Difference between revisions of "Preparing for Incursions"

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(→‎Valet alt: Fleshed out the idea of travel fits etc.)
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Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See [[Travel_fits#Using_dedicated_ships_for_moving_around|travel fits]] for more information on how you can easily move your main to and from incursions when you want to run.
 
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See [[Travel_fits#Using_dedicated_ships_for_moving_around|travel fits]] for more information on how you can easily move your main to and from incursions when you want to run.
  
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship.
+
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_hull.png|32px|link=]] Hull tanking
 
! [[file:icon_hull.png|32px|link=]] Hull tanking
Line 532: Line 532:
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
 +
==== Travel fits ====
 +
The basic idea behind travel fits for the above mentioned [[#Valet alt|valet alt]] is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules. Here are some examples of travel fits for our minimum fits:
 +
{{ShipFitting
 +
| ship=Maelstrom
 +
| shipTypeID=24694
 +
| fitName=Incursions (travel fit)
 +
| fitID=Incursions-(travel fit)
 +
| low1name=Reinforced Bulkheads II
 +
| low1typeID=1335
 +
| low2name=Reinforced Bulkheads II
 +
| low2typeID=1335
 +
| low3name=Reinforced Bulkheads II
 +
| low3typeID=1335
 +
| low4name=Reinforced Bulkheads II
 +
| low4typeID=1335
 +
| low5name=Damage Control II
 +
| low5typeID=2048
 +
| mid1name=Large Azeotropic Restrained Shield Extender
 +
| mid1typeID=8419
 +
| mid2name=Large Azeotropic Restrained Shield Extender
 +
| mid2typeID=8419
 +
| mid3name=Large Azeotropic Restrained Shield Extender
 +
| mid3typeID=8419
 +
| mid4name=Limited Adaptive Invulnerability Field I
 +
| mid4typeID=9632
 +
| mid5name=Limited Adaptive Invulnerability Field I
 +
| mid5typeID=9632
 +
| mid6name=Limited Adaptive Invulnerability Field I
 +
| mid6typeID=9632
 +
| high1name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high1typeID=9327
 +
| high2name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high2typeID=9327
 +
| high3name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high3typeID=9327
 +
| high4name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high4typeID=9327
 +
| high5name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high5typeID=9327
 +
| high6name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high6typeID=9327
 +
| high7name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high7typeID=9327
 +
| high8name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high8typeID=9327
 +
| rig1name=Large Core Defense Field Extender I
 +
| rig1typeID=26088
 +
| rig2name=Large Core Defense Field Extender I
 +
| rig2typeID=26088
 +
| rig3name=Large Anti-Thermal Screen Reinforcer I
 +
| rig3typeID=26082
 +
| charge1name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone1name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=N
 +
| shipDNA=24694:1335;4:2048;1:8419;3:9632;3:9327;8:26088;2:26082;1::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}{{ShipFitting
 +
| ship=Hyperion
 +
| shipTypeID=24690
 +
| fitName=Incursions (travel fit)
 +
| fitID=Incursions-(travel fit)
 +
| low1name=Reinforced Bulkheads II
 +
| low1typeID=1335
 +
| low2name=Reinforced Bulkheads II
 +
| low2typeID=1335
 +
| low3name=Reinforced Bulkheads II
 +
| low3typeID=1335
 +
| low4name=Reinforced Bulkheads II
 +
| low4typeID=1335
 +
| low5name=Reinforced Bulkheads II
 +
| low5typeID=1335
 +
| low6name=Reinforced Bulkheads II
 +
| low6typeID=1335
 +
| low7name=Damage Control II
 +
| low7typeID=2048
 +
| mid1name=Large Azeotropic Restrained Shield Extender
 +
| mid1typeID=8419
 +
| mid2name=Large Azeotropic Restrained Shield Extender
