can carry a packaged [[cruiser]]), but at the cost of reduced agility and/or speed. | ||
+ | :Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting - although this can be a double-edged sword, as they may assume that, since they can't scan you, you're likely carrying something valuable!), but can still be scanned for [http://wiki.eveonline.com/en/wiki/Contraband contraband] by NPC customs ships. | ||
+ | |||
+ | ;Speed and agility | ||
+ | :Blockade runners are the fastest industrial ships by quite a margin, both at sub-light speeds and in warp. In sub-light, they can do at least 200 m/s, and can top 300 m/s when fit for speed (which is comparable to a fast cruiser). In warp, blockade runners are some of the fastest ships in EVE: when fit for speed, they can reach over 9 AU/s, meaning they can easily outrun any ship save for speed-fit [[interceptor]]s and the [[Leopard]]. | ||
+ | :In addition to their speed, blockade runners are also very agile. Even when fit to maximise cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (or even 3 seconds for some extreme fits, which is as agile as a frigate). Reducing align time is, however, heavily dependent on having good [[#Skills|navigation skills]] or fitting [[implants]]. | ||
+ | |||
+ | ;Tank | ||
+ | :Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their [[tank]]s are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their [[signature radius]] is around 120m, half of the Tech 1 industrials', which makes them harder to lock on to or hit with weapons. Nonetheless, blockade runners are fragile for their size; most cruisers with a similar signature radius have 4-10x as much EHP. | ||
+ | |||
+ | ;Cloak | ||
+ | :Blockade runners can fit covert ops (CovOps) cloaking devices, which means they can warp while cloaked. They can also use covert jump bridges (created by [[Black Ops]] battleships). | ||
+ | |||
+ | == Ship comparison == | ||
+ | There are four different blockade runner ships, one from each race. All have two high slots, a total of six medium (M) and low (L) slots (the Crane has 4M/2L, the Viator and Prowler have 3M/3L, and the Prorator has 2M/4L), and two medium rig slots. They are rather expensive, costing around 100M ISK (not including fittings). | ||
+ | |||
+ | Four different BRs, strengths and weaknesses of each. How they are the same. What changed in Kronos. | ||
+ | |||
+ | {| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;" | ||
+ | |- | ||
+ | ! style="background:#222222;" | Races | ||
+ | ! style="background:#222222;" | Ship | ||
+ | ! style="background:#222222;" | Description | ||
+ | |- valign="top" | ||
+ | | nowrap style="padding:0px;text-align:center;" | {{icon|amarr|64|Amarr Empire}} | ||
+ | | nowarp style="padding:0px;" | [[image:Prorator.jpg|64px]] | ||
+ | | The '''[[Prorator]]''' | ||
+ | |- valign="top" | ||
+ | | nowrap style="padding:0px;text-align:center;" | {{icon|caldari|64|Caldari State}} | ||
+ | | nowrap style="padding:0px;" | [[image:Crane.jpg|64px]] | ||
+ | | The '''[[Crane]]''' | ||
+ | |- valign="top" | ||
+ | | nowrap style="padding:0px;text-align:center;" | {{icon|gallente|64|Gallente Federation}} | ||
+ | | nowrap style="padding:0px;" | [[image:Viator.jpg|64px]] | ||
+ | | The '''[[Viator]]''' | ||
+ | |- valign="top" | ||
+ | | nowrap style="padding:0px;text-align:center;" | {{icon|minmatar|64|Minmatar Republic}} | ||
+ | | nowrap style="padding:0px;" | [[image:Prowler.jpg|64px]] | ||
+ | | The '''[[Prowler]]''' | ||
+ | |} | ||
+ | |||
+ | {{expansion past|The blockade runners were rebalanced in the [[Kronos (Expansion)|Kronos expansion]]. Before then, only the Prowler had two high slots (the other ships only had one), making it the preferred ship for flying in wormhole space. Additionally, only the Viator and the Prorator could be easily fit to carry 10,000 m<sup>3</sup> of cargo.}} | ||
+ | |||
+ | == Skills == | ||
+ | In order to fly them you need level V in the respective racial industrial ship skill (e.g. {{sk|Amarr Industrial|V}}, {{sk|Gallente Industrial|V}} etc) as well as {{sk|Transport Ships|I}}. | ||
+ | |||
Absolutely necessary skills: | Absolutely necessary skills: | ||
* Racial Industrial V | * Racial Industrial V | ||
