Looks like a decent fit. Personally I use this:
[Prowler, Prowler]
Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II10MN Y-S8 Compact Afterburner
Republic Fleet Large Shield Extender
Kinetic Shield Amplifier IICovert Ops Cloaking Device II
Interdiction Nullifier IMedium Cargohold Optimization II
Medium Cargohold Optimization IIExpanded Cargohold II x3
Low slots
Triple T2 inertial stabilizers will get you to an align time below 3s without going into more expensive low slot items and rigs. This frees up my rigs for more cargo space. Or if you want you could put hyperspatials there for faster deliveries. I like cargo space though.
The expanded cargoholds are in cargo: in case I need more cargo space I can swap them for the inertial stabilizers. Without them I get 6.3k cargo, with them I suffer in align time but get over 13k m3. Even more if I make use of giant secure containers that are bigger from the inside than from the outside when unpackaged.
It’s a bit more risky to fly with a slower align time as a good gatecamp may have a frigate pilot good enough to decloak you when you take long to align.
Mid slots
As you may see, I use an afterburner rather than a MWD. I rarely if ever use a propulsion module on my blockade runners, so this one is there just in case I need more speed. Afterburner takes less fitting space than a MWD, so that’s why I chose that.
For defences I skipped the MWD so I can fit a large shield extender. Republic fleet as it’s slightly easier to fit, compact could work as well.
I prefer using passive amplifiers over active hardeners as defences on a covops ship like blockade runners as your hardeners cannot run while you’re cloaked so if you happen to run into bombs or smartbombs an amplifier plugging your shield resist holes gives you more survivability. For the Prowler that’s kinetic.
High slots
Interdiction nullifier is a great choice for hauling in regions of space where bubbles exist. I prefer the T1 version, the cooldown is shorter, it’s easier to fit and cheaper. But T2 isn’t bad.
Some advice on using the nullifier:
- if you jump a gate and find yourself in a bubble, turn on your nullifier first while under gate cloak and only then break gate cloak, cloak up and warp off
- same if you see an interdictor next to you as they will throw up a bubble when they spot you
- don’t warp blind to gates or other places that might be bubbled, d-scan first to see bubbles/dictors/hictors
- if the gate is not within range, try to warp to an object that is in d-scan range
- if you notice the gate is bubbled/has dictors or smartbombs, you could try turn on the nullifier, then warp to the gate at range from an unexpected angle, such as from an anomaly or belt instead of from gate to gate. Stay cloaked and look at the situation
- if you think you can make it through cloaked, slowly slowboat to the gate, avoid getting within 2km of any object or ship and jump the gate
- if the campers are any good, they follow you, but you still have the nullifier to use on the other side!
- if your nullifier is on cooldown, cloak up somewhere safe until you can use it again before you bring yourself in a situation where you could land in another bubble
If you fly well, it’s nearly impossible to catch a sub 3s align nullified blockade runner.
Correct!
When accelerating your ship from standstill, such as after jumping a gate, that is indeed the case. It may take a bit longer if your ship align was in the opposite direction, but your main danger is when jumping gates and that’s where you start accelerating from 0.
Good luck!