Difference between revisions of "Vanguard Incursion fits"
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− | < | + | {{incursions links}} {{eunic}} |
− | + | ||
+ | {{important note box|<big><center>EVE University Incursion Community will transition to Armor Doctrine at the end of April 2024.<br> | ||
+ | Consequently, all fits are subject to change and will only be viable until that time.</center></big>}} | ||
+ | |||
+ | |||
= Vanguard fittings = | = 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 [[Incursion fitting principles#Recommended implants|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 ==== | ==== Shields focus ==== | ||
{| | {| | ||
| valign="top" | [[image:icon_shield_glow.png|56px|Shield focus]] | | valign="top" | [[image:icon_shield_glow.png|56px|Shield focus]] | ||
− | | valign="middle" | | + | | valign="middle" | 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 [[Incursion_fitting_principles#Shield_vs_armour_doctrines|shield vs armour doctrines]] for more information. |
|} | |} | ||
+ | |||
==== Bring Lyavite ==== | ==== Bring Lyavite ==== | ||
{| | {| | ||
| valign="top" nowrap | {{icon|kernite|56|Lyavite}} | | valign="top" nowrap | {{icon|kernite|56|Lyavite}} | ||
− | | valign="middle" | All the fits have had their ammo adjusted to make sure they have room for a stack of [[Lyavite in Incursions|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 [[Lyavite_in_Incursions#Acquisition|acquisition]] for information on how to get some). The lyavite is | + | | valign="middle" | All the fits have had their ammo adjusted to make sure they have room for a stack of [[Lyavite in Incursions|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 [[Lyavite_in_Incursions#Acquisition|acquisition]] for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who uses it to finish the [[Nation Mining Colony]] site (only this vanguard site needs it). |
|} | |} | ||
+ | |||
==== Don't compromise these fits ==== | ==== Don't compromise these fits ==== | ||
{| | {| | ||
| valign="top" | [[image:icon_large_red_x.png|56px|link=]] | | valign="top" | [[image:icon_large_red_x.png|56px|link=]] | ||
− | | valign="middle" | 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 | + | | valign="middle" | 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 ==== | ==== Improving fits ==== | ||
{| | {| | ||
| valign="top" | [[image:icon_large_green_check.png|56px|link=]] | | valign="top" | [[image:icon_large_green_check.png|56px|link=]] | ||
− | | valign="middle" | | + | | valign="middle" | 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 in Incursions|ship progression]] page as well as the [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] section of the '''fitting principles''' page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
+ | |||
+ | <!-- Old Parser, deadlink: fits converted from [http://eve.sonicreality.x10.mx/template/]. Use Pehuen's in the livetext below. --> | ||
+ | All fits use [[User:Miranda mclaughlin|Miranda]]'s [[Template:ShipFitting|template]] which is easily used with the in-game Fitting tool. If you click the {{button|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 {{button|SKILLS}} and {{button|NOTES}} section as well, they contain valuable information about the fit and if there are any common tweaks you could do. | ||
= Minimum fits = | = Minimum fits = | ||
− | These fits are minimum fits, able to contribute to fleet efficiency | + | 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 may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. | + | 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 == | + | == Logistics (basic and advanced) == |
− | + | Due to the limited number of capsuleers that can make up the fleet, the number of logistic ships ongrid should to be kept to the minimum necessary to ensure the safety of the fleet, allowing for as many damage dealers. This results in much higher [[Preparing for Incursions#Logistics|minimum skill requirements]] for prospective logistics pilots comparted to those required those of new DD pilots. While in theory any shield focused logistics ship could be used, the {{sh|Scimitar}} is the favored dedicated logistic cruiser in the Uni Community due to its remote tracking bonus and its ability to operate independent of other logi. As the community primarily runs [[Incursion sites#Vanguard sites|Vanguards]], remote tracking links bonuses further improve our battleships ability to deal damage to the smaller frigate sized enemies that make up a large percentage of the targets in [[Incursion sites#Vanguard sites|Vanguard sites]]. Additionally, unlike the {{sh|Basilisk}}, the {{sh|Scimitar}} can be made cap stable thus removing the need for a logistics cap chain which would add an additional unnecessary point of failure and reduce overall fleet safety, a strong bonus for a group that promotes the inclusion of less experienced players in our fleets. The benefits of the {{sh|Scimitar}} are further amplified by the fact that when the majority of fleet members are in a wardeccable corporation like the Uni due to how cap chains and wardecs interact. For other incursion communities that primarily focus on [[Incursion sites#Assault sites|Assault]] and [[Incursion sites#Headquarter sites|Headquarter]] sites the {{sh|Basilisk}} is needed due its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites. For pilots unable to fly a {{sh|Scimitar}} but can fly a T3 Caldari cruiser, the {{sh|Tengu}} is accepted as an alternative option, however, pilots wanting to fly logi for the long run in our community should train towards the requirement skills for the {{sh|Scimitar}} fits shown below. | |
− | {{note box|Remember that you need to train {{sk|Target Management|V}} and {{sk|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#Cap_Stable|cap stable]], so you can run all modules all the time.}} | + | {{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time.}} |
=== Scimitar === | === Scimitar === | ||
− | + | {{ShipFitting | |
| ship=Scimitar | | ship=Scimitar | ||
| shipTypeID=11978 | | shipTypeID=11978 | ||
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| low4name=Capacitor Power Relay II | | low4name=Capacitor Power Relay II | ||
| low4typeID=1447 | | low4typeID=1447 | ||
− | | mid1name= | + | | mid1name=Multispectrum Shield Hardener II |
| mid1typeID=2281 | | mid1typeID=2281 | ||
− | | mid2name= | + | | mid2name=Shadow Serpentis Remote Tracking Computer |
− | | mid2typeID= | + | | mid2typeID=14240 |
− | | mid3name= | + | | mid3name=Medium Azeotropic Restrained Shield Extender |
− | | mid3typeID= | + | | mid3typeID=8433 |
| mid4name=Cap Recharger II | | mid4name=Cap Recharger II | ||
| mid4typeID=2032 | | mid4typeID=2032 | ||
| mid5name=Cap Recharger II | | mid5name=Cap Recharger II | ||
| mid5typeID=2032 | | mid5typeID=2032 | ||
− | | high1name=Large S95a Remote Shield Booster | + | | high1name=Large S95a Scoped Remote Shield Booster |
| high1typeID=8641 | | high1typeID=8641 | ||
− | | high2name=Large S95a Remote Shield Booster | + | | high2name=Large S95a Scoped Remote Shield Booster |
| high2typeID=8641 | | high2typeID=8641 | ||
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| high3name=Large Remote Shield Booster II | | high3name=Large Remote Shield Booster II | ||
| high3typeID=3608 | | high3typeID=3608 | ||
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| drone2name=Medium Shield Maintenance Bot I x4 | | drone2name=Medium Shield Maintenance Bot I x4 | ||
| drone2typeID=23717 | | drone2typeID=23717 | ||
− | | charge1name= | + | | charge1name=Optimal Range Script x3 |
− | | charge2name= | + | | charge1typeID=28999 |
− | | charge3name= | + | | charge2name=Tracking Speed Script x3 |
+ | | charge2typeID=29001 | ||
+ | | charge3name=10MN Monopropellant Enduring Afterburner | ||
+ | | charge3typeID=6005 | ||
| charge4name=open | | charge4name=open | ||
| charge5name=open | | charge5name=open | ||
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| drone4name=open | | drone4name=open | ||
| drone5name=open | | drone5name=open | ||
− | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | + | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics |
| showSKILLS=Y | | showSKILLS=Y | ||
− | | notes= | + | | notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a '''Remote Tracking Computer''' for a {{co|coral|10MN Monopropellant Enduring Afterburner}}.</li><li>You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible. |
| showNOTES=Y | | showNOTES=Y | ||
| difficulty=1 | | difficulty=1 | ||
− | + | | version=February 2022 | |
− | |||
− | | version= | ||
| showTOC=N | | showTOC=N | ||
− | | | + | | alphacanuse=N |
− | |||
}}{{ShipFitting | }}{{ShipFitting | ||
| ship=Scimitar | | ship=Scimitar | ||
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| fitName=Incursions (advanced fit) | | fitName=Incursions (advanced fit) | ||
| fitID=Incursions-(advanced-fit) | | fitID=Incursions-(advanced-fit) | ||
− | | low1name= | + | | low1name=Power Diagnostic System II |
− | | low1typeID= | + | | low1typeID=1541 |
| low2name=Capacitor Power Relay II | | low2name=Capacitor Power Relay II | ||
| low2typeID=1447 | | low2typeID=1447 | ||
| low3name=Capacitor Power Relay II | | low3name=Capacitor Power Relay II | ||
| low3typeID=1447 | | low3typeID=1447 | ||
− | | low4name=Power | + | | low4name=Capacitor Power Relay II |
− | | low4typeID= | + | | low4typeID=1447 |
− | | mid1name= | + | | mid1name=Multispectrum Shield Hardener II |
| mid1typeID=2281 | | mid1typeID=2281 | ||
− | | mid2name= | + | | mid2name=Shadow Serpentis Remote Tracking Computer |
− | | mid2typeID= | + | | mid2typeID=14240 |
− | | mid3name=Remote Tracking Computer | + | | mid3name=Shadow Serpentis Remote Tracking Computer |
− | | mid3typeID= | + | | mid3typeID=14240 |
− | + | | mid4name=Shadow Serpentis Remote Tracking Computer | |
− | + | | mid4typeID=14240 | |
− | | mid4name=Remote Tracking Computer | + | | mid5name=Medium Azeotropic Restrained Shield Extender |
− | | mid4typeID= | + | | mid5typeID=8433 |
− | |||
− | |||
− | | mid5name= | ||
− | | mid5typeID= | ||
| high1name=Large Remote Shield Booster II | | high1name=Large Remote Shield Booster II | ||
| high1typeID=3608 | | high1typeID=3608 | ||
