Incursion Fitting: Vanguard
|This article is a candidate for deletion.|
(Page should be finalized by the end of June 2012.)
Incursions are fleet based PvE sites where the only enemies are Sansha’s Nation ships. The AI for these NPCs use some of the most advanced tactics seen in game, including many forms of EWAR. Further, all enemies have both high damage output and high resistances. This means that it is very easy to lose a ship if unprepared. But with a proper fit one should have no trouble getting into a EVE Uni Incursion fleet.
This page contains the basic requirements for an Vanguard site fitting, a basic Vanguard fitting guide, and numerous sample fits for damage dealer ships. If you are looking for fittings for Logistics Ships, or other site type fitting, please refer to the appropriate guide: (Until the other DD sites are built, this guide provides many fundamentals, though some of the specific recommendations many not be applicable.)
- Assault Fitting (Under Construction)
- Headquarters Fitting (To be Created)
- Logistics Fitting (Under Construction)
When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.
The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them. The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.
All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances. Also the ship needs a large buffer of hit points (HP) to survive initial hits, before Logistics are able to assist. The main trade off is between EHP and Signature Radius. The chart on this site provides good guidelines. Don't take it too literally though, as having a big buffer in the tank stat is also required.
To achieve these tanking requirements, combat pilots should at least field a Tech 1 Battlecruiser with mostly Tech 2 Tank modules. Bigger or more advanced ships, e.g. Battleships, Navy or Pirate ships as well as Tech 2 ships, are a preferred addition due to their added defensive and offensive capabilities. Support roles, such as Logistics, require the apropriate Tech 2 Cruiser as a bare minimum, but they should only be flown by experienced players. Smaller hulls, like Frigates and Destroyers, (as well as Tech 1 Cruisers) won't withstand most attacks and are in general not recommended nor accepted. Although you are not required to have a Full Tech 2 Tank in UNI run Incursion fleets, it's usually highly recommended and in most public fleets simply mandatory.
With these facts in mind the minimum requirements are:
- For combat pilots:
- Battlecruisers I
- Proper skills to fit a full array of apropriate weapons for the ship's hull.
- For Logistics pilots (not recommended for pilots new to Incursions):
- Logistics IV
- Proper skills to run the maximum number of Shield Transporters or Remote Armor Repairers indefinitely.
- For Armor Tanks:
- For Shield Tanks:
These skills will allow a pilot to fit Tech 2 Resistance and buffer modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the WSOP for details.
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is Weapon Upgrades IV and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV.
Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.
Warning: Incursion are NOT a low skill activity. In addition to being able to fly the ships and fit the tank listed above, pilots should have all relevant support skills at least to IV. This includes:
- Weapon Supports
- Tanking Supports
Essentially pilots should have the Core Competency, their weapon of choice, and Drone Control certificates at the Standard level for Incursions. This is for the safety of you and all the pilots you are flying with.
The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards.
All enemies in Vanguards are Frigate or Cruiser sized and have high velocities. Further the majority of enemies orbit in the 10km to 20km range, with one notable exception with orbits at 60km to 70km. This means weapons should be optimized for hitting small, fast targets which orbit close. This makes missiles not ideal due to explosion velocity and travel time. Guns should be of the close range type, Blasters, Pulse Lasers, and Autocannons, and should have tracking above .1 radians per second. Further this makes EWAR modules like Stasis Webifiers and Target Painters extra valuable due to the difference in ship sizes as most pilots will be in Battlecruisers or Battleships. Finally, there is little room in fleets for dedicated support ships besides Logistics ships due to damage output needs and low fleet cap for maximum payout.
Basic Incursion Fitting Walkthrough
This walkthrough will help a new pilot put together a solid fit for a first Incursion and explain the logic for the fits below. It is recommended that pilots be familiar with EVE Uni's Fitting Guidelines before reading the rest of this guide. If a pilot has any questions while fitting asking for help on mumble or the in-game chat channels is encouraged.
The first and probably most important decision is to pick the hull to use. New pilots need to make the choice between BCs and BSs. While BSs have a slightly longer training time by a week or more, the benefits are very high. The improvement in damage of BSs over BCs is large, to the extent that a low skill Tech I BS can out damage a full skill Tech II BC. Further BS have bigger tanks, more utility slots making them more versatile, and more Power Grid and CPU making fitting them easier. It is highly recommended, and most FCs expect, that even if a pilot starts with a BC the pilot is training for a BS instead of a full Tech II fit BC due to all the reasons just mentioned.
