Preparing for Incursions

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Sansha Kuvakei.jpg
Incursion linksClick to edit.
General

Incursions
How to find Incursions
Constellation layouts
Incursion sites
History of Incursions

Advanced

Anatomy of Incursions
Fitting principles
Sansha's Manual
Ship progression

EVE University

EVE University Incursion Community

Preparations

Preparing for Incursions
Roles in Incursions
Incursions checklist

Fittings

Vanguard fits

Guides

Selecting a focus
Forming a fleet

Incursionlogosmall.png 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.

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.

Implants.png 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.

Icon dna.png 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 training.png 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 injector.png 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

Alpha clone friendly 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.png Omega clones (times should be doubled when training on an Alpha.png 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:

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 8 days and 24 hours ~ 5 days and 13 hours ~ 21 days and 2 hours ~ 4 days and 22 hours

Weapon Upgrades IV
Capacitor Management IV
Shield Operation IV
Shield Management III
Shield Upgrades IV
Hull Upgrades IV

Signature Analysis III
Long Range Targeting III
Target Management IV
Target Painting I [1]
Propulsion Jamming III [2]
Tactical Shield Manipulation IV
EM Shield Compensation II

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [3]
Small <racial> Turret III [4]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [4]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation IV
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I
Repair Drone Operation II
Shield Emission Systems III

~ 52 days and 17 hours worth of Omega.png Omega state training in total (~ 2,6 million skillpoints)
  1. ^ Target Painting is needed for the target painter module. Can be skipped for GallenteHyperion and SerpentisVindicator pilots (see Propulsion Jamming).
  2. ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to the GallenteHyperion and SerpentisVindicator. Other ships may also fit this module situationally, from time to time.
  3. ^ Controlled Bursts is needed for all weapons that use capacitor. MinmatarMaelstrom and Angel CartelMachariel pilots can ignore this as projectiles don't use cap.
  4. ^ 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

Omega clone restriction 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.
Incursions assault icon.png Assaults Icon gunnery turret.png Tech two weapons Icon cog.png Utility skills Icon drones.png Drones
~ 19 days and 8 hours ~ 34 days and 18 hours ~ 2 day and 17 hours

Shield Management IV
Medium Drone Operation V
Drone Avionics V
Electronic Warfare IV [1]
Advanced Drone Avionics III
Acceleration Control III
High Speed Maneuvering III

Motion Prediction V
Large <racial> Turret V
Large <short> Specialization III
Sharpshooter V [2]
Large <long> Specialization III [2]

Electronic Warfare III [3]
Frequency Modulation III
Long Distance Jamming III
Target Painting III
Capacitor Emission Systems IV
Thermodynamics III

Light Drone Operation V[4]
Amarr Drone Specialization II[4]
Drone Interfacing IV[5]
Drone Sharpshooting IV[5]
Sentry Drone Interfacing III[6]
Heavy Drone Operation III[7]

  1. ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
  2. ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
  3. ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
  4. ^ 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.
  5. ^ a b - Drone Interfacing IV and Drone Sharpshooting IV are requirements for Sentry Drone Interfacing.
  6. ^ - 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.
  7. ^ - 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

Omega clone restriction 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)

Icon cogs.png Core skills Icon cog.png Utility skills Icon shield transporter i.png Logistics skills Icon ship.png Ship skills Icon drones.png 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
Capacitor Systems Operation IV
Energy Grid Upgrades IV [1]
Shield Upgrades IV [2]
Shield Management III
Hull Upgrades IV [2]

Signature Analysis V [3]
Long Range Targeting V [3]
Target Management V [4]
Advanced Target Management III
Tactical Shield Manipulation IV

Shield Emission Systems IV
Capacitor Emission Systems IV [2]
Sensor Linking IV

<racial> Frigate III [5]
<racial> Destroyer III
<racial> Cruiser V
Logistics Cruisers IV
Evasive Maneuvering III
Warp Drive Operation III

Drones V
Drone Durability I [6]
Repair Drone Operation II [6]
Drone Navigation III
Drone Avionics III
Shield Emission Systems III [7]

~ 72 days and 6 hours worth of training for aLogo faction minmatar republic clean.pngScimitar (~ 3,6 million skillpoints) and ~ 77 days and 15 hours for aLogo faction caldari state clean.pngBasilisk (~ 3,9 million skillpoints)
  1. ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
  2. ^ 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
  3. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
  4. ^ Target Management V is a requirement for the Advanced Target Management skill.
  5. ^ <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.
  6. ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
  7. ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.

Recommended skills for logistics

Omega clone restriction 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.

Icon ship dark.png Advanced [1] Icon drones.png Drone skills Icon rigs.png Rig skills [2]
~ 68 days and 2 hours ~ 15 days and 9 hours ~ 3 days and 1 hours

Power Grid Management V
Capacitor Systems Operation V
Fuel Conservation III
Shield Management IV
Logistics Cruisers V
Shield Emission Systems V
Capacitor Management V [3]
Capacitor Emission Systems V [4]

Repair Drone Operation V

Jury Rigging III [5]
Shield Rigging IV

  1. ^ This assumes you've already trained the skills listed under recommended.
  2. ^ Basilisk only - Increasing Shield Rigging will help counter the signature bloom of the shield rig on the basilisks.
  3. ^ Scimitar only - Needed to get enough cap. For basilisks this cuts down the training time by 14 days and 15 hours.
  4. ^ 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.
  5. ^ 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

Omega clone restriction This skillplan is restricted to pilots in the Omega clone state.

Since Icon skillbook2.png 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)

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon fleet.png Fleet support skills Icon drones.png 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
Weapon Upgrades IV
Shield Management III
Hull Upgrades IV [1]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Target Painting III [2]
Propulsion Jamming III [3]
Tactical Shield Manipulation IV

Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Small Projectile Turret III
Medium Projectile Turret III

Minmatar Frigate III
Minmatar Destroyer III
Minmatar Cruiser III
Minmatar Battlecruiser V
Leadership V [4]
Spaceship Command V [4]
Wing Command IV [4]
Command Burst Specialist IV [4]
Command Ships IV
Warp Drive Operation III
Evasive Maneuvering III

Cybernetics V [5]
Shield Command V [6]
Shield Command Specialist V [5]
Skirmish Command V [7]
Skirmish Command Specialist V [5]
Leadership V [8]
Command Burst Specialist IV [8]
Wing Command IV [8]

Drones V
Light Drone Operation V
Amarr Drone Specialization III [9]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III

~ 195 days, 12 hours worth of training in total (~ 9,6 million skillpoints)
  1. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  2. ^ Target Painting is needed to use a target painter module.
  3. ^ Propulsion Jamming is needed to use a stasis webifier module.
  4. ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
  5. ^ Shield Command V is a requirement for Shield Command Specialist.
  6. ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
  7. ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
  8. ^ 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 Icon skillbook2.png Command Ships V and Icon skillbook2.png Command Burst Specialist V as well as Icon skillbook2.png Medium Projectile Turret V, Icon skillbook2.png Medium Artillery Specialization IV could be convenient.

While you could train Icon skillbook2.png 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 Icon skillbook2.png Leadership V and Icon skillbook2.png 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.

Icon gunnery turret.png Damage dealers Icon remote armor repair i.png Logistics
~ 18 days and 10 hours ~ 46 days and 7 hours

Hull Upgrades V
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Thermal Armor Compensation IV
Remote Armor Repair Systems III [1]

Hull Upgrades V
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Thermal Armor Compensation IV
Remote Armor Repair Systems IV [2]
<new racial> Frigate III
<new racial> Destroyer III
<new racial> Cruiser V

  1. ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
  2. ^ 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.

Sansha Kuvakei.jpg
Incursion linksClick to edit.
General

Incursions
How to find Incursions
Constellation layouts
Incursion sites
History of Incursions

Advanced

Anatomy of Incursions
Fitting principles
Sansha's Manual
Ship progression

EVE University

EVE University Incursion Community

Preparations

Preparing for Incursions
Roles in Incursions
Incursions checklist

Fittings

Vanguard fits

Guides

Selecting a focus
Forming a fleet

Incursionlogosmall.png 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 favour 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

Shield 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

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 use it to finish the Nation Mining Colony site (only this vanguard site needs it).

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 and module matters.

