Vanguard Incursion fits

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Vanguard fittings

The Vanguard fits used by the Incursion Community focus around engaging the frigate and cruiser enemies in Vanguard sites. As a general recap of the theory, Vanguard sites have fairly low damage output compared to other incursion sites, but require high tracking to make large weapons useful. As such, you often have the luxury of reducing your buffer somewhat (again, compared to HQs and other sites) in favour of more utility modules which can increase damage output.

It is recommended that you visit this page after reading Preparing for Incursions and 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

Shield focus Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.

Bring Lyavite

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). The lyavite is used to finish one of the vanguard sites, the Nation Mining Colony site.

Don't compromise these fits

Icon large red x.png We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters.

Improving fits

Icon large green check.png If you're knowledgeable enough about incursions you can do your own little tweaks when it comes to fittings. Perhaps you have skills for tech two guns or several ships and able to rig each ship specifically for vanguards, assaults or headquarters. There is room for individual taste and preference, these fits are just tailored to get a good solid ship to run incursions with.

All fits use Miranda's template and most easily converted by Pehuen's parser. One of the advantages with the fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE button will open up a fit window complete with which and how much ammunition to bring, what drones to use and any scripts you need for your modules. 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 with decent damage projection, utility modules and drones.

Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.

Logistics

The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.

Remember that you need to train Target Management V and Advanced Target Management III in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is cap stable, so you can run all modules all the time.

Scimitar

Scimitar: Incursions (minimum fit)
EFT
[Scimitar, Incursions (minimum fit)]
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
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 I
Medium Capacitor Control Circuit I


Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4

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NOTES
  • 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.
  • The second invulnerability field is mostly to compensate for low overall support skills, such as Shield Management and navigation skills which indirectly influences how much damage you take.
  • Train into the recommended fit below as soon as possible.
Scimitar: Incursions (recommended fit)
EFT
[Scimitar, Incursions (recommended fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II

Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Power Diagnostic System II

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II


Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4

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NOTES
  • When you get a little bit of experience and better support skills, try flying with one of the Adaptive Invulnerability Field II modules turned off. If you find that you feel comfortable with that, swap it out for a Remote Tracking Computer II module.
  • 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.
  • Consider training into the advanced fit below as soon as possible.
Scimitar: Incursions (advanced fit)
EFT
[Scimitar, Incursions (advanced fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II

Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Remote Tracking Computer II, Tracking Speed Script
Remote Tracking Computer II, Optimal Range Script
Remote Tracking Computer II, Optimal Range Script

Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Power Diagnostic System II

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II


Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4

Tracking Speed Script x1
Optimal Range Script x1

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NOTES
  • 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.
  • If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
  • 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.
  • Only one of the logistics need the Afterburner, one of the logi can replace it with an additional Remote Tracking Computer.

Basilisk

Basilisk: Incursions (minimum fit)
EFT
[Basilisk, Incursions (minimum fit)]
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter

Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Experimental 10MN Afterburner I
Remote Tracking Computer II

Damage Control II
Reactor Control Unit I

Medium Ancillary Current Router I
Medium Core Defense Field Extender I


Light Shield Maintenance Bot I x5

Tracking Speed Script x1
Optimal Range Script x1

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RECOMMENDED SKILLS
NOTES
  • 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.
  • Train into the recommended fit below as soon as possible.
Basilisk: Incursions (advanced fit)
EFT
[Basilisk, Incursions (advanced fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter

Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Tracking Computer II

Damage Control II
True Sansha Power Diagnostic System

Medium Core Defense Field Extender II
Medium Ancillary Current Router II


Light Shield Maintenance Bot II x5

Optimal Range Script x1
Tracking Speed Script x1

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FITTING DIFFICULTY
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SKILLS
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RECOMMENDED SKILLS
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • 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.
  • Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.
  • If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
  • 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.

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.

Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.

