Difference between revisions of "User:Paxte Eriker/sandbox/E-Uni INC Community Fits and Skills"
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== Intermediate (Pirate Faction) Battleships == | == Intermediate (Pirate Faction) Battleships == | ||
− | {{important note box| | + | {{important note box|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 [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] for more information.}} |
− | 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 [[Incursion fitting principles#Upgrade_priorities|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 [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] 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 [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information. | ||
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{{ShipFitting | {{ShipFitting | ||
| ship=Vindicator | | ship=Vindicator | ||
− | | fitName= Incursions ( | + | | fitName= Incursions (Vangards, Basic) |
− | | fitID= Incursions ( | + | | fitID= Incursions (Vangards, Basic) |
− | | high1name=Modal Mega | + | | high1name=Modal Mega Electron Particle Accelerator I |
− | | high1typeID= | + | | high1typeID=7743 |
− | | high2name=Modal Mega | + | | high2name=Modal Mega Electron Particle Accelerator I |
− | | high2typeID= | + | | high2typeID=7743 |
− | | high3name=Modal Mega | + | | high3name=Modal Mega Electron Particle Accelerator I |
− | | high3typeID= | + | | high3typeID=7743 |
− | | high4name=Modal Mega | + | | high4name=Modal Mega Electron Particle Accelerator I |
− | | high4typeID= | + | | high4typeID=7743 |
− | | high5name=Modal Mega | + | | high5name=Modal Mega Electron Particle Accelerator I |
− | | high5typeID= | + | | high5typeID=7743 |
− | | high6name=Modal Mega | + | | high6name=Modal Mega Electron Particle Accelerator I |
− | | high6typeID= | + | | high6typeID=7743 |
− | | high7name=Modal Mega | + | | high7name=Modal Mega Electron Particle Accelerator I |
− | | high7typeID= | + | | high7typeID=7743 |
− | | high8name=Modal Mega | + | | high8name=Modal Mega Electron Particle Accelerator I |
− | | high8typeID= | + | | high8typeID=7743 |
| mid1name=Alumel-Wired Enduring Sensor Booster | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
| mid1typeID=6159 | | mid1typeID=6159 | ||
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| mid3name=Federation Navy Stasis Webifier | | mid3name=Federation Navy Stasis Webifier | ||
| mid3typeID=17559 | | mid3typeID=17559 | ||
− | | mid4name= | + | | mid4name=Federation Navy Stasis Webifier |
− | | mid4typeID= | + | | mid4typeID=17559 |
− | | mid5name= | + | | mid5name=F-12 Enduring Tracking Computer |
− | | mid5typeID= | + | | mid5typeID=6176 |
| low1name=Damage Control II | | low1name=Damage Control II | ||
| low1typeID=2048 | | low1typeID=2048 | ||
− | | low2name= | + | | low2name=Multispectrum Energized Membrane II |
− | | low2typeID= | + | | low2typeID=11269 |
− | | low3name= | + | | low3name=Multispectrum Energized Membrane II |
− | | low3typeID= | + | | low3typeID=11269 |
− | | low4name= | + | | low4name=Multispectrum Energized Membrane II |
− | | low4typeID= | + | | low4typeID=11269 |
| low5name=Magnetic Field Stabilizer II | | low5name=Magnetic Field Stabilizer II | ||
| low5typeID=10190 | | low5typeID=10190 | ||
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| low7name=Magnetic Field Stabilizer II | | low7name=Magnetic Field Stabilizer II | ||
| low7typeID=10190 | | low7typeID=10190 | ||
− | | rig1name=Large | + | | rig1name=Large Explosive Armor Reinforcer II |
− | | rig1typeID= | + | | rig1typeID=26288 |
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| rig2name=Large Hyperspatial Velocity Optimizer II | | rig2name=Large Hyperspatial Velocity Optimizer II | ||
| rig2typeID=26322 | | rig2typeID=26322 | ||
− | | rig3name=Large | + | | rig3name=Large Hybrid Locus Coordinator II |
− | | rig3typeID= | + | | rig3typeID=26402 |
| charge1name=Imperial Navy Acolyte x5 | | charge1name=Imperial Navy Acolyte x5 | ||
| charge1typeID=31864 | | charge1typeID=31864 | ||
− | | charge2name=Medium | + | | charge2name=Medium Armor Maintenance Bot I x5 |
− | | charge2typeID= | + | | charge2typeID=23709 |
− | | charge3name= | + | | charge3name=Federation Navy Antimatter Charge L x10000 |
− | | charge3typeID= | + | | charge3typeID=22993 |
− | | charge4name= | + | | charge4name=Scan Resolution Script x1 |
− | | charge4typeID= | + | | charge4typeID=29011 |
− | | charge5name= | + | | charge5name=Optimal Range Script x1 |
− | | charge5typeID= | + | | charge5typeID=28999 |
− | | charge6name= | + | | charge6name=Tracking Speed Script x1 |
− | | charge6typeID= | + | | charge6typeID=29001 |
− | | | + | | skills=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li> |
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| showSKILLS=Y | | showSKILLS=Y | ||
