Impel

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Impel
CornerT2h.png
Impel
Amarr Empire
Amarr Empire
ECM PRIORITY
NONE
RADAR
what's this?

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.


Transport Ships
Bestower Class
first highlight
50,000 m³ Fleet Hangar
HIGHLIGHTS
structure hitpoints
High Amount of Low Slots
HIGHLIGHTS
EXTERNAL LINKS

Contents

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.

SHIP BONUSES

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
Role Bonus:
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

Required Skills
Training Time what's this?
29d 20h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Deep Space Transport
▪ Variations
Bestower
Bestower
Bestower
Standard Industrial ShipsBestower Class
high slots2
(0/1)
middle slots3
low slots6
powergrid90 MW
cpu output230 tf
max. velocity110 m/sec
cargo capacity4,800 m³

Ship Attributes

Fittings
Powergrid
powergrid
330 MW
CPU
cpu output
240 tf
Capacitor
capacitor
3,500 GJ
High
high slots
2
Launchers
launcher slots
2
Turrets
turret slots
0
Medium
middle slots
2
Low
low slots
7
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
90 m/sec
Inertia Modifier
inertia modifier (agility)
1
Warp Speed
inertia modifier (agility)
3.3 AU/s
Base Time to Warp
base time to warp
27.03 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
45.00 km
Max Locked Targets
max. locked targets
3
RADAR Sensor
RADAR sensor strength
16 points
Sig. Radius
ship signature radius
160 m
Scan Res.
scan resolution
205 mm
Structure
Structure Hitpoints
structure hitpoints
4,500 HP
Mass
ship mass
19,500,000 kg
Volume
ship volume
400,000 m³
Cargo Capacity
cargo capacity
3,100 m³
Fleet Hangar Capacity
capacity
50,000 m³
Shields
Shield Capacity
shields
2,000 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
70
EXP
shield explosive resistance
87.5
Armor
Armor Hitpoints
armor
4,300 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
62.5
EXP
armor explosive resistance
80

Subscript text


Summary

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.

Skills

Further information about additional or recommended skills to pilot Impel for a specific or it's common role(s) can be written here.

Fitting

For more info on fittings, please go here

Tactics

No sub-article about Impel roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Impel here.


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