 +
| mid2typeID=8419
 +
| mid3name=Limited Adaptive Invulnerability Field I
 +
| mid3typeID=9632
 +
| mid4name=Limited Adaptive Invulnerability Field I
 +
| mid4typeID=9632
 +
| mid5name=Limited Adaptive Invulnerability Field I
 +
| mid5typeID=9632
 +
| high1name=Modal Mega Neutron Particle Accelerator I
 +
| high1typeID=7783
 +
| high2name=Modal Mega Neutron Particle Accelerator I
 +
| high2typeID=7783
 +
| high3name=Modal Mega Neutron Particle Accelerator I
 +
| high3typeID=7783
 +
| high4name=Modal Mega Neutron Particle Accelerator I
 +
| high4typeID=7783
 +
| high5name=Modal Mega Neutron Particle Accelerator I
 +
| high5typeID=7783
 +
| high6name=Modal Mega Neutron Particle Accelerator I
 +
| high6typeID=7783
 +
| rig1name=Large Core Defense Field Extender I
 +
| rig1typeID=26088
 +
| rig2name=Large Core Defense Field Extender I
 +
| rig2typeID=26088
 +
| rig3name=Large Anti-Thermal Screen Reinforcer I
 +
| rig3typeID=26082
 +
| high7name=open
 +
| charge1name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone1name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=N
 +
| shipDNA=24690:1335;6:2048;1:8419;2:9632;3:7783;6:26088;2:26082;1::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}{{ShipFitting
 +
| ship=Rokh
 +
| shipTypeID=24688
 +
| fitName=Incursions (travel fit)
 +
| fitID=Incursions-(travel fit)
 +
| low1name=Reinforced Bulkheads II
 +
| low1typeID=1335
 +
| low2name=Reinforced Bulkheads II
 +
| low2typeID=1335
 +
| low3name=Reinforced Bulkheads II
 +
| low3typeID=1335
 +
| low4name=Reinforced Bulkheads II
 +
| low4typeID=1335
 +
| low5name=Damage Control II
 +
| low5typeID=2048
 +
| mid1name=Large Azeotropic Restrained Shield Extender
 +
| mid1typeID=8419
 +
| mid2name=Large Azeotropic Restrained Shield Extender
 +
| mid2typeID=8419
 +
| mid3name=Large Azeotropic Restrained Shield Extender
 +
| mid3typeID=8419
 +
| mid4name=Limited Adaptive Invulnerability Field I
 +
| mid4typeID=9632
 +
| mid5name=Limited Adaptive Invulnerability Field I
 +
| mid5typeID=9632
 +
| mid6name=Limited Adaptive Invulnerability Field I
 +
| mid6typeID=9632
 +
| high1name=Modal Mega Neutron Particle Accelerator I
 +
| high1typeID=7783
 +
| high2name=Modal Mega Neutron Particle Accelerator I
 +
| high2typeID=7783
 +
| high3name=Modal Mega Neutron Particle Accelerator I
 +
| high3typeID=7783
 +
| high4name=Modal Mega Neutron Particle Accelerator I
 +
| high4typeID=7783
 +
| high5name=Modal Mega Neutron Particle Accelerator I
 +
| high5typeID=7783
 +
| high6name=Modal Mega Neutron Particle Accelerator I
 +
| high6typeID=7783
 +
| high7name=Modal Mega Neutron Particle Accelerator I
 +
| high7typeID=7783
 +
| high8name=Modal Mega Neutron Particle Accelerator I
 +
| high8typeID=7783
 +
| rig1name=Large Core Defense Field Extender I
 +
| rig1typeID=26088
 +
| rig2name=Large Core Defense Field Extender I
 +
| rig2typeID=26088
 +
| rig3name=Large Anti-Thermal Screen Reinforcer I
 +
| rig3typeID=26082
 +
| charge1name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone1name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=N
 +
| shipDNA=24688:1335;4:2048;1:8419;3:9632;3:7783;8:26088;2:26082;1::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
 +
==== Moving costly modules ====
 +
The regular fits on the wiki have but a couple of expensive modules, like the [[image:icon_stasis_webifier_faction.png|18px|link=]]{{co|coral|Federation Navy Stasis Webifier}} and for some ships the [[image:icon_target_painter_faction.png|18px|link=]]{{co|coral|Republic Fleet Target Painter}}, which totals about {{icon|money|18}} 100 million. This can easily be carried in the hold of the travel fits above without much fear of becoming a gank target.
 +
 +
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The [[Travel_fits#Using_dedicated_ships_for_moving_around|dedicated travel ships]] (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
  
 
== Common guides ==
 
== Common guides ==

Revision as of 19:22, 6 July 2017

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Planning ahead

Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.

See ship progression for more information.

Implants.png Attribute implants

The training times listed for these will assume that you utilize the +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.

Icon dna.png Neural remaps

Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.

Multiple training.png Multiple character training

PLEX can be used to activate multiple character training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time.

Skill injector.png Skill injectors

Skill injectors can be used to get these skills, but it's very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.

Damage dealers

The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.

Minimum skills for damage dealers

Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character. These minimum skills will allow you to fly any of the minimum battleship fits for vanguards. It will also allow you to fly most of the assaults fits, although some of them might require you to touch up on a skill or two.

EVEMon skillplans: Maelstrom (minimum skills), Rokh (minimum skills) or Hyperion (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 9 days and 11 hours ~ 7 days and 23 hours ~ 20 days and 9 hours ~ 4 days and 22 hours ~ 12 days and 20 hour

Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Operation IV [1]
Shield Management III
Shield Upgrades IV [2]
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [5]
Small <racial> Turret III [6]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [6]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation V
Amarr Drone Specialization III [7]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [8]
Repair Drone Operation II [8]
Shield Emission Systems III [8]

~ 55 days and 13 hours worth of training in total (~ 2,8 million skillpoints)
  1. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  2. ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is needed to use a stasis webifier module.
  5. ^ Controlled Bursts is needed to lower the cap usage of all hybrid and energy turrets, but useless for projectiles as they do not use cap to fire.
  6. ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
  7. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
  8. ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission Systems III is required to use shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.

Recommended skills for damage dealers

Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.

  • Train some additional skills to be able to fly the minimum battleship-fits for assaults and increase your drone control range.
    • Optionally prepare for headquarter sites as well (strong emphasis on cap and propulsion).
  • Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
    • While we use mostly short range weapons, consider training into the long range specialization as well.
  • Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
Incursions assault icon.png Assaults Icon gunnery turret.png Tech two weapons Icon cog.png Utility skills
~ 19 days and 8 hours ~ 34 days and 18 hours ~ 2 day and 17 hours

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

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

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

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

Logistics

Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is Logistics Cruisers IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.

Minimum skills for logistics

It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.

EVEMon skillplans: Scimitar (minimum skills), Basilisk (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon shield transporter i.png Logistics skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 8 days and 18 hours ~ 24 days and 14 hours ~ 6 days and 9 hours ~ 32 days and 8 hours ~ 5 days and 14 hours

Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades IV [1]
Shield Upgrades IV [2]
Shield Management III
Hull Upgrades IV [2]

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

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

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

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

~ 72 days and 6 hours worth of training for aLogo faction minmatar republic clean.pngScimitar (~ 3,6 million skillpoints) and ~ 77 days and 15 hours for aLogo faction caldari state clean.pngBasilisk (~ 3,9 million skillpoints)
  1. ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
  2. ^ a b c Basilisks only - Shield Upgrades IV, Hull Upgrades IV and Capacitor Emission Systems IV are required for the Large Shield Extender II, Damage Control II and remote capacitor transmitter modules
  3. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
  4. ^ Target Management V is a requirement for the Advanced Target Management skill.
  5. ^ <racial> Frigate III is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.
  6. ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
  7. ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.

Recommended skills for logistics

Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics (and preferably the advanced fits too). This is important because being able to quickly upgrade from meta to tech two Remote Shield Booster II modules will ensure the safety of the fleet.