− | | notes= | + | | notes=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs. |
| showNOTES=Y | | showNOTES=Y | ||
− | | difficulty= | + | | difficulty=1 |
− | | version=2023 | + | | version=December 2023 |
| showTOC=N | | showTOC=N | ||
− | | alphacanuse= | + | | alphacanuse=Y |
}} | }} | ||
Revision as of 06:06, 26 December 2023
Incursion links |
---|
General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Vanguard fittings
The fits used by the EVE University Incursion Community focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often favor short-range and high tracking with multiple webs and painters, as opposed to the more common long-range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armour focus
In the EVE University Incursion Community we run armour fleets because most HQ communities now run armour tank. |
Bring Lyavite
Do we still care about people putting a stack in their battleships? |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. 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.
Entry Level (T1) Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
Imperial Navy Multifrequency L x7
Imperial Navy Radio L x18
Imperial Navy Xray L x24
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Large Cap Battery II
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
Caldari Navy Antimatter Charge L x10000
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Intermediate (Pirate Faction) Battleships
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.
Vindicator
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Modal Mega Electron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
F-12 Enduring Tracking Computer
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
Nightmare
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Remote Capacitor Transmitter II
Large Asymmetric Enduring Remote Shield Booster
Republic Fleet Target Painter
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Microwave L x8
Scan Resolution Script x2
Nanite Repair Paste x200
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a Capacitor Power Relay II, or else a cap chain will be needed to maintain cap stability.
- Should a lack of Vindicators in fleet be noted, swap a sensor booster or tracking computer for a web.
Machariel
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x2
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
(including the secondary battleship skill)
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Pilots can choose between a Republic Fleet Target Painter for improved application, or an Alamel-Wired Enduring Sensor Booster to lower lock times.
- Should a lack of Vindicators in fleet be noted, swap a tracking computer for a web.
Advanced (Faction) Battleships
Nightmare
Vindicator
Optimal (Marauder) Battleships
remote assistance while active, Bastion Marauders require a local tank to safely use.
Some things to keep in mind:
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Shield Booster. The X-Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Medium Murky Compact Remote Shield Booster
Pith X-Type X-Large Shield Booster
Pithum B-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Shadow Serpentis Tracking Computer
Syndicate Damage Control
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Large Energy Burst Aerator II
Large EM Shield Reinforcer II
Acolyte II x5
Light Hull Maintenance Bot I x5
Light Shield Maintenance Bot I x5
Scorch L x20
Conflagration L x20
Imperial Navy Multifrequency L x8
Scan Resolution Script x1
Tracking Speed Script x1
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.
Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Vargur
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
Bastion Module I
Medium Remote Armor Repairer II
Pithum A-Type Medium Remote Shield Booster
Pith X-Type X-Large Shield Booster
Pithum B-Type Multispectrum Shield Hardener
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Large Projectile Ambit Extension I
Large Projectile Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Hail L x14000
Scan Resolution Script x1
Optimal Range Script x3
Tracking Speed Script x3
- Load Hail, never fail.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module I
Pithum A-Type Medium Remote Shield Booster
Pith X-Type X-Large Shield Booster
Pithum B-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Shadow Serpentis Tracking Computer
Syndicate Damage Control
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Large EM Shield Reinforcer II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Shield Maintenance Bot I x5
Void L x20000
Null L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.
Logistics
Basic Logistics
Scimitar
Advanced Logistics
Scimitar
Logibooster
Basic Logibooster
Sleipnir
Claymore
Advanced Logibooster
Sleipnir
Claymore
Scout/Dropper
Basic
Venture
Advanced
Prospect