Maelstrom

Maelstrom: Incursions (vanguards)
EFT
[Maelstrom, Incursions (vanguards)]
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

Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I


Medium Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Republic Fleet EMP L x9700

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FITTING DIFFICULTY
EVE VERSION
Mosaic
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
  • If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
  • Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.

Rokh

Rokh: Incursions (vanguards)
EFT
[Rokh, Incursions (vanguards)]
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

Sensor Booster II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I


Light Shield Maintenance Bot I x5
Acolyte II x5

Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000

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FITTING DIFFICULTY
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Mosaic
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UNSET
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SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.

    Alternatively you can drop one of the Adaptive Invulerability Field II modules for either a Tracking Computer II or a Target Painter.

  • Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range and either Void L or faction ammo for short range.

Hyperion

Hyperion: Incursions (vanguards)
EFT
[Hyperion, Incursions (vanguards)]
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 S95a Remote Shield Booster

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I


Heavy Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000

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SKILLS
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RECOMMENDED SKILLS
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Magnetic Field Stabilizer II.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
  • 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.

Fleet & Navy Issue Battleships

These ships have stronger base values than their tech one counterparts and could potentially be slightly more efficient for incursions, but often they aren't good enough to warrant the extra cost and you're better off skipping this ship class in favour of saving up for a proper pirate faction battleship instead.

For Amarr pilots you might not have much of an option. You either train slightly into Caldari for a Rokh, save up a little for an Apocalypse Navy Issue or you go directly for the Nightmare.

Apocalypse Navy Issue

Apocalypse Navy Issue: Incursions (vanguards)
EFT
[Apocalypse Navy Issue, Incursions (vanguards)]
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
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Capacitor Power Relay II
Capacitor Power Relay II
Damage Control II

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer II


Medium Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Microwave L x16

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FITTING DIFFICULTY
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Mosaic
ALPHA CAN USE
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SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Heat Sink II.
  • With excellent skills you should be upgrading to a Nightmare, but barring that you can drop one of the Capacitor Power Relay modules for a third Tracking Enhancer II, or a fourth Heat Sink II if you already swapped your damage control out.
  • This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.
  • Once you can use tech two lasers, upgrade to Mega Pulse Laser II guns and carry Scorch L for long range and Conflagration L and Imperial Navy Multifrequency L for short range (cruisers and frigates, respectively).

Hacker

Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls. 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.

Hacking in incursions doesn't use the new minigame, but instead uses the old method where each module has a chance of successfully hacking the logistics control array.

Heron

It doesn't necessarily need to be a Heron, but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. Microwarpdrive and as many Data Analyzer modules as you can fit.

Heron: Incursions (hacker)
EFT
[Heron, Incursions (hacker)]

Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
1MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I



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FITTING DIFFICULTY
EVE VERSION
Mosaic
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training Hacking III at it's a very quick train that gives a big performance boost.
  • Being able to fit Data Analyzer II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
  • 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.

Advanced fits

There are many ways to improve past the minimum fits and tech one ships. See ship progression in incursions and fitting principles for more information.

Pirate faction battleships

The Machariel, Nightmare and Vindicator hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits for these ships however, for several reasons but mainly the following two:

  • They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
  • We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly.

Command Ships and Strategic Cruisers

Cruiser-sized hulls like Command Ships and Strategic Cruisers can often compensate their relatively less powerful medium weaponry by using long range weapons, since the loss of pure tracking is often offset by the lower signature of medium weapons. While they can never rival the power of the pirate faction battleships, they can be good enough for our community and very useful for Nation Consolidation Network assault sites. There will be no recommended fits for these ships either, for much the same reasons as above:

  • These ships are much more skill-intensive, requiring several skills trained to V just to sit in them and they often require you to field tech two weaponry. On top of that strategic cruisers need to max out most subsystem skills and command ships ideally want Command Ships V because so much of their effectiveness rely on maxing those skills.
  • Each ship has a different resist profile, strengths and weaknesses and thus the solution on how to properly fit them is different for each ship.
  • While we'll gladly take these ships, most public communities will probably force you to train into the more traditional battleships.
  • We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly.