Hurricane

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Ship Database
Hurricane
Hurricane
Minmatar Republic
Minmatar Republic
Standard Battlecruisers
Hurricane Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them.

SHIP BONUSES

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret rate of fire
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Projectile Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Required Skills
Training Time what's this?
1d 21h 16m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Sleipnir
Sleipnir.jpg
CornerT2s.png
Sleipnir
Command Ships Hurricane Class
Icon highlights.pngCan Use Command Burst modules
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (2/5) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png1,300 MW Icon cpu.png475 tf
Icon velocity.png165 m/sec
Icon capacity.png475 m³
, Hurricane Fleet Issue
Hurricane Fleet Issue.jpg
CornerTFs.png
Hurricane Fleet Issue
Faction Battlecruisers Hurricane Class
Icon highlights.pngCan use Command Burst module
Icon hi slot.png8 (3/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,380 MW Icon cpu.png420 tf
Icon velocity.png185 m/sec
Icon capacity.png425 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,140 MW
CPU
cpu output
400 tf
Capacitor
capacitor
2,300 GJ
High
high slots
7
Launchers
launcher slots
3
Turrets
turret slots
6
Medium
medium slots
4
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
180 m/sec
Inertia Modifier
inertia modifier (agility)
0.67
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
11.89 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
40 m³
Drone Bandwidth
drone bandwidth
40 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
60 km
Max Locked Targets
max. locked targets
6
LADAR Sensor
LADAR sensor strength
16 points
Sig. Radius
signature radius
250 m
Scan Res.
scan resolution
220 mm
Structure
Structure Hitpoints
structure hitpoints
3,500 HP
Mass
ship mass
12,800,000 kg
Volume
ship volume
216,000 m³
Cargo Capacity
cargo capacity
425 m³
Armor
Armor Hitpoints
armor hitpoints
4,500 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
4,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Hurricane (often simply the Cane) has a long history of positive PvP and PvE performance and is one of the most versatile ships in the game. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their L3 mission ship, fitting either a passive shield tank or an active armor tank. In PvP the Hurricane can be fitted as a simple, armor-buffered short-range bruiser; a fast shield-tanked "Nanocane"; or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield tanked Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.

Skills

Tactics

PvE

Artillery is probably the preferable choice for basic mission-running combat, as it has a longer range. Autocannon might mean more incoming DPS (as you will have to fight closer to NPC enemies) and slower completion times (as you will have to travel into range), but they will muster more DPS and cope better with agile targets. Consider whether your character skills lend themselves more to shield or to armor tanking: for PvE, the Hurricane can mount a passive shield tank or an active armor tank. An active armor tank might be easier to fit and simpler to get right.

PvP

The range of possible fits and tactical approaches offered by the Hurricane is—typically for a Minmatar ship—very wide, and to describe them all in detail would make this article a hostage to fortune (game updates).

Hurricanes fitted for very short-range brawling muster a lot of DPS, especially with T2 autocannon and Hail ammo. Watch out for battleships and other battlecruisers, which might prove tankier than you. The Micro Jump Drive offers one useful approach to brawling fits, at the cost of significant fitting demands: you can attempt to kill anything which gets into warp scrambler range, and then MJD out of trouble.

With a shield tank, the Hurricane can pull quite respectable speeds, and adding together its 25% hull bonus to range with the effect of T2 Barrage ammo lets autocannon hit out to warp disruptor range effectively. It's therefore also possible to fly the Hurricane as a kind of giant Stabber, faster than other large hulls and (hopefully) able to kill anything fast enough to catch it.

Moving beyond warp disruption range, an artillery-fit Hurricane can provide solid mid-ranged DPS and high mid-ranged alpha damage in a kiting gang, if other ships hold down its targets. Fitting a full rack of 720mm artillery often requires excellent character fitting skills and/or at least one fitting module.

Notes

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Patch History