Vanguard Incursion fits
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Vanguard fittings
Vanguard sites have fairly low damage output, compared to other incursion sites. As such, you often have the luxury of reducing your buffer somewhat in favour of more utility modules. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
All fits use Miranda's new template, fits converted from here.
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.
Always bring faction ammunition
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
If you click the EVE-button on the fit it'll show you which type of ammunition you need and how much to bring.
Utility modules and drones
In Vanguards you face a lot of fast moving, low-signature frigates. As such, being able to rapidly lock them up as well as having enough webs in the fleet to slow them all down is going to be your first priority. If the fleet has an abundance of webs, or if you have room for more utility midslots even after fitting the sensor booster and two webs, tracking computers should be your second choice for flexibility of more range or tracking. A target painter or two in the fleet would also be useful.
Utility highslots should always be a mix based on the need of the fleet. If you have Basilisks, make sure you have enough energy transfers available for emergency cap chains. Additional utility highslots should be shield transporters. If you're unable to fit these two modules you could use drone link augmentors for longer drone control range or auto targeting modules to increase your number of lockable ships (assuming your skills allow you to).
When it comes to drones you should still prioritize your first flight of light combat drones, then a flight of the biggest set of maintenance drones you can use, before trying to add more combat drones.
See utility modules for more details on utility modules.
Recommended fits
These fits are recommended fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Battlecruisers
If you are unable to fly any of these recommended fits and you're a young unista, have a look at the Minimum Incursion fits page on how to start with a battlecruiser and what the progression towards a useful ship could be like.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Large Shield Extender II
Cap Recharger II
Cap Recharger II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Medium Ancillary Current Router I
Medium Ancillary Current Router I
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
Basilisk
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Experimental 10MN Afterburner I
Damage Control II
Reactor Control Unit I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Light Shield Maintenance Bot I x5
Battleships
Compared to battlecruisers the battleships bring much needed increase in damage, range projection and in most cases additional utility midslots.
Maelstrom
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
F-90 Positional Sensor Subroutines
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Republic Fleet EMP L x9700
Tempest Fleet Issue
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
800mm Heavy 'Scout' Repeating Artillery I
Large 'Regard' Power Projector
Large S95a Partial Shield Transporter
F-90 Positional Sensor Subroutines
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Projectile Metastasis Adjuster II
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Republic Fleet EMP L x11000
- Projectile Rigging IV (see notes)
- The tech two metastasis rig is very affordable but does require Projectile Rigging IV to be trained, not only to fit it but to keep the increased powergrid penalty in check.
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
F-90 Positional Sensor Subroutines
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x5
Light Shield Maintenance Bot I x5
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x9000
Caldari Navy Tungsten Charge L x3000
- The Rokh is very versatile in how it can be fitted. Getting Caldari Battleship trained to IV will allow you to drop either the damage control or one of the invulnerability fields, or even drop the EM Ward and swap out the rigs.
- If you remove the Damage Control II module you can replace it with another Magnetic Field Stabilizer II for more damage.
- If you remove one of the Adaptive Invulnerability Field II modules you'll free up a midslot for a third Federation Navy Stasis Webifier (if your fleet lack webs) or a Tracking Computer II module (for increased range or tracking).
- Instead of dropping the invulnerability field you can choose to change the Anti-Thermic rig for an Anti-EM rig and drop the EM Ward Field II module in the mid. That would also open up a midslot.
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
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
F-90 Positional Sensor Subroutines
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x9000
Caldari Navy Iron Charge L x3000
Apocalypse
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
F-90 Positional Sensor Subroutines
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Capacitor Power Relay II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Microwave L x16
- Energy Grid Upgrades IV
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
Sensor Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Capacitor Power Relay II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x10
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Infrared L x16
- Energy Grid Upgrades IV
Hacker
Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls.
Heron
It doesn't necessarily need to be a Heron, but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. Microwarpdrive and as many Codebreaker modules as you can fit.
Codebreaker I
Codebreaker I
Codebreaker I
Codebreaker I
1MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- Hacking III
- The skill Hacking is by far the biggest contributor to efficiency when hacking.
- Being able to fit Code Breaker II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough.
Advanced fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts, with the exception of the logistics ships where skills are more of a determining factor.
Logistics
In addition to repairing the fleet, logistics can also provide much needed utility once they've trained Logistics V and several other support skills enabling them to use less cap modules, thus freeing up midlots.
Scimitar
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Republic Fleet Large Shield Extender
Tracking Link II
Tracking Link II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Tracking Speed Script x2
Optimal Range Script x2
- This fit does not require you to have any kind of implants in order to remain cap stable.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Large Shield Extender II
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Capacitor Power Relay II
Capacitor Power Relay II
Dark Blood Power Diagnostic System
Dark Blood Power Diagnostic System
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 x2
Tracking Speed Script x2
- This fit does requires you to have a couple of cap implants in slot 6 and 8 (+3% should be more than enough) in order to be completely cap stable.
- It has a little more tank, about 10% more due to the secondary bonus of shield hp from the power diagnostics.
- With a good fleet, you can drop one invulnerability field for a third link or an afterburner.
Basilisk
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
10MN Afterburner II
Shadow Serpentis Tracking Link
Damage Control II
Dark Blood Power Diagnostic System
Medium Ancillary Current Router II
Medium Core Defense Field Extender II
Light Shield Maintenance Bot II x5
Tracking Speed Script x1
Optimal Range Script x1
- Fitting two energy transfers even though you have Logistics V can be necessary if the other logistics pilot is of lower skill and needs two incoming energy transfers to remain cap stable.