Improving fits

Icon large green check.png 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 help of Pehuen's parser. 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 favourite 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)

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. Either can be used, but the MinmatarScimitar is favoured in Vanguards due to its remote tracking bonus and its ability to operate independent of other logi, while the CaldariBasilisk is needed in Assault and Headquarter sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites as well as their remote sensor booster bonus.

Remember that you need to train Icon skillbook2.png Target Management V and Icon skillbook2.png 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. For the Basilisk this means cap stable with incoming capacitor transmitter.

Scimitar

Scimitar: Incursions (minimum fit)
EFT
[Scimitar, Incursions (minimum fit)]
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
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
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

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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.
  • 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).
  • You can upgrade to four tech two reppers with the following skills:
    Icon skillbook2.png Power Grid Management V (4 days, 6 hours)
    Icon skillbook2.png Capacitor Systems Operation V (4 days, 6 hours)
    Icon skillbook2.png 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.
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

Multispectrum Shield Hardener II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer

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

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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.
  • 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.
  • Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.

Basilisk

During war time, if at least one logi pilot is not in EVE University, unistas can not cap chain with other unistas in damage dealing ships due to friendly fire concerns. As such, there may be difficulty attaining cap buddies for in-uni Basis during war time, particularly for the minimum fit.


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

Multispectrum Shield Hardener II
Caldari Navy EM Shield Hardener
Large Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Remote Tracking Computer II

Damage Control II
Mark I Compact Power Diagnostic System

Medium Core Defense Field Extender II
Medium Ancillary Current Router II


Light Shield Maintenance Bot I x5

Optimal Range Script x1
Tracking Speed Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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.
  • 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).
  • Training into the advanced fit below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
Incursions (advanced)
Basilisk: Incursions (advanced)
EFT
[Basilisk, Incursions (advanced)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Scoped Remote Shield Booster
Large Remote Capacitor Transmitter II

Multispectrum Shield Hardener II
Caldari Navy EM Shield Hardener
10MN Monopropellant Enduring Afterburner
Large Azeotropic Restrained Shield Extender
Shadow Serpentis Remote Tracking Computer

Damage Control II
Mark I Compact 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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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. With perfect skills and implants, you can also upgrade the fifth repper to a tech two.
  • 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, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.


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

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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
June 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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

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

Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
EM Shield Hardener II

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

Large Kinetic Shield Reinforcer I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer I


Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5

Tracking Speed Script x1
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.

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 Scoped 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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
June 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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

Unlike other ships with fits listed here, the Praxis is not used by Headquarters communities due to its low speed and base HP. As a consequence, the fits below are rigged for use in Vanguards only.

The Society of Conscious ThoughtPraxis 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. Two fits are currently being trialed.

Praxis: Incursions (pulse lasers, vanguards)
EFT
[Praxis, Incursions (pulse lasers, 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
Large S95a Scoped Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
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
Scan Resolution Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2020.6.26
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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.
Praxis: Incursions (blasters, vanguards)
EFT
[Praxis, Incursions (blasters, 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 Scoped 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
Drone Damage Amplifier II
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2020.6.26
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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

The EVE University Incursion Community doesn't require unistas to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.

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.

Out of all the pirate faction battleships the Angel CartelMachariel, Sansha's NationNightmare and SerpentisVindicator stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual fitting principles. For more specific information about your rig options and general ship fit progression, see the rigging choice, fit progression and utility mids sections.

Machariel

Machariel: Incursions (vanguards)
EFT
[Machariel, 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
Large S95a Scoped Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Tracking Computer II

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

Large Thermal Shield Reinforcer I
Large Projectile Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Tracking Speed Script x1
Scan Resolution Script x1
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
NOTES
  • 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 Icon skillbook2.png 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.

Nightmare

Nightmare: Incursions (vanguards)
EFT
[Nightmare, 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
Large Remote Capacitor Transmitter II
Large S95a Scoped Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Federation Navy Stasis Webifier
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II

Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II

Large Thermal Shield Reinforcer I
Large Energy Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x1
Tracking Speed Script x1
Imperial Navy Microwave L x8
Scan Resolution Script x1
Nanite Repair Paste x200

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
  • The Icon skillbook2.png 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).
NOTES
  • 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.

