Difference between revisions of "Incursion Fitting: Vanguard"

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====Advanced Hulls====
 
====Advanced Hulls====
The following hull types are upgrades of Tech I hulls used in Incursions and all are acceptable. The highest choice hulls for Damage Dealers are the Faction Battleships which fall in this category.
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The following hull types are upgrades of Tech I hulls used in Incursions and all are acceptable. The highest choice hulls for Damage Dealers are the Pirate Battleships which fall in this category.
 
*Faction Battleships
 
*Faction Battleships
 
*Pirate Battleships
 
*Pirate Battleships

Revision as of 17:26, 8 July 2012

Template:Work in Progress (Page should be finalized by the end of June 2012.)

Incursions are fleet based PvE sites where the only enemies are Sansha’s Nation ships. The AI for these NPCs use some of the most advanced tactics seen in game, including many forms of EWAR. Further, all enemies have both high damage output and high resistances. This means that it is very easy to lose a ship if unprepared. But with a proper fit one should have no trouble getting into a EVE Uni Incursion fleet.

This page contains the basic requirements for an Vanguard site fitting, a basic Vanguard fitting guide, and numerous sample fits for damage dealer ships. If you are looking for fittings for Logistics Ships, or other site type fitting, please refer to the appropriate guide: (Until the other DD sites are built, this guide provides many fundamentals, though some of the specific recommendations many not be applicable.)

Requirements

When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.

The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them. The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.

All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances. Also the ship needs a large buffer of hit points (HP) to survive initial hits, before Logistics are able to assist. The main trade off is between EHP and Signature Radius. The chart on this site provides good guidelines. Don't take it too literally though, as having a big buffer in the tank stat is also required.

To achieve these tanking requirements, combat pilots should at least field a Tech 1 Battlecruiser with mostly Tech 2 Tank modules. Bigger or more advanced ships, e.g. Battleships, Navy or Pirate ships as well as Tech 2 ships, are a preferred addition due to their added defensive and offensive capabilities. Support roles, such as Logistics, require the apropriate Tech 2 Cruiser as a bare minimum, but they should only be flown by experienced players. Smaller hulls, like Frigates and Destroyers, (as well as Tech 1 Cruisers) won't withstand most attacks and are in general not recommended nor accepted. Although you are not required to have a Full Tech 2 Tank in UNI run Incursion fleets, it's usually highly recommended and in most public fleets simply mandatory.


With these facts in mind the minimum requirements are:


These skills will allow a pilot to fit Tech 2 Resistance and buffer modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the WSOP for details.

Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is Weapon Upgrades IV and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV.

Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.

Warning: Incursion are NOT a low skill activity. In addition to being able to fly the ships and fit the tank listed above, pilots should have all relevant support skills at least to IV. This includes:

  • Capacitor
  • Targeting
  • Fitting
  • Weapon Supports
  • Tanking Supports
  • Drones

Essentially pilots should have the Core Competency, their weapon of choice, and Drone Control certificates at the Standard level for Incursions. This is for the safety of you and all the pilots you are flying with.

Vanguard Requirements

The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards.

All enemies in Vanguards are Frigate or Cruiser sized and have high velocities. Further the majority of enemies orbit in the 10km to 20km range, with one notable exception with orbits at 60km to 70km. This means weapons should be optimized for hitting small, fast targets which orbit close. This makes missiles not ideal due to explosion velocity and travel time. Guns should be of the close range type, Blasters, Pulse Lasers, and Autocannons, and should have tracking above .1 radians per second. Further this makes EWAR modules like Stasis Webifiers and Target Painters extra valuable due to the difference in ship sizes as most pilots will be in Battlecruisers or Battleships. Finally, there is little room in fleets for dedicated support ships besides Logistics ships due to damage output needs and low fleet cap for maximum payout.

Basic Incursion Fitting Walkthrough

This walkthrough will help a new pilot put together a solid fit for a first Incursion and explain the logic for the fits below. It is recommended that pilots be familiar with EVE Uni's Fitting Guidelines before reading the rest of this guide. If a pilot has any questions while fitting asking for help on mumble or the in-game chat channels is encouraged.

Hull

The first and probably most important decision is to pick the hull to use. New pilots need to make the choice between BCs and BSs. While BSs have a slightly longer training time by a week or more, the benefits are very high. The improvement in damage of BSs over BCs is large, to the extent that a low skill Tech I BS can out damage a full skill Tech II BC. Further BS have bigger tanks, more utility slots making them more versatile, and more Power Grid and CPU making fitting them easier. It is highly recommended, and most FCs expect, that even if a pilot starts with a BC the pilot is training for a BS instead of a full Tech II fit BC due to all the reasons just mentioned.

BCs are fine starter Incursion ships for EVE University Incursion fleets, but will not be accepted by most public fleets. In general, FCs are looking for utility then damage from BCs because BSs deal far more damage. For BCs, most Tier 2 hulls are recommended. In particular, the Drake, Harbinger, and Hurricane. The Tier 1 hulls tend to simply be worse version of the Tier 2 hull. Though this is not universally the case. The Tier 3 BC hulls are hard to fit for Incursions due to small base tanks and using Large Guns. While they can be useful to highly skilled pilots the Tier 3 BSs should be avoided by new pilots.

For BSs Tier 3 hulls tend to be the best due to higher stats, but this is not universal. Missile hulls like the Raven are not usable in Vanguards due to poor damage against frigates and cruisers.

Shield Hulls

Shield Modules are mid-slot modules, meaning that any ship fitting an Incursion Shield tank needs a lot of mid-slots. The advantage of running a shield tank is higher damage and tracking due to having free low slots. The downside is it is harder to fit utility modules as the most useful are mid-slot modules.

Battlecruisers
  • Harbinger Versatile weapon system, good drone bay, hard fitting requirements
  • Hurricane Best damage, 1-2x ET, Small signature resolution, small drone bay, limited range
  • Drake 2-3 Mid-utility, longest range, best Tank, small drone bay, 2nd lowest primary weapon damage
  • Myrmidon Good drones, 1 utility mid-slot, Lowest primary weapon damage, worst tank

The Harbinger is a good damage dealing hull for Incursion BCs. This hull has the 2nd highest primary weapon damage for all the T1 fits and this can be augmented due to a large drone bay. Also the Harbinger's damage is flexible due to using lasers, and any Harbinger pilot should bring an assortment for the 5-30km engagement range. This also means the Harbinger is the only Battlecruiser which can carry a stack of Lyavite. The biggest downside of this weapon system is capacitor use, and lack of capacitor stability when T2 fit. The drone bay can fit two full flights of light drones, allowing one of Light Shield Maintenance Bots and one of Hobgoblins. The biggest downside is the tight fitting requirements, leading to a slightly weaker than average tank.

The Hurricane has the best primary weapon damage capabilities of the BCs, but limited range due to using projectile turrets, making its use against cruisers limited. It is the only hull that can fit an Energy Transfer or second weapon system; the former making it a Logistics pilot's best friend. The drone bay is of an odd size allowing 6 light or 1 medium and 4 light drones. The Hurricane is relatively easy to fit, and has a low signature resolution, giving it a good tank.

The Drake has the best tank of any BC that runs incursions. Further it has the best damage projection of any hull option. It is expected that Drake pilots can hit the Maras in OTAs and NMCs. This requires a range of over 60km. To achieve this a Drake pilot should have a III and a IV between Missile Projection and Missile Bombardment. Further the Drake has 6 mid slots, the most of any BC. This means that Drake pilots are expected to equip and use both Stasis Webifiers and Target Painters. Initially the pilot can only equip 2 due to needing 2x Adaptive Invulnerability Field II's, but at Battlecruisers IV only one is necessary, so 3 should be fitted. 2 Webs and 1 TP are recommended.

The Gallente BC hulls are not recommended for Shield fleets due to poor shield tank and bad primary weapon systems. Medium blasters lack range and Railguns' tracking is too low to be of any use. The Myrmidon might be accepted into some fleets, but essentially has the lowest priority of any viable BC. Is is only useful as a support ship with the drones and open mid slot for a web. It is recommended that this ship fit a Drone Link Augmentor, to push its Drone control range over 60km which allows it to assist with the Mara.

While the Ferox has different offensive bonuses to the Drake and provides Caldari pilots with a possible Hybrid Turret platform, it should be avoided in Incursions. The problem is the even a T2 fitted Ferox cannot keep up with the damage output of a T1 fit Harbinger or Hurricane. Hence a T1 fit Ferox is out of the question and any pilot with the ability to fit a T2 Ferox should be thinking about other hulls, such as the Rokh or the Brutix.

Battleships
  • Apocalypse Very bad tank, Capacitor issues, Bad tracking, Best damage at range
  • Rokh Great tank, 1 utility mid slot, Solid damage
  • Megathron Very High close range damage, Some tracking problems, Utility high slot, Large drone bay
  • Maelstrom Good damage both close and at range
  • Tempest Solid damage, missing some range and tracking, 2 utility high slots

None of the Amarr BSs are well suited for Shield Incursions. The one thing they bring that no other BS can is sufficient range to hit the Mara with Pulse Lasers. Unfortunately, none of the BSs will be able to bring Mid Slot utility modules when shield tanked, unlike most other BSs. This means that all have problems with tracking due to the low tracking of lasers and the inability to fit tracking computers. Looking at the individual ships, the Armageddon does not have enough Mid Slots to be shield tanked. The Abaddon's capacitor problems are too sever to try making the ship work. This leaves the Apocalypse which has good capacitor life with high skills. Though because this ship has a huge signature radius and small Shield HP it is not recommended.