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* {{sk|Transport Ships}} (+5% warp speed / level) | * {{sk|Transport Ships}} (+5% warp speed / level) | ||
− | + | == Modules == | |
==== Rigs ==== | ==== Rigs ==== | ||
*Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU | *Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU | ||
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*Low Friction Nozzle Joints: -11.7% agility, -10% armor | *Low Friction Nozzle Joints: -11.7% agility, -10% armor | ||
*Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor | *Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor | ||
+ | *Cargohold Optimization: +15% cargo, -10% armor | ||
====Low ==== | ====Low ==== | ||
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*Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4) | *Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4) | ||
*Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed | *Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed | ||
+ | *Expanded cargohold: +17.5% cargo, -25% structure, -15% max velocity (+27.5%, -20%, -10% for Tech 2) | ||
====Medium==== | ====Medium==== | ||
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*Adaptive Invulnerability Field: +25% resistance (+30% for Tech II) | *Adaptive Invulnerability Field: +25% resistance (+30% for Tech II) | ||
*ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II) | *ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II) | ||
+ | |||
+ | == Fitting == | ||
+ | Fitting strategies for max cargo, align time, warp speed. | ||
+ | * Cargo fits always need all cargo expander IIs + 1 cargo rig to >10000m3. | ||
+ | * ECM bursts are questionable - only in low-sec, and only if you absolutely know what you are doing! | ||
+ | * Put in a note to pilots to play around with their low slots and rigs to keep their align time (depending on their skills) just below an integer (align time rounds up!). | ||
+ | * While inertial stabs increase sig radius, the difference for enemy locking time doesn't make that big a difference (about 0.2-0.3s). You have the sig radius of about a cruiser. | ||
+ | * MWD to get out of bubbles | ||
+ | * Probe launcher for finding shortcuts and travel through WH space | ||
+ | |||
+ | == Flying == | ||
+ | |||
+ | <!-- Primary use: Relatively small and/or very expensive cargo through lowsec/nullsec/wspace. | ||
+ | Both types of Tech 2 industrial require the Transport Ships skill, and both have abilities which make them better at surviving trips to lawless space. Both also have the same two 5% per level bonuses to speed and capacity for their racial industrial skill that the Tech 1 industrials have (and you need all five levels of the racial industrial skill to fly them in the first place). Naturally, they also cost a lot. | ||
+ | Blockade runners align much faster than their Tech 1 equivalents, have a bonus to 5% warp speed per level, and, most importantly, a bonus that lets them fit covert ops cloaking devices (and hence warp while cloaked). This means that even in nullsec the only dangerous moments for a properly-fitted and -flown blockade runner should be when it has to pass through stargates. The trade-off is that blockade runners carry less cargo than their Tech 1 equivalents. | ||
+ | Blockade runners are also one of the few classes of ship able to use the covert jump bridges opened by black ops battleships. | ||
+ | Amarr : Prorator (largest with/mod cargo capacity) | ||
+ | Caldari : Crane (largest non/mod cargo capacity) | ||
+ | Gallente : Viator | ||
+ | Minmatar : Prowler --> | ||
+ | |||
+ | == Fits == | ||
{{ShipFitting | {{ShipFitting | ||
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| shipDNA=12733:2603;3:1319;1:5975;1:2301;1:11578;1:17938;1:30013;8:31161;1:31119;1:: | | shipDNA=12733:2603;3:1319;1:5975;1:2301;1:11578;1:17938;1:30013;8:31161;1:31119;1:: | ||
}} | }} | ||
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Revision as of 09:05, 29 July 2014
Contents
Blockade Runners
Blockade Runners are Tech 2 industrial ships, specialized for travel through dangerous areas of space. Though they can carry only relatively small amounts of cargo (compared to other industrial ships), they are some of the fastest and most agile ships in EVE, and can fit covert ops cloaking devices, making them very hard to catch by enemy pilots.