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

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

Repair Drone Operation V

Jury Rigging III [5]
Shield Rigging IV

  1. ^ This assumes you've already trained the skills listed under recommended.
  2. ^ Basilisk only - Increasing Shield Rigging will help counter the signature bloom of the shield rig on the basilisks.
  3. ^ Scimitar only - Needed to get enough cap. For basilisks this cuts down the training time by 14 days and 15 hours.
  4. ^ Basilisk only - Needed to get enough cap from a single remote capacitor transmitter chain instead of the usual two. For scimitars this cuts down the training time by 8 days and 12 hours.
  5. ^ Jury Rigging III is a requirement for the Shield Rigging skill.

Ongrid booster

Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using neural remaps.

Minimum skills for ongrid boosters

Since Icon skillbook2.png Cybernetics V is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the minimum ongrid booster fits for vanguards.

EVEMon skillplans: Sleipnir (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon fleet.png Fleet support skills Icon drones.png Drone skills
~ 8 days and 4 hour ~ 8 days and 2 hours ~ 13 days and 14 hours ~ 63 days and 13 hours ~ 89 days and 18 hours ~ 12 days and 9 hour

CPU Management V
Weapon Upgrades IV
Shield Management III
Hull Upgrades IV [1]

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

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

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

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

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

~ 195 days, 12 hours worth of training in total (~ 9,6 million skillpoints)
  1. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  2. ^ Target Painting is needed to use a target painter module.
  3. ^ Propulsion Jamming is needed to use a stasis webifier module.
  4. ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
  5. ^ Shield Command V is a requirement for Shield Command Specialist.
  6. ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
  7. ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
  8. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.

Recommended skills for ongrid boosters

There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up Icon skillbook2.png Command Ships V and Icon skillbook2.png Command Burst Specialist V as well as Icon skillbook2.png Medium Projectile Turret V, Icon skillbook2.png Medium Artillery Specialization IV could be convenient.

While you could train Icon skillbook2.png Fleet Command for longer area of effect, those aren't really needed for the vanguards we run, as we'll all stay well within the range of the base range you get with the pre-requisite Icon skillbook2.png Leadership V and Icon skillbook2.png Wing Command IV.

Further training

Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.

When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.

Honing your skills

Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.

What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.

Crosstraining into armour

While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the Wormhole Campus, as they run primarily armour fleets.

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

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

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

  1. ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
  2. ^ Logistics need to train Remote Armor Repair Systems IV for the sake of reducing the cap usage of their remote armour repair modules.

Useful training for alts

It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.

Hacker / Scout

Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. Alternatively, for Alpha clones you can use the Venture which wouldn't require any skills to be trained and can be flown by anyone (at the cost of taking twice as long to hack due to limited midslots).

For more information about the role, see the hacker/scout section on the Roles in Incursions page.

Minimum Heron fit

When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots.

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Vanguard fittings

The fits used by the EVE University Incursion Community focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often 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

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

Icon large red x.png We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters.

Improving fits

Icon large green check.png These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills.

All fits use Miranda's template which is easily used with the 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

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

The Society of Conscious ThoughtPraxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.

E-UNI Incursions Starter (Vanguard, Pulse)
Praxis: E-UNI Incursions Starter (Vanguard, Pulse)
EFT
[Praxis, E-UNI Incursions Starter (Vanguard, Pulse)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
  • Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
  • Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
  • Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.


E-UNI Incursions Starter (Vanguard, Blaster)
Praxis: E-UNI Incursions Starter (Vanguard, Blaster)
EFT
[Praxis, E-UNI Incursions Starter (Vanguard, Blaster)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
  • Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
  • Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
  • Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.


Apocalypse Navy Issue

E-UNI Incursions Starter (Vanguard)
Apocalypse Navy Issue: E-UNI Incursions Starter (Vanguard)
EFT
[Apocalypse Navy Issue, E-UNI Incursions Starter (Vanguard)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
  • Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.