The only Caldari BS suitable for Vanguards is the Rokh. Both the Raven and Scorpion use large missiles which are very ineffective against frigates and cruisers. The Rokh's bonuses are not the best for damage, but it has a very good tank. Further a Pilot with BS IV has the option to swap an Invulnerability field for a utility module.

All the Gallente BSs have bonuses to Hybrid Turret damage. The Megathron is preferred because it also has a bonus to tracking speed, which is very relevant against frigates. Further it can fit a full flight of Sentry Drones if needed and has a utility high slot for an ET or Drone Link Augmentor. The Hyperion's bonus to armor repair is irrelevant in Incursions as there are always Logistics ships, but it does have the potential for a better Shield tank than the Megathron due to higher base shield HP and an extra mid slot. The Dominix is also sub-optimal because it has the fewest turret points, it has low base shield HP, and it relies on Drones for most of its damage.

For the Minmatar the Maelstrom deals more damage than the Tempest until a pilot has Minmatar Battleship V. (At this point the pilot should consider the Tempest Fleet Issue.) In addition the Maelstrom has 6 mid slots instead of 5, making it easier to fit a shield tank and utility modules. Finally, the Maelstrom can fit 2 Tracking computers to the Tempest's 1, meaning it has better tracking or range as needed. The one advantage of the Tempest is its two utility high slots, which tend to be at a premium in Tech I fleets. While both hulls are usable in Incursions, the Maelstrom is preferred for shield fleets.

Armor Hulls

(Under Construction)

Battlecruisers
  • Harbinger Versatile weapon system, good drone bay, hard to T2 fit
  • Myrmidon Can fit an ET, 2 utility mid slots, bad range
  • Hurricane Bad primary weapon system, amazing drones, 2 utility mid slots.

The Harbinger is a good starting Armor ship. The lasers deal good damage and can easily vary range due to fast swapping times, though their tracking is a bit low. This hull has a good sized drone bay which can fit two full flights of light drones. The hull has one open mid slot for a Web or TP. The tank is a little weak on this ship because only pilots with high fitting skills fit the 1600mm Rolled Tungsten Plate. Also this hull cannot fit T2 weapons without both a fitting rig and an implant, leaving little room for pilot growth.

None of the Caldari Battlecruisers are acceptable for Armor Incursions. They all lack the low slots and power grid necessary to fit a proper armor tank.

Battleships

The Gallente have two options for Armor Fleets, the Megathron and the Hyperion. The Hyperion has better tank, paper DPS, and Scan resolution. While the Megathron has better tracking speed, longer range, bigger drone bay, and can fit an ET. Both are viable, with the Megathron being a bit more popular. The Dominix is not good choice due to Drones being its primary damage source.

For the Minmatar the Tempest is the best Armor hull. The extra low slot over the Maelstrom allows the Tempest to fit an damage module giving it better damage.

Advanced Hulls

The following hull types are upgrades of Tech I hulls used in Incursions and all are acceptable. The highest choice hulls for Damage Dealers are the Pirate Battleships which fall in this category.

  • Faction Battleships
  • Pirate Battleships
  • Command Ships
  • Marauders

Most cruisers simply lack the damage or the tank to be a viable pick for Incursion fleets. However, a few Tech 2 cruisers can be viable and useful additions to any Incursion fleet. In fact, each fleet will require at least three or four properly fit Logistics ships to be able to survive the damage dealt in Vanguard sites. Other cruisers might be used for utility roles, but their use is in general limited. The following are Tech II and Tech III cruiser hulls commonly found in Incursion fleets:

  • Logistics
  • Strategic Cruisers
  • Heavy Assault Ships
  • Huginn Mediocre tank, but superior webbing range.

The logistics are split into Armor and Shield Logistics.

  • Armor Logistics
    • Guardian Heavier tanked, depending on a cap chain, bonus on Energy Transfers.
    • Oneiros Faster, cap stable on its own, bonus on Tracking Links.
  • Shield Logistics
    • Basilisk Heavier tanked, depending on a cap chain, bonus on Energy Transfers.
    • Scimitar Faster, cap stable on its own, bonus on Tracking Links.

More information regarding Logistics ships in Incursions can be found in Incursion Fitting: Logistics.

Players interested in flying a Huginn should always remember that this ship won't be able to compete damage wise with almost any of the other combat vessels used in Incursions. However, acting as a support cruiser, the Huginn can become a significant force multiplier for all other damage dealers by slowing down enemies to make them easier to hit (turrets and drones) or by simply increasing the applied damage directly (missiles). Its utility is limited in fleets consisting of Battlecruisers only, however it can make a large and significant difference in fleets fielding larger hulls. The ability to fit up to 3 Stasis Webifiers with an optimal range of more than 50 km can free up slots on other ships as well, allowing them to fit a better (shield) tank, propulsion mods or other support modules, such as Target Painters, Sensor Boosters or Warp Scramblers (for WSOP fleets).