- Cargo
- Most blockade runners can carry around 4000-6500 m3 of cargo (depending on fit), which is slightly less than the fast Tech 1 industrial ships. Additionally, every blockade runner can be fit for maximum cargo space, allowing them to carry just over 10,000 m3 (so that they can carry a packaged cruiser), but at the cost of reduced agility and/or speed.
- Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting - although this can be a double-edged sword, as they may assume that, since they can't scan you, you're likely carrying something valuable!), but can still be scanned for contraband by NPC customs ships.
- Speed and agility
- Blockade runners are the fastest industrial ships by quite a margin, both at sub-light speeds and in warp. In sub-light, they can do at least 200 m/s, and can top 300 m/s when fit for speed (which is comparable to a fast cruiser). In warp, blockade runners are some of the fastest ships in EVE: when fit for speed, they can reach over 9 AU/s, meaning they can easily outrun any ship save for speed-fit interceptors and the Leopard.
- In addition to their speed, blockade runners are also very agile. Even when fit to maximise cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (or even 3 seconds for some extreme fits, which is as agile as a frigate). Reducing align time is, however, heavily dependent on having good navigation skills or fitting implants.
- Tank
- Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their tanks are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their signature radius is around 120m, half of the Tech 1 industrials', which makes them harder to lock on to or hit with weapons. Nonetheless, blockade runners are fragile for their size; most cruisers with a similar signature radius have 4-10x as much EHP.
- Cloak
- Blockade runners can fit covert ops (CovOps) cloaking devices, which means they can warp while cloaked. They can also use covert jump bridges (created by Black Ops battleships).
Ship comparison
There are four different blockade runner ships, one from each race. All have two high slots, a total of six medium (M) and low (L) slots (the Crane has 4M/2L, the Viator and Prowler have 3M/3L, and the Prorator has 2M/4L), and two medium rig slots. They are rather expensive, costing around 100M ISK (not including fittings).
Four different BRs, strengths and weaknesses of each. How they are the same. What changed in Kronos.
Races | Ship | Description |
---|---|---|
The Prorator | ||
The Crane | ||
The Viator | ||
The Prowler |
A long, long time ago... |
---|
The blockade runners were rebalanced in the Kronos expansion. Before then, only the Prowler had two high slots (the other ships only had one), making it the preferred ship for flying in wormhole space. Additionally, only the Viator and the Prorator could be easily fit to carry 10,000 m3 of cargo. |
Skills
In order to fly them you need level V in the respective racial industrial ship skill (e.g. [[Skills:Amarr Industrial V]], [[Skills:Gallente Industrial V]] etc) as well as Transport Ships I.
Absolutely necessary skills:
- Racial Industrial V
- Transport Ships I (needs Industry V (1x))
Necessary skills:
- Cloaking IV (6x) (for CovOps cloak, needs CPU Management IV (1x))
- High Speed Maneuvering I (for 10MN MWD, needs Afterburner III (1x))
Fitting skills:
- Power Grid Management V (1x) (to have enough PG for the MWD; Crane needs V, Prowler needs IV, others need III)
- Hull Upgrades II (2x) (to fit expanded cargohold II. Also +5% armor/level)
- Astronautics Rigging I (to fit cargo rigs I, needs Jury Rigging III (2x) and Mechanics III (1x)
- Tactical Shield Manipulation IV (4x) (to fit Tech 2 shield hardeners. Tech 1 only needs level I)
- Shield Upgrades IV (2x) (to fit Tech 2 shield extenders. Tech 1 only needs level I)
- Electronic Warfare IV (2x) (to fit ECM Burst II. Tech 1 only needs level I)
- Warp Drive Operation (to fit Hyperspatial Accelerators)
Performance skills:
- Evasive Maneuvering (+5% agility / level)
- Acceleration Control (+5% AB/MWD speed boost / level)
- Navigation (+5% speed / level)
- Warp Drive Operation (-10% cap needed for warp / level)
- Spaceship Command (+2% agility / level)
- Transport Ships (+5% warp speed / level)
Modules
Rigs
- Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU
- Auxiliary Thrusters: +7.25% speed, -10% armor
- Low Friction Nozzle Joints: -11.7% agility, -10% armor
- Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor
- Cargohold Optimization: +15% cargo, -10% armor
Low
- Nanofiber Internal Structure I: +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for Tech II)
- Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4)
- Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed
- Expanded cargohold: +17.5% cargo, -25% structure, -15% max velocity (+27.5%, -20%, -10% for Tech 2)
Medium
- Shield Hardeners: +50% resistance (+55% for Tech II)
- Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
- ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)
Fitting
Fitting strategies for max cargo, align time, warp speed.