BCs are fine starter Incursion ships for EVE University Incursion fleets, but will not be accepted by most public fleets. In general, FCs are looking for utility then damage from BCs because BSs deal far more damage. For BCs, most Tier 2 hulls are recommended. The Tier 1 hulls tend to simply be worse version of the Tier 2 hull. Though this is not universally the case. The Tier 3 BC hulls are hard to fit for Incursions due to small base tanks and using Large Guns. While they can be useful to highly skilled pilots the Tier 3 BCs should be avoided by new pilots.
For BSs Tier 3 hulls tend to be the best due to higher stats, but this is not universal. Missile hulls like the Raven are to be avoided in Vanguards due to poor damage against frigates and cruisers.
The following hull types are upgrades of Tech I hulls used in Incursions and all are acceptable. The highest choice hulls for Damage Dealers are the Pirate Battleships which fall in this category.
- Faction Battleships
- Pirate Battleships
- Command Ships
Most cruisers simply lack the damage or the tank to be a viable pick for Incursion fleets. However, a few Tech 2 cruisers can be viable and useful additions to any Incursion fleet. In fact, each fleet will require at least two or three properly fit Logistics ships to be able to survive the damage dealt in Vanguard sites. Other cruisers might be used for utility roles, but their use is in general limited. The following are Tech II and Tech III cruiser hulls commonly found in Incursion fleets:
- Logistics (More information regarding Logistics ships in Incursions can be found in Incursion Fitting: Logistics)
- Strategic Cruisers (Loki & Legion especially)
Less common are Heavy Assault Cruisers, Heavy Interdictors, and Pirate Cruisers. Even though they work, they tend to be similar to BCs in effectiveness.
The goal for an Incursion tank is above 70% resists for all types and above 50,000 EHP for a BC when all modules are active. Refer to link above for other ships. It is best to get the resists up, and then add to EHP. The first module on an Incursion ship should be a Damage Control Unit II. This provides bonuses to all resists for Shield, Armor, and Hull when active. Essentially every fit uses one of these. Next use rigs and active hardeners to even out resistances. For a shield ship this usually means an EM Ward Field II and a Medium Anti-Thermal Screen Reinforcer I rig. Finally, add modules which boost all resistances until all four are over 70%. For a shield ship this usually means adding 2 Adaptive Invulnerability Field II. (Note, only one Damage Control Unit can be active at a time, hence adding more than one to your ship will not help.) Some ships might only need one if you have high enough skills, like the Drake, but this is a good place to start.
Once resistances are above 70%, it is time to add to EHP. There are two ways to do this one is through rigs and the other is modules. Which a pilot goes with in the end depends on how they balance with other considerations, such as damage, speed, and signature radius. A good way to start is to add the rigs and then use modules to top it off. Again using the shield example, 2 Medium Core Defense Shield Extenders and a Large Shield Extender II suffice. Once a pilot is comfortable with a ship and has improved skills, tweaking these modules is acceptable, keeping in mind the general principles mentioned above.
Shield Modules & Rigs
- Damage Control II
- Adaptive Invulnerability Field II
- EM Ward Field II
- EM Ward Amplifier II (Lower CPU requirement, requires EM Shield Compensation IV to have high enough resists)
- Medium/Large Anti-Thermal Screen Reinforcer I
- Large Shield Extender II
- Caldari Navy Large Shield Extender (Lower CPU requirement)
- Large F-S9 Regolith Shield Induction (Lower CPU requirement & cheap, but lower shield bonus)
- Medium/Large Core Defense Field Extender I
The list above is not comprehensive, but includes most basic modules and rigs. Some alternatives are included for tighter fits.
Armor Modules & Rigs
- Damage Control II
- Armor Explosive Hardener II
- Energized Explosive Membrane II (Requires Explosive Armor Compensation I, higher recommended)
- Large Anti-Thermic Pump I
- Large Anti-Kinetic Pump I
- Large Trimark Armor Pump I
- Energized Adaptive Nano Membrane II (Requires Kinetic Armor Compensation IV & Thermic Armor Compensation IV)
- 1600mm Reinforced Rolled Tungsten Plates I
The weapons fitted should match any bonuses the ship hull gives. For example the Hurricane gives a bonus to projectile turrets damage and rate of fire. So Artillery Cannons or Autocannons should be fit to a Hurricane. When fitting fill as many high slots with the boosted weapon system. The Hurricane has 8 high slots and 6 turret hard ports, so should fit 6 projectile turrets. Weapon size should be picked to maximize damage to ships orbiting between 10km & 20km. Further, weapons effective against Frigates are preferred as most NPCs in Vanguard sites are Frigates. Therefore, statistics like explosion radius and signature resolution should be taken into account when choosing. Also most Sansha ships are very fast so gun ships should aim for tracking above .1 radians per second.