Tank

The goal for an Incursion tank is above 70% resists for all types and above 50,000 EHP for a BC when all modules are active. Refer to link above for other ships. It is best to get the resists up, and then add to EHP. The first module on an Incursion ship should be a Damage Control Unit II. This provides bonuses to all resists for Shield, Armor, and Hull when active. Essentially every fit uses one of these. Next use rigs and active hardeners to even out resistances. For a shield ship this usually means an EM Ward Field II and a Medium Anti-Thermal Screen Reinforcer I rig. Finally add modules which boost all resistances until one is over 70% for all. For a shield ship this usually means adding 2 Adaptive Invulnerability Field II. (Note, only one Damage Control Unit can be active at a time, hence adding more than one to your ship will not help.) Some ships might only need one if you have high enough skills, like the Drake, but this is a good place to start.

Once resistances are above 70%, it is time to add to EHP. There are two ways to do this one is through rigs and the other is modules. Which a pilot goes with in the end depends on how they balance with other considerations, such as damage, speed, and signature radius. A good way to start is to add the rigs and then use modules to top it off. Again using the shield example, 2 Medium Core Defense Shield Extenders and a Large Shield Extender II suffice. Once a pilot is comfortable with a ship and has improved skills, tweaking these modules is acceptable, keeping in mind the general principles mentioned above.

Shield Modules & Rigs

  • Damage Control II
  • Adaptive Invulnerability Field II
  • EM Ward Field II
  • Medium/Large Anti-Thermal Screen Reinforcer I
  • Large Shield Extender II
    • Caldari Navy Large Shield Extender (Lower CPU requirement)
    • Large F-S9 Regolith Shield Induction (Lower CPU requirement & cheap, but lower shield bonus)
  • Medium/Large Core Defense Field Extender I

The list above is not comprehensive, but includes most basic modules and rigs. Some alternatives are included for tighter fits.

Armor Modules & Rigs

  • Damage Control II
  • Armor Explosive Hardener II
    • Energized Explosive Membrane II (Requires Explosive Armor Compensation I, higher recommended)
  • Large Anti-Thermic Pump I
  • Large Anti-Kinetic Pump I
  • Large Trimark Armor Pump I
  • Energized Adaptive Nano Membrane II (Requires Kinetic Armor Compensation IV & Thermic Armor Compensation IV)
  • 1600mm Reinforced Rolled Tungsten Plates I

Weapons

The weapons fitted should match any bonuses the ship hull gives. For example the Hurricane gives a bonus to projectile turrets damage and rate of fire. So Artillery Cannons or Autocannons should be fit to a Hurricane. When fitting fill as many high slots with the boosted weapon system. The Hurricane has 8 high slots and 6 turret hard ports, so should fit 6 projectile turrets. Weapon size should be picked to maximize damage to ships orbiting between 10km & 20km. Further, weapons effective against Frigates are preferred as most NPCs in Vanguard sites are Frigates. Therefore, statistics like explosion radius and signature resolution should be taken into account when choosing. Also most Sansha ships are very fast so gun ships should aim for tracking above .1 radians per second.

Tech II weapons are preferred, but take time to train. For BCs this is not too long, so FCs requiring only Tech 2 BCs is not unreasonable. When using Tech I guns stick to as high a Meta level as possible. Meta 4 is preferred, but Meta 3 might have a better value for its cost. Don’t go below Meta 2 if possible. Also, don’t mix Meta levels, so the cycle times stay in synch. Don’t fit a secondary weapon system yet. The Hurricane has 2 open high slots with a full set of turrets and 3 launcher hard ports. Wait for the utility section to consider fitting a secondary weapon system.

Hybrid Turrets

Medium Hybrid turrets are one of the worst weapon systems for Incursions. Blasters lack range and Railguns lack DPS. Only the Tech 2 Blasters are really viable and should be loaded with T2 Null ammo.

Lasers

Lasers have fast ammo switching and Tech II have access to Scorch Crystals. This combination allows laser battleships to take out Niarjas on approach and reach Maras easily. The restriction to only EM and Thermal damage isn't an issue since Sansha omni-tank. Capacitor use is a consideration and good support skills help a lot. Many ships also fit Nosferatus to improve capacitor regeneration. Crystals are also convenient to carry and you have room for a stack of Lyavite.

Projectile Turrets

Projectile Turrets don't use capacitor, leaving it free for Tanking and Utility modules. The downside is a lack of fast switching and relying on falloff to deal damage at range. Projectile turrets have a massive falloff range, allowing them a decent reach.

Missiles

Missiles are at a slight disadvantage to gun based weapon systems due to flight time. Further most ships fit Heavy Missiles or larger, which are not suited for hitting frigates due to large explosion radius. The strength of missiles lies in their range compared to Vanguard gun fits. This allows missile boats to kill targets that are otherwise out of reach. Missile boats must be able to hit a target over 60km (over 70km preferred) for Vanguard fleets. This requires a III and a IV between Missile Projection and Missile Bombardment. Due to these factors Battlecruisers using missiles must fit Heavy Missile Launchers, if missiles are the hull's primary weapons system. Rapid Light Missile Launchers are acceptable as a secondary system, due to being geared towards frigates.

