Difference between revisions of "Vanguard Incursion fits"
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| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | ||
| showSKILLS=Y | | showSKILLS=Y | ||
− | | notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant).</li><li>You can upgrade to four tech two reppers with the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible. | + | | notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant).</li><li>You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible. |
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=== Tengu === | === Tengu === | ||
While inferior to the {{sh|Loki}} as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser. A fit will be trialed. | While inferior to the {{sh|Loki}} as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser. A fit will be trialed. |
Revision as of 16:54, 29 April 2021
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 favour short range and high tracking with multiple webs and painters, as opposed to the more common long range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Shields focus
In the EVE University Incursion Community we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See shield vs armour doctrines for more information. |
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who use it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the help of Pehuen's parser. 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 favourite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and projection, utility modules, and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Logistics (basic and advanced)
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. Any can be used, but the Scimitar is favoured in Vanguards due to its remote tracking bonus and its ability to operate independent of other logi. The Basilisk is needed in Assault and Headquarter sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites, but is suboptimal for a wardeccable Vanguard group like the Uni's due to its need of cap chains, and is not listed here due to said cap chain adding an additional point of failure for fleet safety. For pilots unable to use the Scimitar but can use T2 Caldari cruisers, the Tengu serves as a cap-stable Basilisk alternative.
Scimitar
Large S95a Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
- You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:
Power Grid Management V (4 days, 6 hours)
Capacitor Systems Operation V (4 days, 6 hours)
Shield Emission Systems V (8 days, 12 hours) - After you've gotten all tech two reppers, train into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Multispectrum Shield Hardener II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Optimal Range Script x3
Tracking Speed Script x3
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.
Tengu
While inferior to the Loki as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser. A fit will be trialed.
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Auto Targeting System I
EM Shield Hardener II
Gist X-Type Thermal Shield Hardener
Multispectrum Shield Hardener II
10MN Monopropellant Enduring Afterburner
Republic Fleet Large Cap Battery
Remote Tracking Computer II
Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Tengu Core - Electronic Efficiency Gate
Tengu Defensive - Supplemental Screening
Tengu Offensive - Support Processor
Tengu Propulsion - Chassis Optimization
Medium EM Shield Reinforcer II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x5
Light Armor Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Caldari Core Systems I
- Caldari Defensive Systems III
- Caldari Offensive Systems IV
- Caldari Propulsion Systems III
- Remote Armor Repair Systems III (optional, for Light Armor Mainenance Bot I)
- You could use capacitor implants to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
Battleships
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Maelstrom
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x2
Republic Fleet EMP L x10660
- All the required skills for damage dealers
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
EM Shield Hardener II
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 Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5
Tracking Speed Script x1
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range Script x1
- All the required skills for damage dealers
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- The previous rig setup with three resist rigs is still accepted.
Hyperion
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Caldari Navy Antimatter Charge L x14000
Alumel-Wired Enduring Sensor Booster
Scan Resolution Script x1
- All the required skills for damage dealers
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.
Bhaalgorn
Due to the high cost of T1 battleship fits due to rising mineral prices, a Bhaalgorn fit with Tech 2 modules is no longer much more expensive than T1 fits. As such, like the Praxis, a fit will be trialed so long as the current market conditions remain.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Heavy Ghoul Compact Energy Nosferatu
Heavy Ghoul Compact Energy Nosferatu
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Stasis Webifier II
Stasis Webifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large EM Shield Reinforcer II
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Imperial Navy Microwave L x8
Scan Resolution Script x1
- All the required skills for damage dealers
- Propulsion Jamming IV (needed for T2 webs)
- The Amarr Battleship skill can favourably be left at Level 1, as it only gives you an neut/nos bonus (which is not essential to the fit).
- 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.
- The Heavy Ghoul Compact Nosferatus can be used on the rats to keep up your capacitor.
- This fit lacks the EM shield resists used in other fits. Most Vanguard waves have Kin/Ex-heavy damage distribution, and so it is possible to scrape by with lower em resists, particularly with the Bhaalgorn's high EHP. Further, pulse lasers have poor tracking, and so additional tackle modules aid it greatly.
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Asymmetric Enduring Remote Shield Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Azeotropic Restrained Shield Extender
Republic Fleet Large Cap Battery
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Capacitor Power Relay II
Tracking Enhancer II
Tracking Enhancer II
Large Energy Collision Accelerator II
Large Kinetic Shield Reinforcer I
Large Explosive Shield Reinforcer I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Imperial Navy Multifrequency L x18
Imperial Navy Xray L x6
Imperial Navy Microwave L x6
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Drone Damage Amplifier II
Tracking Enhancer II
Tracking Enhancer II
Large Hybrid Burst Aerator II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4
Caldari Navy Antimatter Charge L x14000
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Pirate faction battleships
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See upgrade priority for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.
Machariel
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Tracking Computer II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large Thermal Shield Reinforcer I
Large Projectile Burst Aerator II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x1
Scan Resolution Script x1
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x1
- All the required skills for damage dealers
(including the secondary battleship skill)
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Pilots can choose between a Republic Fleet Target Painter for improved application, or an Alamel-Wired Enduring Sensor Booster to lower lock times.
Nightmare
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Remote Capacitor Transmitter II
Large Asymmetric Enduring Remote Shield Booster
Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Federation Navy Stasis Webifier
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Shield Reinforcer I
Large Energy Burst Aerator II
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x1
Tracking Speed Script x1
Imperial Navy Microwave L x8
Scan Resolution Script x1
Nanite Repair Paste x200
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
Vindicator
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Large Core Defense Field Extender I
Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Antimatter Charge L x14000
Nanite Repair Paste x200
Scan Resolution Script x1
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
- This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.
- A tech one EM Shield Reinforcer can be used in place of the tech two listed.
Ongrid booster
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The EVE University Incursion Community runs with a single booster to ensure that their fleets can run safely. See the Anatomy of Incursions page for more information on the effects of ongrid boosting.
Sleipnir
While both the Sleipnir and Claymore can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
Shield Command Burst II, Active Shielding Charge
Shield Command Burst II, Shield Harmonizing Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge
Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed Script
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Tracking Speed Script x1
Republic Fleet EMP M x11400
Active Shielding Charge x600
Shield Harmonizing Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Optimal Range Script x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
o Minmatar Cruiser III (prerequisite)
o Minmatar Destroyer III (prerequisite)
o Minmatar Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - Either of the Republic Fleet EMP M, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
Hacker
Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at much higher cost. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See Hacker/Scout for more information on how to perform this role.
Until September 2019, Incursions did not use the minigame, but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.
Heron
The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a Microwarpdrive and one Data Analyzer module,. You can fit some Memetic Algorithm Bank rigs for increased hacking chance.
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
Warrior I x7
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- Any of the Magnate, Imicus, or Probe can also use this fitting with the same level of effectiveness.
- Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
- The Warrior I drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.
- Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.
Ammo Hauler
The Amarr T1 Exploration frigate, the Magnate, is useful for transporting your ammo, sensor booster scripts and targeting scripts. The four low slots can be filled with expanded cargoholds to maximise carrying capacity and, since the Magnate is a frigate, it can be transported in the frigate escape bay of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.
Advanced fits
There are many ways to improve past the minimum fits, but for many reasons there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.
- The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
- We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to "fix" your fit.
- We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
See the ship progression in Incursions and fitting principles articles (especially the upgrade priority section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.