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| drone2name=Medium Shield Maintenance Bot II x4 | | drone2name=Medium Shield Maintenance Bot II x4 | ||
| drone2typeID=28207 | | drone2typeID=28207 | ||
− | | charge3name= | + | | charge1name=Optimal Range Script x3 |
+ | | charge1typeID=28999 | ||
+ | | charge2name=Tracking Speed Script x3 | ||
+ | | charge2typeID=29001 | ||
+ | | charge3name=10MN Monopropellant Enduring Afterburner | ||
+ | | charge3typeID=6005 | ||
| charge4name=open | | charge4name=open | ||
| charge5name=open | | charge5name=open | ||
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| drone4name=open | | drone4name=open | ||
| drone5name=open | | drone5name=open | ||
− | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}</li><li>{{sk|Logistics|V}}</li><li>{{sk|Shield Emission Systems|V}}</li><li>{{sk|Repair Drone Operation|V}} ''(see notes)'' | + | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)'' |
| showSKILLS=Y | | showSKILLS=Y | ||
− | | notes= | + | | notes={{co|coral|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.</li><li>You could use [[Incursion fitting principles#Recommended implants|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.</li><li>If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a '''Remote Tracking Computer''' for a {{co|coral|10MN Monopropellant Enduring Afterburner}}. |
| showNOTES=Y | | showNOTES=Y | ||
− | | difficulty= | + | | difficulty=1 |
− | | | + | | version=February 2022 |
− | | | + | | showTOC=N |
− | | version= | + | | alphacanuse=N |
+ | }} | ||
+ | === Tengu === | ||
+ | While inferior to the {{sh|Loki}} as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser. | ||
+ | {{ShipFitting | ||
+ | | ship=Tengu | ||
+ | | shipTypeID=29984 | ||
+ | | fitName=Incursions (logistics) | ||
+ | | fitID=Incursions-(logistics) | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Capacitor Power Relay II | ||
+ | | low2typeID=1447 | ||
+ | | low3name=Capacitor Power Relay II | ||
+ | | low3typeID=1447 | ||
+ | | low4name=Capacitor Power Relay II | ||
+ | | low4typeID=1447 | ||
+ | | mid1name=EM Shield Hardener II | ||
+ | | mid1typeID=2301 | ||
+ | | mid2name=Gist X-Type Thermal Shield Hardener | ||
+ | | mid2typeID=19283 | ||
+ | | mid3name=Multispectrum Shield Hardener II | ||
+ | | mid3typeID=2281 | ||
+ | | mid4name=10MN Monopropellant Enduring Afterburner | ||
+ | | mid4typeID=6005 | ||
+ | | mid5name=Republic Fleet Large Cap Battery | ||
+ | | mid5typeID=41218 | ||
+ | | mid6name=Remote Tracking Computer II | ||
+ | | mid6typeID=2104 | ||
+ | | high1name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high1typeID=19147 | ||
+ | | high2name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high2typeID=19147 | ||
+ | | high3name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high3typeID=19147 | ||
+ | | high4name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high4typeID=19147 | ||
+ | | high5name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high5typeID=19147 | ||
+ | | high6name=Pithum C-Type Medium Remote Shield Booster | ||
+ | | high6typeID=19147 | ||
+ | | high7name=Auto Targeting System I | ||
+ | | high7typeID=1182 | ||
+ | | subsystem1name=Tengu Core - Electronic Efficiency Gate | ||
+ | | subsystem1typeID=45625 | ||
+ | | subsystem2name=Tengu Defensive - Supplemental Screening | ||
+ | | subsystem2typeID=45590 | ||
+ | | subsystem3name=Tengu Offensive - Support Processor | ||
+ | | subsystem3typeID=45603 | ||
+ | | subsystem4name=Tengu Propulsion - Chassis Optimization | ||
+ | | subsystem4typeID=45614 | ||
+ | | rig1name=Medium EM Shield Reinforcer II | ||
+ | | rig1typeID=31724 | ||
+ | | rig2name=Medium Capacitor Control Circuit II | ||
+ | | rig2typeID=31378 | ||
+ | | rig3name=Medium Capacitor Control Circuit II | ||
+ | | rig3typeID=31378 | ||
+ | | drone1name=Light Shield Maintenance Bot I x5 | ||
+ | | drone1typeID=23719 | ||
+ | | drone2name=Light Armor Maintenance Bot I x5 | ||
+ | | drone2typeID=23711 | ||
+ | | charge1name=Optimal Range Script x1 | ||
+ | | charge1typeID=28999 | ||
+ | | charge2name=Tracking Speed Script x1 | ||
+ | | charge2typeID=29001 | ||
+ | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Caldari Core Systems|I|icon=yes}}</li><li>{{sk|Caldari Defensive Systems|III|icon=yes}}</li><li>{{sk|Caldari Offensive Systems|IV|icon=yes}}</li><li>{{sk|Caldari Propulsion Systems|III|icon=yes}}</li><li>{{sk|Remote Armor Repair Systems|III|icon=yes}} ''(optional, for {{co|coral|Light Armor Mainenance Bot I}})'' | ||
+ | | showSKILLS=Y | ||
+ | | notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>In a two-logi setup, only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant). | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=October 2020 | ||
| showTOC=N | | showTOC=N | ||
− | | | + | | alphacanuse=N |
− | + | }} | |
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== Battleships == | == 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. | 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. | ||
{{note box|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.}} | {{note box|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.}} | ||
+ | |||
+ | {{note box|1=The Incursion Community runs a [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 T1 Battleship Loaner Program], enabling Uni pilots to try Incursions without having to invest in a T1 hull.}} | ||
=== Maelstrom === | === Maelstrom === | ||
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+ | {{ShipFitting | ||
+ | | ship=Maelstrom | ||
+ | | fitName= Incursions (vanguards) | ||
+ | | fitID= Incursions (vanguards) | ||
+ | | high1name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high1typeID=9327 | ||
+ | | high2name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high2typeID=9327 | ||
+ | | high3name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high3typeID=9327 | ||
+ | | high4name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high4typeID=9327 | ||
+ | | high5name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high5typeID=9327 | ||
+ | | high6name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high6typeID=9327 | ||
+ | | high7name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high7typeID=9327 | ||
+ | | high8name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high8typeID=9327 | ||
+ | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
+ | | mid1typeID=6159 | ||
+ | | mid2name=Federation Navy Stasis Webifier | ||
+ | | mid2typeID=17559 | ||
+ | | mid3name=Republic Fleet Target Painter | ||
+ | | mid3typeID=31944 | ||
+ | | mid4name=Multispectrum Shield Hardener II | ||
+ | | mid4typeID=2281 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | mid6name=EM Shield Hardener II | ||
+ | | mid6typeID=2301 | ||
+ | | low1name=Gyrostabilizer II | ||
+ | | low1typeID=519 | ||
+ | | low2name=Gyrostabilizer II | ||
+ | | low2typeID=519 | ||
+ | | low3name=Gyrostabilizer II | ||
+ | | low3typeID=519 | ||
+ | | low4name=Tracking Enhancer II | ||
+ | | low4typeID=1999 | ||
+ | | low5name=Damage Control II | ||
+ | | low5typeID=2048 | ||
+ | | rig1name=Large Core Defense Field Extender I | ||
+ | | rig1typeID=26088 | ||
+ | | rig2name=Large EM Shield Reinforcer I | ||
+ | | rig2typeID=26076 | ||
+ | | rig3name=Large Thermal Shield Reinforcer II | ||
+ | | rig3typeID=26442 | ||
+ | | drone1name=Imperial Navy Acolyte x5 | ||
+ | | drone1typeID=31864 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | charge1name=Scan Resolution Script x2 | ||
+ | | charge1typeID=29011 | ||
+ | | charge2name=Republic Fleet EMP L x10660 | ||
+ | | charge2typeID=21894 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers | ||
+ | | showSKILLS=Y | ||
+ | | notes=<li>Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=June 2020 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
=== Rokh === | === Rokh === | ||
− | + | ||
− | ship=Rokh | + | {{ShipFitting |
− | + | | ship=Rokh | |
− | fitName=Incursions (vanguards)| | + | | fitName= Incursions (vanguards) |
− | fitID=Incursions | + | | fitID= Incursions (vanguards) |
− | high1name=Modal Mega Neutron Particle Accelerator I| | + | | high1name=Modal Mega Neutron Particle Accelerator I |
− | high1typeID=7783| | + | | high1typeID=7783 |
− | high2name=Modal Mega Neutron Particle Accelerator I| | + | | high2name=Modal Mega Neutron Particle Accelerator I |
− | high2typeID=7783| | + | | high2typeID=7783 |
− | high3name=Modal Mega Neutron Particle Accelerator I| | + | | high3name=Modal Mega Neutron Particle Accelerator I |
− | high3typeID=7783| | + | | high3typeID=7783 |
− | high4name=Modal Mega Neutron Particle Accelerator I| | + | | high4name=Modal Mega Neutron Particle Accelerator I |
− | high4typeID=7783| | + | | high4typeID=7783 |
− | high5name=Modal Mega Neutron Particle Accelerator I| | + | | high5name=Modal Mega Neutron Particle Accelerator I |
− | high5typeID=7783| | + | | high5typeID=7783 |
− | high6name=Modal Mega Neutron Particle Accelerator I| | + | | high6name=Modal Mega Neutron Particle Accelerator I |
− | high6typeID=7783| | + | | high6typeID=7783 |
− | high7name=Modal Mega Neutron Particle Accelerator I| | + | | high7name=Modal Mega Neutron Particle Accelerator I |
− | high7typeID=7783| | + | | high7typeID=7783 |
− | high8name=Modal Mega Neutron Particle Accelerator I| | + | | high8name=Modal Mega Neutron Particle Accelerator I |
− | high8typeID=7783| | + | | high8typeID=7783 |
− | mid1name=Sensor Booster | + | | mid1name=Alumel-Wired Enduring Sensor Booster |
− | mid1typeID= | + | | mid1typeID=6159 |
− | mid2name=Tracking Computer II| | + | | mid2name=Tracking Computer II |
− | mid2typeID=1978| | + | | mid2typeID=1978 |
− | mid3name=Federation Navy Stasis Webifier| | + | | mid3name=Federation Navy Stasis Webifier |
− | mid3typeID=17559| | + | | mid3typeID=17559 |
− | mid4name= | + | | mid4name=Republic Fleet Target Painter |
− | mid4typeID= | + | | mid4typeID=31944 |
− | mid5name= | + | | mid5name=Multispectrum Shield Hardener II |
− | mid5typeID=2281| | + | | mid5typeID=2281 |
− | mid6name= | + | | mid6name=EM Shield Hardener II |
− | + | | mid6typeID=2301 | |
− | low1name=Magnetic Field Stabilizer II| | + | | mid7name=Tracking Computer II |
− | low1typeID=10190| | + | | mid7typeID=1978 |