Megathron

E-UNI Incursions Starter (Vanguard)
Megathron: E-UNI Incursions Starter (Vanguard)
EFT
[Megathron, E-UNI Incursions Starter (Vanguard)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
  • Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.

Intermediate Battleships

Nightmare

E-UNI Incursions (Vanguard, Basic)
Nightmare: E-UNI Incursions (Vanguard, Basic)
EFT
[Nightmare, E-UNI Incursions (Vanguard, Basic)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
  • The Icon skillbook2.png Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
NOTES
  • 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 Icon skillbook2.png Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.


Vindicator

E-UNI Incursions (Vanguard, Basic)
Vindicator: E-UNI Incursions (Vanguard, Basic)
EFT
[Vindicator, E-UNI Incursions (Vanguard, Basic)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
  • The Icon skillbook2.png Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
NOTES
  • Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
  • Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.

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 SerpentisVindicator or Sansha's NationNightmare 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

E-UNI Incursions (Vanguard, Advanced)
Nightmare: E-UNI Incursions (Vanguard, Advanced)
EFT
[Nightmare, E-UNI Incursions (Vanguard, Advanced)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
  • The Icon skillbook2.png Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
NOTES
  • 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 Icon skillbook2.png Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.


Vindicator

E-UNI Incursions (Vanguard, Advanced)
Vindicator: E-UNI Incursions (Vanguard, Advanced)
EFT
[Vindicator, E-UNI Incursions (Vanguard, Advanced)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
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icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
  • The Icon skillbook2.png Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
NOTES
  • Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
  • Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.


Paladin

E-UNI Incursions (Vanguard Advanced)
Paladin: E-UNI Incursions (Vanguard Advanced)
EFT
[Paladin, E-UNI Incursions (Vanguard Advanced)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Icon skillbook2.png Cybernetics V,
  • Icon implant hardwiring.png 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

E-UNI Incursions (Vanguard, Advanced)
Kronos: E-UNI Incursions (Vanguard, Advanced)
EFT
[Kronos, E-UNI Incursions (Vanguard, Advanced)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Icon skillbook2.png Cybernetics V,
  • Icon implant hardwiring.png 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 SerpentisVindicator or Sansha's NationNightmare 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

Paladin: Incursions (Vanguards, Elite)
EFT
[Paladin, Incursions (Vanguards, Elite)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
Fitting template mid slots label.png
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icon?size=64&.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
December 2023
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Icon skillbook2.png Cybernetics V,
  • Icon implant hardwiring.png 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

Kronos: Incursions (Vanguard, Elite)
EFT
[Kronos, Incursions (Vanguard, Elite)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
December 2023
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Icon skillbook2.png Cybernetics V,
  • Icon implant hardwiring.png 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

E-UNI Incursions (Logistics, Basic)
Oneiros: E-UNI Incursions (Logistics, Basic)
EFT
[Oneiros, E-UNI Incursions (Logistics, Basic)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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

E-UNI Incursions (Logistics, Advanced)
Oneiros: E-UNI Incursions (Logistics, Advanced)
EFT
[Oneiros, E-UNI Incursions (Logistics, Advanced)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
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

E-UNI Incursions Logibooster (Vanguard)
Astarte: E-UNI Incursions Logibooster (Vanguard)
EFT
[Astarte, E-UNI Incursions Logibooster (Vanguard)]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
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icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Scout/Dropper

Basic

Venture

Venture: Incursions (Dropper)
EFT
[Venture, Incursions (Dropper)]
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



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FITTING DIFFICULTY
EVE VERSION
December 2023
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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

Prospect: Incursions (Dropper)
EFT
[Prospect, Incursions (Dropper)]
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



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FITTING DIFFICULTY
EVE VERSION
February 2024
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • 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.


Orca

The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for Lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.

Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.

