The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.
|Power output||25 MW|
|CPU output||100 tf|
| Shield resists|
| Armor resists|
|Max Speed||375 m/s|
|Updated for Trinity|
|View Ships by Type|
The Condor is an often overlooked frigate, due to its very fragile build, tiny powergrid and CPU, and limited slot configuration. Most people write it off as being of little real use. It isn't really viable in any PvP role, but there are situations where it can be a handy ship to have around. With a velocity of 375m/sec, this ship is fast. Add an Afterburner or MicroWarpdrive in one of the mid slots so you'll cover distances in short order. It is a very agile ship as well, meaning it is quick to align for warp. One of the best uses for this ship is running small items up to Empire space to sell. Due to its speed and agility, it is hard for a gate camp to lock this ship down before it warps. It can also prove to be a reliable ship for running level 1 agent missions. With a couple of launchers and an afterburner, you are capable of taking out low level mission rats and drones while moving fast enough that they are unlikely to even damage you. Overall, it's a fun ship to fly. And since they cost between 25-45k, they're cheap to lose as well!
"Cheap" being the operative word here. During one gatecamp job, a crow jumped through that two rifters and a condor tackled, the crow blew away the condor that caught it and one of the rifters; the last rifter finished off the job. The pilot, before being podded, smacked on local about how it took three goons to take out his interceptor, but he didn't stop to think that the two goons who lost their t1 frigates weren't out 40 million isk.
Note: Without Warp Drive Operation to 3 or so this thing will double jump all over the place, making it a very crappy fast transport if you don't have said skill.
- 5% bonus to light missile and rocket kinetic damage
- 10% bonus to light missile and rocket velocity per skill level.
Always fit rocket launchers, two t1 rocket launchers provide more DPS than two t1 standard launchers and it allows you to fit a railgun. Yeah, we're talking minimal DPS here but standards demand more cpu and grid which this ship just doesn't have, and it's also a tackler so you're going to be up close and personal anyway.
 Tackling Condor (Fly me instead of a Merlin)
- 2x Rocket Launcher I
- 1x 200mm Autocannon I (or nothing at all)
- 1x 1mn MicroWarpdrive I
- 1x Warp Disruptor I
- 1x Overdrive Injector System I
If you're Caldari and are looking to buy a tackling frigate, this ship is vastly superior to the Merlin. The Merlin may have more slots and cap, but it's slow, which means that for tackling purposes its a useless piece of shit. With decent navigation skills this ship will hit 3.4km/s and costs nothing. With decent cap skills and a Fleeting Warp Scrambler I (a named warp disruptor) you can perma-run the point with the MWD off. Approach your target, get a point on him, and activate your rocket launchers once you're in a close orbit. If your target has a web, you can orbit outside 10km and still keep your point (don't use 7.5km warp scramblers, oh god).
 Hit and Run Condor
- 2x Rocket Launcher I
- 1x 150mm Railgun I
- 1x 1mn Afterburner I
- 1x Warp Scrambler I
- 1x Nanofiber Internal Structure I
The biggest advantage of the Condor is the price. It's dirt cheap, and so is this setup. This setup is capable of running forever, and when it is, it's extremely difficult and annoying to kill. Orbit at 6000m, turn on your guns and have a blast!
Credit: Conan Shlatz
Alternatively, replace the rocket launchers with standard launchers and the railgun with an electron blaster.