- Cargo fits always need all cargo expander IIs + 1 cargo rig to >10000m3.
- ECM bursts are questionable - only in low-sec, and only if you absolutely know what you are doing!
- Put in a note to pilots to play around with their low slots and rigs to keep their align time (depending on their skills) just below an integer (align time rounds up!).
- While inertial stabs increase sig radius, the difference for enemy locking time doesn't make that big a difference (about 0.2-0.3s). You have the sig radius of about a cruiser.
- MWD to get out of bubbles
- Probe launcher for finding shortcuts and travel through WH space
Flying
Fits
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 Poycarbon 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 power grid, 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 power grid, 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).
Core Probe Launcher I, Core Scanner Probe I
Covert Ops Cloaking Device II
Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Expanded Cargohold 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 6.4 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
- This fit is moderately tough for a blockade runner, with 10k EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so you don't need to fit an EM shield hardener to maximise your EHP.
- In order to reach 10,000m3 cargo, you must fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
- The Poycarbon 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 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).
Core Probe Launcher I, Core Scanner Probe I
Covert Ops Cloaking Device II
Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Expanded Cargohold II
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Medium Hyperspatial Velocity Optimizer I
Medium Cargohold Optimization I
Core Scanner Probe I x8
- This is a very fast ship for carrying small to medium cargo (6415m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting a third Nanofiber Internal Structure, or training skills (down to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also very fast at sublight speeds: 328 m/s, or 1846 m/s with the MWD on, even with low skills (train Acceleration Control and Navigation to reach speeds of nearly 2500 m/s with the MWD).
- It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at Transport Ships V.
- Carry three 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 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
Expanded Cargohold 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.
- This fit is average for a blockade runner, with 8600 EHP even with low skills.
- In order to reach 10,000m3 cargo, you must fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
- The Poycarbon 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 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
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Expanded Cargohold II
Medium Hyperspatial Velocity Optimizer I
Medium Cargohold Optimization I
Core Scanner Probe I x8
- This is a fast ship for carrying small to medium cargo (6598m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting a third Nanofiber Internal Structure, or training skills (down to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also rather fast at sublight speeds: 246 m/s, or 1476 m/s with the MWD on, even with low skills (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.
- Carry three 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 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
Expanded Cargohold II
Expanded Cargohold 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 Prorator has the weakest tank of the four blockade runners; this fit has 7100 EHP with low skills.
- In order to reach 10,000m3 cargo, you must fit four Tech 2 expanded cargoholds and one Tech 1 cargo rig.
- The Poycarbon 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 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
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Expanded Cargohold II
Medium Hyperspatial Velocity Optimizer I
Medium Cargohold Optimization I
Core Scanner Probe I x8
- This is a fast ship for carrying small to medium cargo (5315m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting more Nanofiber Internal Structures, or training skills (down to a nigh uncatchable 4s with Evasive Maneuvering V). It's also rather fast at sublight speeds: 265 m/s, or 1525 m/s with the MWD on, even with low skills (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.
- Carry three 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 shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
- Thanks to its four low slots, the Prorator is the most flexible of the four blockade runners, as you can swap out a Nanofiber Internal Structure for, say, a Warp Core Stabilizer for an extra layer of defence.
- The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).