Weapon Upgrades

  • Ballistic Control Unit II (Missile)
  • Gyrostabilizer II (Projectile)
  • Heat Sink II (Laser)
  • Magnetic Field Stabilizer II (Hybrid)
  • Tracking Enhancer II (Gun)
  • Drone Damage Amplifier II (Drones)

Next fill all remaining low slots with weapon upgrade modules for the hull's primary weapon system. These might need to be removed later due to fitting skills, but try to fit them first before adding fitting modules. Again Tech II versions are preferred. Only Weapon Upgrades IV is required, which is always a useful skill as it reduces weapon fitting requirements as well. All shield ships should fit at least 2 damage modules. Further all gun ships should fit at least 1 damage and 1 tracking modules regardless of tank type.

Utility Modules

Now that the basics are covered, any free slots can be devoted to utility modules. The fits thing to check is fitting requirements. If there is any difficulty, fitting modules can be added, but this should be avoided at all costs. The biggest exception is using rigs to help fit Tech II Weapon systems as the increased damage is worth a rig slot. A good rule of thumb is if the fit requires more than one fitting module, the pilot is not ready to fly that ship.

Also Capacitor stability needs to be checked at this point. Being stable is preferred. If that is not possible using capacitor modules aim for 15+ minutes of capacitor time. That way a pilot should be able to do a Vanguard site without running out of Capacitor. Note that running out of Capacitor is one of the worst things that can happen as this shuts down all defensive modules. These resistance modules are key to a pilot’s survival in an Incursion. Without them running there is a high likelihood of losing one’s ship.

It is often beneficial to bring multiple possible utility modules if a pilot's ships has options. This way a pilot can quickly adjust the fit based on the needs of the current fleet.

Medium Slots

If there are any open Medium slots after fitting the tank and capacitor modules the following utility modules can be considered:

  • Federation Navy Stasis Webifier
  • Phased Weapon Navigation Array Generation Extron
  • Tracking Computer
    • Tracking Speed Script
    • Optimal Range Script
  • Sensor Booster
    • Scan Resolution Script
  • Microwarpdrive

Stasis Webbifiers (Webs) reduce the speed of the webbed ship. This decreases tracking issues and explosion velocity problems. Remeber that Incursions are a fleet activity so using Webs and Target Pinters helps the entire fleet. The Tech I and Tech II versions are not really that useful in Incursions due to the range at which ships orbit, 10-20km. So very rarely will a standard Web be useful. That is why it is recommended to by the expensive faction version for the extra 4km. Though this could run almost as much as the hull+rigs, it is worth while investment as it will be used more frequently. If price is an issue fit the Target Painters before the Web.

Target Painters increase the signature resolution of the painted ships. This makes bigger weapons do more damage. 1-2 Meta 4 Target Painters are useful on most Ships. These have the longest range of all the utility modules. Also the relevant support skills for TPs should be trained to maximize bonuses:

Tracking Computers can be useful on Gun ships by boosting optimal range and tracking speed and are all but required for gun BSs. In particular gun BSs need to have tracking over .1 to hit the fast moving frigates. A pilot should consider a Web first though. Both because it helps the entire fleets and the effect of a web on tracking is higher than that of a Tracking Computer. Good practice is to bring both and switch in the event of too many or too few Webs in fleet. Also the effects of a Tracking Computer can be enhanced by scripts. Note that due to stacking penalties, when using two or more Tracking Computers, it is best to load one with each script if a pilot wants both effects. This is especially key for Armor Tanked ships.

Sensor Boosters can be used on ships with poor scan resolution to improve locking time. The resolution bonus can be further increased by loading Scan Resolution Scripts. Because of the poor can resolutions on BSs the Sensor Booster is always fit on them.

Microwarpdrives are only useful in specialized fleets. Their purpose is to enable the fleet to rush to a new spawn so ships are in range sooner and to let ships chase the Mara. Should only be fit if the FC asks for it as it requires the majority of the fleet to be using one for it to be effective.

High Slots

Pilots should try to fit the following modules into empty high slots:

  • Large 'Regard' Power Power Projector
  • Large S95a Partial Shield Transporter\Large 'Solace' Remote Bulwark Reconstruction
  • Medium Diminishing Power System Drain I
  • Secondary Weapon System
  • Auto Targeting System
  • Drone Control Unit I
  • Warfare Link

The first thing that a pilot should try an fit into an empty high slot is a Large 'Regard' Power Power Projector. This only requires Energy Emission Systems I. An Energy Transfer (ET) provides added safety to the fleet in the event that there is a problem with the Logistics ET chain, such as a Logistics Pilot disconnecting. Also, this allows fleets to run with only one Basilisk or Guardian in fleet which makes assembling a fleet easier. An Incursion runner should fit 1-2 of these if possible. The Tech II versions are not needed. Medium ETs do not transfer enough capacitor to be useful.