− | low2name=Magnetic Field Stabilizer II| | + | | low1name=Magnetic Field Stabilizer II |
− | low2typeID=10190| | + | | low1typeID=10190 |
− | low3name=Magnetic Field Stabilizer II| | + | | low2name=Magnetic Field Stabilizer II |
− | low3typeID=10190| | + | | low2typeID=10190 |
− | low4name= | + | | low3name=Magnetic Field Stabilizer II |
− | low4typeID= | + | | low3typeID=10190 |
− | + | | low4name=Damage Control II | |
− | + | | low4typeID=2048 | |
− | + | | rig1name=Large Core Defense Field Extender I | |
− | + | | rig1typeID=26088 | |
− | + | | rig2name=Large Core Defense Field Extender I | |
− | + | | rig2typeID=26088 | |
− | + | | rig3name=Large Thermal Shield Reinforcer I | |
− | + | | rig3typeID=26082 | |
− | + | | drone1name=Imperial Navy Acolyte x5 | |
− | charge1name= | + | | drone1typeID=31864 |
− | charge1typeID= | + | | drone2name=Light Shield Maintenance Bot I x5 |
− | charge2name= | + | | drone2typeID=23719 |
− | charge2typeID= | + | | charge1name=Tracking Speed Script x2 |
− | charge3name | + | | charge1typeID=29001 |
− | + | | charge2name=Scan Resolution Script x1 | |
− | + | | charge2typeID=29011 | |
− | + | | charge3name=Caldari Navy Antimatter Charge L x12640 | |
− | + | | charge3typeID=21740 | |
− | + | | charge4name=Optimal Range Script x2 | |
− | + | | charge4typeID=28999 | |
− | + | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers | |
− | + | | showSKILLS=Y | |
− | + | | notes=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>The previous rig setup with three resist rigs is still accepted. | |
− | + | | showNOTES=Y | |
− | + | | difficulty=0 | |
− | + | | version=July 2023 | |
− | + | | showTOC=N | |
− | + | | alphacanuse=Y | |
− | + | }} | |
− | |||
− | |||
− | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | ||
− | notes= | ||
=== Hyperion === | === Hyperion === | ||
− | + | While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster [[Vanguard_Incursion_fits#Praxis|Praxis]] offer a superior platform at a similar price, with low EHP being the only downside. | |
− | ship=Hyperion | + | {{ShipFitting |
− | + | | ship=Hyperion | |
− | fitName=Incursions (vanguards)| | + | | fitName= Incursions (vanguards) |
− | fitID=Incursions | + | | fitID= Incursions (vanguards) |
− | high1name=Modal Mega Neutron Particle Accelerator I| | + | | high1name=Modal Mega Neutron Particle Accelerator I |
− | high1typeID=7783| | + | | high1typeID=7783 |
− | high2name=Modal Mega Neutron Particle Accelerator I| | + | | high2name=Modal Mega Neutron Particle Accelerator I |
− | high2typeID=7783| | + | | high2typeID=7783 |
− | high3name=Modal Mega Neutron Particle Accelerator I| | + | | high3name=Modal Mega Neutron Particle Accelerator I |
− | high3typeID=7783| | + | | high3typeID=7783 |
− | high4name=Modal Mega Neutron Particle Accelerator I| | + | | high4name=Modal Mega Neutron Particle Accelerator I |
− | high4typeID=7783| | + | | high4typeID=7783 |
− | high5name=Modal Mega Neutron Particle Accelerator I| | + | | high5name=Modal Mega Neutron Particle Accelerator I |
− | high5typeID=7783| | + | | high5typeID=7783 |
− | high6name=Modal Mega Neutron Particle Accelerator I| | + | | high6name=Modal Mega Neutron Particle Accelerator I |
− | high6typeID=7783| | + | | high6typeID=7783 |
− | high7name=Large | + | | high7name=Large Asymmetric Enduring Remote Shield Booster |
− | high7typeID= | + | | high7typeID=8639 |
− | mid1name= | + | | mid1name=Federation Navy Stasis Webifier |
− | mid1typeID= | + | | mid1typeID=17559 |
− | mid2name= | + | | mid2name=Republic Fleet Target Painter |
− | mid2typeID= | + | | mid2typeID=31944 |
− | mid3name= | + | | mid3name=Multispectrum Shield Hardener II |
− | mid3typeID=2281| | + | | mid3typeID=2281 |
− | mid4name= | + | | mid4name=Multispectrum Shield Hardener II |
− | mid4typeID=2281| | + | | mid4typeID=2281 |
− | mid5name=EM | + | | mid5name=EM Shield Hardener II |
− | mid5typeID= | + | | mid5typeID=2301 |
− | low1name=Magnetic Field Stabilizer II| | + | | low1name=Magnetic Field Stabilizer II |
− | low1typeID=10190| | + | | low1typeID=10190 |
− | low2name=Magnetic Field Stabilizer II| | + | | low2name=Magnetic Field Stabilizer II |
− | low2typeID=10190| | + | | low2typeID=10190 |
− | low3name=Magnetic Field Stabilizer II| | + | | low3name=Magnetic Field Stabilizer II |
− | low3typeID=10190| | + | | low3typeID=10190 |
− | low4name=Tracking Enhancer II| | + | | low4name=Tracking Enhancer II |
− | low4typeID=1999| | + | | low4typeID=1999 |
− | low5name=Tracking Enhancer II| | + | | low5name=Tracking Enhancer II |
− | low5typeID=1999| | + | | low5typeID=1999 |
− | low6name=Tracking Enhancer II| | + | | low6name=Tracking Enhancer II |
− | low6typeID=1999| | + | | low6typeID=1999 |
− | low7name=Damage Control II| | + | | low7name=Damage Control II |
− | low7typeID=2048 | + | | low7typeID=2048 |
− | + | | rig1name=Large Core Defense Field Extender I | |
− | + | | rig1typeID=26088 | |
− | + | | rig2name=Large EM Shield Reinforcer I | |
− | + | | rig2typeID=26076 | |
− | + | | rig3name=Large Thermal Shield Reinforcer I | |
− | + | | rig3typeID=26082 | |
− | + | | drone1name=Imperial Navy Acolyte x5 | |
− | + | | drone1typeID=31864 | |
− | + | | drone2name=Medium Shield Maintenance Bot I x5 | |
− | + | | drone2typeID=23717 | |
− | + | | charge1name=Caldari Navy Antimatter Charge L x14000 | |
− | + | | charge1typeID=21740 | |
− | + | | charge2name=Alumel-Wired Enduring Sensor Booster | |
− | + | | charge2typeID=6159 | |
− | rig1name=Large Core Defense Field Extender I| | + | | charge3name=Scan Resolution Script x1 |
− | rig1typeID=26088| | + | | charge3typeID=29011 |
− | rig2name=Large | + | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers |
− | rig2typeID= | + | | showSKILLS=Y |
− | rig3name=Large | + | | notes=Either of the {{co|coral|Federation Navy}} or {{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 Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted. |
− | rig3typeID=26082| | + | | showNOTES=Y |
− | + | | difficulty=0 | |
− | + | | version=September 2020 | |
− | + | | showTOC=N | |
− | + | | alphacanuse=Y | |
− | + | }} | |
− | |||
− | |||
− | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | ||
− | notes= | ||
− | == | + | === Praxis === |
− | + | {{important note box|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 {{sh|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. | |
− | === | + | {{ShipFitting |
− | + | | ship=Praxis | |
− | + | | fitName=Incursions (pulse lasers, vanguards) | |
− | + | | fitID=Incursions (pulse lasers, vanguards) | |
− | + | | high1name=Mega Modulated Pulse Energy Beam I | |
− | + | | high1typeID=7087 | |
− | | low1name= | + | | high2name=Mega Modulated Pulse Energy Beam I |
− | | low1typeID= | + | | high2typeID=7087 |
+ | | high3name=Mega Modulated Pulse Energy Beam I | ||
+ | | high3typeID=7087 | ||
+ | | high4name=Mega Modulated Pulse Energy Beam I | ||
+ | | high4typeID=7087 | ||
+ | | high5name=Mega Modulated Pulse Energy Beam I | ||
+ | | high5typeID=7087 | ||
+ | | high6name=Mega Modulated Pulse Energy Beam I | ||
+ | | high6typeID=7087 | ||
+ | | high7name=Large Asymmetric Enduring Remote Shield Booster | ||
+ | | high7typeID=8639 | ||
+ | | mid1name=Federation Navy Stasis Webifier | ||
+ | | mid1typeID=17559 | ||
+ | | mid2name=Republic Fleet Target Painter | ||
+ | | mid2typeID=31944 | ||
+ | | mid3name=Tracking Computer II | ||
+ | | mid3typeID=1978 | ||
+ | | mid4name=Multispectrum Shield Hardener II | ||
+ | | mid4typeID=2281 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | mid6name=Large Azeotropic Restrained Shield Extender | ||
+ | | mid6typeID=8419 | ||
+ | | mid7name=Republic Fleet Large Cap Battery | ||
+ | | mid7typeID=41218 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
| low2name=Heat Sink II | | low2name=Heat Sink II | ||
| low2typeID=2364 | | low2typeID=2364 | ||
| low3name=Heat Sink II | | low3name=Heat Sink II | ||
| low3typeID=2364 | | low3typeID=2364 | ||
− | | low4name= | + | | low4name=Heat Sink II |
− | | low4typeID= | + | | low4typeID=2364 |
− | | low5name= | + | | low5name=Capacitor Power Relay II |
− | | low5typeID= | + | | low5typeID=1447 |
− | | low6name= | + | | low6name=Tracking Enhancer II |
− | | low6typeID= | + | | low6typeID=1999 |
− | | low7name= | + | | low7name=Tracking Enhancer II |
− | | low7typeID= | + | | low7typeID=1999 |
− | | | + | | rig1name=Large Energy Collision Accelerator II |
− | | | + | | rig1typeID=26382 |
− | | | + | | rig2name=Large Kinetic Shield Reinforcer I |
− | | | + | | rig2typeID=26080 |
− | | charge1name=Scan Resolution Script x1 | + | | rig3name=Large Explosive Shield Reinforcer I |
− | | | + | | rig3typeID=26078 |
+ | | drone1name=Imperial Navy Acolyte x5 | ||
+ | | drone1typeID=31864 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | drone3name=Federation Navy Garde x4 | ||
+ | | drone3typeID=31886 | ||
+ | | charge1name=Imperial Navy Multifrequency L x18 | ||
+ | | charge1typeID=23105 | ||
+ | | charge2name=Imperial Navy Xray L x6 | ||
+ | | charge2typeID=23109 | ||
+ | | charge3name=Imperial Navy Microwave L x6 | ||
+ | | charge3typeID=23117 | ||
+ | | charge4name=Tracking Speed Script x1 | ||
+ | | charge4typeID=29001 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)'' | ||
+ | | showSKILLS=Y | ||
+ | | 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.</li><li>Once you can use tech two lasers, upgrade to {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>Omega clones can train {{sk|Repair Drone Operation|III|icon=yes}} and use Heavy Drone Maintenance Bots instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>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. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=October 2020 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }}{{ShipFitting | ||
+ | | ship=Praxis | ||
+ | | fitName=Incursions (blasters, vanguards) | ||
+ | | fitID=Incursions (blasters, vanguards) | ||
+ | | high1name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high1typeID=7783 | ||
+ | | high2name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high2typeID=7783 | ||
+ | | high3name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high3typeID=7783 | ||
+ | | high4name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high4typeID=7783 | ||
