NO/UNKNOWN Priority Target
Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.
50,000 m³ Fleet Hangar
High Amount of Low Slots
RELATED UNI-WIKI REFERENCES
Developer: Khanid Innovations
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
Developer: Khanid Innovations, Inc.
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment.
Amarr Industrial bonuses (per skill level):
7.5% bonus to Armor Repairer amount
5% bonus to ship max velocity
Transport Ships bonuses (per skill level):
5% bonus to fleet hangar capacity
4% bonus to all armor resistances
2+ bonus to ship warp core strength
100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
90% reduction to effective distance traveled for jump fatigue
Base Time to Warp
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.
Light Fighter Squad Limit
Heavy Fighter Squad Limit
Support Fighter Squad Limit
Fleet Hangar Capacity
While all Deep Space Transports (DSTs) are designed to be flying tanks, the Impel is arguably the toughest of them all. Seven low slots and a generous Power Grid allow an unrivalled armour tank to be fitted, alongside the standard Cloak and MWD. With all your low slots taken up by tank however, speed and agility is relatively poor, and without compromising your tank you lack the flexibility to add warp stabilizers for extra protection from tackle. If you miss the Cloak/MWD trick you may therefore be relatively easy to catch by a gate camp, however catching you and killing you are two very different matters in an Impel, at least in Empire space.
As with all DSTs, the Fleet Hanger can hold any item (not only ships) and is therefore the main cargo hold when hauling. It can only be expanded by training the Transport Ships skill (to a maximum of 62,500m3 at Level 5). As Cargo Expanders only affect the tiny main cargo hold which is rarely used they are of little use when fitting a DST.
Further information about additional or recommended skills to pilot Impel for a specific or it's common role(s) can be written here.
For more info on fittings, please go here
No sub-article about Impel roles or piloting tactics. You can write them here.
You can write additional notes for Impel here.
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