Incursus

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Incursus
Incursus
Gallente Federation
Gallente Federation
ECM PRIORITY
LOW
Magnetometric
what's this?

LOW 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.


Standard Frigates
Incursus Class
EXTERNAL LINKS

Contents

The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
7.5% bonus to Armor Repairer amount
5% bonus to Small Hybrid Turret damage

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Close Range Brawler
▪ Variations
Ishkur
CornerT2s.png
Ishkur
Ishkur
Assault FrigatesIncursus Class
high slots4
(0/3)
middle slots3
low slots4
powergrid42 MW
cpu output155 tf
max. velocity287 m/sec
cargo capacity165 m³
,
Enyo
CornerT2s.png
Enyo
Enyo
Assault FrigatesIncursus Class
high slots5
(1/4)
middle slots3
low slots4
powergrid50 MW
cpu output155 tf
max. velocity288 m/sec
cargo capacity165 m³

Ship Attributes

Fittings
Powergrid
powergrid
45 MW
CPU
cpu output
135 tf
Capacitor
capacitor
370 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
middle slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
340 m/sec
Inertia Modifier
inertia modifier (agility)
3.15
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.49 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
5 m³
Drone Bandwith
drone bandwith
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
30.00 km
Max Locked Targets
max. locked targets
4
Magnetometric Sensor
Magnetometric sensor strength
9 points
Sig. Radius
ship signature radius
42 m
Scan Res.
scan resolution
600 mm
Structure
Structure Hitpoints
structure hitpoints
500 HP
Mass
ship mass
1,028,000 kg
Volume
ship volume
29,500 m³
Cargo Capacity
cargo capacity
165 m³
Shields
Shield Capacity
shields
400 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
450 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
35
EXP
armor explosive resistance
10

Subscript text


Summary

The Incursus is a Gallente combat frigate. It is quite quick and maneuverable, and has bonuses for hybrid turrets and armour repair units. Its 3/3/4 slot layout means it can tackle in PvP. New Gallente pilots should take a look at this frigate for their first PvE upgrade from the Atron, since it is more durable and has more firepower. The Incursus tends to perform better at lower skill levels than the other Gallente combat frigate, the Tristan.

Skills

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

Fittings

For more info on fittings, please click here

Tactics

Engagement tactic depends largely on the type of gun fitted. If you are running short range weapons such as blasters, or in the case of fleet tackle possibly autocannons, your aim should be to orbit as close to the enemy ship as possible to try to get "under the guns" of your target. If you have rails fitted, your aim should be to try to stay back at the edge of scram/web range and kite with your superior range dictation and damage projection.

A notable exception applies in the case of battleships and a few other select hulls that can fit large numbers of large smartbombs. If this is the case, you should approach no closer than 6km, ideally staying back at 7.5 km or more to give you time to adjust your orbit as they move around.

Notes

You can add notes here.


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