Overview
The Incursus is one of the top dog fighting frigates in the galaxy. Its most common role is to be used as an up-and-close blaster boat for quick skirmishes. It can be spotted most often in Gallente space, more so in Gallente low sec. Sometimes this ship is also used by a pilot for completing errands for one’s agent.
The low cost, ability to be disposable, and usability of the Incursus makes it a great choice for aspiring pirates. One weakness the Incursus does suffer from is the fact that it is a little harder to fit a full rack of neutrons without sacrificing for other modules.
For The Beginners
3 - Light Electron Blaster I, Antimatter Charge S
1 - 1MN Afterburner I
1 - Warp Scrambler I
1 - Stasis Webifier I
1 - Small Armor Repairer I
1 - Damage Control I
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1 - Hobgoblin I
Purpose: Solo, PvP, 1v1 engagements
This build for the Incursus should cost less than $500,000 ISK when fully T1 assembled.
Cheap but effective, that is the name of the game. The capacitor is not stable, meaning the armor repairer should only be pulsed on and off while the guns, warp scrambler, and damage control should be kept on at all times in battle.
Usage is simple. When a potential target is spotted, engage in a tight orbit of about 500m away by activating the afterburner only while trying to getting in range.
Activate the scrambler, webifier, guns, and deactivate the afterburner as the battle begins. Repair only as needed at around 40%-50% in armor.
For The Intermediates
3 - 125mm Railgun I, Antimatter Charge S
1 - 1MN Afterburner I
2 - Cap Recharger II
1 - Small Armor Repairer II
1 - Magnetic Field Stabilizer I
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1 - Hobgoblin I
Purpose: Solo, PvE, level 1 missions
The capacitor is again not stable, meaning the armor repairer and afterburner should only be pulsed on and off while the guns are kept on at all times in battle.
The optimal range of the guns should be between 4km and 5km with antimatter ammo so an orbit of 4km or so should be good enough to avoid some damage while dishing out plenty to take care of pretty much all level 1 missions.
The variations can include another cap recharger instead of the afterburner, or an armor hardener instead of the magnetic field stabilizer if tanking is a big concern.
For The Advanced
1 - Light Neutron Blaster II, Null S
2 - Light Ion Blaster II, Null S
1 - 1MN Afterburner I
1 - Warp Scrambler I
1 - Stasis Webifier I
1 - Small Armor Repairer I
1 - Damage Control I
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1 - Hobgoblin II
Purpose: Solo, PvP, 1v1 engagements
This setup is almost the same as the first one but takes more skill to master as the T2 ammunition used will really skew the tracking speed of the guns.
Survivability is longer than a lot of T2 fitted frigates. When using null ammunition, the range of the guns are increased so orbit can be a little faster and out farther.
T2 hybrid ammo reduces the guns’ tracking speed so it is critical to shut off the afterburner once in range. If the range is not needed, I would suggest using antimatter ammunition as it keeps good tracking.
Engage in an orbit of about 1km away. Shoot and repair when armor reaches lower levels.
Sometimes the neutron can be swapped to match the ion blasters and then the repairer upgraded to T2, but I find the small increase in repair amount is not worth the amount of damage dealt that is sacrificed.
Summary
The Incursus is a good and cheap ship that has a lot of untapped potential. Tracking may be a small issue but otherwise it puts out a fair amount of DPS for a basic frigate.

Technical Information
- 10% bonus to small hybrid turret falloff
- 5% bonus to small hybrid turret damage
- Default targeting range is 37.5 km with 3 locked targets
- Velocity is 334 m/sec with 5m3 of drone capacity and 5Mbit/sec drone bandwidth
- Armor hit points is 368
- Power grid is at 34MW, 110ft of CPU, and 400 calibration points
- There are 3 high slots, 3 medium slots, 2 low slots, and 3 rig slots
- 0 slots for launchers and 3 for turrets
Questions, suggestions, comments, or complaints?
4 comments
i don’t know whether it’s that big of a deal at higer skill levels, but the difference in dps only seems to be something like ~5 points when swapping blasters from electrons to ions (or ions for neutrons, respectively) for intermediate gunnery skill levels.
for pvp, leectron blasters with a (an?) oversized plate (along with a MAPC) in the lower slots seems like a viable option. haven’t tried it yet, though.
@halka
I feel that on a small ship every little bit of DPS helps. The faster you can kill them the more likely you’ll still be alive.
The neutrons might be slower firing and have a little less tracking than the electrons, but they make up for it in the extra range in my opinion. I can get a few more shots in ahead of time.
Have not tried the plate option but I do not think it is a wise decision to give up the repairer for a plate.
The biggest benefit from the bigger guns is really the bonus in optimal/falloff, not the pure amount of damage.
A fit I don’t see up there that I used to run as a newb for PvP is this one:
1x 200mm plate
1x magnetic field stabilizer
1x 1mn microwarpdrive
1x scrambler
1x web
3x biggest blasters you can fit (probably light electrons)
1x hobgoblin
@Spectre
Thanks for the revelation Spec!
The problem I had with trying to fit your suggested setup was some CPU problems. I have CPU pretty much maxed out and after swapping for some named modules I was able to fit it all on.
Looks good, has a little more DPS and a little EHP, I definitely suggest people take a look at this one as well!
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