+ | | high5name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high5typeID=7783 | ||
+ | | high6name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high6typeID=7783 | ||
+ | | high7name=Large Asymmetric Enduring Remote Shield Booster | ||
+ | | high7typeID=8639 | ||
+ | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
+ | | mid1typeID=6159 | ||
+ | | mid2name=Federation Navy Stasis Webifier | ||
+ | | mid2typeID=17559 | ||
+ | | mid3name=Republic Fleet Target Painter | ||
+ | | mid3typeID=31944 | ||
+ | | mid4name=Tracking Computer II | ||
+ | | mid4typeID=1978 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | mid6name=Multispectrum Shield Hardener II | ||
+ | | mid6typeID=2281 | ||
+ | | mid7name=Multispectrum Shield Hardener II | ||
+ | | mid7typeID=2281 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Magnetic Field Stabilizer II | ||
+ | | low2typeID=10190 | ||
+ | | low3name=Magnetic Field Stabilizer II | ||
+ | | low3typeID=10190 | ||
+ | | low4name=Magnetic Field Stabilizer II | ||
+ | | low4typeID=10190 | ||
+ | | low5name=AE-K Compact Drone Damage Amplifier | ||
+ | | low5typeID=41034 | ||
+ | | low6name=Tracking Enhancer II | ||
+ | | low6typeID=1999 | ||
+ | | low7name=Tracking Enhancer II | ||
+ | | low7typeID=1999 | ||
+ | | rig1name=Large Hybrid Burst Aerator II | ||
+ | | rig1typeID=26394 | ||
+ | | rig2name=Large Core Defense Field Extender I | ||
+ | | rig2typeID=26088 | ||
+ | | rig3name=Large Core Defense Field Extender I | ||
+ | | rig3typeID=26088 | ||
+ | | drone1name=Imperial Navy Acolyte x5 | ||
+ | | drone1typeID=31864 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | drone3name=Federation Navy Garde x4 | ||
+ | | drone3typeID=31886 | ||
+ | | charge1name=Caldari Navy Antimatter Charge L x14000 | ||
+ | | charge1typeID=21740 | ||
+ | | charge2name=Scan Resolution Script x1 | ||
+ | | charge2typeID=29011 | ||
+ | | charge3name=Optimal Range Script x1 | ||
+ | | charge3typeID=28999 | ||
+ | | charge4name=Tracking Speed Script x1 | ||
+ | | charge4typeID=29001 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)'' | ||
+ | | showSKILLS=Y | ||
+ | | notes=Either of the {{co|coral|Federation Navy}} or {{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 Drone Maintenance Bots}} instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>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. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=August 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
+ | |||
+ | == Pirate faction battleships == | ||
+ | {{important note box|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 [[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. | ||
+ | {{note box|Out of all the '''pirate faction battleships''', the {{sh|Vindicator}} stands out with its best-in-class application support bonuses, seeing usage in nearly all Incursion groups. The {{sh|Machariel}}, {{sh|Nightmare}} are also excellent hulls, with good bonuses and slot layout, but have fallen behind their more powerful Marauder counterparts. The fits below recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}} | ||
+ | {{Color box|color=sienna|border=sandybrown|As of October 2022, both the {{sh|Machariel}} and {{sh|Nightmare}} are either not accepted by headquarters groups, or considered intermediate ships with an upgrade deadline to move to an optimal hull after a number of fleet hours. Further, unlike the Vindicator or Nightmare, the Mach is only accepted by shield groups, and typically require T2 autocannons at minimum. Please take this into consideration if you are looking into either hull.}} | ||
+ | |||
+ | === Vindicator === | ||
+ | {{ShipFitting | ||
+ | | ship=Vindicator | ||
+ | | fitName= Incursions (vanguards) | ||
+ | | fitID= Incursions (vanguards) | ||
+ | | high1name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high1typeID=7783 | ||
+ | | high2name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high2typeID=7783 | ||
+ | | high3name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high3typeID=7783 | ||
+ | | high4name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high4typeID=7783 | ||
+ | | high5name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high5typeID=7783 | ||
+ | | high6name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high6typeID=7783 | ||
+ | | high7name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high7typeID=7783 | ||
+ | | high8name=Modal Mega Neutron Particle Accelerator I | ||
+ | | high8typeID=7783 | ||
+ | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
+ | | mid1typeID=6159 | ||
| mid2name=Federation Navy Stasis Webifier | | mid2name=Federation Navy Stasis Webifier | ||
| mid2typeID=17559 | | mid2typeID=17559 | ||
− | | mid3name= | + | | mid3name=Federation Navy Stasis Webifier |
− | | mid3typeID= | + | | mid3typeID=17559 |
− | | mid4name= | + | | mid4name=Multispectrum Shield Hardener II |
| mid4typeID=2281 | | mid4typeID=2281 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Tracking Enhancer II | ||
+ | | low2typeID=1999 | ||
+ | | low3name=Tracking Enhancer II | ||
+ | | low3typeID=1999 | ||
+ | | low4name=Magnetic Field Stabilizer II | ||
+ | | low4typeID=10190 | ||
+ | | low5name=Magnetic Field Stabilizer II | ||
+ | | low5typeID=10190 | ||
+ | | low6name=Magnetic Field Stabilizer II | ||
+ | | low6typeID=10190 | ||
+ | | low7name=Magnetic Field Stabilizer II | ||
+ | | low7typeID=10190 | ||
+ | | rig1name=Large EM Shield Reinforcer II | ||
+ | | rig1typeID=26436 | ||
+ | | rig2name=Large EM Shield Reinforcer II | ||
+ | | rig2typeID=26436 | ||
+ | | rig3name=Large Thermal Shield Reinforcer II | ||
+ | | rig3typeID=26442 | ||
+ | | drone1name=Imperial Navy Acolyte x5 | ||
+ | | drone1typeID=31864 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | charge1name=Federation Navy Antimatter Charge L x14000 | ||
+ | | charge1typeID=22993 | ||
+ | | charge2name=Nanite Repair Paste x200 | ||
+ | | charge2typeID=28668 | ||
+ | | charge3name=Scan Resolution Script x1 | ||
+ | | charge3typeID=29011 | ||
+ | | skills=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. | ||
+ | | showSKILLS=Y | ||
+ | | notes=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><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
+ | |||
+ | === Nightmare === | ||
+ | {{ShipFitting | ||
+ | | ship=Nightmare | ||
+ | | fitName= Incursions (vanguards) | ||
+ | | fitID= Incursions (vanguards) | ||
| high1name=Mega Modulated Pulse Energy Beam I | | high1name=Mega Modulated Pulse Energy Beam I | ||
| high1typeID=7087 | | high1typeID=7087 | ||
− | |||
− | |||
| high2name=Mega Modulated Pulse Energy Beam I | | high2name=Mega Modulated Pulse Energy Beam I | ||
| high2typeID=7087 | | high2typeID=7087 | ||
Line 660: | Line 697: | ||
| high4name=Mega Modulated Pulse Energy Beam I | | high4name=Mega Modulated Pulse Energy Beam I | ||
| high4typeID=7087 | | high4typeID=7087 | ||
− | | high5name=Mega | + | | high5name=Large Remote Capacitor Transmitter II |
− | | high5typeID= | + | | high5typeID=12102 |
− | | high6name= | + | | high6name=Large Asymmetric Enduring Remote Shield Booster |
− | | high6typeID= | + | | high6typeID=8639 |
− | | high7name= | + | | mid1name=Republic Fleet Target Painter |
− | | high7typeID= | + | | mid1typeID=31944 |
− | | high8name= | + | | mid2name=Alumel-Wired Enduring Sensor Booster |
− | | high8typeID= | + | | mid2typeID=6159 |
− | | rig1name=Large | + | | mid3name=Alumel-Wired Enduring Sensor Booster |
− | | rig1typeID= | + | | mid3typeID=6159 |
− | | rig2name=Large | + | | mid4name=Tracking Computer II |
+ | | mid4typeID=1978 | ||
+ | | mid5name=Tracking Computer II | ||
+ | | mid5typeID=1978 | ||
+ | | mid6name=Multispectrum Shield Hardener II | ||
+ | | mid6typeID=2281 | ||
+ | | mid7name=Multispectrum Shield Hardener II | ||
+ | | mid7typeID=2281 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Tracking Enhancer II | ||
+ | | low2typeID=1999 | ||
+ | | low3name=Heat Sink II | ||
+ | | low3typeID=2364 | ||
+ | | low4name=Heat Sink II | ||
+ | | low4typeID=2364 | ||
+ | | low5name=Heat Sink II | ||
+ | | low5typeID=2364 | ||
+ | | low6name=Heat Sink II | ||
+ | | low6typeID=2364 | ||
+ | | rig1name=Large EM Shield Reinforcer II | ||
+ | | rig1typeID=26436 | ||
+ | | rig2name=Large EM Shield Reinforcer II | ||
+ | | rig2typeID=26436 | ||
+ | | rig3name=Large Thermal Shield Reinforcer II | ||
+ | | rig3typeID=26442 | ||
+ | | drone1name=Imperial Navy Acolyte x5 | ||
+ | | drone1typeID=31864 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | charge1name=Imperial Navy Multifrequency L x8 | ||
+ | | charge1typeID=23105 | ||
+ | | charge2name=Imperial Navy Xray L x8 | ||
+ | | charge2typeID=23109 | ||
+ | | charge3name=Optimal Range Script x2 | ||
+ | | charge3typeID=28999 | ||
+ | | charge4name=Tracking Speed Script x2 | ||
+ | | charge4typeID=29001 | ||
+ | | charge5name=Imperial Navy Microwave L x8 | ||
+ | | charge5typeID=23117 | ||
+ | | charge6name=Scan Resolution Script x2 | ||
+ | | charge6typeID=29011 | ||
+ | | charge7name=Nanite Repair Paste x200 | ||
+ | | charge7typeID=28668 | ||
+ | | charge8name=Federation Navy Stasis Webifier x1 | ||
+ | | charge8typeID=17559 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>The {{sk|Caldari Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an afterburner bonus (which we do not use in incursions). | ||
+ | | showSKILLS=Y | ||
+ | | 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.</li><li>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.</li><li>Once you can use tech two lasers, upgrade to either {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}, or {{co|coral|Tachyon Beam Laser II}} with {{co|coral|Imperial Navy Multifrequency L}}, {{co|coral|Gleam L}} and whichever crystal gets you decent range at 60-70km, usually {{co|coral|Imperial Navy Gamma L}} or {{co|coral|Imperial Navy Xray L}}.</li><li>If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a {{co|coral|Capacitor Power Relay II}}, or else a cap chain will be needed to maintain cap stability.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a sensor booster or tracking computer for a web. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
+ | |||
