Difference between revisions of "Preparing for Incursions"
Drebin 679 (talk | contribs) (→Minimum skills for damage dealers: Dropped all gunnery skills (except for Gunnery and Trajectory Analysis) to III, with the understanding that pilots are recommended to train many core skills further to IV once they get started and want to go further into Incursions.) |
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Revision as of 06:55, 20 July 2020
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Contents
- 1 Planning ahead
- 2 Damage dealers
- 3 Logistics
- 4 Ongrid booster
- 5 Further training
- 6 Useful training for alts
- 7 Vanguard fittings
- 8 Minimum fits
Planning ahead
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
See ship progression for more information.
Attribute implants
The training times listed for these will assume that you utilize the +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times. | |
Neural remaps
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps. | |
Multiple character training
PLEX can be used to activate multiple character training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time. | |
Skill injectors
Skill injectors can be used to get these skills, but it's very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK. |
Damage dealers
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
Minimum skills for damage dealers
This skillplan is available to all pilots, regardless of clone state. |
Getting the minimum skills for a damage dealer requires a couple of months worth of training for Omega clones (times should be doubled when training on an Alpha clone). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.
The following minimum skills in the table below will allow you to fly any of the minimum battleship fits for vanguards. The skills listed in the table are also available as EVEMon skillplan files – simply download and import one of the following files which corresponds to your preferred faction's battleship:
Note that these skill plans use an older version of the training sets, which had higher skill requirements when these skillplans were created.
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 9 days | ~ 5 days and 13 hours | ~ 12 days and 12 hours | ~ 4 days and 22 hours | ~ 8 days and 4 hours |
Weapon Upgrades IV |
Signature Analysis III |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 40 days and 3 hours worth of Omega state training in total (~ 2.0 million skillpoints) |
- ^ Target Painting is needed for the target painter module. Can be skipped for Hyperion and Vindicator pilots (see Propulsion Jamming).
- ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to the Hyperion and Vindicator. Other ships may also fit this module situationally, from time to time.
- ^ While the Uni's current fits do not benefit from EM Shield Compensation, replacing the EM Shield Hardener II on our fits with a deadspace EM Shield Amplifier, as used by shield Headquarters communities, is also accepted, and those benefit from this skill.
- ^ a b c d Having Motion Prediction, Rapid Firing, Sharpshooter and Controlled Bursts at III are all that's needed to get started, though it is recommended to train these skills to IV if you wish to invest further into Incursions.
- ^ Controlled Bursts is needed for all weapons that use capacitor. Maelstrom and Machariel pilots can ignore this as projectiles don't use cap.
- ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
Recommended skills for damage dealers
This skillplan is restricted to pilots in the Omega clone state. |
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.
- Train some additional skills to be able to fly the minimum battleship-fits for assaults and increase your drone control range.
- Optionally prepare for headquarter sites as well (strong emphasis on cap and propulsion).
- Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
- While we use mostly short range weapons, consider training into the long range specialization as well.
- Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
Assaults | Tech two weapons | Utility skills | Drones |
---|---|---|---|
~ 19 days and 8 hours | ~ 34 days and 18 hours | ~ 2 day and 17 hours | |
Shield Management IV |
Motion Prediction V |
Electronic Warfare III [3] |
Light Drone Operation V[4] |
- ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
- ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
- ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
- ^ a b Training Light Drone Operation V unlocks T2 drones, which deal slightly more damage (with levels in Amarr Drone Specialization for Acolytes) and cost several times less than faction versions.
- ^ a b - Drone Interfacing IV and Drone Sharpshooting IV are requirements for Sentry Drone Interfacing.
- ^ - While our fits do not use sentries, more efficiency-focused groups will make use of sentry drones in Vanguard sites for their additional damage output and lack of travel time.
- ^ - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Machariels to use heavy drones.
Logistics
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is Logistics Cruisers IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
Minimum skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
EVEMon skillplans: Scimitar (minimum skills), Basilisk (minimum skills)
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 8 days and 18 hours | ~ 24 days and 14 hours | ~ 6 days and 9 hours | ~ 32 days and 8 hours | ~ 5 days and 14 hours |
Capacitor Management IV |
Signature Analysis V [3] |
Shield Emission Systems IV |
<racial> Frigate III [5] |
Drones V |
~ 72 days and 6 hours worth of training for aScimitar (~ 3,6 million skillpoints) and ~ 77 days and 15 hours for aBasilisk (~ 3,9 million skillpoints) |
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ a b c Basilisks only - Shield Upgrades IV, Hull Upgrades IV and Capacitor Emission Systems IV are required for the Large Shield Extender II, Damage Control II and remote capacitor transmitter modules
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ <racial> Frigate III is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.
- ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
- ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.
Recommended skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics (and preferably the advanced fits too). This is important because being able to quickly upgrade from meta to tech two Remote Shield Booster II modules will ensure the safety of the fleet.
Advanced [1] | Drone skills | Rig skills [2] |
---|---|---|
~ 68 days and 2 hours | ~ 15 days and 9 hours | ~ 3 days and 1 hours |
Power Grid Management V |
Repair Drone Operation V |
Jury Rigging III [5] |
- ^ This assumes you've already trained the skills listed under recommended.
- ^ Basilisk only - Increasing Shield Rigging will help counter the signature bloom of the shield rig on the basilisks.
- ^ Scimitar only - Needed to get enough cap. For basilisks this cuts down the training time by 14 days and 15 hours.
- ^ Basilisk only - Needed to get enough cap from a single remote capacitor transmitter chain instead of the usual two. For scimitars this cuts down the training time by 8 days and 12 hours.
- ^ Jury Rigging III is a requirement for the Shield Rigging skill.
Ongrid booster
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using neural remaps.
Minimum skills for ongrid boosters
This skillplan is restricted to pilots in the Omega clone state. |
Since Cybernetics V is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the minimum ongrid booster fits for vanguards.
EVEMon skillplans: Sleipnir (minimum skills)
Core skills | Utility skills | Gunnery skills | Ship skills | Fleet support skills | Drone skills |
---|---|---|---|---|---|
~ 8 days and 4 hour | ~ 8 days and 2 hours | ~ 13 days and 14 hours | ~ 63 days and 13 hours | ~ 89 days and 18 hours | ~ 12 days and 9 hour |
CPU Management V |
Signature Analysis IV |
Motion Prediction IV |
Minmatar Frigate III |
Cybernetics V [5] |
Drones V |
~ 195 days, 12 hours worth of training in total (~ 9,6 million skillpoints) |
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Target Painting is needed to use a target painter module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
- ^ a b c Cybernetics V, Shield Command Specialist V and Skirmish Command Specialist V are needed for the Republic Fleet Command Mindlink implant.
- ^ Shield Command V is a requirement for Shield Command Specialist.
- ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
- ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
Recommended skills for ongrid boosters
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up Command Ships V and Command Burst Specialist V as well as Medium Projectile Turret V, Medium Artillery Specialization IV could be convenient.
While you could train Fleet Command for longer area of effect, those aren't really needed for the vanguards we run, as we'll all stay well within the range of the base range you get with the pre-requisite Leadership V and Wing Command IV.
Further training
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
Honing your skills
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
Crosstraining into armour
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the Wormhole Campus, as they run primarily armour fleets.
Damage dealers | Logistics |
---|---|
~ 18 days and 10 hours | ~ 46 days and 7 hours |
Hull Upgrades V |
Hull Upgrades V |
- ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
- ^ Logistics need to train Remote Armor Repair Systems IV for the sake of reducing the cap usage of their remote armour repair modules.
Useful training for alts
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
Hacker / Scout
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. Alternatively, for Alpha clones you can use the Venture which wouldn't require any skills to be trained and can be flown by anyone (at the cost of taking twice as long to hack due to limited midslots).
For more information about the role, see the hacker/scout section on the Roles in Incursions page.
Minimum Heron fit
When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots.
