Tutorial - New Player Experience - until Aug 2018

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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 110m, 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 ships, costing around 100M ISK (not including fittings).

Race Ship Description
Amarr Empire Prorator.jpg The Prorator is the most flexible of the blockade runners. While it has the lowest base cargo capacity, its four low slots means it can be easily customised between speed and cargo capacity, but its overall stats are somewhat average.
Caldari State Crane.jpg The Crane is the toughest of the blockade runners, with over 15k EHP (about 50% more than the other ships). While it has the highest base cargo capacity, there is not much room for customisation as it only has two low slots, and its align time tends to be higher than the other ships'.
Gallente Federation Viator.jpg The Viator is a middle-of-the-road ship, with average tank and speed, and an above-average cargo capacity. However, its signature radius is the highest of the blockade runners, about 15% larger than the Prowler's.
Minmatar Republic Prowler.jpg The Prowler is the fastest blockade runner at sub-light speeds, reaching 350 m/s with good skills (about 40% faster than the other ships). It also has the smallest signature radius, but its cargo capacity tends to be a bit below average.

Skills

Prerequisite skills

In order to fly a blockade runner you need:

  • <Racial> Industrial V (e.g. [[Skills:Amarr Industrial V]] (Amarr Industrial) to fly the Prorator)
  • Transport Ships I (6x) (which also needs Industry V (1x))

Performance skills

These skills increase the performance of your blockade runner, and are listed roughly in order of their importance (although every pilot should decide what they value most!).

  • Evasive Maneuvering (2x) increases your ship's agility by 5% per level. This is vital for decreasing your align time, and should be trained to at least level IV.
  • Transport Ships (6x), increases the warp speed for blockade runners by 5% per level. At high levels, your blockade runner will be able to outrun nearly every other ship in EVE.
  • Spaceship Command (1x) increases your ship's agility by 2% per level. Train this to level V to eke out that last bit of align time.
  • Acceleration Control (4x) increases the speed boost you get from afterburners and microwarpdrives by +5% per level. Very useful for escaping from a bubble in nullsec.
  • Navigation (1x) increases your ship's sub-light speed by 5% per level.
  • Warp Drive Operation (1x) decreases the amount of capacitor needed to enter warp by 10% per level. This can ensure that your capacitor is not completely drained when you warp a long way and may need to run your shield hardeners or microwarpdrive at the other end!

Fitting skills

These skills are either needed to fit modules on your ship, or to improve your ship's fitting attributes. Again, they are listed in rough order of importance.

Fitting

Fitting a blockade runner usually involves trading off align time against cargo space or warp speed. Tank is not usually a primary concern, as blockade runners are designed to fly through space without ever being locked by an enemy ship. Sublight speed is a nice bonus (particularly as it helps to escape from bubbles with the help of a microwarp drive), but is again not vital.

A low align time is vital for safely flying a blockade runner, as it reduces the time that you are vulnerable at a gate or wormhole before entering warp. Keep in mind that, because the EVE universe operates in "server ticks" of one second, align times are rounded up to the nearest second. Therefore, if your align time (which you can determine through an external fitting tool such as EFT) is 3.1 seconds, you will actually align in 4 seconds.

High slots

Every blockade runner should fit a Covert Ops Cloaking Device II (as there is little point in flying a blockade runner without one). In the second high slot, many pilots will fit a Core Probe Launcher to find wormholes to use as shortcuts (if you are planning on taking your blockade runner into wormhole space, then the probe launcher is mandatory!).

Mid slots

Most blockade runners will fit a microwarp drive, as the extra speed is very useful in order to escape from bubbles in nullsec as quickly as possible.

The remaining mid slots are then used to strengthen your ship's tank. Blockade runners are shield tanked, and should be fitted to create a buffer tank using Shield Resistance Amplifiers or Shield Hardener modules, both of which increase your shield's resistance to damage. The former are passive modules (i.e. they don't need to be activated), which can be an advantage in stressful situations (one less thing to remember after you jumped into the middle of a gate camp), but they are less powerful (+32.5% resistance vs +50% resistance for the Tech 1 modules).

You shouldn't use Shield Extender modules, as even though they increase your shield's strength, they also increase your signature radius, making it easier to lock on to you. Also, you shouldn't fit Shield Boosters or Shield Rechargers, as these are used only for passive and active tanks.

Fitting an ECM Burst module (which, when activated, has a chance to jam every ship within a few km of your blockade runner) in a mid slot may help you escape from a hostile gate camp. However, this module should never be used in high-sec (if there is a neutral ship or structure nearby, you will be destroyed by CONCORD), and even in low- and null-sec it can be difficult to use effectively, so this is an option more geared towards advanced pilots.

Low and rig slots

What you fit in your low and rig slots will depend on how you want to use your blockade runner, as explained below.

Carrying cruisers

Every blockade runner is capable of carrying a packaged cruiser (10,000 m3), which can be useful for moving expensive ships through dangerous space (e.g to bring a Tech 2 cruiser into nullsec to use it for ratting). In order to do this, you must fit:

  • Expanded Cargohold II modules in every low slot (Local Hull Conversion Expanded Cargo I (the Tech 1 meta 4 module) would also work, but tends to be more expensive than the Tech 2 module), and
  • One Medium Cargohold Optimization I rig.

This leaves one rig slot free.