Tech II weapons are preferred, but take time to train. For BCs this is not too long, so FCs requiring only Tech 2 BCs is not unreasonable. When using Tech I guns stick to as high a Meta level as possible. Meta 4 is preferred, but Meta 3 might have a better value for its cost. Don’t go below Meta 2 if possible. Also, don’t mix Meta levels, so the cycle times stay in synch. Don’t fit a secondary weapon system yet. The Hurricane has 2 open high slots with a full set of turrets and 3 launcher hard ports. Wait for the utility section to consider fitting a secondary weapon system.
Medium Hybrid turrets are one of the worst weapon systems for Incursions. Blasters lack range and Railguns lack DPS. Only the Tech 2 Blasters are really viable and should be loaded with T2 Null ammo.
Lasers have fast ammo switching and Tech II have access to Scorch Crystals. This combination allows laser battleships to take out Niarjas on approach and reach Maras easily. The restriction to only EM and Thermal damage isn't an issue since Sansha omni-tank. Capacitor use is a consideration and good support skills help a lot. Many ships also fit Nosferatus to improve capacitor regeneration. Crystals are also convenient to carry and you have room for a stack of Lyavite.
Projectile Turrets don't use capacitor, leaving it free for Tanking and Utility modules. The downside is a lack of fast switching and relying on falloff to deal damage at range. Projectile turrets have a massive falloff range, allowing them a decent reach.
Missiles are at a slight disadvantage to gun based weapon systems due to flight time. Further most ships fit Heavy Missiles or larger, which are not suited for hitting frigates due to large explosion radius. The strength of missiles lies in their range compared to Vanguard gun fits. This allows missile boats to kill targets that are otherwise out of reach. Missile boats must be able to hit a target over 60km (over 70km preferred) for Vanguard fleets. This requires a III and a IV between Missile Projection and Missile Bombardment. Due to these factors Battlecruisers using missiles must fit Heavy Missile Launchers, if missiles are the hull's primary weapons system. Rapid Light Missile Launchers are acceptable as a secondary system, due to being geared towards frigates.
- Ballistic Control Unit II (Missile)
- Gyrostabilizer II (Projectile)
- Heat Sink II (Laser)
- Magnetic Field Stabilizer II (Hybrid)
- Tracking Enhancer II (Gun)
- Drone Damage Amplifier II (Drones)
Next fill all remaining low slots with weapon upgrade modules for the hull's primary weapon system. These might need to be removed later due to fitting skills, but try to fit them first before adding fitting modules. Again Tech II versions are preferred. Only Weapon Upgrades IV is required, which is always a useful skill as it reduces weapon fitting requirements as well. All shield ships should fit at least 2 damage modules. Further all gun ships should fit at least 1 damage and 1 tracking modules regardless of tank type.
Now that the basics are covered, any free slots can be devoted to utility modules. The first thing to check is fitting requirements. If there is any difficulty, fitting modules can be added, but this should be avoided at all costs. The biggest exception is using rigs to help fit Tech II Weapon systems as the increased damage is worth a rig slot. A good rule of thumb is if the fit requires more than one fitting module, the pilot is not ready to fly that ship.
Also Capacitor stability needs to be checked at this point. Being stable is preferred. If that is not possible using capacitor modules aim for 15+ minutes of capacitor time. That way a pilot should be able to do a Vanguard site without running out of Capacitor. Note that running out of Capacitor is one of the worst things that can happen as this shuts down all defensive modules. These resistance modules are key to a pilot’s survival in an Incursion. Without them running there is a high likelihood of losing one’s ship.
It is often beneficial to bring multiple possible utility modules if a pilot's ships has options. This way a pilot can quickly adjust the fit based on the needs of the current fleet.