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Vanguard fittings
The fits used by the EVE University Incursion Community focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often favor short-range and high tracking with multiple webs and painters, as opposed to the more common long-range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Shields focus
In the EVE University Incursion Community we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See shield vs armour doctrines for more information. |
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who uses it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these 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 and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and 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 you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Logistics (basic and advanced)
Due to the limited number of capsuleers that can make up the fleet, the number of logistic ships ongrid should to be kept to the minimum necessary to ensure the safety of the fleet, allowing for as many damage dealers. This results in much higher minimum skill requirements for prospective logistics pilots comparted to those required those of new DD pilots. While in theory any shield focused logistics ship could be used, the Scimitar is the favored dedicated logistic cruiser in the Uni Community due to its remote tracking bonus and its ability to operate independent of other logi. As the community primarily runs Vanguards, remote tracking links bonuses further improve our battleships ability to deal damage to the smaller frigate sized enemies that make up a large percentage of the targets in Vanguard sites. Additionally, unlike the Basilisk, the Scimitar can be made cap stable thus removing the need for a logistics cap chain which would add an additional unnecessary point of failure and reduce overall fleet safety, a strong bonus for a group that promotes the inclusion of less experienced players in our fleets. The benefits of the Scimitar are further amplified by the fact that when the majority of fleet members are in a wardeccable corporation like the Uni due to how cap chains and wardecs interact. For other incursion communities that primarily focus on Assault and Headquarter sites the Basilisk is needed due its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites. For pilots unable to fly a Scimitar but can fly a T3 Caldari cruiser, the Tengu is accepted as an alternative option, however, pilots wanting to fly logi for the long run in our community should train towards the requirement skills for the Scimitar fits shown below.
Scimitar
Large S95a Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
Optimal Range Script x3
Tracking Speed Script x3
10MN Monopropellant Enduring Afterburner
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
- You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:
Power Grid Management V (4 days, 6 hours)
Capacitor Systems Operation V (4 days, 6 hours)
Shield Emission Systems V (8 days, 12 hours) - After you've gotten all tech two reppers, train into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Optimal Range Script x3
Tracking Speed Script x3
10MN Monopropellant Enduring Afterburner
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Tengu
While inferior to the Loki as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser.
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Auto Targeting System I
EM Shield Hardener II
Gist X-Type Thermal Shield Hardener
Multispectrum Shield Hardener II
10MN Monopropellant Enduring Afterburner
Republic Fleet Large Cap Battery
Remote Tracking Computer II
Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Tengu Core - Electronic Efficiency Gate
Tengu Defensive - Supplemental Screening
Tengu Offensive - Support Processor
Tengu Propulsion - Chassis Optimization
Medium EM Shield Reinforcer II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x5
Light Armor Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Caldari Core Systems I
- Caldari Defensive Systems III
- Caldari Offensive Systems IV
- Caldari Propulsion Systems III
- Remote Armor Repair Systems III (optional, for Light Armor Mainenance Bot I)
- You could use capacitor implants to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- In a two-logi setup, only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
Battleships
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Maelstrom
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x2
Republic Fleet EMP L x10660
- All the required skills for damage dealers
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
EM Shield Hardener II
Tracking Computer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5
Tracking Speed Script x2
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range Script x2
- All the required skills for damage dealers
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- The previous rig setup with three resist rigs is still accepted.
Hyperion
While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster Praxis offer a superior platform at a similar price, with low EHP being the only downside.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener 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 EM Shield Reinforcer I
Large Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Caldari Navy Antimatter Charge L x14000
Alumel-Wired Enduring Sensor Booster
Scan Resolution Script x1
- All the required skills for damage dealers
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Azeotropic Restrained Shield Extender
Republic Fleet Large Cap Battery
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Capacitor Power Relay II
Tracking Enhancer II
Tracking Enhancer II
Large Energy Collision Accelerator II
Large Kinetic Shield Reinforcer I
Large Explosive Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Imperial Navy Multifrequency L x18
Imperial Navy Xray L x6
Imperial Navy Microwave L x6
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
AE-K Compact Drone Damage Amplifier
Tracking Enhancer II
Tracking Enhancer II
Large Hybrid Burst Aerator II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Caldari Navy Antimatter Charge L x14000
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Pirate faction battleships
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See upgrade priority for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.
Vindicator
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Antimatter Charge L x14000
Nanite Repair Paste x200
Scan Resolution Script x1
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
- This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.
- A tech one EM Shield Reinforcer can be used in place of the tech two listed.
Nightmare
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Remote Capacitor Transmitter II
Large Asymmetric Enduring Remote Shield Booster
Republic Fleet Target Painter
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Microwave L x8
Scan Resolution Script x2
Nanite Repair Paste x200
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a Capacitor Power Relay II, or else a cap chain will be needed to maintain cap stability.
- Should a lack of Vindicators in fleet be noted, swap a sensor booster or tracking computer for a web.