Vindicator

Vindicator: Incursions (vanguards)
EFT
[Vindicator, 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

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM 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 Thermal Shield Reinforcer I
Large Hybrid Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Federation Navy Antimatter Charge L x14000
Scan Resolution Script x2
Nanite Repair Paste x200

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
  • The Icon skillbook2.png Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
NOTES
  • 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 Icon skillbook2.png Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.

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.

Sleipnir

Remember that you'll need the Icon implant hardwiring.png Republic Fleet Command Mindlink to go with this fit, to push the boosts to acceptable levels.

While both the MinmatarSleipnir and MinmatarClaymore can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.

Sleipnir: Incursions (ongrid booster)
EFT
[Sleipnir, Incursions (ongrid booster)]
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
Shield Command Burst II, Active Shielding Charge
Shield Command Burst II, Shield Harmonizing Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge

Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed Script
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

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

Medium Command Processor I
Medium Command Processor I


Acolyte II x5

Tracking Speed Script x1
Republic Fleet EMP M x11400
Active Shielding Charge x600
Shield Harmonizing Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Optimal Range Script x1

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Icon skillbook2.png Cybernetics V, Icon skillbook2.png Skirmish Command Specialist V and Icon skillbook2.png Shield Command Specialist V is required for the following mindlink:

    Icon implant hardwiring.png Republic Fleet Command Mindlink

  • Make sure you have the following charges:

    Icon active shielding.png Active Shielding Charge x 600
    Icon shield harmonizing.png Shield Harmonizing Charge x 600
    Icon evasive maneuvers.png Evasive Maneuvers Charge x 600
    Icon interdiction maneuvers.png Interdiction Maneuvers Charge x 600

  • Either of the Republic Fleet EMP M, 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.

Hacker

Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at 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.

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,. You can fit some Memetic Algorithm Bank rigs for increased hacking chance.

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

Data Analyzer I
5MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I


Warrior I x7

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Any of the AmarrMagnate, GallenteImicus, or MinmatarProbe 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 30, 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 Warrior I drones are so that the scout can contribute damage 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.


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

Icon cogs.png Support skills Icon ship.png Ship skills Icon leader.png Leadership skills Module icon microwarpdrive tech1.png 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
Tactical Shield Manipulation IV

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 23 days worth of training in total

Minimum Orca fit

Orca: Minimum
EFT
[Orca, Minimum]

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



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FITTING DIFFICULTY
EVE VERSION
Ascension
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon damage therm.pngthermal and Icon damage kin.pngkinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using Icon damage em.pngEMP ammo.


Ore Hold

Ore kernite.png 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 Icon skillbook2.png Industrial Command Ships up to 187,500 m3 which allows for 612 stacks in total)

Fleet Hangar

Warfare-links.png 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

While it's only possible to see the ships in the ship maintenance bay and not their content, ships have the same chance of dropping as any other item on your ship. If a ship drops, it drops whole with all modules and rigs intact (just like a container does).

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.

Icon ship dark.png Logistics and strategic cruisers Icon ship other.png Command ships Icon ship.png Other ships
Icon tech2.png
Scimitar
Icon tech2.png
Basilisk
Icon tech3.png
Legion
Icon tech3.png
Loki
Icon tech3.png
Tengu
Icon tech3.png
Proteus
Icon tech2.png
Claymore (or Sleipnir)
Icon tech2.png
Vulture
Icon tech2.png
Damnation
Heron Procurer (or a Skiff)
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.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race [1] Icon shield glow.png 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
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

Shield Upgrades IV
Tactical Shield Manipulation IV

Less than 4 days and 17 hours worth of training in total for a simple valet alt
  1. ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
  2. ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Ward 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:

Maelstrom: Incursions (travel fit)
EFT
[Maelstrom, Incursions (travel fit)]
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



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Hyperion: Incursions (travel fit)
EFT
[Hyperion, Incursions (travel fit)]
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



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Rokh: Incursions (travel fit)
EFT
[Rokh, Incursions (travel fit)]
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



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Moving costly modules

The regular fits on the wiki have but a couple of expensive modules, like the Icon stasis webifier faction.pngFederation Navy Stasis Webifier and for some ships the Icon target painter faction.pngRepublic Fleet Target Painter, which totals about Icon money.png 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.