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The Minmatar Hurricane is simply one of the most outstanding ships in the Minmatar fleet, if not the entire game.  Since its introduction, it has been wildly popular with PVP’ers, even before the projectile fix.  Able to be effectively tanked both in shields and armor, as well as be set up as an effective long range or short range platform, the Hurricane is a must for any Minmatar PVP’er to have in their shipyard.  It is a serious ship, to do a serious job. In fact, so effective was the Hurricane that it was mentioned as a reason NOT to fix the Minmatar weapon systems.

The Hurricane was introduced into Eve at the same time as the legendary Drake, the awe-inspring Harbinger, and the adaptable Myrmidon, all are very effective and intelligently designed ships, and all have their place in PVP, including the Hurricane.  Let’s take a quick look at the strengths of the Hurricane:

  • Slot Layout is 8 highs, 4 mediums, and six lows – giving the option of 6 turret (and 3 missle) hardpoints and 2 utility hardpoints in the highs.
  • 5% Rate of Fire Bonus per level.
  • 5% Damage Bonus per level.
  • Base speed of 165 m/s, sharing the top speed with the Cyclone.
  • 30m3 Drone Bay – Enough for a flight of light drones.

The Hurricane itself is part of the Rifter/Rupture/Tempest lineup because of its two damage bonuses (5% Rate of Fire and Damage per level) and with its nice slot layout with eight high slots, four midslots, and six lowslots, you can fit it for an acceptable armor tank or a fair shield tank, with plenty of low slots for gank configurations.  There are few flaws with the slot layout or with the ship overall.  For the most part, whatever it can’t out shoot, it can outrun.

So.. how do you set one up?

Personnally, I’ve found several good “base” configurations that you can expand on depending on need.  The first one I’ll be discussing is an active tanked version.  Normally I’m not big on active tank setups in PVP engagements, generally because buffer tanks provide a consistant level of protection (irregardless of the situation), while active tanks tend to be dependent on several variables.. most of which may not be in your control at any given time.  However, active tanks do benefit the pilot in that they have no constant negatives either.  They don’t blow your signature radius to high heaven like shield buffer tanks do, and neither do they massively increase your mass like armor buffer tanks do.

The active tank setup I use is a dual repper:

[Hurricane, PVP AC version]
Medium Armor Repairer II
Medium Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II

Medium Capacitor Booster II, Cap Booster 800
10MN MicroWarpdrive II
Warp Disruptor II
Stasis Webifier II

220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Anti-Explosive Pump I
Medium Nanobot Accelerator I
Medium Auxiliary Nano Pump I
Warrior II x6

I prefer the 220mm Vulcans over the 425mms in the particular configuration because they have better tracking, better fitting requirements, and do nearly the same amount of damage.  I also prefer Neutralizers over Missiles because at this time (with my poor missile skills) the ability to control the speed/weapon usage of my target is more important than DPS.  A couple things you must be aware of in an active tanking configuration like this, it is crucial to effectively raise your resistances and to stagger (i.e. activate at different times) both reppers (and your neuts too) or else you will have a very nasty hole while you are waiting for the next repping cycle.

Another popular armor tanking setup is the 1600mm Passive tank configuration:

[Hurricane, PVP AC Passive Version]
1600mm Reinforced Rolled Tungsten Plates I
Gyrostabilizer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II

10MN MicroWarpdrive II
Medium Capacitor Booster II, Cap Booster 800
Warp Disruptor II
Stasis Webifier II

220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
‘Malkuth’ Heavy Assault Missile Launcher I, Torrent Assault Missile
‘Malkuth’ Heavy Assault Missile Launcher I, Torrent Assault Missile

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Warrior II x6

This configuration is rather nice because you get a nice 68k EHP (EFT numbers), around 500 DPS using reliable 220mms.  I generally keep a cap booster just to ensure I have MWD power on a fit like this because battleship plates do tend to hamper the mobility, requiring more time for me to get out of bad situations.  However, its not an absolute necessity, and if you wish to use the midslot for something else, removing the medium cap booster should be the first to go.  The downside of this configuration is of course the 1600mm plate.  While it does give good protection, it will penalize you on speed, agility, and acceleration.  If you wish to switch out the HAMs for standard Heavy Missile Launchers, you will run into some CPU issues.. but these can be easily remedied by downgrading the T2 Webifier for a “Named” equivlent.

Armored Artillery versions are also possible, but they lose alot of protection in the process:

[Hurricane, PVP Armor – Arty – 650mm]
800mm Reinforced Rolled Tungsten Plates I
Gyrostabilizer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Reactor Control Unit II

10MN MicroWarpdrive II
Medium Capacitor Booster II, Cap Booster 25
Warp Disruptor II
Fleeting Propulsion Inhibitor I

650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
‘Malkuth’ Heavy Missile Launcher I, Thunderbolt Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Thunderbolt Heavy Missile

Warrior II x6

Unfortunately, the 1600mm plate needed to be removed to fit the heavier fitting requirements of artillery.  Replacing it with an 800mm plate gives an EHP of  around 44k (not including armor rigs).  A Gyro was removed as well to fit the T2 RCU necessary for this fit.  If you don’t have the skills for the T2 RCU, you will have to use a powergrid rig to make up the difference.  This particular configuration gives you a DPS of about 370 with missile damage.  You can also replace the 650mms with the much more powerful 720mms, but I’ve found that in a typical gate camp situation, while you should do pretty good at the first shot (provided you are far away from the gate), any ship with speed will be very difficult to hit and with the long rate of fire for the 720mms, you will likely be of little help in closer engagements.

But what about shield variants?

Well, here ya go:

[Hurricane, Shield Tanked – 650mms]
Damage Control II
Power Diagnostic System II
Co-Processor II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

Large Shield Extender II
Large Shield Extender II
10MN MicroWarpdrive II
Invulnerability Field II

650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
650mm Artillery Cannon II, Tremor M
‘Malkuth’ Heavy Missile Launcher I, Thunderbolt Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Thunderbolt Heavy Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

[Hurricane, Shield Tanked – 720mms]
Damage Control II
Gyrostabilizer II
Signal Amplifier II
Reactor Control Unit II
Gyrostabilizer II
Signal Amplifier II

Large Shield Extender II
Large Shield Extender II
10MN MicroWarpdrive II
Invulnerability Field II

720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
[empty high slot]
[empty high slot]

Medium Anti-EM Screen Reinforcer I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

[Hurricane, PVP AC Passive Shield]
Gyrostabilizer II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

10MN MicroWarpdrive II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II

220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
‘Arbalest’ Heavy Assault Missile Launcher I, Torrent Assault Missile
‘Arbalest’ Heavy Assault Missile Launcher I, Torrent Assault Missile

Warrior II x6

Ah, but before we’re done, there is actually a VERY popular industrial version of the Hurricane.  The Salvacane.  Its slot configuration allows for a very effective support ship when picking up loot from missions:

[Hurricane, Industrial Variant]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

10MN MicroWarpdrive II
10MN Afterburner II
Large Shield Extender II
Large Shield Extender II

Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I
Warrior II x5
Warrior II x1

The cargo hold with the expanders runs just over 2000 m3, usually more than enough for salvage and loot from an individual mission.  The MWD/AB combination helps give you the option of operating with a speed mod in either normal or Deadspace areas.  If you don’t expect much resistance, drop one of the Shield Extenders for a large Cap battery, which will  help manage cap much easier.

In the end, the Hurricane is one of the VERY few successfully versatile ships in Eve, and can perform effectively with many configuration options.  And it performs well both in low-sec and 0.0 environments as well as solo, small group engagements, and as support for larger fleets.  It is a near perfect blend of damage, speed, tank, and adaptability.  Make sure you have one!

Well, this concludes my piece on the Hurricane and I  hope you found it informative.  So, until next time, keep your guns loaded and your enemies running!

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