Machariel
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x2
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
(including the secondary battleship skill)
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Pilots can choose between a Republic Fleet Target Painter for improved application, or an Alamel-Wired Enduring Sensor Booster to lower lock times.
- Should a lack of Vindicators in fleet be noted, swap a tracking computer for a web.
Ongrid booster
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The EVE University Incursion Community runs with a single booster to ensure that their fleets can run safely. See the Anatomy of Incursions page for more information on the effects of ongrid boosting.
Logibooster
The logibooster compresses the booster and logistics role into one ship. Using this means fewer high skill point roles are required for a fleet to run, and enables an extra Battleship to enter the fleet and get payouts. This, of course, comes at a cost: Logibooster configurations can only repair approximately two thirds of what an advanced Scimitar fit can, and generally has less cap stability. Further, without a range bonus, its repairers can not reach far. And getting the sufficient capacitor generation for its repairers requires a tight fit with lower resists.
Both the Sleipnir and Claymore can be used in this configuration. The Claymore gets a resist bonus, an extra mid slot, and some extra CPU, while the Sleipnir gets slightly stronger boosts. The Sleipnir however generally requires a bling hardener in order to safely run this configuration, so the Claymore is the more accessible option.
Claymore
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Sensor Booster
Shadow Serpentis Remote Sensor Booster
Cap Recharger II
Thukker Large Cap Battery
Thukker Large Cap Battery
Damage Control II
Capacitor Power Relay II
Co-Processor II
Sentient Signal Amplifier
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x2
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
- Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite) - Capacitor Systems Operation V
- Capacitor Management V
- Shield Emission Systems V
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - If this ship is to be used for the ore run, the two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).
Sleipnir
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II
Pithum B-Type Multispectrum Shield Hardener
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Sentient Signal Amplifier
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Co-Processor II
Medium Command Processor I
Medium Command Processor I
Light Shield Maintenance Bot I x5
Scan Resolution Script x3
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
- Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite) - Capacitor Systems Operation V
- Capacitor Management V
- Shield Emission Systems V
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - If this ship is to be used for the ore run, two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).
Dropper/Hacker/Scout
The dropper is one of the vital roles in the vanguard fleet, as it is essential to completing the Nation Mining Colony, where a stack of Lyavite (255 units) has to be dropped into Nation Ore Refinery in order to complete the site after killing all the rats.
Hacking, on the other hand, is optionally used for one of the vanguard sites, the Override Transfer Array. Once a coveted role, it has fallen out of favor due to increased damage output of the fleet and increased difficulty of the hack reducing the overall benefit of hacking. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at a much higher cost. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See Hacker/Scout for more information on how to perform this role.
Until September 2019, Incursions did not use the minigame, but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.
Venture
The venture is used as an all-rounder ship that can fulfill roles such as dropping, hacking, and scouting, from the same ship. Its large ore hold of 5000m3 makes it perfect for tagging along with the fleet and dropping Lyavite in the Nation Mining Colony to complete the site. While the Venture can hack in the Override Transfer Array, the lack of any bonuses generally means the pilot will need high skills in order to hack fast enough for it to be worthwhile.
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Acolyte I x2
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- Cloaking I (Optional)
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Heron
The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a Microwarpdrive and one Data Analyzer module. The Memetic Algorithm Bank gives the pilot more room to navigate the hacking minigame.
Small Remote Shield Booster I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- Any of the Magnate, Imicus, or Probe can also use this fitting with the same level of effectiveness.
- Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
- The Small Remote Shield Extender drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.
Ammo Hauler
The Amarr T1 Exploration frigate, the Magnate, is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the frigate escape bay of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.
Advanced fits
There are many ways to improve past the minimum fits, but for many reasons, there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.
- The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
- We want to encourage people to talk to us about how to improve, so you get the much-needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to "fix" your fit.
- We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
See the ship progression in Incursions and fitting principles articles (especially the upgrade priority section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.
Bling fits
However, some ships are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. These are not recommended for first-time runners, as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, unlike the minimum fits, these fits are not hard and set. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all.
