Assault Incursion fits
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Assault fittings
The main differences between Vanguard sites and Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Assaults, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
All fits use Miranda's new template, fits converted from here.
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.
Always bring faction ammunition
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
If you click the EVE-button on the fit it'll show you which type of ammunition you need and how much to bring.
Utility modules
Sometimes your fleet commander will ask you to make minor adjustments. Be sure to read up on utility modules for more details on utility modules.
Don't compromise the recommended fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters.
A lot of modules may not seem that much better than their meta four counterparts, but in those cases the skills themselves, trained to the level required by the tech two module, is why we require it. By fitting that module we instantly know that you have certain skill trained to a specific level.
Sometimes the skills are needed for something else, like in the case of tech two drones. The drones are better than the tech one variant, but the skills needed for them are also a requirement for maintenance bots which is a security issue. So the reason we ask for tech two scout drones are twofold, both for their efficiency over tech one scout drones as well as the skills being a prerequisite for shield maintenance bots (which can be trained in mere hours once you have the skills for tech two drones).
Improving fits
Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective.
In general, at some point you'll be knowledgeable enough about incursions to do your own little tweeks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.
Recommended fits
These fits are recommended fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
This fit is identical to the recommended scimitar fit for vanguards and work fine for both type of sites. You are recommended to keep the afterburner for assault sites though, as the added speed is somewhat needed to mitigate the incoming damage.
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Large Shield Extender II
Adaptive Invulnerability Field II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Medium Ancillary Current Router I
Medium Ancillary Current Router I
Medium Shield Maintenance Bot I x4
Light Shield Maintenance Bot I x1
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a Tracking Link II.
Basilisk
This fit is identical to the recommended basilisk fit for vanguards and work fine for both type of sites. You are recommended to keep the afterburner for assault sites though, as the added speed is somewhat needed to mitigate the incoming damage.
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Experimental 10MN Afterburner I
Tracking Link II
Large Shield Extender II
Adaptive Invulnerability Field II
EM Ward Field II
Power Diagnostic System II
Damage Control II
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Light Shield Maintenance Bot I x5
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a second Tracking Link II.
Battleships
Battleships bring enough utility midslots for sensor boosters, extra tank and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
For sniping you will definitely need to have good support skills, like Trajectory Analysis and Long Range Targeting trained to IV, as you'll need to be able to lock and shoot at 150km range. Due to the increased fitting requirement, you might also need Engineering or Eletronics V.
Maelstrom
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Sensor Booster II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Valkyrie II x5
- Engineering V (easiest)
- Advanced Weapon Upgrades II (hardest)
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- You will need Engineering V or Advanced Weapon Upgrades trained in order to fit the artillery.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and the Optimal Range Script. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Script.
Rokh
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Sensor Booster II
Tracking Computer II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and the Optimal Range Scripts. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Scripts.
- With really good skills there is the option to use Thorium rounds instead of Lead rounds, for a little more damage.
Hyperion
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Large 'Regard' Power Projector
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Heavy Shield Maintenance Bot I x5
- Electronics Upgrades I
- Change script based on your need. When you're sniping you'll use the Targeting Range Script and for short range you'll swap to the Scan Resolution Script.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Power Diagnostic System II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Valkyrie II x5
- Shield Rigging IV (see notes)
- Energy Grid Upgrades IV
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- This ship has some cap issues and could use make good use of slot 6 and 8 for some cheap cap implants.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and for short range you'll swap to the Scan Resolution Script.
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Large 'Regard' Power Projector
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Power Diagnostic System II
Power Diagnostic System II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Valkyrie II x5
Warrior II x5
- Shield Rigging IV (see notes)
- Energy Grid Upgrades IV
- Energy Emission Systems I
- Amarr Battleship IV
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- This ship has some cap issues and could use make good use of slot 6 and 8 for some cheap cap implants.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and for short range you'll swap to the Scan Resolution Script.
- You will need to exchange energy transfers with someone in order to remain cap stable.
The meta four energy transfers will be enough to keep you stable, but if you upgrade to tech two energy transfers and try to cap chain with someone who has only meta four energy transfers, you will not get enough cap back to remain stable.
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Large 'Regard' Power Projector
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Valkyrie II x5
- Shield Rigging IV (see notes)
- Energy Emission Systems I
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- This ship has some cap issues and could use make good use of slot 6 and 8 for some cheap cap implants.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and for short range you'll swap to the Scan Resolution Script.