+ | === Machariel === | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Machariel | ||
+ | | fitName= Incursions (vanguards) | ||
+ | | fitID= Incursions (vanguards) | ||
+ | | high1name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high1typeID=9327 | ||
+ | | high2name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high2typeID=9327 | ||
+ | | high3name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high3typeID=9327 | ||
+ | | high4name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high4typeID=9327 | ||
+ | | high5name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high5typeID=9327 | ||
+ | | high6name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high6typeID=9327 | ||
+ | | high7name=800mm Heavy 'Scout' Repeating Cannon I | ||
+ | | high7typeID=9327 | ||
+ | | high8name=Large Asymmetric Enduring Remote Shield Booster | ||
+ | | high8typeID=8639 | ||
+ | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
+ | | mid1typeID=6159 | ||
+ | | mid2name=Republic Fleet Target Painter | ||
+ | | mid2typeID=31944 | ||
+ | | mid3name=Tracking Computer II | ||
+ | | mid3typeID=1978 | ||
+ | | mid4name=Tracking Computer II | ||
+ | | mid4typeID=1978 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | mid6name=Multispectrum Shield Hardener II | ||
+ | | mid6typeID=2281 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Tracking Enhancer II | ||
+ | | low2typeID=1999 | ||
+ | | low3name=Gyrostabilizer II | ||
+ | | low3typeID=519 | ||
+ | | low4name=Gyrostabilizer II | ||
+ | | low4typeID=519 | ||
+ | | low5name=Gyrostabilizer II | ||
+ | | low5typeID=519 | ||
+ | | low6name=Gyrostabilizer II | ||
+ | | low6typeID=519 | ||
+ | | rig1name=Large EM Shield Reinforcer II | ||
+ | | rig1typeID=26436 | ||
+ | | rig2name=Large EM Shield Reinforcer II | ||
| rig2typeID=26436 | | rig2typeID=26436 | ||
− | | rig3name=Large | + | | rig3name=Large Thermal Shield Reinforcer II |
| rig3typeID=26442 | | rig3typeID=26442 | ||
− | | drone1name=Medium Shield Maintenance Bot I x5 | + | | drone1name=Imperial Navy Acolyte x5 |
− | | | + | | drone1typeID=31864 |
− | | | + | | drone2name=Medium Shield Maintenance Bot I x5 |
− | | drone2typeID= | + | | drone2typeID=23717 |
− | | charge3name= | + | | charge1name=Tracking Speed Script x2 |
− | | charge3typeID= | + | | charge1typeID=29001 |
− | | charge4name= | + | | charge2name=Scan Resolution Script x2 |
− | | charge5name=open | + | | charge2typeID=29011 |
+ | | charge3name=Nanite Repair Paste x200 | ||
+ | | charge3typeID=28668 | ||
+ | | charge4name=Republic Fleet EMP L x14000 | ||
+ | | charge4typeID=21894 | ||
+ | | charge5name=Optimal Range Script x2 | ||
+ | | charge5typeID=28999 | ||
+ | | charge6name=Federation Navy Stasis Webifier x1 | ||
+ | | charge6typeID=17559 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill) | ||
+ | | showSKILLS=Y | ||
+ | | notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a tracking computer for a web. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
+ | |||
+ | == 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#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting. | ||
+ | |||
+ | {{note box|Remember that you'll need the [[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}} to go with these fits, to push the boosts to acceptable levels.}} | ||
+ | === Logibooster === | ||
+ | {{important note box|Running a fleet with a logibooster and one logistics cruiser reduces the repair power available versus two logistics cruisers. This puts additional pressure on the fleet to clear damage off the field. Further, it becomes potentially unsafe for the sole logistics pilot to do ore drops. The logibooster or a dropper ship should be used instead.}} | ||
+ | |||
+ | The logibooster compresses the booster and logistics role into one ship. Using this means fewer high skill point roles are required for a fleet to run, and enables an extra Battleship to enter the fleet and get payouts. This, of course, comes at a cost: Logibooster configurations can only repair approximately two thirds of what an advanced Scimitar fit can, and generally has less cap stability. Further, without a range bonus, its repairers can not reach far. And getting the sufficient capacitor generation for its repairers requires a tight fit with lower resists. | ||
+ | |||
+ | Both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used in this configuration. The Claymore gets a resist bonus, an extra mid slot, and some extra CPU, while the Sleipnir gets slightly stronger boosts. The Sleipnir however generally requires a bling hardener in order to safely run this configuration, so the Claymore is the more accessible option. | ||
+ | |||
+ | ====Claymore==== | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Claymore | ||
+ | | fitName=Incursions (logibooster) | ||
+ | | fitID=Incursions (logibooster) | ||
+ | | high1name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high1typeID=19151 | ||
+ | | high2name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high2typeID=19151 | ||
+ | | high3name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high3typeID=19151 | ||
+ | | high4name=Shield Command Burst II | ||
+ | | high4typeID=43555 | ||
+ | | high5name=Shield Command Burst II | ||
+ | | high5typeID=43555 | ||
+ | | high6name=Skirmish Command Burst II | ||
+ | | high6typeID=43556 | ||
+ | | high7name=Skirmish Command Burst II | ||
+ | | high7typeID=43556 | ||
+ | | mid1name=Multispectrum Shield Hardener II | ||
+ | | mid1typeID=2281 | ||
+ | | mid2name=Shadow Serpentis Remote Sensor Booster | ||
+ | | mid2typeID=41199 | ||
+ | | mid3name=Shadow Serpentis Remote Sensor Booster | ||
+ | | mid3typeID=41199 | ||
+ | | mid4name=Cap Recharger II | ||
+ | | mid4typeID=2032 | ||
+ | | mid5name=Thukker Large Cap Battery | ||
+ | | mid5typeID=41220 | ||
+ | | mid6name=Thukker Large Cap Battery | ||
+ | | mid6typeID=41220 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Capacitor Power Relay II | ||
+ | | low2typeID=1447 | ||
+ | | low3name=Co-Processor II | ||
+ | | low3typeID=3888 | ||
+ | | low4name=Sentient Signal Amplifier | ||
+ | | low4typeID=41196 | ||
+ | | rig1name=Medium Command Processor I | ||
+ | | rig1typeID=43896 | ||
+ | | rig2name=Medium Command Processor I | ||
+ | | rig2typeID=43896 | ||
+ | | drone1name=Acolyte II x5 | ||
+ | | drone1typeID=2205 | ||
+ | | drone2name=Medium Shield Maintenance Bot I x5 | ||
+ | | drone2typeID=23717 | ||
+ | | charge1name=Scan Resolution Script x2 | ||
+ | | charge1typeID=29011 | ||
+ | | charge2name=Active Shielding Charge x900 | ||
+ | | charge2typeID=42694 | ||
+ | | charge3name=Shield Harmonizing Charge x900 | ||
+ | | charge3typeID=42695 | ||
+ | | charge4name=Evasive Maneuvers Charge x900 | ||
+ | | charge4typeID=42838 | ||
+ | | charge5name=Interdiction Maneuvers Charge x900 | ||
+ | | charge5typeID=42839 | ||
+ | | charge6name=50MN Y-T8 Compact Microwarpdrive x1 | ||
+ | | charge6typeID=35659 | ||
+ | | charge7name=Cap Recharger II x1 | ||
+ | | charge7typeID=2032 | ||
+ | | skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Capacitor Management|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}} | ||
+ | | showSKILLS=Y | ||
+ | | notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink: | ||
+ | <p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges: | ||
+ | <p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</li><li> If this ship is to be used for the ore run, the two remote sensor boosters can be swapped for a {{co|coral|50MN Y-T8 Compact Microwarpdrive}} and a {{co|coral|Cap Recharger II}} (to counteract the cap penalty of the MWD). | ||
+ | | showNOTES=Y | ||
+ | | difficulty=2 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | ==== Sleipnir ==== | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Sleipnir | ||
+ | | fitName=Incursions (logibooster) | ||
+ | | fitID=Incursions (logibooster) | ||
+ | | high1name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high1typeID=19151 | ||
+ | | high2name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high2typeID=19151 | ||
+ | | high3name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high3typeID=19151 | ||
+ | | high4name=Shield Command Burst II | ||
+ | | high4typeID=43555 | ||
+ | | high5name=Shield Command Burst II | ||
+ | | high5typeID=43555 | ||
+ | | high6name=Skirmish Command Burst II | ||
+ | | high6typeID=43556 | ||
+ | | high7name=Skirmish Command Burst II | ||
+ | | high7typeID=43556 | ||
+ | | mid1name=Pithum B-Type Multispectrum Shield Hardener | ||
+ | | mid1typeID=4348 | ||
+ | | mid2name=Sentient Remote Sensor Booster | ||
+ | | mid2typeID=41198 | ||
+ | | mid3name=Sentient Remote Sensor Booster | ||
+ | | mid3typeID=41198 | ||
+ | | mid4name=Sentient Remote Sensor Booster | ||
+ | | mid4typeID=41198 | ||
+ | | mid5name=Republic Fleet Large Cap Battery | ||
+ | | mid5typeID=41218 | ||
+ | | low1name=Sentient Signal Amplifier | ||
+ | | low1typeID=41196 | ||
+ | | low2name=True Sansha Capacitor Power Relay | ||
+ | | low2typeID=14146 | ||
+ | | low3name=True Sansha Capacitor Power Relay | ||
+ | | low3typeID=14146 | ||
+ | | low4name=True Sansha Capacitor Power Relay | ||
+ | | low4typeID=14146 | ||
+ | | low5name=Co-Processor II | ||
+ | | low5typeID=3888 | ||
+ | | rig1name=Medium Command Processor I | ||
+ | | rig1typeID=43896 | ||
+ | | rig2name=Medium Command Processor I | ||
+ | | rig2typeID=43896 | ||
+ | | drone1name=Light Shield Maintenance Bot I x5 | ||
+ | | drone1typeID=23719 | ||
+ | | charge1name=Scan Resolution Script x3 | ||
+ | | charge1typeID=29011 | ||
+ | | charge2name=Active Shielding Charge x900 | ||
+ | | charge2typeID=42694 | ||
+ | | charge3name=Shield Harmonizing Charge x900 | ||
+ | | charge3typeID=42695 | ||
+ | | charge4name=Evasive Maneuvers Charge x900 | ||
+ | | charge4typeID=42838 | ||
+ | | charge5name=Interdiction Maneuvers Charge x900 | ||
+ | | charge5typeID=42839 | ||
+ | | charge6name=50MN Y-T8 Compact Microwarpdrive x1 | ||
+ | | charge6typeID=35659 | ||
+ | | charge7name=Cap Recharger II x1 | ||
+ | | charge7typeID=2032 | ||
+ | | skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Capacitor Management|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}} | ||
+ | | showSKILLS=Y | ||
+ | | notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink: | ||
+ | <p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges: | ||
+ | <p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</li><li>If this ship is to be used for the ore run, two remote sensor boosters can be swapped for a {{co|coral|50MN Y-T8 Compact Microwarpdrive}} and a {{co|coral|Cap Recharger II}} (to counteract the cap penalty of the MWD).</li> | ||
+ | | showNOTES=Y | ||
+ | | difficulty=2 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | <!-- | ||
+ | === DPS booster === | ||
+ | |||
+ | The traditional ongrid booster setup, used alongside two logistics cruisers. Due to the convenience of the logibooster, this configuration has fallen out of favor, but it is still serviceable. While both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used in this setup, 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 ==== | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Sleipnir | ||
+ | | shipTypeID=22444 | ||
+ | | fitName=Incursions (ongrid booster) | ||
+ | | fitID=Incursions-(ongrid-booster) | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Tracking Enhancer II | ||
+ | | low2typeID=1999 | ||
+ | | low3name=Gyrostabilizer II | ||
+ | | low3typeID=519 | ||
+ | | low4name=Gyrostabilizer II | ||
+ | | low4typeID=519 | ||
+ | | low5name=Gyrostabilizer II | ||
+ | | low5typeID=519 | ||
+ | | mid1name=Federation Navy Stasis Webifier | ||
+ | | mid1typeID=17559 | ||
+ | | mid2name=Tracking Computer II, Tracking Speed Script | ||
+ | | mid2typeID=1978 | ||
+ | | mid3name=Republic Fleet Target Painter | ||
+ | | mid3typeID=31944 | ||
+ | | mid4name=Multispectrum Shield Hardener II | ||
+ | | mid4typeID=2281 | ||
+ | | mid5name=Multispectrum Shield Hardener II | ||
+ | | mid5typeID=2281 | ||
+ | | high1name=720mm 'Scout' Artillery I, Republic Fleet EMP M | ||
+ | | high1typeID=9451 | ||
+ | | high2name=720mm 'Scout' Artillery I, Republic Fleet EMP M | ||
+ | | high2typeID=9451 | ||
+ | | high3name=720mm 'Scout' Artillery I, Republic Fleet EMP M | ||
+ | | high3typeID=9451 | ||
+ | | high4name=Shield Command Burst II, Active Shielding Charge | ||
+ | | high4typeID=43555 | ||
+ | | high5name=Shield Command Burst II, Shield Harmonizing Charge | ||
+ | | high5typeID=43555 | ||
+ | | high6name=Skirmish Command Burst II, Evasive Maneuvers Charge | ||
+ | | high6typeID=43556 | ||
+ | | high7name=Skirmish Command Burst II, Interdiction Maneuvers Charge | ||
+ | | high7typeID=43556 | ||
+ | | charge1name=Tracking Speed Script x1 | ||
+ | | charge1typeID=29001 | ||
+ | | charge2name=Republic Fleet EMP M x11400 | ||
+ | | charge2typeID=21896 | ||
+ | | charge3name=Active Shielding Charge x600 | ||
+ | | charge3typeID=42694 | ||
+ | | charge4name=Shield Harmonizing Charge x600 | ||
+ | | charge4typeID=42695 | ||
+ | | charge5name=Evasive Maneuvers Charge x600 | ||
+ | | charge5typeID=42838 | ||
+ | | charge6name=Interdiction Maneuvers Charge x600 | ||
+ | | charge6typeID=42839 | ||
+ | | charge7name=Optimal Range Script x1 | ||
+ | | charge7typeID=28999 | ||
+ | | rig1name=Medium Command Processor I | ||
+ | | rig1typeID=43896 | ||
+ | | rig2name=Medium Command Processor I | ||
+ | | rig2typeID=43896 | ||
+ | | drone1name=Acolyte II x5 | ||
+ | | drone1typeID=2205 | ||
+ | | drone2name=open | ||
| drone3name=open | | drone3name=open | ||
| drone4name=open | | drone4name=open | ||
| drone5name=open | | drone5name=open | ||
− | | | + | | skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Cruiser|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Destroyer|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Frigate|III|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li> |
− | + | | showSKILLS=Y | |
− | + | | notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink: | |
− | + | <p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges: | |
− | + | <p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the {{co|coral|Republic Fleet EMP M}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest. | |
− | + | | showNOTES=Y | |
− | + | | difficulty=2 | |
− | + | | version=April 2020 | |
− | + | | showTOC=N | |
+ | | alphacanuse=N | ||
+ | }} | ||
+ | --> | ||
+ | |||
+ | == Dropper/Hacker/Scout == | ||
+ | The dropper is one of the vital roles in the vanguard fleet, as it is essential to completing the [[Nation Mining Colony]], where a stack of [[Lyavite in Incursions|Lyavite]] (255 units) has to be dropped into {{co|orange|Nation Ore Refinery}} in order to complete the site after killing all the rats. | ||
+ | |||
+ | Hacking, on the other hand, is optionally used for one of the vanguard sites, the [[Override Transfer Array]]. Once a coveted role, it has fallen out of favor due to increased damage output of the fleet and increased difficulty of the hack reducing the overall benefit of hacking. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at a much higher cost. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See [[Roles_in_Incursions#Hacker.2FScout|Hacker/Scout]] for more information on how to perform this role. | ||
+ | |||
+ | Until September 2019, Incursions did not use the [[Hacking|minigame]], but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack. | ||
− | == | + | === Venture === |
− | + | The venture is used as an all-rounder ship that can fulfill roles such as dropping, hacking, and scouting, from the same ship. Its large ore hold of 5000m3 makes it perfect for tagging along with the fleet and dropping [[Lyavite in Incursions|Lyavite]] in the Nation Mining Colony to complete the site. While the Venture can hack in the Override Transfer Array, the lack of any bonuses generally means the pilot will need high skills in order to hack fast enough for it to be worthwhile. | |
− | + | {{ShipFitting | |
+ | | ship=Venture | ||
+ | | fitName= Incursions (Dropper) | ||
+ | | fitID= Incursions(Dropper) | ||
+ | | high1name=Small Remote Shield Booster I | ||
+ | | high1typeID=3586 | ||
+ | | high2name=open | ||
+ | | high2typeID= | ||
+ | | high3name=open | ||
+ | | high3typeID= | ||
+ | | mid1name=5MN Quad LiF Restrained Microwarpdrive | ||
+ | | mid1typeID=35658 | ||
+ | | mid2name=Small Azeotropic Restrained Shield Extender | ||
+ | | mid2typeID=8427 | ||
+ | | mid3name=Small Azeotropic Restrained Shield Extender | ||
+ | | mid3typeID=8427 | ||
+ | | low1name=Nanofiber Internal Structure II | ||
+ | | low1typeID=2605 | ||
+ | | rig1name=Small Low Friction Nozzle Joints I | ||
+ | | rig1typeID=31153 | ||
+ | | rig2name=Small Hyperspatial Velocity Optimizer I | ||
+ | | rig2typeID=31159 | ||
+ | | rig3name=Small Hyperspatial Velocity Optimizer I | ||
+ | | rig3typeID=31159 | ||
+ | | drone1name=Acolyte I x2 | ||
+ | | drone1typeID=2203 | ||
+ | | skills={{sk|Cloaking|I|icon=yes}} ''(Optional)''<li>{{sk|Mining Frigate|I|icon=yes}}</li><li>{{sk|Shield Emission Systems|I|icon=yes}}</li><li>''{{sk|Cloaking|I|icon=yes}} (Optional)''</li> | ||
+ | | showSKILLS=Y | ||
+ | | notes=The Venture can hold 16 stacks of [[Lyavite in Incursions|Lyavite]] containing 255 units in each stack.</li><li>The {{co|coral|Small Remote Shield Extender}} is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Adding a {{co|coral|Prototype Cloaking Device}} enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=0 | ||
+ | | version=February 2022 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=Y | ||
+ | }} | ||
=== Heron === | === 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 {{co|coral|Microwarpdrive}} and one {{co|coral|Data Analyzer}} module. The {{co|coral|Memetic Algorithm Bank}} gives the pilot more room to navigate the hacking minigame. | |
− | + | {{ShipFitting | |
− | ship=Heron | + | | ship=Heron |
− | + | | fitName= Incursions (hacker) | |
− | fitName=Incursions (hacker)| | + | | fitID= Incursions (hacker) |
− | fitID=Incursions | + | | high1name=Small Remote Shield Booster I |
− | high1name= | + | | high1typeID=3586 |
− | high2name=open| | + | | high2name=open |
− | high3name=open| | + | | high3name=open |
− | mid1name=Data Analyzer I| | + | | mid1name=Data Analyzer I |
− | mid1typeID=22175| | + | | mid1typeID=22175 |
− | mid2name= | + | | mid2name=5MN Microwarpdrive I |
− | mid2typeID= | + | | mid2typeID=434 |
− | mid3name= | + | | mid3name=open |
− | + | | mid4name=open | |
− | mid4name= | + | | mid5name=open |
− | + | | low1name=Nanofiber Internal Structure I | |
− | mid5name= | + | | low1typeID=2603 |
− | + | | low2name=Nanofiber Internal Structure I | |
− | low1name=Nanofiber Internal Structure I| | + | | low2typeID=2603 |
− | low1typeID=2603| | + | | rig1name=Small Memetic Algorithm Bank I |
− | low2name=Nanofiber Internal Structure I| | + | | rig1typeID=31238 |
− | low2typeID=2603 | + | | rig2name=Small Memetic Algorithm Bank I |
− | + | | rig2typeID=31238 | |
− | + | | showSKILLS=Y | |
− | + | | showNOTES=Y | |
− | + | | difficulty=0 | |
− | + | | version=April 2021 | |
− | rig1name=Small Memetic Algorithm Bank I| | + | | showTOC=N |
− | rig1typeID=31238| | + | | alphacanuse=Y |
− | rig2name=Small Memetic Algorithm Bank I| | + | |skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)'' |
− | rig2typeID=31238| | + | |notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>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.</li><li>The {{co|coral|Small Remote Shield Extender}} drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|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]]. |
− | + | }} | |
− | difficulty=0| | + | == Ammo Hauler == |
− | + | The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | notes= | ||
− | = Advanced fits = | + | == Advanced fits == |
− | There are many ways to improve past the minimum fits and tech one ships. See [[Ship progression in Incursions|ship progression in | + | <!-- If the ships themselves are way too expensive, it isn't a good idea to even recommend them. Use this disclaimer. |
− | + | There are many ways to improve past the minimum fits and tech one ships, but for many reasons, there will be no recommended fits for these ships or advanced fits on this page. | |
− | + | ||
− | + | * The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards. | |
− | * | + | * We want to encourage people to talk to us about how to improve, so you get the much-needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit. |
