The common fitting meta for Gallente ships tends to focus on blaster fit brawlers. One of the exceptions to that rule is exemplified by this fit:
[Incursus, RailScramkiter]
Damage Control II
Adaptive Nano Plating II
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer, Nanite Repair Paste
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S
Small Auxiliary Nano Pump I
Small Transverse Bulkhead I
Small Hybrid Collision Accelerator I
Hobgoblin II x1
Fitting the ship like that is actually pretty easy and can be achieved even with average fitting skills. The main bottleneck is CPU and if you should run out of it, you could use a low-cost CPU implant or downgrade one of the midslot modules to something with lower CPU requirements. I would however not recommend doing that because the range of your tackling modules and the speed increase of the afterburner are instrumental for that ship to function in its intended way.
Another fitting particularity which has to do with the purpose of the ship is the Transverse Bulkhead rig. Like with many Gallente ships, hull hitpoints are the highest buffer you have and this rig increases it further. Fitting the ship with an armour plate and/or resist rig would result in somewhat higher effective hitpoints, but it would decrease the ship's speed which would again be self-defeating.
I have hinted at the intended purpose of the ship a few times now, so let me explain how it works. The most important thing to do at the beginning of a fight is to apply the web and scram. Those two modules should initially be overheated for maximum range. Once you are close enough, do not forget to turn the heat off again because you depend highly on the availability of both. The range you want to stay at is between 7000 and 8000 km. Further away, you risk getting out of scram range, and moving closer means that an opponent can potentially get under the tracking of your guns. You would also run the additional risk of being within range of small energy neutralizers which would put you under a lot of pressure.
At that range you are only slightly above the optimal of your guns, so you will be very good at applying damage. Only artillery cannons, missiles or pulse lasers with Scorch crystals would be able to compete with your damage projection but all three weapon systems would lose out in the DPS race. With 140 DPS at maximum skills, you would even outperform a Retribution or Wolf Assault Frigate. Short range weapons like autocannons or blasters will not even be able to hit you in most cases if you manage to control range effectively. Since you are fit for relatively high speed, you should be able to outmaneuver an opponent even if you are webbed yourself. If your opponent has no web, you are at a definitive advantage.
The main thing that needs a lot of attention is the Ancillary Armor Repairer. It is important to anticipate when you want to run it, and only do so for one cycle, two at most. You need to save capacitor and make sure you do not burn through your charges too quickly. If necessary, overheat the module to gain extra repairs and to accelerate the cycle time. Always remember that armor repairs become effective at the end of their cycle and act accordingly. Your structure buffer should provide you with some margin for error there.
If you need to get out of a fight, move away from the enemy, keep web and scram active and overheat them, overheat your afterburner as well and the armor repairer if necessary. Pay attention to your capacitor though, make sure you always retain enough to run the afterburner and the tackling modules. Eventually you should be able to escape from the point range of your opponent except if they are in a fast afterburner ship themselves.
Alltogether, this ship is cheap, easy to fit and easy to fly.You should avoid confrontations with more than one ship because your DPS tend to be insufficient to deal with several opponents quickly enough, but In frigate duels or in a small gang this is a very effective fighting ship for beginners and experts in frigate PVP.