Difference between revisions of "Assault Incursion fits"
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=== Shields focus === | === Shields focus === | ||
Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common. | Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common. | ||
+ | = Always bring faction ammunition = | ||
+ | We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do. | ||
+ | |||
+ | If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring. | ||
= Utility modules and drones = | = Utility modules and drones = |
Revision as of 07:54, 20 March 2013
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
Assault fittings
The main differences between Vanguard sites and Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. See Fitting for Incursions for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Assaults, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
All fits use Miranda's new template, fits converted from here.
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.
Always bring faction ammunition
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
If you click the EVE-button on the fit it'll show you which type of ammunition you need and how much to bring.
Utility modules and drones
Assaults require far fewer webs in the fleet to be efficient. It's usually enough to have a Loki with webs and one or two more webs on the regular damage dealing battleships for the split in the Nation Consolidation Network sites. Additional utility midslots are better used for tracking computers in general, but the fleet could benefit from a target painter or two.
Utility highslots should always be a mix based on the need of the fleet. If you have Basilisks, make sure you have enough energy transfers available for emergency cap chains as well as enough to service cap requests. Additional utility highslots should be shield transporters.
When it comes to drones you should still prioritize your first flight of light combat drones, then a flight of the biggest set of maintenance drones you can use, before trying to add more combat drones.
See utility modules for more details on utility modules.
Recommended fits
These fits are recommended fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Battlecruisers
If you are unable to fly any of these recommended fits and you're a young unista, have a look at the Minimum Incursion fits page on how to start with a battlecruiser and what the progression towards a useful ship could be like.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
These fits are identical to the recommended scimitar fits for vanguards and work fine for both type of sites.
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 three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- 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.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- 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.
Megathron
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
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- 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.
Intermediate Battleships
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 Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
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
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier 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.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The 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.
- Marauder fits do not 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.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer 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.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device 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
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- 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.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 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 Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
Basilisk
These fits are identical to the recommended basilisk fits for vanguards and work fine for both type of sites.
Incursion links |
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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 three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- 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.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- 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.
Megathron
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
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- 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.
Intermediate Battleships
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 Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
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
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier 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.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The 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.
- Marauder fits do not 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.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer 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.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device 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
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- 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.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 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 Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
Battleships
Compared to battlecruisers the battleships bring much needed increase in damage, range projection and in most cases additional utility midslots.
For the sniper fits you will definitely need to have good support skills, like Trajectory Analysis and Long Range Targeting IV, as you'll need to be able to lock and shoot at 150km range. Due to the increased fitting requirement, you might also need Engineering or Eletronics V.
Maelstrom
A normal Maelstrom fit for vanguards can easily be refitted for assaults by dropping the sensor booster for a shield extender and the webs for tracking computers. You can also use artillery, for the extra damage projection, if the fleet lacks medium range damage dealers.
The sniper fit requires that you have slightly better support skills than previously mentioned. You will need Engineering V or Advanced Weapon Upgrades trained in order to fit the artillery.
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
Tracking Computer II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Optimal Range Script x2
Tracking Speed Script x2
Republic Fleet EMP L x20000
- You can also use artillery, for the extra damage projection, if the fleet lacks medium range damage dealers.
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Sensor Booster II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Targeting Range Script x1
Optimal Range Script x1
Tracking Speed Script x1
Republic Fleet EMP L x10000
Republic Fleet Proton L x10000
- Engineering V
- You will need Engineering V or Advanced Weapon Upgrades trained in order to fit the artillery.
Tempest Fleet Issue
The regular Tempest Fleet Issue fit for vanguards can be turned into an assault fit by swapping out the sensor booster and web for a tracking computer and a shield extender.
The sniper fit does require better support and fitting skills, Enginering V, Eletronics V, Weapon Upgrades V and Advanced Weapon Upgrades II trained to fit the artillery. You could get away with less if you don't have the metastasis rig or the utility highslot modules.
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
Large 'Regard' Power Projector
Large S95a Partial Shield Transporter
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Projectile Metastasis Adjuster II
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
Republic Fleet EMP L x23000
- Projectile Rigging IV (see notes)
- The tech two metastasis rig is very affordable but does require Projectile Rigging IV to be trained, not only to fit it but to keep the increased powergrid penalty in check.
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Large 'Regard' Power Projector
Large S95a Partial Shield Transporter
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Projectile Metastasis Adjuster II
Hobgoblin II x10
Medium Shield Maintenance Bot II x5
Targeting Range Script x1
Republic Fleet EMP L x10000
Republic Fleet Proton L x13000
- Engineering V
- Electronics V
- Weapon Upgrades V
- Advanced Weapon Upgrades II
- Projectile Rigging IV (see notes)
- The tech two metastasis rig is very affordable but does require Projectile Rigging IV to be trained, not only to fit it but to keep the increased powergrid penalty in check.