Next a pilot should consider a single Large S95a Partial Shield Transporter or Large 'Solace' Remote Bulwark Reconstruction. This requires Shield Emission Systems I or Remote Armor Repair Systems I respectively. Again this is another safety module. A bit less useful than an ET as any ship running one will run out of Capacitor quickly. This can be used as a temporary stopgap in the event of an emergency though. Medium sized repair modules do not transfer enough shield to be useful.

A Medium Diminishing Power System Drain I is useful for Laser ships to improve capacitor stability. This requires Energy Emission Systems III but has easier fitting requirements than ETs. They work by transferring capacitor from the target ship to you. Unfortunately NPCs never run out of Capacitor. The Meta 4 is best due to same range and transfer amount as the Tech II, but easier fitting requirements.

Only after looking at the safety modules should a pilot consider a second weapon system. While this does provide additional DPS, it has high skill requirements due to an addition set of support skills. Hence the DPS increase will not be that great, and the pilot will run into mixed cycle time issues.

Another module that bears mention is the Auto Targeting System. The Tech I versions have almost no fitting requirements. Activating this module causes the ship to automatically lock available targets, reducing the clicks required, and provides additional locked targets. The drawbacks are additional targets are only useful with high skills to enable the extra locks. Also ships need to be killed in order in Incursions, so losing control over targeting order is very problematic.

The Drone Control Unit has limited use in enabling drones to attack the Mara. This requires a drone control range over 60km. The Drone Control Unit should only be fit if it would extend a pilot's drone control range that far. This module should only be fit if a pilot has sufficient CPU open. A fitting module should never be used to add this module as the low slot is better used for a damage module. It is usually only fit on the Myrmidon or a Drake with open CPU.

The final modules to mention are the Warfare Links. These are advanced modules which most pilots don't use. Only the Command Ships and properly configured Strategic Cruisers should consider fitting these modules.

Rigs

Any rig slots not devoted to the Tank or Capacitor stability should have weapon rigs fitted. The goal is to improve DPS, either directly through higher damage amount or rate of fire, or indirectly through improving things like tracking or explosion radius. For missiles, Rigor Rigs are strictly better than Flare Rigs as they don't suffer stacking penalties.

Drones

  • Light/Medium/Heavy Shield/Armor Maintenance Bot I/II
  • Hobgoblin I/II
  • Sentry Drones
    • Garde I/II (Close range with webs)
    • Bouncer/Warden I/II (Killing the Mara)
  • Mining Drone I/II

Drones are very helpful in an incursion site and even a new pilot's drones are useful as most targets are Frigates. A pilot should strive for Drones V to command a full flight. Most new pilots will bring Hobgoblin I's as these have the highest DPS of the light drones and all Sansha are Omni-Tanked. Next a pilot should look to have Light, Medium, & Heavy Shield/Armor Maintenance Bot I's. These provide an additional layer of safety in the event of Logistics problems. Note that 3 Heavies heal more than 5 Mediums. Finally a pilot should get Hobgoblin II's for additional damage, with sentry drones also an option for larger ships. Pilots should always fit a full flight of one type before adding drones of a second type to the drone bay. So if there are only 25m^3 in the drone bay either fit Hobgoblin I's or Light Maintenance Bot I's, not a mix. On ships with bigger bays, fit full flights of different drones, including the Medium Maintenance Bot I's if drone bandwidth is at least 50m^3.

Sentry Drones are an advanced option for increasing a fleet's damage output, but require specific fleet compositions to be useful. The drones can fill one of two roles depending on fleet composition. The first is raw damage using the Gardes, which requires a lot of webs in fleet due to there low tracking. They should target the primary, not be assigned to the Drone Bunny, because this is where the webs will be focused. The other option is to fit the Bouncers or Wardens for range to help kill the Mara. This option is usually used when there is low damage being applied at 60+km for NMCs and OTAs, but requires that the pilot has 60+km drone control range. Pilots that can fit sentries should bring an assortment, Gardes, Wardens, and smaller drones, so the drone bay can be customized based on fleet composition.

The Mining Drones are generally not fitted and are very low priority. They should only be considered on ships with ample drone bays after all other drones are loaded. They can be useful in Nation Mining Colonies if the fleet forgot to bring 255 Lyavite to complete the site.

Ammunition

Ammunition should be Tech II or Faction due to the increased damage. Pilots with only Tech I weapon systems should use faction ammo. Pilots with Tech II guns should consider Tech II ammo as each type has it's own unique advantages and disadvantages. Remember the most Vanguard NPCs orbit in the 10-20km range, with only Maras orbiting above 60km. Also, Sansha are omni-tanked so damage type does not matter.

Hybrid Charges

The Tech I hybrid charges are the worst for incursions due to the gun options. A pilot should fit whichever charge balances the damage-optimal range tradeoff best for the pilot's skills. Null Tech II ammo is the best given its damage and range.

