The Imp is an advanced Sansha's Nation Interceptor intended for use by forward parties of True Power's feared harvester squadrons. Able to penetrate even the most intense blockades, hunt down stragglers or simply hold ships while waiting for the main harvester force to arrive, the Imp is yet another case of Sansha's Nation technology improving on existing advanced hardware. Like most Sansha's Nation equipment, the few captured examples of the Imp have proven to be readily adaptable for capsuleer use.
SHIP BONUSES
Caldari Frigate bonuses (per skill level): 20% bonus to Afterburner velocity bonus Amarr Frigate bonuses (per skill level): 7.5% bonus to Small Energy Turret tracking speed Interceptors bonuses (per skill level): 15% reduction in Microwarpdrive signature radius penalty 5% bonus to Warp Scrambler and Warp Disruptor optimal range Role Bonus: 250% bonus to Small Energy Turret damage 80% reduction in Propulsion Jamming systems activation cost 80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty 100% bonus to Interdiction Nullifier duratio
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
50 MW
CPU
180 tf
Capacitor
450 GJ
High
3
Launchers
0
Turrets
2
Medium
4
Low
4
Rig
3
small
Calibration
400
Navigation
Max Velocity
450 m/sec
Inertia Modifier
3.3
Warp Speed
8 AU/s
Base Time to Warp
4.1 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.