Incursus
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Incursus is a gallente combat frigate. It is quite quick and maneuverable and has bonuses for hybrid turrets and armor repair units. Its 3/3/4 slot layout means it can tackle in pvp. New gallente pilots should look to this frigate as 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 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.
Fitting
75mm Gatling Rail I
75mm Gatling Rail I
75mm Gatling Rail I
1MN Microwarpdrive I
Warp Scrambler I
Medium Shield Extender I
Damage Control I
Overdrive Injector System I
Overdrive Injector System I
Nanofiber Internal Structure I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Warrior I x1
Antimatter Charge S x1
- This fit came from Azual skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Warrior II x1
Void S x1
- This fit came from Azual skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Small Capacitor Booster II
Damage Control II
Small Armor Repairer II
Small Ancillary Armor Repairer
Energized Adaptive Nano Membrane II
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I
Small Processor Overclocking Unit I
Hobgoblin II x1
Navy Cap Booster 400 x8
Nanite Repair Paste x40
Void S x1000
Null S x1000
Federation Navy Antimatter Charge S x1000
Nanite Repair Paste x1
Navy Cap Booster 400 x1
Void S x1
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Warp Scrambler I
Fleeting Propulsion Inhibitor I
Experimental 1MN Afterburner I
Damage Control II
200mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Small Armor Repairer II
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Caldari Navy Antimatter Charge S x2000
Void S x1000
Null S x1500
Nanite Repair Paste x24
150mm Railgun II
150mm Railgun II
150mm Railgun II
X5 Prototype Engine Enervator
1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Damage Control II
Overdrive Injector System II
Adaptive Nano Plating II
Small Ancillary Armor Repairer
Small Polycarbon Engine Housing I
Small Auxiliary Nano Pump I
Small Hybrid Burst Aerator I
Warrior II
Caldari Navy Antimatter Charge S x250
Spike S x250
Javelin S x250
Nanite Repair Paste x16
Tactics
Engagement tactics 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 approch no closer then 6km, idealy staying back at 7.5 km or more to give you time to adjust your orbit as they move around.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.