Difference between revisions of "Impel"

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  | info=Developer: Khanid Innovations<br><br>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.<br><br>Developer: Khanid Innovations, Inc.<br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. <br><br>
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| quote=Though perilous, I served. Though beset, I persevered. Though denied, I believed.
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| quote_attribution=The Scriptures, Prophet Kuria 12:18
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  | info=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.
 
  | bonuses=<b>Amarr Hauler bonuses (per skill level):</b><br>
 
  | bonuses=<b>Amarr Hauler bonuses (per skill level):</b><br>
 
7.5% bonus to Armor Repairer amount<br>
 
7.5% bonus to Armor Repairer amount<br>
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== Summary ==
 
== 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 unrivaled armour tank to be fitted, alongside the standard Cloak and MWD. With all your low slots taken up by tank however, speed and agility are 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 Trick|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.
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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 unrivaled armour tank to be fitted, alongside the standard Cloak and MWD. With all your low slots taken up by tank however, speed and agility are 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 Trick|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 Hangar can hold any item (not only ships) and is therefore the main cargo hold when hauling. It can only be expanded by training the {{sk|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.
 
As with all DSTs, the Fleet Hangar can hold any item (not only ships) and is therefore the main cargo hold when hauling. It can only be expanded by training the {{sk|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.

Latest revision as of 21:23, 16 November 2024

EVE University Database
 
Ship Database
Impel
CornerT2h.png
Impel
Amarr Empire
Amarr Empire
Transport Ships
Bestower Class
Highlight
50,000 m³ Fleet Hangar
HIGHLIGHTS
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Though perilous, I served. Though beset, I persevered. Though denied, I believed.
– The Scriptures, Prophet Kuria 12:18


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.

SHIP BONUSES

Amarr Hauler 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
▪ Variations
Bestower
Bestower.jpg
Bestower
Haulers Bestower Class
Icon hi slot.png2 (0/1) Icon mid slot.png3 Icon low slot.png6
Icon powergrid.png90 MW Icon cpu.png230 tf
Icon velocity.png110 m/sec
Icon capacity.png4,800 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
medium 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
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
Armor
Armor Hitpoints
armor hitpoints
4,300 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
62.5
EXP
explosive resistance
80
Shields
Shield Capacity
shield hitpoints
2,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
70
EXP
explosive resistance
87.5


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 unrivaled armour tank to be fitted, alongside the standard Cloak and MWD. With all your low slots taken up by tank however, speed and agility are 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 Hangar 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 its common role(s) can be written 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.