If there are any open Medium slots after fitting the tank and capacitor modules the following utility modules can be considered:
- Federation Navy Stasis Webifier
- Phased Weapon Navigation Array Generation Extron
- Tracking Computer
- Tracking Speed Script
- Optimal Range Script
- Sensor Booster
- Scan Resolution Script
- Microwarpdrive & Codebreaker
Stasis Webbifiers (Webs) reduce the speed of the webbed ship. This decreases tracking issues and explosion velocity problems. Remember that Incursions are a fleet activity so using Webs and Target Pointers helps the entire fleet. The Tech I and Tech II versions are not really that useful in Incursions due to the range at which ships orbit, 10-20km. So very rarely will a standard Web be useful. That is why it is recommended to by the expensive faction version for the extra 4km. Though this could run almost as much as the hull+rigs, it is worth while investment as it will be used more frequently. If price is an issue fit the Target Painters before the Web. Note that all BS pilots should have a FN Web or two or three with them at all times to switch to if the fleet is light on webs.
Target Painters increase the signature resolution of the painted ships. This makes bigger weapons do more damage. 1-2 Meta 4 Target Painters are useful on most Ships. These have the longest range of all the utility modules. Also the relevant support skills for TPs should be trained to maximize bonuses:
Tracking Computers can be useful on Gun ships by boosting optimal range and tracking speed and are all but required for gun BSs. In particular gun BSs need to have tracking over .1 to hit the fast moving frigates. A pilot should consider a Web first though. Both because it helps the entire fleets and the effect of a web on tracking is higher than that of a Tracking Computer. Good practice is to bring both and switch in the event of too many or too few Webs in fleet. Also the effects of a Tracking Computer can be enhanced by scripts. Note that due to stacking penalties, when using two or more Tracking Computers, it is best to load one with each script if a pilot wants both effects. This is especially key for Armor Tanked ships.
Sensor Boosters can be used on ships with poor scan resolution to improve locking time. The resolution bonus can be further increased by loading Scan Resolution Scripts. Because of the poor can resolutions on BSs the Sensor Booster is always fit on them.
Microwarpdrives are useful in conjunction with a Codebreaker to hack the tower in Override Transfer Arrays. A Microwarpdrive by itself is only useful in specialized fleets. Their purpose is to enable the fleet to rush to a new spawn so ships are in range sooner and to let ships chase the Mara. Should only be fit if the FC asks for it as it requires the majority of the fleet to be using one for it to be effective.
Pilots should try to fit the following modules into empty high slots:
- Large 'Regard' Power Projector
- Large S95a Partial Shield Transporter\Large 'Solace' Remote Bulwark Reconstruction
- Medium Diminishing Power System Drain I
- Secondary Weapon System
- Auto Targeting System
- Drone Link Augmentor I
- Warfare Link
The first thing that a pilot should try an fit into an empty high slot is a Large 'Regard' Power Projector. This only requires Energy Emission Systems I. An Energy Transfer (ET) provides added safety to the fleet in the event that there is a problem with the Logistics ET chain, such as a Logistics Pilot disconnecting. Also, this allows fleets to run with only one Basilisk or Guardian in fleet which makes assembling a fleet easier. An Incursion runner should fit 1-2 of these if possible. The Tech II versions are not needed. Medium ETs do not transfer enough capacitor to be useful.
Next a pilot should consider a single Large S95a Partial Shield Transporter or Large 'Solace' Remote Bulwark Reconstruction. This requires Shield Emission Systems I or Remote Armor Repair Systems I respectively. Again this is another safety module. A bit less useful than an ET as any ship running one will run out of Capacitor quickly. This can be used as a temporary stopgap in the event of an emergency though. Medium sized repair modules do not transfer enough shield to be useful.
A Medium Diminishing Power System Drain I is useful for Laser ships to improve capacitor stability. This requires Energy Emission Systems III but has easier fitting requirements than ETs. They work by transferring capacitor from the target ship to you. Unfortunately NPCs never run out of Capacitor. The Meta 4 is best due to same range and transfer amount as the Tech II, but easier fitting requirements.
Only after looking at the safety modules should a pilot consider a second weapon system. While this does provide additional DPS, it has high skill requirements due to an addition set of support skills. Hence the DPS increase will not be that great, and the pilot will run into mixed cycle time issues.
Another module that bears mention is the Auto Targeting System. The Tech I versions have almost no fitting requirements. Activating this module causes the ship to automatically lock available targets, reducing the clicks required, and provides additional locked targets. The drawbacks are additional targets are only useful with high skills to enable the extra locks. Also ships need to be killed in order in Incursions, so losing control over targeting order is very problematic.