Training into the Orca

Icon cogs.png Support skills Icon ship.png Ship skills Icon leader.png Leadership skills Module icon microwarpdrive tech1.png Navigation skills
~ 5 days and 3 hours ~ 5 days and 15 hours ~ 10 days and 16 hours ~ 1 days and 14 hours

Hull Upgrades IV
Tactical Shield Manipulation IV

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 23 days worth of training in total

Minimum Orca fit

Orca: Minimum
EFT
[Orca, Minimum]

500MN Y-T8 Compact Microwarpdrive
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Thermal Dissipation Field II
Kinetic Deflection Field II

Reinforced Bulkheads II
Damage Control II



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FITTING DIFFICULTY
EVE VERSION
Ascension
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With just the modules present and minimum skills, you'll have a tank of well over 291k+ effective hit points.
  • If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 550k ehp vs regular gallente gankers.
  • If you fit for warp speed with Large Hyperspatial Velocity Optimizer II rigs your warp speed can be as high as 3,5 AU/s.
  • The Thermal Dissiplation Field II and Kinetic Deflection Field II module will increase your tank vs gallente-gankers who do primarily Icon damage therm.pngthermal and Icon damage kin.pngkinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using Icon damage em.pngEMP ammo.


Ore Hold

Ore kernite.png The ore hold can only carry ore but is perfect for lyavite and can hold at least 490 stacks which 149,940 m3 or 124,950 units of ore.
(the base hold capacity is 150,000 m3 but increases with Icon skillbook2.png Industrial Command Ships up to 187,500 m3 which allows for 612 stacks in total)

Fleet Hangar

Warfare-links.png The fleet hangar is another 40,000 m3 that can be used for sharing the content with fleet members or as an additional store hold.
(the fleet hangar can even fit an assembled frigate, but usually only one due to its size)

Ship Maintenance Bay

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

The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.

  • The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
  • The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans, but remember they can still drop.
  • Ships in the maintenance bay cannot have anything in their cargohold except charges (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular cargohold or fleet hangar.
  • You can give fleet members access to the ship maintenance bay while in space, allowing them to store, launch and board ships directly.

The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.

Icon ship dark.png Logistics and strategic cruisers Icon ship other.png Command ships Icon ship.png Other ships
Icon tech2.png
Scimitar
Icon tech2.png
Basilisk
Icon tech3.png
Legion
Icon tech3.png
Loki
Icon tech3.png
Tengu
Icon tech3.png
Proteus
Icon tech2.png
Claymore (or Sleipnir)
Icon tech2.png
Vulture
Icon tech2.png
Damnation
Heron Procurer (or a Skiff)
89,000 m3 107,000 m3 118,000 m3 80,000 m3 92,000 m3 115,000 m3 216,000 m3 252,000 m3 234,000 m3 18,900 m3 100,000 m3

Valet alt

Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is.

Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.

Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race [1] Icon shield glow.png Shield tanking [2]
~ 1 day and 12 hours ~ 3 days and 5 hours ~ 2 days and 11 hours ~ 5 day and 11 hours

Hull Upgrades IV

Spaceship Command IV
<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

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

Shield Upgrades IV
Tactical Shield Manipulation IV

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

Travel fits

The basic idea behind travel fits for the above mentioned valet alt is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules. Here are some examples of travel fits for our minimum fits:

Maelstrom: Incursions (travel fit)
EFT
[Maelstrom, Incursions (travel fit)]
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I

Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I

Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Hyperion: Incursions (travel fit)
EFT
[Hyperion, Incursions (travel fit)]
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I

Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I

Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Rokh: Incursions (travel fit)
EFT
[Rokh, Incursions (travel fit)]
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I

Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I

Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I



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

Moving costly modules

The regular fits on the wiki have but a couple of expensive modules, like the Icon stasis webifier faction.pngFederation Navy Stasis Webifier and for some ships the Icon target painter faction.pngRepublic Fleet Target Painter, which totals about Icon money.png 100 million. This can easily be carried in the hold of the travel fits above without much fear of becoming a gank target.

If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The dedicated travel ships (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.

Common guides

There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.