Marauders
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Medium Murky Compact Remote Shield Booster
Auto Targeting System I
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Shadow Serpentis Tracking Computer
Syndicate Damage Control
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Large Energy Burst Aerator II
Large EM Shield Reinforcer II
Acolyte II x5
Light Hull Maintenance Bot I x5
Light Shield Maintenance Bot I x5
Scorch L x20
Conflagration L x20
Imperial Navy Multifrequency L x8
Scan Resolution Script x1
Tracking Speed Script x1
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Pulse Laser Specialization IV
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.
Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Vargur
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
Bastion Module I
Medium Remote Armor Repairer II
Pithum A-Type Medium Remote Shield Booster
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Tracking Computer II
Tracking Computer II
Tracking Computer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Large Projectile Ambit Extension I
Large Projectile Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x3
Scan Resolution Script x1
Hail L x14480
Optimal Range Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Autocannon Specialization IV
- Load Hail, never fail.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module I
Gistum A-Type Medium Remote Shield Booster
Auto Targeting System I
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Sentient Sensor Booster
Syndicate Damage Control
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
Large EM Shield Reinforcer II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Shield Maintenance Bot I x5
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x4
Federation Navy Antimatter Charge L x10000
Null L x20000
Void L x20000
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Blaster Specialization IV
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.
Orca
The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ships, enough cargo hold to carry lots of ammo as well as spare modules, and an ore hold for Lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
Training into the Orca
Support skills | Ship skills | Leadership skills | Navigation skills |
---|---|---|---|
~ 5 days and 3 hours | ~ 5 days and 15 hours | ~ 10 days and 16 hours | ~ 1 days and 14 hours |
Hull Upgrades IV |
Spaceship Command V |
Leadership I |
High Speed Maneuvering III |
~ 23 days worth of training in total |
Minimum Orca fit
500MN Y-T8 Compact Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Thermal Shield Hardener II
Kinetic Shield Hardener II
Reinforced Bulkheads II
Damage Control II
- With just the modules present and minimum skills, you'll have a tank of well over 291k+ effective hit points.
- If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 550k ehp vs regular gallente gankers.
- If you fit for warp speed with Large Hyperspatial Velocity Optimizer II rigs your warp speed can be as high as 3,5 AU/s.
- The Thermal Dissiplation Field II and Kinetic Shield Hardener II module will increase your tank vs gallente-gankers who do primarily thermal and kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using EMP ammo.
Ore Hold
The ore hold can only carry ore but is perfect for lyavite and can hold at least 490 stacks which 149,940 m3 or 124,950 units of ore. (the base hold capacity is 150,000 m3 but increases with Industrial Command Ships up to 187,500 m3 which allows for 612 stacks in total) |
Fleet Hangar
The fleet hangar is another 40,000 m3 that can be used for sharing the content with fleet members or as an additional store hold. (the fleet hangar can even fit an assembled frigate, but usually only one due to its size) |
Ship Maintenance Bay
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.
- The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
- The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans, but remember they can still drop.
- Ships in the maintenance bay cannot have anything in their cargohold except charges (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular cargohold or fleet hangar.
- You can give fleet members access to the ship maintenance bay while in space, allowing them to store, launch and board ships directly.
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.
Logistics and strategic cruisers | Command ships | Other ships | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
89,000 m3 | 107,000 m3 | 118,000 m3 | 80,000 m3 | 92,000 m3 | 115,000 m3 | 216,000 m3 | 252,000 m3 | 234,000 m3 | 18,900 m3 | 100,000 m3 |
Valet alt
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
Hull tanking | Ship skills | Additional race [1] | Shield tanking [2] |
---|---|---|---|
~ 1 day and 12 hours | ~ 3 days and 5 hours | ~ 2 days and 11 hours | ~ 5 day and 11 hours |
Hull Upgrades IV |
Spaceship Command IV |
<racial> Frigate III |
Shield Upgrades IV |
Less than 4 days and 17 hours worth of training in total for a simple valet alt |
- ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
- ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Shield Amplifier II as well as the Multispectrum Shield Hardener II modules (or any of the active hardeners or passive amplifiers).
Travel fits
The basic idea behind travel fits for the above mentioned valet alt is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules. Here are some examples of travel fits for our minimum fits:
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Moving costly modules
The regular fits on the wiki have but a couple of expensive modules, like the Federation Navy Stasis Webifier and for some ships the Republic Fleet Target Painter, which totals about 100 million. This can easily be carried in the hold of the travel fits above without much fear of becoming a gank target.
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The dedicated travel ships (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
Common guides
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.