- You can ease up on some of the skills if you remove the tech two mestastasis rig or any of the utility highslots.
- If you use a second extender rig in place of the metastasis rig, you could replace the large shield extender in your midslots with a second tracking computer.
Rokh
The normal Rokh fit for vanguards can be turned into an assault fit by swapping out one of the tracking enhancers for another magnetic field stabilizer, the sensor booster for a shield extender and the webs for targeting computers. Due to the increased range needed, you also fit railguns instead of blasters.
For sniping you'll need the extra locking range provided by the sensor booster, even though it might be possible to run it unscripted for slightly faster locking speed while still retaining the ability to lock out to 150km.
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Tracking Computer II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x5
Light Shield Maintenance Bot I x5
Optimal Range Script x2
Tracking Speed Script x2
Caldari Navy Antimatter Charge L x24000
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Sensor Booster II
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x5
Light Shield Maintenance Bot I x5
Targeting Range Script x1
Optimal Range Script x1
Tracking Speed Script x1
Caldari Navy Antimatter Charge L x10000
Caldari Navy Thorium Charge L x14000
- Depending on leadership skills like Information Warfare and your Long Range Targeting skill, you might be able to leave the sensor booster unscripted and still lock out to 150km.
Hyperion
A normal Hyperion fit for vanguards can easily be refitted for assaults by dropping the sensor booster for a shield extender and the web for a tracking computer. This fit will require Electronics V or Weapon Upgrades V trained in order to fit the railguns.
The sniper fit requires Electronics Upgrades I trained for the signal amplifier.
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
Caldari Navy Antimatter Charge L x13000
- Electronics V
- This fit will require Electronics V or Weapon Upgrades V trained in order to fit the railguns.
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Sensor Booster II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Targeting Range Script x1
Caldari Navy Antimatter Charge L x13000
Caldari Navy Tungsten Charge L x13000
- Electronics Upgrades I
- This fit requires Electronics Upgrades I trained for the signal amplifier.
The normal Apocalypse Navy Issue fit for vanguards only requires changing the sensor booster for a shield extender. While it can probably survive without the added buffer, there is no reason not to.
The sniper fit will require Engineering V and Advanced Weapon Upgrades III. The tank is a little on the low side, but doable.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Capacitor Power Relay II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x16
Imperial Navy Infrared L x16
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Sensor Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Signal Amplifier II
Power Diagnostic System II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Targeting Range Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Microwave L x16
- Engineering V
- Weapon Upgrades V
- Advanced Weapon Upgrades III
Advanced fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts, with the exception of the logistics ships where skills are more of a determining factor.
Logistics
In addition to repairing the fleet, logistics can also provide much needed utility once they've trained Logistics V and several other support skills enabling them to use less cap modules, thus freeing up midlots.
In assault sites, speed- and signature-tanking is a lot more effective for logistics due to more battleships and larger weaponry. Do be careful with heavy Deltole Tegmentum spawns however, as in greater numbers their target painters can blow any signature, no matter how small it originally is.
Scimitar
These fits are identical to the advanced scimitar fits for vanguards and work fine for both type of sites.
Incursion links |
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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 three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- 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.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- 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.
Megathron
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
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- 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.
Intermediate Battleships
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 Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
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
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier 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.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The 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.
- Marauder fits do not 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.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer 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.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device 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
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- 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.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 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 Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
Basilisk
These fits are identical to the advanced basilisk fits for vanguards and work fine for both type of sites.
Incursion links |
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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 three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- 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.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- 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.
Megathron
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
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- 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.
Intermediate Battleships
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 Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
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
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier 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.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The 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.
- Marauder fits do not 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.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter 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).
- 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.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer 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.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer 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.
- 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.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer 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.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor 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.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device 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
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- 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.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 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 Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Even without the tech two weaponry these hulls are light years ahead of regular battleships in terms of efficiency.
Machariel
Refitting the regular Machariel fit from vanguards to assaults is rather easy. If you want to come as a regular damage dealer you just swap out the webs for a shield extender and a tracking computer. While you won't be able to reach sniper targets out at 150km, you still have a respectable reach with your autocannons, especially with Barrage L.
For sniping it does require you to change quite a few modules around, both in order to lock far enough but also to accomodate for the powergrid-hungry artillery pieces. You should always try to fit for sniping if you can, as any sniper can change ammo and engage the remaining targets at close range and still do respectable damage.
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
1400mm Howitzer Artillery II
Large Shield Transporter II
Sensor Booster II
Sensor Booster II
Republic Fleet Large Shield Extender
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Dark Blood Power Diagnostic System
Damage Control II
Large Core Defense Field Extender II
Large Projectile Metastasis Adjuster II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x10
Heavy Shield Maintenance Bot II x3
Scan Resolution Script x2
Targeting Range Script x1
Republic Fleet EMP L x10000
Quake L x4000
Tremor L x10000
- The shield extender makes the ship slightly overtanked and you can afford to drop it in favour of a tracking computer.