Laser Crystals

Crystals give laser pilots many options due to quick switching times. It is recommended that a pilot bring an assortment to see which work best. Of particular note, Multifrequency crystals falloff encompasses most orbits and has the highest damage of all the Tech I crystals, hence these are recommended. Scorch crystals are recommended for Tech II pilots to pick off new waves. Conflagration drains the capacitor too fast to be of use.

Projectile Ammo

Since most Vanguard sites have the enemy closing range quickly, having ammo that can hit hard at short range is ideal. The -50% range ammo (EMP, Fusion, and Phased Plasma) also have the best damage output. Since the Sansha are omni-tanked and all three of those ammo types have the same total damage, any can be used effectively (get the cheapest). However, having some long-range ammo (+60% range: Carbonized Lead, Nuclear, Proton--again, they're equivalent total-damage-wise) in your hold can also be helpful for the few more distant targets (since projectile turrets have very good range already), so pack a variety.

For Large Projectile hulls, Barrage T2 ammo is recommended to hill the Mara.

Missiles

Missile ships should use whichever damage type the hull bonuses, usually Kinetic. Hence Scourge ammo is most popular. For Vanguards Faction Missiles are the best. The high damage Tech II has too large an explosion radius to make up for the increased damage. The precision ammo loses too much flight time and damage for the bonus to explosion radius.

Testing a Fit

The best way to test an Incursion fit is to try to solo a Scout site. These sites have no warp disrupting ships, so warping out when in danger is always possible. Attempting a Scout site solo will allow a pilot to judge the size of the tank and damage output. An Incursion fit should have no trouble finishing a Scout site solo. It is recommended new pilots test their fits to get a feel for Incursions before joining a fleet.

Travel Fitting

One problem with Incursions is their location is random, so travel is usually required to get to a site. Prices tend to be inflated in regions with Incursions due to the increased demand of the Incursion runners. So it is recommended that a pilot bring in all supplies needed. The best way to do this is fit Expanded Cargohold II's in all the ship's low slots. Then use Cargo Containers to further expand carrying capacity. A pilot should bring all modules required to fit, with some extra for alternative fittings. Like both ETs and Missile Launchers for a Hurricane, so a pilot can quickly change fittings if the FC asks for it. Some pilots also bring mission running fittings, so they can do something if there is no Incursion fleet running. Extra Maintenance Bots and Hobgoblins should also be packed. Both because Sansha ships will target drones and so a pilot can adjust the drone bay based on what the FC wants. Ships with large cargoholds should bring stacks of Lyavite, as some sites require it. Finally all remaining space should be devoted to extra ammunition.

Implants

Table might be out of date due to name changes.

Useful Implants
Type of Bonuses Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Projectile Turret 'Gunslinger' SX: Small damage AX: Tracking (All) MX: Medium damage CX: Damage (All) LX: Large damage
Energy Turret 'Lancer' Alpha: Small damage Beta: Capacitor use (All) Gamma: Medium damage Delta: Rate of Fire (All) Epsilon: Large damage
Hybrid Turret 'Deadeye' beginning with "ZG" ZGS: Small damage ZGC: Falloff (All) ZGM: Medium damage ZGA: Optimal Range (All) ZGL: Large damage
(Non-Racial) Turret CPU 'Gnome'         KZA: CPU need (All)
Unguided Missiles 'Snapshot' ZMT: Torpedo damage ZME: Heavy Assault missile damage   ZMR: Rocket damage  
Guided Missiles 'Snapshot' and 'Deadeye' ZMU: Cruise Missile damage ZMH: heavy Missile damage ZMA: Explosion radius ZMN: Light missile damage  
Defender Missiles 'Snapshot'     ZMD: Missile Velocity    
F.o.F. Missiles 'Snapshot'         ZMF: Explosion radius
All Missiles 'Deadeye'   ZMC or ZML: Flight Time or Velocity   ZMS: Explosion Velocity ZMM: Rate of Fire


Shamelessly copied from: [1]

Sample Fits

(Under Construction, goal is to have a fit for at least one T1 BCs & BSs per race, then a T2 fit for all other appropriate ships)

T2 fits only posted if significantly different than T1 fits.

Be sure to read the notes for all fits for relevant skill requirements.

Naming Convention: (Ship Name), Shield/Armor (Incursion Type) {Role/Special - Optional} Type: Incursion if usable in all sites, Vanguard if Vanguard specific.

Tech I Battlecruisers


Combat Battlecruiser: INFORMATION
Harbinger
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
375 m³
cargo capacity
cargo
defense
3,000 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
5,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
65.00 km
max. targeting range
tgt. range
270 m
ship signature radius
sig. radius
175 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Energy Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.


Template:FittingsTemplate:Fittings

Combat Battlecruiser: INFORMATION
Drake
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
0
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,250 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
295 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battlecruiser bonuses (per skill level):
4% bonus to all shield resistances
10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.