Tempest Fleet Issue
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Large S95a Partial Shield Transporter
Large 'Regard' Power Projector
Sensor Booster II
Tracking Computer II
Tracking Computer II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Valkyrie II x5
- Shield Rigging IV (see notes)
- Electronics V (easier)
- Weapon Upgrades V (harder)
- You will need Electronics V or Weapon Upgrades V trained in order to fit the Shield Transporter (replace it for a second Energy Transfer if needed).
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and the Optimal Range Scripts. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Scripts.
Advanced fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts, with the exception of the logistics ships where skills are more of a determining factor.
Logistics
In addition to repairing the fleet, logistics can also provide much needed utility once they've trained Logistics V and several other support skills enabling them to use less cap modules, thus freeing up midlots.
In assault sites, speed- and signature-tanking is a lot more effective for logistics due to more battleships and larger weaponry. Do be careful with heavy Deltole Tegmentum spawns however, as in greater numbers their target painters can blow any signature, no matter how small it originally is.
Scimitar
These fits are identical to the advanced scimitar fits for vanguards and work fine for both type of sites. You are recommended to keep the afterburner for assault sites though, as the added speed is somewhat needed to mitigate the incoming damage. Alternatively, swap a tracking link for a second invulnerability field.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1
- Jury Rigging IV
- This fit doesn't require any special implants to make it work, but it does require pretty high skills.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- There isn't enough powergrid to swap a tracking link for an afterburner with this fit, unless you have a +4% or higher powergrid implant.
- This fit has significantly less shield hp than the other fit.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large S95a Partial Shield Transporter
Experimental 10MN Afterburner I
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field II
Capacitor Power Relay II
Capacitor Power Relay II
Dark Blood Power Diagnostic System
Dark Blood Power Diagnostic System
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1
- Jury Rigging IV
- This fit does requires you to have a couple of cap implants in slot 6 and 8 (+3% should be more than enough) in order to be completely cap stable.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- It has significantly more tank compared to using all capacitor power relays in the lows, about 10% more due to the secondary bonus of shield hp from the power diagnostics.
- The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in Nation Mining Colony sites. One of the logi can replace it with a Shadow Serpentis Tracking Link for more utility.
Basilisk
These fits are identical to the advanced basilisk fits for vanguards and work fine for both type of sites.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
10MN Afterburner II
Shadow Serpentis Tracking Link
Damage Control II
Dark Blood Power Diagnostic System
Medium Ancillary Current Router II
Medium Core Defense Field Extender II
Light Shield Maintenance Bot II x5
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- Fitting two energy transfers even though you have Logistics V can be necessary if the other logistics pilot is of lower skill and needs two incoming energy transfers to remain cap stable.
- It can also be done in order to facilitate a spare energy transfer, to service the fleet with capacitor requests.
- The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in Nation Mining Colony sites. One of the logi can replace it with a Shadow Serpentis Tracking Link for more utility.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large S95a Partial Shield Transporter
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
10MN Afterburner II
Shadow Serpentis Tracking Link
Damage Control II
Dark Blood Power Diagnostic System
Medium Ancillary Current Router II
Medium Core Defense Field Extender II
Light Shield Maintenance Bot II x5
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- This fit maximizes repping power by dropping down to a single energy transfer, in order to facilitate a fifth shield transporter.
- This fit will not give you the option to respond to capacitor requests in the fleet.
- The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in Nation Mining Colony sites. One of the logi can replace it with a Shadow Serpentis Tracking Link for more utility.
- Always carry a spare energy transfer with you in case the next replacement needs two energy transfers to remain cap stable.
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Even without the tech two weaponry these hulls are light years ahead of regular battleships in terms of efficiency.
Machariel
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
Large Shield Transporter II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Dark Blood Power Diagnostic System
Damage Control II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Projectile Metastasis Adjuster II
Valkyrie II x5
Heavy Shield Maintenance Bot I x3
- Shield Rigging IV (see notes)
- Projectile Weapon Rigging IV (see notes)
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- Change scripts based on your need. When you're sniping you'll use one Targeting Range Script but leave the second sensor booster unscripted and the Optimal Range Scripts. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Scripts.
- The Titanium Sabot rounds are only necessary for the targets out at 130-150km, for things below 130km you can continue firing EMP rounds.