− | * We do not want to indirectly encourage people to | + | * We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. |
− | + | ||
− | == | + | See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules. |
− | + | --> | |
− | < | + | There are many ways to improve past the minimum fits, but for many reasons, there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs. |
− | + | ||
− | + | * The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards. | |
− | + | * We want to encourage people to talk to us about how to improve, so you get the much-needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit. | |
+ | * We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. | ||
+ | |||
+ | See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules. | ||
+ | |||
+ | == Bling fits == | ||
+ | |||
+ | However, some ships are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. '''These are not recommended for first-time runners''', as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, '''unlike the minimum fits, these fits are not hard and set'''. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all. | ||
+ | |||
+ | === Marauders === | ||
+ | {{important note box|1=The new damage buff to the Bastion Module enables Marauders to easily exceed the damage that even a polarized pirate ship can dish out. However, since the Bastion Module disables 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 {{sh|Vindicator}} or {{sh|Nightmare}} instead, or take advantage of [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 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 ==== | ||
+ | {{ShipFitting | ||
+ | | ship=Paladin | ||
+ | | fitName=VG Paladin | ||
+ | | fitID=VG Paladin | ||
+ | | high1name=Mega Pulse Laser II | ||
+ | | high1typeID=3057 | ||
+ | | high2name=Mega Pulse Laser II | ||
+ | | high2typeID=3057 | ||
+ | | high3name=Mega Pulse Laser II | ||
+ | | high3typeID=3057 | ||
+ | | high4name=Mega Pulse Laser II | ||
+ | | high4typeID=3057 | ||
+ | | high5name=Bastion Module I | ||
+ | | high5typeID=33400 | ||
+ | | high6name=Medium Murky Compact Remote Shield Booster | ||
+ | | high6typeID=8579 | ||
+ | | high7name=Auto Targeting System I | ||
+ | | high7typeID=1182 | ||
+ | | high8name=open | ||
+ | | mid1name=Pith X-Type X-Large Shield Booster | ||
+ | | mid1typeID=19208 | ||
+ | | mid2name=Pithum A-Type Multispectrum Shield Hardener | ||
+ | | mid2typeID=4347 | ||
+ | | mid3name=Sentient Sensor Booster | ||
+ | | mid3typeID=41191 | ||
+ | | mid4name=Shadow Serpentis Tracking Computer | ||
+ | | mid4typeID=14238 | ||
+ | | low1name=Syndicate Damage Control | ||
+ | | low1typeID=41201 | ||
+ | | low2name=Imperial Navy Heat Sink | ||
+ | | low2typeID=15810 | ||
+ | | low3name=Imperial Navy Heat Sink | ||
+ | | low3typeID=15810 | ||
+ | | low4name=Imperial Navy Heat Sink | ||
+ | | low4typeID=15810 | ||
+ | | low5name=Imperial Navy Heat Sink | ||
+ | | low5typeID=15810 | ||
+ | | low6name=Tracking Enhancer II | ||
+ | | low6typeID=1999 | ||
+ | | low7name=Tracking Enhancer II | ||
+ | | low7typeID=1999 | ||
+ | | rig1name=Large Energy Burst Aerator II | ||
+ | | rig1typeID=26380 | ||
+ | | rig2name=Large EM Shield Reinforcer II | ||
+ | | rig2typeID=26436 | ||
+ | | drone1name=Acolyte II x5 | ||
+ | | drone1typeID=2205 | ||
+ | | drone2name=Light Hull Maintenance Bot I x5 | ||
+ | | drone2typeID=33706 | ||
+ | | drone3name=Light Shield Maintenance Bot I x5 | ||
+ | | drone3typeID=23719 | ||
+ | | charge1name=Scorch L x20 | ||
+ | | charge1typeID=12820 | ||
+ | | charge2name=Conflagration L x20 | ||
+ | | charge2typeID=12816 | ||
+ | | charge3name=Imperial Navy Multifrequency L x8 | ||
+ | | charge3typeID=23105 | ||
+ | | charge4name=Scan Resolution Script x1 | ||
+ | | charge4typeID=29011 | ||
+ | | charge5name=Tracking Speed Script x1 | ||
+ | | charge5typeID=29001 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Pulse Laser Specialization|IV|icon=yes}} | ||
+ | | showSKILLS=Y | ||
+ | | notes=Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.</li><li>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.</li><li>The EM rig may be changed at pilot's discretion.<br>Lacking the tracking bonus of the Nightmare, pilots may want to take {{co|coral|Standard Drop Booster}} (or any other grade, really) to compensate for the poor tracking of this ship's guns. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=2 | ||
+ | | version=June 2023 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | ==== Vargur ==== | ||
+ | {{ShipFitting | ||
+ | | ship=Vargur | ||
+ | | fitName= VG Vargur | ||
+ | | fitID= VG Vargur | ||
+ | | high1name=800mm Repeating Cannon II | ||
+ | | high1typeID=2929 | ||
+ | | high2name=800mm Repeating Cannon II | ||
+ | | high2typeID=2929 | ||
+ | | high3name=800mm Repeating Cannon II | ||
+ | | high3typeID=2929 | ||
+ | | high4name=800mm Repeating Cannon II | ||
+ | | high4typeID=2929 | ||
+ | | high5name=Bastion Module I | ||
+ | | high5typeID=33400 | ||
+ | | high6name=Medium Remote Armor Repairer II | ||
+ | | high6typeID=26913 | ||
+ | | high7name=Pithum A-Type Medium Remote Shield Booster | ||
+ | | high7typeID=19151 | ||
+ | | mid1name=Pith X-Type X-Large Shield Booster | ||
+ | | mid1typeID=19208 | ||
+ | | mid2name=Pithum A-Type Multispectrum Shield Hardener | ||
+ | | mid2typeID=4347 | ||
+ | | mid3name=Sentient Sensor Booster | ||
+ | | mid3typeID=41191 | ||
+ | | mid4name=Tracking Computer II | ||
+ | | mid4typeID=1978 | ||
+ | | mid5name=Tracking Computer II | ||
+ | | mid5typeID=1978 | ||
+ | | mid6name=Tracking Computer II | ||
+ | | mid6typeID=1978 | ||
+ | | low1name=Republic Fleet Gyrostabilizer | ||
+ | | low1typeID=15806 | ||
+ | | low2name=Republic Fleet Gyrostabilizer | ||
+ | | low2typeID=15806 | ||
+ | | low3name=Republic Fleet Gyrostabilizer | ||
+ | | low3typeID=15806 | ||
+ | | low4name=Republic Fleet Gyrostabilizer | ||
+ | | low4typeID=15806 | ||
+ | | low5name=Tracking Enhancer II | ||
+ | | low5typeID=1999 | ||
+ | | low6name=Tracking Enhancer II | ||
+ | | low6typeID=1999 | ||
+ | | rig1name=Large Projectile Ambit Extension I | ||
+ | | rig1typeID=26038 | ||
+ | | rig2name=Large Projectile Burst Aerator II | ||
+ | | rig2typeID=26430 | ||
+ | | charge1name=Acolyte II x5 | ||
+ | | charge1typeID=2205 | ||
+ | | charge2name=Medium Shield Maintenance Bot I x5 | ||
+ | | charge2typeID=23717 | ||
+ | | charge3name=Tracking Speed Script x3 | ||
+ | | charge3typeID=29001 | ||
+ | | charge4name=Scan Resolution Script x1 | ||
+ | | charge4typeID=29011 | ||
+ | | charge5name=Hail L x14480 | ||
+ | | charge5typeID=12779 | ||
+ | | charge6name=Optimal Range Script x3 | ||
+ | | charge6typeID=28999 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Autocannon Specialization|IV|icon=yes}} | ||
+ | | showSKILLS=Y | ||
+ | | notes=Load Hail, never fail.</li><li>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.</li><li>The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=2 | ||
+ | | version=June 2023 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | ==== Kronos ==== | ||
+ | {{ShipFitting | ||
+ | | ship=Kronos | ||
+ | | fitName= VG Kronos | ||
+ | | fitID= VG Kronos | ||
+ | | high1name=Neutron Blaster Cannon II | ||
+ | | high1typeID=3186 | ||
+ | | high2name=Neutron Blaster Cannon II | ||
+ | | high2typeID=3186 | ||
+ | | high3name=Neutron Blaster Cannon II | ||
+ | | high3typeID=3186 | ||
+ | | high4name=Neutron Blaster Cannon II | ||
+ | | high4typeID=3186 | ||
+ | | high5name=Bastion Module I | ||
+ | | high5typeID=33400 | ||
+ | | high6name=Gistum A-Type Medium Remote Shield Booster | ||
+ | | high6typeID=19145 | ||
+ | | high7name=Auto Targeting System I | ||
+ | | high7typeID=1182 | ||
+ | | mid1name=Pith X-Type X-Large Shield Booster | ||
+ | | mid1typeID=19208 | ||
+ | | mid2name=Pithum A-Type Multispectrum Shield Hardener | ||
+ | | mid2typeID=4347 | ||
+ | | mid3name=Shadow Serpentis Tracking Computer | ||
+ | | mid3typeID=14238 | ||
+ | | mid4name=Shadow Serpentis Tracking Computer | ||
+ | | mid4typeID=14238 | ||
+ | | mid5name=Sentient Sensor Booster | ||
+ | | mid5typeID=41191 | ||
+ | | low1name=Syndicate Damage Control | ||
+ | | low1typeID=41201 | ||
+ | | low2name=Federation Navy Magnetic Field Stabilizer | ||
+ | | low2typeID=15895 | ||
+ | | low3name=Federation Navy Magnetic Field Stabilizer | ||
+ | | low3typeID=15895 | ||
+ | | low4name=Federation Navy Magnetic Field Stabilizer | ||
+ | | low4typeID=15895 | ||
+ | | low5name=Federation Navy Magnetic Field Stabilizer | ||
+ | | low5typeID=15895 | ||
+ | | low6name=Tracking Enhancer II | ||
+ | | low6typeID=1999 | ||
+ | | low7name=Tracking Enhancer II | ||
+ | | low7typeID=1999 | ||
+ | | rig1name=Large EM Shield Reinforcer II | ||
+ | | rig1typeID=26436 | ||
+ | | rig2name=Large Hybrid Burst Aerator II | ||
+ | | rig2typeID=26394 | ||
+ | | charge1name=Acolyte II x5 | ||
+ | | charge1typeID=2205 | ||
+ | | charge2name=Federation Navy Garde x2 | ||
+ | | charge2typeID=31886 | ||
+ | | charge3name=Medium Shield Maintenance Bot I x5 | ||
+ | | charge3typeID=23717 | ||
+ | | charge4name=Optimal Range Script x2 | ||
+ | | charge4typeID=28999 | ||
+ | | charge5name=Tracking Speed Script x2 | ||
+ | | charge5typeID=29001 | ||
+ | | charge6name=Scan Resolution Script x4 | ||
+ | | charge6typeID=29011 | ||
+ | | charge7name=Federation Navy Antimatter Charge L x10000 | ||
+ | | charge7typeID=22993 | ||
+ | | charge8name=Null L x20000 | ||
+ | | charge8typeID=12787 | ||
+ | | charge9name=Void L x20000 | ||
+ | | charge9typeID=12791 | ||
+ | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Blaster Specialization|IV|icon=yes}} | ||
+ | | showSKILLS=Y | ||
+ | | notes=Void/AM < 20km, Null otherwise.</li><li>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.</li><li>The EM rig may be changed at pilot's discretion. | ||
+ | | showNOTES=Y | ||
+ | | difficulty=2 | ||
+ | | version=June 2023 | ||
+ | | showTOC=N | ||
+ | | alphacanuse=N | ||
+ | }} | ||
+ | |||
+ | [[Category:EVE University Incursion Community]] | ||
+ | [[Category:PvE Doctrines]] | ||
+ | [[Category:Fittings]] |
Revision as of 10:20, 31 January 2024
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.
