Minmatar
FrigateVigilJamming TacklerIntent is to live a little longer by breaking your target's lock on you. Your ECM can stack with others in your group, so it is beneficial to all as long as you are alive.
Tracking Disruption TacklerIntent is to live a little longer through making it harder to hit while orbiting. This will not help vs. drones or missiles.
Stop that Inty in its Tracks TacklerThis one is a tad crazy, it's designed to knock out 80 cap/activation from your target. This may be enough to stop an into by breaking a MWD cycle. The only problem is once you do this, you can't run any of your modules either.
IndustrialProwlerGeneral travel setupDon't even attempt to fly this ship without at least Engineering IV. You won't even be able to stick a MWD on it otherwise. For the most part, modules should be best named or T2. See comments for limitations on this.
As the only blockade runner with two high slots, what you stick in the second one really is your call. Having a cloak in slot one pretty much is required, as it will save you time and time again in hostile territory. I chose a salvager personally, but you may as well leave it empty. Mids are tricky. The MWD is a given (has to be named T1, by the way -- even with Engineering V you can't fit a T2 one unless you wish to delve into fitting mods), but beyond that you've got some leeway. Personally, I went with a Kinetic Deflection Amplifier and an Invulnerability Field (both T2). The former is used to plug the resistance hole in Minmatar T2 shield tanks, while the latter just adds some overall resistances in case Something Bad Happens. And yes, that's a passive kinetic hardener. Replacing it with an active hardener is perfectly possible; I originally went with the passive module in order to be as NOS-proof as possible. (Back then, I used a small cap booster in place of the invul field.) Lows are tricky, too! With only two slots available, you have to be picky about what to fit. You can accommodate two more warp core stabilizers, for a total of +4 to warp strength, meaning you'll require five or more points to be locked down. It's better than nothing, but in a bubble all the stabs in the world won't save you. Furthermore, fitting WCS means you won't be fitting any speed/agility mods, and that's not so good either when you need to burn back to that gate stat. I decided to go with one inertial stabilizer and nanofiber internal structure each, which provide a nice balance between reducing mass and improving agility, allowing the ship to travel and align faster. And that's what counts, right? Rigs depend on what exactly you need the ship for, but generally you can't go wrong with some form of astronautic rig. Polycarbs are very nice (luckily I got mine before the crazy increase in price), but Low Friction Nozzle Joints will work as well. Their drawback (reduced armor hitpoints) isn't all that bad, because face it: when you're in armor, you are pretty much gone already. Assuming you manage to decide on a setup, it's quite the lovely ship. I really like flying mine, even in perfectly safe Empire space. It aligns like a somewhat sluggish frigate and warps at 9 AU/s; great for errands! |