Nightmare
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Sensor Booster II
Domination Target Painter
Tracking Computer II
Tracking Computer II
Tracking Computer II
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Energy Locus Coordinator II
Valkyrie II x5
Light Shield Maintenance Bot I x5
- Shield Rigging IV (see notes)
- Energy Weapon Rigging IV (see notes)
- Target Painting III
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Script and the Optimal Range Scripts. For short range you'll swap to the Scan Resolution Script and the Tracking Speed Scripts.
- You will need to exchange energy transfers with someone in order to remain cap stable.
The meta four energy transfers will be enough to keep you stable, but if you upgrade to tech two energy transfers and try to cap chain with someone who has only meta four energy transfers, you will not get enough cap back to remain stable.
Vindicator
If the fleet is in need of short range damage dealers with the ability to hit frigates, the regular vanguard fit can also be used.
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Hybrid Metastasis Adjuster II
Heavy Shield Maintenance Bot I x3
Valkyrie II x5
- Shield Rigging IV (see notes)
- Hybrid Weapon Rigging IV (see notes)
- The fitting can only show a limited number of scripts and charges, click the EVE-button for a full list of scripts and charges.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- Change scripts based on your need. When you're sniping you'll use the Targeting Range Scripts and the Optimal Range Script. For short range you'll swap to the Scan Resolution Scripts and the Tracking Speed Script.
- If you feel uncomfortable with the buffer, replace the Tracking Computer II with a Republic Fleet Large Shield Extender and swap the ammo to Lead or Spike instead of Tungsten (as it won't have the necessary range anymore).
- The Tracking Computer II could be swapped for a Federation Navy Stasis Webifier if need be.
- Spike is only needed for the extreme ranges, use Tungsten for as long as possible to avoid the tracking penalty of Spike.
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out.
These ships are ideal for the Nation Consolidation Network sites.
Legion
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. If you are uncomfortable flying the slightly less tanked Legion fit for vanguards, you could add a damage control or replace the web with an afterburner.
If you are really concerned about the tank you can combine both a damage control and an additional shield extender.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Pith C-Type EM Ward Field
Pith A-Type Thermic Dissipation Field
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Legion Propulsion - Fuel Catalyst
Legion Offensive - Liquid Crystal Magnifiers
Legion Engineering - Power Core Multiplier
Legion Electronics - Tactical Targeting Network
Legion Defensive - Augmented Plating
Medium Core Defense Field Extender II
Medium Anti-EM Screen Reinforcer II
Medium Energy Locus Coordinator II
- You can also use an Afterburner instead of the second shield extender, which would put less pressure on powergrid, allowing you to use the Augmented Capacitor Reservoir subsystem for increased capacitor.
Loki
The Loki combines multiple webs and extreme tracking, making it a pretty decent ship. It also has the option to fit for longer webs, which is a welcomed addition in assault sites where more ships stay in the 35 - 55 km range.
Apart from the Loki fit for vanguards, which work just fine if you're doing Nation Consolidation Network sites, you could try running artillery with long webs.
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Auto Targeting System II
Republic Fleet Large Shield Extender
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Loki Defensive - Adaptive Shielding
Loki Electronics - Immobility Drivers
Loki Offensive - Turret Concurrence Registry
Loki Engineering - Power Core Multiplier
Loki Propulsion - Intercalated Nanofibers
Medium Core Defense Field Extender I
Medium Anti-Kinetic Screen Reinforcer I
Medium Projectile Burst Aerator II
- Shield Rigging IV (see notes)
- Projectile Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- If you feel uncomfortable with the tank then swapping out a web for an 10MN Afterburner II could work (and perhaps swap to the Fuel Catalyst subsystem), or one of the tracking enhancers for a Damage Control II.
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry.
Sleipnir
The Sleipnir stands out with exceptional tracking, range and damage capabilities.
While you can fly the regular Sleipnir fit for vanguards, if you are comfortable with the tank, it is quite easy to accommodate for a little more tank. You can also fit for more range with artillery.
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Auto Targeting System II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Republic Fleet Large Shield Extender
Pithum C-Type Adaptive Invulnerability Field
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Damage Control II
Medium Core Defense Field Extender II
Medium Projectile Burst Aerator II
Valkyrie II x4
- Shield Rigging IV (see notes)
- Projectile Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.




































































