  • If you can get your align time to the next lowest integer (e.g. if you are currently at 5.3 seconds, and you can get it to 5.0 seconds or below) using a Low Friction Nozzle Joints or Polycarbon Engine Housing rig, then install that.
  • Otherwise, your best choice is probably a Hyperspatial Velocity Optimizer rig (for increased warp speed) or an Auxiliary Thrusters rig (for increased sub-light speed).

Using an external fitting tool such as EFT can be very helpful here. Even with maximum skills, you cannot get any of the blockade runners to carry a cruiser and align faster than 5 seconds, unless you use implants.

Low- and nullsec hauling

For maximum safety, you should aim to get your align time as low as possible, and then increase your warp and sub-light speeds as much as possible. However, this will come at the expense of cargo space, and depending on the areas of space you will be flying in (and your willingness to take risks), you may want to trade a slightly longer align time for additional cargo space.

With very good skills (Spaceship Command V and Evasive Maneuvering V), the Prorator, Viator, and Prowler can be fit to align in 3 seconds (with the Crane this is not possible, it can align in 4 seconds at best). To achieve this:

  • Fit three Inertia Stabilizer modules (the Tech 1 Meta 4 module, Local Hull Conversion Inertial Stabilizers I has the same benefits as the Tech 2 module, but with a decreased penalty to signature radius).
  • If necessary, fit a Low Friction Nozzle Joints or Polycarbon Engine Housing rig, until your align time is at 3.0 seconds or below.

You can then use the remaining rig and low slot(s) to fit, depending on your needs:

  • An Auxiliary Thrusters rig, for increased sub-light speed
  • A Hyperspatial Velocity Optimizer rig, for increased warp speed
  • A Cargohold Optimization rig or an Expanded Cargohold II module, for increased cargo space
  • A Warp Core Stabilizer module, for a modicum of protection against being tackled

The Inertia Stabilizer module gives a considerable boost to your agility (lowering your align time), but it also increases your signature radius, making it easier for hostile ships to lock on to you. However, even if you fit three Inertia Stabilizer modules, your enemies' locking time will only decrease by 0.1-0.3 seconds, which in most cases will not make a big difference. Nonetheless, if you can replace an Inertia Stabilizer with a Nanofiber Internal Structure without affecting your align time, then do so (as the Nanofiber Internal Structure doesn't increase your signature radius, and gives a boost to your sub-light speed to boot).

Hyperspatial Accelerator modules are rarely worth it for blockade runners, as they only increase your warp speed by 0.2-0.3 AU/s (depending on the module), which will not shave much travel time off if your ship is already capable of flying at 9 AU/s.

If you're looking to trade some align time for increased cargo space, follow the above procedure, but aim for an align time of 4.0 seconds. You will generally be able to accomplish this with two Nanofiber Internal Structure modules (particularly with good skills), leaving the remaining low and rig slots free to customise as you wish.

Module reference

See also: Fitting Modules and Rigs Guide

Mid slots

  • Shield Hardeners: +50% resistance (+55% for Tech II)
  • Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
  • Shield Resistance Amplifiers: +32.5% resistance (+37.5% for Tech II), can be improved with skills
  • ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)

Low slots

  • 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)
  • 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 II)

Rigs

  • Hyperspatial Velocity Optimizer: +20% warp speed, -10% CPU capacity
  • 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

Implants

To get even more performance out of your blockade runner you can install implants. The most useful are:

  • The Nomad implant set (6 implants), which improves your agility (and therefore reduce your align time) by up to 27%.
  • The Ascendancy implant set (6 implants), which improves your warp speed by up to 62%.
  • The Eifyr and Co. 'Rogue' Evasive Maneuvering implants, which improve your agility by up to 6%.
  • The Eifyr and Co. 'Rogue' Warp Drive Speed implants, which improve your warp speed by up to 18%.

These implants come in several variants; the lower-grade variants have a lower benefit (but are correspondingly cheaper). Nonetheless, the higher-grade implants can cost anywhere from 500M to several billion ISK, and should your pod ever be destroyed, your implants will be lost as well. So it's possible, if you use the highest-grade agility implants, to have a blockade runner which aligns and warps in two seconds; however, you would be flying with several billion ISK worth of implants in your head.

There are no combat boosters which help blockade runners.

Flying

First cloak, then activate MWD to get out of a bubble (have 1-2s to activate a module after cloaking). Always fly cloaked, to deny the enemy the intelligence of what ship you're flying (don't appear on D-Scan or Overview if cloaked)


Fits

Cruiser carrier
Crane: Cruiser carrier
EFT
[Crane, Cruiser carrier]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).



Fast transport
Crane: Fast transport
EFT
[Crane, Fast transport]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).


Cruiser carrier
Prowler: Cruiser carrier
EFT
[Prowler, Cruiser carrier]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).


Fast transport
Prowler: Fast transport
EFT
[Prowler, Fast transport]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).



Cruiser carrier
Viator: Cruiser carrier
EFT
[Viator, Cruiser carrier]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).


Fast transport
Viator: Fast transport
EFT
[Viator, Fast transport]
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

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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).



Cruiser carrier
Prorator: Cruiser carrier
EFT
[Prorator, Cruiser carrier]
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

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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).



Fast transport
Prorator: Fast transport
EFT
[Prorator, Fast transport]
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

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • 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).