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
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Pseudoelectron Containment Field I
200mm Reinforced Rolled Tungsten Plates I
Magnetic Field Stabilizer II
Adaptive Nano Plating II
Small Anti-Explosive Pump I
Small Anti-Thermic Pump I
Small Anti-Kinetic Pump I
Hobgoblin II
Void S x1
- Have faction Antimatter. Get a bunch of these together with some logi and go roaming with some friends.
- These are great for Frig/Dessie roams.
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Light Ion Blaster II, Void S
Limited 1MN Microwarpdrive I
Initiated Harmonic Warp Scrambler I
Small Capacitor Booster II, Navy Cap Booster 400
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 Hybrid Burst Aerator I
Hobgoblin II x1
Navy Cap Booster 400 x2
Void S x1
Nanite Repair Paste x1
- Have faction Antimatter and null. Overheat all of the things and try to get to 0.
- Set auto-reload to off on the AAR. You might need that minuscule amount of extra rep. Always overheat the cap booster.
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Fleeting Progressive Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
Damage Control II
200mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Small Ancillary Armor Repairer, Nanite Repair Paste
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Nanite Repair Paste x1
Void S x1
Null S x1500
Caldari Navy Antimatter Charge S x2000
- You can switch out the plate for a MagStab for maximum man-mode.
125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S
1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Adaptive Nano Plating II
Damage Control II
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Hybrid Burst Aerator I
Hobgoblin II
Federation Navy Antimatter Charge S x1
- The idea is to stay right at the edge of scram range. This is a pretty tanky kiter so you can afford to take a few hits in it.
- Make sure the AAR has auto-reload set to off.
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.