The Drone Link Augmentor has limited use in enabling drones to attack the Mara. This requires a drone control range over 60km. The Drone Link Augmentor should only be fit if it would extend a pilot's drone control range that far. This module should only be fit if a pilot has sufficient CPU open. A fitting module should never be used to add this module as the low slot is better used for a damage module. It is usually only fit on the Myrmidon or a Drake with open CPU.
The final modules to mention are the Warfare Links. These are advanced modules which most pilots don't use. Only the Command Ships and properly configured Strategic Cruisers should consider fitting these modules.
Any rig slots not devoted to the Tank or Capacitor stability should have weapon rigs fitted. The goal is to improve DPS, either directly through higher damage amount or rate of fire, or indirectly through improving things like tracking or explosion radius. For missiles, Rigor Rigs are strictly better than Flare Rigs as they don't suffer stacking penalties.
- Light/Medium/Heavy Shield/Armor Maintenance Bot I/II
- Hobgoblin I/II
- Sentry Drones
- Garde I/II (Close range with webs)
- Bouncer/Warden I/II (Killing the Mara)
- Mining Drone I/II
Drones are very helpful in an incursion site and even a new pilot's drones are useful as most targets are Frigates. A pilot should strive for Drones V to command a full flight. Most new pilots will bring Hobgoblin I's as these have the highest DPS of the light drones and all Sansha are Omni-Tanked. Next a pilot should look to have Light, Medium, & Heavy Shield/Armor Maintenance Bot I's. These provide an additional layer of safety in the event of Logistics problems. Note that 3 Heavies heal more than 5 Mediums. Finally a pilot should get Hobgoblin II's for additional damage, with sentry drones also an option for larger ships. Pilots should always fit a full flight of one type before adding drones of a second type to the drone bay. So if there are only 25m^3 in the drone bay either fit Hobgoblin I's or Light Maintenance Bot I's, not a mix. On ships with bigger bays, fit full flights of different drones, including the Medium Maintenance Bot I's if drone bandwidth is at least 50m^3.
Sentry Drones are an advanced option for increasing a fleet's damage output, but require specific fleet compositions to be useful. The drones can fill one of two roles depending on fleet composition. The first is raw damage using the Gardes, which requires a lot of webs in fleet due to their low tracking. They should target the primary, not be assigned to the Drone Bunny, because this is where the webs will be focused. The other option is to fit the Bouncers or Wardens for range to help kill the Mara. This option is usually used when there is low damage being applied at 60+km for NMCs and OTAs, but requires that the pilot has 60+km drone control range. Pilots that can fit sentries should bring an assortment, Gardes, Wardens, and smaller drones, so the drone bay can be customized based on fleet composition.
The Mining Drones are generally not fitted and are very low priority. They should only be considered on ships with ample drone bays after all other drones are loaded. They can be useful in Nation Mining Colonies if the fleet forgot to bring 255 Lyavite to complete the site. If you do bring them, under no circumstances should you deploy them while other ships are on the field, as mining the Lyavite asteroid causes periodic spawns of jamming ships, which if occurs at the same time as another wave spawns, can result in all your logistic ships being jammed, and will normally result in at least one ship loss, likely more.
Ammunition should be Tech II or Faction due to the increased damage. Pilots with only Tech I weapon systems should use faction ammo. Pilots with Tech II guns should consider Tech II ammo as each type has it's own unique advantages and disadvantages. Remember the most Vanguard NPCs orbit in the 10-20km range, with only Maras orbiting above 60km. Also, Sansha are omni-tanked so damage type does not matter.
Large Blasters have the best close range damage of all the weapon types. Caldari Navy Antimatter is the ammo of choice for Tech I Blasters. It delivers the maximum damage and its short range is not an issue. Unfortunately Medium Blasters lack enough range to be effective. The sole exception to this is Tech II Medium Blasters with Null M ammo. While it is possible to fit BCs with Railguns for Incursions, this is discouraged, and the pilot should start flying a BS with Large Blasters as soon as possible.
Crystals give laser pilots many options due to quick switching times. It is recommended that a pilot bring an assortment to see which work best. Of particular note, Multifrequency crystals falloff encompasses most orbits and has the highest damage of all the Tech I crystals, hence these are recommended. Scorch crystals are recommended for Tech II pilots to pick off new waves. Conflagration drains the capacitor too fast to be of use.