Shields focus
In the EVE University Incursion Community we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See shield vs armour doctrines for more information. |
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who uses it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and projection, utility modules, and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Logistics (basic and advanced)
Due to the limited number of capsuleers that can make up the fleet, the number of logistic ships ongrid should to be kept to the minimum necessary to ensure the safety of the fleet, allowing for as many damage dealers. This results in much higher minimum skill requirements for prospective logistics pilots comparted to those required those of new DD pilots. While in theory any shield focused logistics ship could be used, the Scimitar is the favored dedicated logistic cruiser in the Uni Community due to its remote tracking bonus and its ability to operate independent of other logi. As the community primarily runs Vanguards, remote tracking links bonuses further improve our battleships ability to deal damage to the smaller frigate sized enemies that make up a large percentage of the targets in Vanguard sites. Additionally, unlike the Basilisk, the Scimitar can be made cap stable thus removing the need for a logistics cap chain which would add an additional unnecessary point of failure and reduce overall fleet safety, a strong bonus for a group that promotes the inclusion of less experienced players in our fleets. The benefits of the Scimitar are further amplified by the fact that when the majority of fleet members are in a wardeccable corporation like the Uni due to how cap chains and wardecs interact. For other incursion communities that primarily focus on Assault and Headquarter sites the Basilisk is needed due its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites. For pilots unable to fly a Scimitar but can fly a T3 Caldari cruiser, the Tengu is accepted as an alternative option, however, pilots wanting to fly logi for the long run in our community should train towards the requirement skills for the Scimitar fits shown below.
Scimitar
Large S95a Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
Optimal Range Script x3
Tracking Speed Script x3
10MN Monopropellant Enduring Afterburner
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
- You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:
Power Grid Management V (4 days, 6 hours)
Capacitor Systems Operation V (4 days, 6 hours)
Shield Emission Systems V (8 days, 12 hours) - After you've gotten all tech two reppers, train into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Optimal Range Script x3
Tracking Speed Script x3
10MN Monopropellant Enduring Afterburner
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Tengu
While inferior to the Loki as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser.
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Auto Targeting System I
EM Shield Hardener II
Gist X-Type Thermal Shield Hardener
Multispectrum Shield Hardener II
10MN Monopropellant Enduring Afterburner
Republic Fleet Large Cap Battery
Remote Tracking Computer II
Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Tengu Core - Electronic Efficiency Gate
Tengu Defensive - Supplemental Screening
Tengu Offensive - Support Processor
Tengu Propulsion - Chassis Optimization
Medium EM Shield Reinforcer II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x5
Light Armor Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Caldari Core Systems I
- Caldari Defensive Systems III
- Caldari Offensive Systems IV
- Caldari Propulsion Systems III
- Remote Armor Repair Systems III (optional, for Light Armor Mainenance Bot I)
- You could use capacitor implants to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- In a two-logi setup, only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
Battleships
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Maelstrom
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x2
Republic Fleet EMP L x10660
- All the required skills for damage dealers
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
EM Shield Hardener II
Tracking Computer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5
Tracking Speed Script x2
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range Script x2
- All the required skills for damage dealers
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- The previous rig setup with three resist rigs is still accepted.
Hyperion
While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster Praxis offer a superior platform at a similar price, with low EHP being the only downside.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Caldari Navy Antimatter Charge L x14000
Alumel-Wired Enduring Sensor Booster
Scan Resolution Script x1
- All the required skills for damage dealers
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Azeotropic Restrained Shield Extender
Republic Fleet Large Cap Battery
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Capacitor Power Relay II
Tracking Enhancer II
Tracking Enhancer II
Large Energy Collision Accelerator II
Large Kinetic Shield Reinforcer I
Large Explosive Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Imperial Navy Multifrequency L x18
Imperial Navy Xray L x6
Imperial Navy Microwave L x6
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
AE-K Compact Drone Damage Amplifier
Tracking Enhancer II
Tracking Enhancer II
Large Hybrid Burst Aerator II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Caldari Navy Antimatter Charge L x14000
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Pirate faction battleships
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See upgrade priority for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.
Vindicator
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Antimatter Charge L x14000
Nanite Repair Paste x200
Scan Resolution Script x1
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
- This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.
- A tech one EM Shield Reinforcer can be used in place of the tech two listed.
Nightmare
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Remote Capacitor Transmitter II
Large Asymmetric Enduring Remote Shield Booster
Republic Fleet Target Painter
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Microwave L x8
Scan Resolution Script x2
Nanite Repair Paste x200
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a Capacitor Power Relay II, or else a cap chain will be needed to maintain cap stability.
- Should a lack of Vindicators in fleet be noted, swap a sensor booster or tracking computer for a web.
Machariel
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x2
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
(including the secondary battleship skill)
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Pilots can choose between a Republic Fleet Target Painter for improved application, or an Alamel-Wired Enduring Sensor Booster to lower lock times.
- Should a lack of Vindicators in fleet be noted, swap a tracking computer for a web.
Ongrid booster
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The EVE University Incursion Community runs with a single booster to ensure that their fleets can run safely. See the Anatomy of Incursions page for more information on the effects of ongrid boosting.
Logibooster
The logibooster compresses the booster and logistics role into one ship. Using this means fewer high skill point roles are required for a fleet to run, and enables an extra Battleship to enter the fleet and get payouts. This, of course, comes at a cost: Logibooster configurations can only repair approximately two thirds of what an advanced Scimitar fit can, and generally has less cap stability. Further, without a range bonus, its repairers can not reach far. And getting the sufficient capacitor generation for its repairers requires a tight fit with lower resists.
Both the Sleipnir and Claymore can be used in this configuration. The Claymore gets a resist bonus, an extra mid slot, and some extra CPU, while the Sleipnir gets slightly stronger boosts. The Sleipnir however generally requires a bling hardener in order to safely run this configuration, so the Claymore is the more accessible option.
Claymore
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II
Multispectrum Shield Hardener II
Shadow Serpentis Remote Sensor Booster
Shadow Serpentis Remote Sensor Booster
Cap Recharger II
Thukker Large Cap Battery
Thukker Large Cap Battery
Damage Control II
Capacitor Power Relay II
Co-Processor II
Sentient Signal Amplifier
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x2
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
- Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite) - Capacitor Systems Operation V
- Capacitor Management V
- Shield Emission Systems V
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - If this ship is to be used for the ore run, the two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).
Sleipnir
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II
Pithum B-Type Multispectrum Shield Hardener
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Sentient Signal Amplifier
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Co-Processor II
Medium Command Processor I
Medium Command Processor I
Light Shield Maintenance Bot I x5
Scan Resolution Script x3
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
- Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite) - Capacitor Systems Operation V
- Capacitor Management V
- Shield Emission Systems V
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - If this ship is to be used for the ore run, two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).
Dropper/Hacker/Scout
The dropper is one of the vital roles in the vanguard fleet, as it is essential to completing the Nation Mining Colony, where a stack of Lyavite (255 units) has to be dropped into Nation Ore Refinery in order to complete the site after killing all the rats.
Hacking, on the other hand, is optionally used for one of the vanguard sites, the Override Transfer Array. Once a coveted role, it has fallen out of favor due to increased damage output of the fleet and increased difficulty of the hack reducing the overall benefit of hacking. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at a much higher cost. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See Hacker/Scout for more information on how to perform this role.
Until September 2019, Incursions did not use the minigame, but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.
Venture
The venture is used as an all-rounder ship that can fulfill roles such as dropping, hacking, and scouting, from the same ship. Its large ore hold of 5000m3 makes it perfect for tagging along with the fleet and dropping Lyavite in the Nation Mining Colony to complete the site. While the Venture can hack in the Override Transfer Array, the lack of any bonuses generally means the pilot will need high skills in order to hack fast enough for it to be worthwhile.
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Acolyte I x2
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- Cloaking I (Optional)
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Heron
The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a Microwarpdrive and one Data Analyzer module. The Memetic Algorithm Bank gives the pilot more room to navigate the hacking minigame.
Small Remote Shield Booster I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- Any of the Magnate, Imicus, or Probe can also use this fitting with the same level of effectiveness.
- Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
- The Small Remote Shield Extender drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.
Ammo Hauler
The Amarr T1 Exploration frigate, the Magnate, is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the frigate escape bay of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.
Advanced fits
There are many ways to improve past the minimum fits, but for many reasons, there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.
- The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
- We want to encourage people to talk to us about how to improve, so you get the much-needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to "fix" your fit.
- We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
See the ship progression in Incursions and fitting principles articles (especially the upgrade priority section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.
Bling fits
However, some ships are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. These are not recommended for first-time runners, as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, unlike the minimum fits, these fits are not hard and set. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all.
Marauders
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Medium Murky Compact Remote Shield Booster
Auto Targeting System I
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Shadow Serpentis Tracking Computer
Syndicate Damage Control
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Large Energy Burst Aerator II
Large EM Shield Reinforcer II
Acolyte II x5
Light Hull Maintenance Bot I x5
Light Shield Maintenance Bot I x5
Scorch L x20
Conflagration L x20
Imperial Navy Multifrequency L x8
Scan Resolution Script x1
Tracking Speed Script x1
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Pulse Laser Specialization IV
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.
Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Vargur
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
Bastion Module I
Medium Remote Armor Repairer II
Pithum A-Type Medium Remote Shield Booster
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Tracking Computer II
Tracking Computer II
Tracking Computer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Large Projectile Ambit Extension I
Large Projectile Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x3
Scan Resolution Script x1
Hail L x14480
Optimal Range Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Autocannon Specialization IV
- Load Hail, never fail.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module I
Gistum A-Type Medium Remote Shield Booster
Auto Targeting System I
Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Sentient Sensor Booster
Syndicate Damage Control
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Large EM Shield Reinforcer II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Shield Maintenance Bot I x5
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x4
Federation Navy Antimatter Charge L x10000
Null L x20000
Void L x20000
- All the required skills for damage dealers
(including the secondary battleship skill) - Marauders IV
- Large Blaster Specialization IV
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- The EM rig may be changed at pilot's discretion.