Nightmare
Changing the Nightmare fit from vanguards to sniping in assaults is easy. You replace the webs with a shield extender and a second sensor booster. You then upgrade your lasers to tachyons for the added range. Tachyons will increase your cap consumption tremendously however, so you will be completely reliant on a cap chain in order to remain cap stable.
With double sensor boosters, tracking computers and instant-swapping crystals you can easily shift your focus from long range to short range.
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Sensor Booster II
Sensor Booster II
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Republic Fleet Large Shield Extender
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Large Core Defense Field Extender II
Large Energy Locus Coordinator II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x5
Medium Shield Maintenance Bot II x5
Scan Resolution Script x2
Targeting Range Script x2
Tracking Speed Script x2
Optimal Range Script x2
Gleam L x8
Imperial Navy Multifrequency L x8
Aurora L x8
- You will need to exchange energy transfers with someone in order to remain cap stable.
Vindicator
Refitting the Vindicator fit from vanguards to assaults means swapping out the short range blasters for railguns and replacing the webs with another sensor booster and a shield extender. Even if you don't plan on sniping you'll want the railguns, which also means you can fit a fourth magnetic field stabilizer in favour of more damage.
If you weren't planning on sniping, then the second sensor booster isn't needed and a single web or a tracking computer would be a better choice for that midslot. You'd also carry Caldari Navy Antimatter L instead of Spike L.
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
Sensor Booster II
Sensor Booster II
Republic Fleet Large Shield Extender
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
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
Damage Control II
Large Core Defense Field Extender II
Large Hybrid Metastasis Adjuster II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x10
Heavy Shield Maintenance Bot II x3
Targeting Range Script x2
Scan Resolution Script x2
Javelin L x13000
Spike L x13000
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out.
These ships are ideal for the Nation Consolidation Network sites.
Legion
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. If you are uncomfortable flying the slightly less tanked Legion fit for vanguards, you could add a damage control or replace the web with an afterburner.
If you are really concerned about the tank you can combine both a damage control and an additional shield extender.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Pith C-Type EM Ward Field
Pith A-Type Thermic Dissipation Field
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Legion Propulsion - Fuel Catalyst
Legion Offensive - Liquid Crystal Magnifiers
Legion Engineering - Power Core Multiplier
Legion Electronics - Tactical Targeting Network
Legion Defensive - Augmented Plating
Medium Core Defense Field Extender II
Medium Anti-EM Screen Reinforcer II
Medium Energy Locus Coordinator II
Conflagration M x12
Imperial Navy Multifrequency M x12
Scorch M x12
Loki
The Loki's combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which is a welcomed addition in assault sites where more ships stay in the 35 - 55 km range.
Apart from the Loki fits for vanguards, which work just fine in assaults, you could try running artillery. The fit will be slightly different, slight changes in the subsystems and you will not need the ambit rigs, so they have been replaced as well.
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Auto Targeting System II
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Loki Defensive - Adaptive Shielding
Loki Electronics - Immobility Drivers
Loki Offensive - Turret Concurrence Registry
Loki Engineering - Power Core Multiplier
Loki Propulsion - Fuel Catalyst
Medium Core Defense Field Extender II
Medium Anti-Kinetic Screen Reinforcer II
Medium Anti-Explosive Screen Reinforcer II
Hobgoblin II x5
Hobgoblin II x5
Republic Fleet EMP M x22000
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry.
Sleipnir
The Sleipnir stands out with exceptional tracking, range and damage capabilities.
While you can fly the regular Sleipnir fit for vanguards, if you are comfortable with the tank, it is quite easy to accommodate for a little more tank. The two fits below show two different ways to improve the tank, either by adding a second invulnerability field or by adding a damage control, as well as showing how to fit for more range with artillery.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Large Energy Transfer Array II
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Republic Fleet Large Shield Extender
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Medium Core Defense Field Extender II
Medium Projectile Burst Aerator II
Hobgoblin II x8
Optimal Range Script x2
Tracking Speed Script x2
Barrage M x36000
- Flexible fit where you can choose to script for added tracking for more damage within your current range, or extend your range with the optimal range scripts.
- This fit is more geared towards shooting targets within 40km or closer.
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Auto Targeting System II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Pithum C-Type Adaptive Invulnerability Field
Republic Fleet Large Shield Extender
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Damage Control II
Medium Core Defense Field Extender II
Medium Projectile Burst Aerator II
Hobgoblin II x8
Targeting Range Script x1
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x1
Republic Fleet EMP M x20000
Quake M x16000
- Flexible fit where you can choose to script for added tracking for more damage within your current range, or extend your range with the optimal range scripts.
- This fit is more geared for continuous damage at range, from 40km up to 90km.