Template:FittingsTemplate:Fittings

Combat Battlecruiser: INFORMATION
Myrmidon
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
0
launcher hardpoints
launchers
5
turret hardpoints
turrets
5
middle slots
mediums
6
low slots
lows
drones & cargo
200 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
3,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
4,500 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
55.00 km
max. targeting range
tgt. range
305 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use one Command Burst module
12.5% bonus to Drone microwarp velocity
50% bonus to Command Burst area of effect range

Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed.

Template:FittingsTemplate:Fittings

Combat Battlecruiser: INFORMATION
Hurricane
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
3
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
425 m³
cargo capacity
cargo
defense
4,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
4,500 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
60 km
max. targeting range
tgt. range
250 m
ship signature radius
sig. radius
180 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret rate of fire
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Projectile Turret optimal range and falloff
50% bonus to Command Burst area of effect range

The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them.


Template:FittingsTemplate:Fittings

Tech I Battleships


Battleship: INFORMATION
Apocalypse
Amarr Empire
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
4
middle slots
mediums
7
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
6,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
20
target & nav
87.60 km
max. targeting range
tgt. range
380 m
ship signature radius
sig. radius
113 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.


Template:FittingsTemplate:Fittings

Battleship: INFORMATION
Rokh
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
8
turret hardpoints
turrets
7
middle slots
mediums
4
low slots
lows
drones & cargo
125 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
820 m³
cargo capacity
cargo
defense
9,350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
108 km
max. targeting range
tgt. range
500 m
ship signature radius
sig. radius
89 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.


Template:Fittings

Battleship: INFORMATION
Megathron
Gallente Federation
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
0
launcher hardpoints
launchers
7
turret hardpoints
turrets
4
middle slots
mediums
8
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
845 m³
cargo capacity
cargo
defense
6,930 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,150 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
35
armor kinetic resistance
35
armor explosive resistance
10
target & nav
87.00 km
max. targeting range
tgt. range
380 m
ship signature radius
sig. radius
122 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Gallente Battleship bonuses (per skill level):
5% bonus to Large Hybrid Turret rate of fire
7.5% bonus to Large Hybrid Turret tracking speed
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.


Template:FittingsTemplate:Fittings

Battleship: INFORMATION
Maelstrom
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
5
low slots
lows
drones & cargo
100 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
790 m³
cargo capacity
cargo
defense
8,800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
8,250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90 km
max. targeting range
tgt. range
460 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
10% bonus to Shield Booster amount
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield.


Template:Fittings

Battleship: INFORMATION
Tempest
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
780 m³
cargo capacity
cargo
defense
7,480 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
81.00 km
max. targeting range
tgt. range
360 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
7,5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret damage
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril.


Template:FittingsTemplate:Fittings

Tech II & III Hulls

Combat Recon Ship: INFORMATION
Huginn
CornerT2h.png
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
1
launcher hardpoints
launchers
4
turret hardpoints
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
315 m³
cargo capacity
cargo
defense
1,550 HP
shields
shield electromagnetic resistance
62.5
shield thermal resistance
50
shield kinetic resistance
40
shield explosive resistance
50
1,250 HP
armor
armor electromagnetic resistance
85
armor thermal resistance
59.375
armor kinetic resistance
25
armor explosive resistance
10
target & nav
125.00 km
max. targeting range
tgt. range
120 m
ship signature radius
sig. radius
240 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
10% bonus to Target Painter effectiveness
Recon Ships bonuses (per skill level):
60% bonus to Stasis Webifier optimal range
5% bonus to Medium Projectile Turret damage
Role Bonus:
• Cannot be detected by directional scanners

Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.


Template:Fittings

Heavy Assault Cruiser: INFORMATION
Vagabond
CornerT2h.png
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
6
high slots
highs
1
launcher hardpoints
launchers
5
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
460 m³
cargo capacity
cargo
defense
1,800 HP
shields
shield electromagnetic resistance
75
shield thermal resistance
60
shield kinetic resistance
40
shield explosive resistance
50
1,400 HP
armor
armor electromagnetic resistance
90
armor thermal resistance
67.5
armor kinetic resistance
25
armor explosive resistance
10
target & nav
55 km
max. targeting range
tgt. range
115 m
ship signature radius
sig. radius
295 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Heavy Assault Cruisers bonuses (per skill level):
12.5% bonus to Medium Projectile Turret falloff
5% bonus to Medium Projectile Turret damage
Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
7.5% bonus to Shield Booster amount
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty
• Can fit Assault Damage Controls

The fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required. Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerilla work, the Vagabond can't be beat. Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies. Honoring their tradition of building the fastest vessels to ply the space lanes, they count the Vagabond as one of their crowning achievements.


Template:Fittings (Under construction)

Faction Hulls

(Under Construction)

Legacy fits

The fits in Incursion Fitting do not necessarily conform to this guide. They will be removed after appropriate fits have been added.

Helpful Links