Since most Vanguard sites have the enemy closing range quickly, having ammo that can hit hard at short range is ideal. The -50% range ammo (EMP, Fusion, and Phased Plasma) also have the best damage output. Since the Sansha are omni-tanked and all three of those ammo types have the same total damage, any can be used effectively (get the cheapest). However, having some long-range ammo (+60% range: Carbonized Lead, Nuclear, Proton--again, they're equivalent total-damage-wise) in your hold can also be helpful for the few more distant targets (since projectile turrets have very good range already), so pack a variety.
For Large Projectile hulls, Barrage T2 ammo is recommended to kill the Mara.
Missile ships should use whichever damage type the hull bonuses, usually Kinetic. Hence Scourge ammo is most popular. For Vanguards Faction Missiles are the best. The high damage Tech II has too large an explosion radius to make up for the increased damage. The precision ammo loses too much flight time and damage for the bonus to explosion radius.
Testing a Fit
The best way to test an Incursion fit is to try to solo a Scout site. These sites have no warp disrupting ships, so warping out when in danger is always possible. Attempting a Scout site solo will allow a pilot to judge the size of the tank and damage output. An Incursion fit should have no trouble finishing a Scout site solo. It is recommended new pilots test their fits to get a feel for Incursions before joining a fleet.
One problem with Incursions is their location is random, so travel is usually required to get to a site. Prices tend to be inflated in regions with Incursions due to the increased demand of the Incursion runners. So it is recommended that a pilot bring in all supplies needed. The best way to do this is fit Expanded Cargohold II's in all the ship's low slots. Then use Cargo Containers to further expand carrying capacity. A pilot should bring all modules required to fit, with some extra for alternative fittings. Like both ETs and Missile Launchers for a Hurricane, so a pilot can quickly change fittings if the FC asks for it. Some pilots also bring mission running fittings, so they can do something if there is no Incursion fleet running. Extra Maintenance Bots and Hobgoblins should also be packed. Both because Sansha ships will target drones and so a pilot can adjust the drone bay based on what the FC wants. Ships with large cargoholds should bring stacks of Lyavite, as some sites require it. Finally all remaining space should be devoted to extra ammunition.
Also, remember to fly safe. Follow the WSOP and fleet yourself at a minimum. Fit your ship to escape, not fight, by loading your low slots with Warp Core Stabalizers. Also, if you can fit an Improved Cloaking Device II, use the Cloak + MWD technique to both decrease time to warp and hopefully help keep you from being targeted.
If possible, use an out of corp alt to haul your ships and/or supplies. Or, you can employ services like Red Frog or a courier contract made out to the corp.
|Type of Bonuses||Model name||Slot 6||Slot 7||Slot 8||Slot 9||Slot 10|
|Projectile Turret||'Gunslinger'||SP-60#: Small damage||MR-70#: Tracking (All)||MP-80#: Medium damage||SS-90#: Damage (All)||LP-100#: Large damage|
|Energy Turret||'Lancer'||SE-60#: Small damage||CB-70#: Capacitor use (All)||Turret ME-80#: Medium damage||RF-90#: Rate of Fire (All)||LE-100#: Large damage|
|Hybrid Turret||'Deadeye'||SH-60#: Small damage||TA-70#: Falloff (All)||MH-80#: Medium damage||ST-90#: Optimal Range (All)||LH-100#: Large damage|
|(Non-Racial) Turret CPU||'Gnome'||WU-100#: CPU need (All)|
|Unguided Missiles||'Snapshot'||TD-60#: Torpedo damage||HA-70#: Heavy Assault missile damage||RD-90#: Rocket damage|
|Guided Missiles||'Snapshot' and 'Deadeye'||CM-60#: Cruise Missile damage||HM-70#: heavy Missile damage||GP-80#: Explosion radius||LM-90#: Light missile damage|
|Defender Missiles||'Snapshot'||DM-80#: Missile Velocity|
|F.o.F. Missiles||'Snapshot'||FR-100#: Explosion radius|
|All Missiles||'Deadeye'||MB-70# or MP-70#: Flight Time or Velocity||TN-90#: Explosion Velocity||RL-100#: Rate of Fire|
Shamelessly copied from: 
Battlecruiser Sample Fits
Battleship Sample Fits
Tech II & III Hulls
The fits in Incursion Fitting do not necessarily conform to this guide. They will be removed after appropriate fits have been added.
- Incursion fitting advice: http://incursions.nexsoft.de/
- Basic incursion ship fits for shield and armor: http://forum.eveuniversity.org/viewtopic.php?f=128&t=46156