- It can also be done in order to facilitate a spare energy transfer, to service the fleet with capacitor requests.
- The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in Nation Mining Colony sites. One of the paired Basilisks can replace it with a second tracking link for more utility.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large S95a Partial Shield Transporter
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
10MN Afterburner II
Shadow Serpentis Tracking Link
Damage Control II
Dark Blood Power Diagnostic System
Medium Ancillary Current Router II
Medium Core Defense Field Extender II
Light Shield Maintenance Bot II x5
Tracking Speed Script x1
Optimal Range Script x1
- This fit maximizes repping power by dropping down to a single energy transfer, in order to facilitate a fifth shield transporter.
- This fit will not give you the option to respond to capacitor requests in the fleet.
- The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in Nation Mining Colony sites. One of the paired Basilisks can replace it with a second tracking link for more utility.
- Always carry a spare energy transfer with you in case the next replacement needs two energy transfers to remain cap stable.
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Even without the tech two weaponry these hulls are light years ahead of regular battleships in terms of efficiency.
Machariel
The Machariel has excellent range and good tracking accompanied by enough midslots to fit for any occasion.
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
Large Energy Transfer Array II
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender II
Large Projectile Metastasis Adjuster II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x10
Heavy Shield Maintenance Bot II x3
Scan Resolution Script x1
Republic Fleet EMP L x14000
Nightmare
The Nightmare has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has a lot of utility midslots available, allowing it to easily fit for any occasion.
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Large Core Defense Field Extender II
Large Energy Locus Coordinator II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x5
Medium Shield Maintenance Bot II x5
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Multifrequency L x8
Conflagration L x8
Scorch L x8
- For practical reasons you keep the Large 'Regard' Power Projector modules, even if you can fit the tech two Large Energy Transfer Array II modules.
- The meta four energy transfers will be enough to keep you stable, but if you upgrade to tech two energy transfers and try to cap chain with someone who has only meta four energy transfers, you will not get enough cap back to remain stable.
Vindicator
The Vindicator is a short range brawler without match, both in terms of damage and their extremely effective webs, while still having long range capabilities with the tech two Null L ammunition.
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
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Pithum C-Type Adaptive Invulnerability Field
Adaptive Invulnerability Field II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender II
Large Hybrid Metastasis Adjuster II
Large Anti-EM Screen Reinforcer II
Hobgoblin II x10
Heavy Shield Maintenance Bot II x3
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x7000
Null L x7000
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out.
Legion
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. Supported by a tracking link this ship is more than capable of applying good damage on the Mara Paleo out at 55 - 60km ranges.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Federation Navy Stasis Webifier
Pith C-Type EM Ward Field
Pith A-Type Thermic Dissipation Field
Republic Fleet Large Shield Extender
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Legion Propulsion - Fuel Catalyst
Legion Offensive - Liquid Crystal Magnifiers
Legion Engineering - Power Core Multiplier
Legion Electronics - Tactical Targeting Network
Legion Defensive - Augmented Plating
Medium Core Defense Field Extender II
Medium Anti-EM Screen Reinforcer II
Medium Energy Locus Coordinator II
Imperial Navy Multifrequency M x12
Conflagration M x12
Scorch M x12
- If you feel uncomfortable without a Damage Control II module you could add one, but it isn't needed and would compromise your projected damage.
- You can also use the Augmented Capacitor Reservoir subsystem for increased capacitor, if you need to. It makes it less flexible in terms of upping the tank for higher level sites, but would work with an afterburner-fit.
Loki
The Loki's combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Large 'Regard' Power Projector
Adaptive Invulnerability Field II
Republic Fleet Large Shield Extender
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Loki Defensive - Adaptive Shielding
Loki Electronics - Tactical Targeting Network
Loki Offensive - Projectile Scoping Array
Loki Engineering - Power Core Multiplier
Loki Propulsion - Intercalated Nanofibers
Medium Core Defense Field Extender II
Medium Projectile Ambit Extension II
Medium Projectile Ambit Extension II
Hobgoblin II x5
Light Shield Maintenance Bot II x5
Barrage M x15000
Republic Fleet Fusion M x7400
- If you feel uncomfortable without a Damage Control II module you could add one, but it isn't needed and would compromise your projected damage.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Large 'Regard' Power Projector
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Loki Defensive - Adaptive Shielding
Loki Electronics - Immobility Drivers
Loki Offensive - Projectile Scoping Array
Loki Engineering - Power Core Multiplier
Loki Propulsion - Intercalated Nanofibers
Medium Core Defense Field Extender II
Medium Projectile Ambit Extension II
Medium Projectile Ambit Extension II
Hobgoblin II x5
Light Shield Maintenance Bot II x5
Republic Fleet EMP M x7400
Barrage M x15000
- If you feel uncomfortable without a Damage Control II module you could add one, but it isn't needed and would compromise your projected damage.
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The Sleipnir stands out with exceptional tracking, range and damage capabilities.
Sleipnir
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Large Energy Transfer Array II
Sensor Booster II
Federation Navy Stasis Webifier
Shadow Serpentis Tracking Computer
Pithum C-Type Adaptive Invulnerability Field
Republic Fleet Large Shield Extender
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Medium Core Defense Field Extender II
Medium Projectile Burst Aerator II
Hobgoblin II x8
Scan Resolution Script x1
Tracking Speed Script x1
Barrage M x20000
Republic Fleet EMP M x10000
- If you feel uncomfortable without a Damage Control II module you could add one, but it isn't needed and would compromise your projected damage.