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 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.
Fitting
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
5MN Y-T8 Compact Microwarpdrive
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Pseudoelectron Containment Field I
200mm Rolled Tungsten Compact Plates
Magnetic Field Stabilizer II
Adaptive Nano Plating II
Small Anti-Explosive Pump I
Small Anti-Thermal Pump I
Small Anti-Kinetic Pump I
Hobgoblin II x1
Caldari Navy Antimatter Charge S x1
- Contact White 0rchid if this fit is outdated
Modal Light Electron Particle Accelerator I, Caldari Navy Antimatter Charge S
Modal Light Electron Particle Accelerator I, Caldari Navy Antimatter Charge S
Modal Light Electron Particle Accelerator I, Caldari Navy Antimatter Charge S
5MN Y-T8 Compact Microwarpdrive
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Damage Control II
400mm Rolled Tungsten Compact Plates
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Small Anti-Explosive Pump I
Small Trimark Armor Pump I
Small Ancillary Current Router I
Hobgoblin I x1
Caldari Navy Antimatter Charge S x1
- Contact White 0rchid if this fit is outdated
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Small Electrochemical Capacitor Booster I, Navy Cap Booster 400
5MN Y-T8 Compact Microwarpdrive
J5b Phased Prototype Warp Scrambler I
Damage Control II
Adaptive Nano Plating II
Small Ancillary Armor Repairer, Nanite Repair Paste
Small Armor Repairer II
Small Ancillary Current Router I
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I
Hobgoblin II x1
Nanite Repair Paste x1
Navy Cap Booster 400 x1
Caldari Navy Antimatter Charge S x1
- Contact White 0rchid if this fit is outdated
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
1MN Monopropellant Enduring Afterburner
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
200mm Rolled Tungsten Compact Plates
Adaptive Nano Plating II
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Nanite Repair Paste x1
Caldari Navy Antimatter Charge S x1
- Contact White 0rchid if this fit is outdated
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.