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
Sometimes your fleet commander will ask you to make minor adjustments, like swapping out a web for a tracking computer. Be sure to read up on utility modules for more details on utility modules.
Don't compromise the recommended 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 matters, every module matters.
A lot of modules may not seem that much better than their meta four counterparts, but in those cases the skills themselves, trained to the level required by the tech two module, is why we require it. By fitting that module we instantly know that you have certain skill trained to a specific level.
Sometimes the skills are needed for something else, like in the case of tech two drones. The drones are better than the tech one variant, but the skills needed for them are also a requirement for maintenance bots which is a security issue. So the reason we ask for tech two scout drones are twofold, both for their efficiency over tech one scout drones as well as the skills being a prerequisite for shield maintenance bots (which can be trained in mere hours once you have the skills for tech two drones).
Improving fits
Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective.
In general, at some point you'll be knowledgeable enough about incursions to do your own little tweeks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.
Recommended fits
These fits are recommended fits, able to contribute to fleet efficiency with decent damage 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 may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.
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
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Large Shield Extender II
Adaptive Invulnerability Field 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
Medium Shield Maintenance Bot I x4
Light Shield Maintenance Bot I x1
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a Tracking Link II.
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
Experimental 10MN Afterburner I
Tracking Link II
Large Shield Extender II
Adaptive Invulnerability Field II
EM Ward Field II
Power Diagnostic System II
Damage Control II
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Light Shield Maintenance Bot I x5
Tracking Speed Script x1
Optimal Range Script x1
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a second Tracking Link II.
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 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
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Warrior II x10
Scan Resolution Script x1
Republic Fleet EMP L x9700
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
- If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
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
Sensor Booster II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I
Light Shield Maintenance Bot I x5
Warrior II x5
Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
Alternatively you can drop one of the Adaptive Invulerability Field II modules for a Target Painter II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
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 S95a Partial Shield Transporter
Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier 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 Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Warrior II x10
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Magnetic Field Stabilizer II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
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
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Warrior II x10
Scan Resolution Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Microwave L x16
- Energy Grid Upgrades II
- Shield Rigging IV (see notes)
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Heat Sink II.
- With excellent skills you should be upgrading to a Nightmare, but barring that you can drop one of the Capacitor Power Relay modules for a third Tracking Enhancer II, or a fourth Heat Sink II if you already swapped your damage control out.
- This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large S95a Partial Shield Transporter
Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Valkyrie II x5
Warrior II x5
Scan Resolution Script x1
Imperial Navy Multifrequency L x14
Imperial Navy Radio L x14
- Shield Rigging IV (see notes)
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a third Tracking Enhancer II.
- With excellent skills you should be upgrading to a Nightmare, but barring that you can drop one of the Capacitor Power Relay modules for a third Tracking Enhancer II, or a fourth Heat Sink II if you already swapped your damage control out.
- This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.
Alternatively replace the Shield Transporter with an Energy Transfer and cap chain with someone in the fleet (although not recommended during war due to the chance of accidentally webbing or shooting each other).
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 S95a Partial Shield Transporter
Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Magnetic Field Stabilizer 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 Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Heavy Shield Maintenance Bot I x5
Warrior II x10
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x14000
- Shield Rigging IV (see notes)
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a Signal Amplifier II for more target locks and increased locking speed (and range).
- This ship has some minor cap issues and could use make use of the cap implants for slot 6 and 8.
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 S95a Partial Shield Transporter
Large 'Regard' Power Projector
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability 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-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Warrior II x5
Scan Resolution Script x1
Republic Fleet EMP L x11000
- Shield Rigging IV (see notes)
- Energy Emission Systems I
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Gyrostabilizer II.
- If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
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. 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.
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 Data Analyzer 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 Data Analyzer 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.
- 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.
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
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field 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
Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1
Optimal Range Script x3
Tracking Speed Script x3
- Jury Rigging IV
- This fit doesn't require any special implants to make it work, but it does require pretty high skills.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- There isn't enough powergrid to swap a tracking link for an afterburner with this fit, unless you have a +4% or higher powergrid implant.
- This fit has significantly less shield hp than the other fit.
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large S95a Partial Shield Transporter
Experimental 10MN Afterburner I
Shadow Serpentis Tracking Link
Shadow Serpentis Tracking Link
Republic Fleet Large Shield Extender
Adaptive Invulnerability Field II
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
Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1
Optimal Range Script x2
Tracking Speed Script x2
- Jury Rigging IV
- 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.
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- It has significantly more tank compared to using all capacitor power relays in the lows, about 10% more due to the secondary bonus of shield hp from the power diagnostics.
- 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 logi can replace it with a Shadow Serpentis Tracking Link for more utility.
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
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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 logi can replace it with a Shadow Serpentis 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
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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 logi can replace it with a Shadow Serpentis 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.
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 Shield Transporter II
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Pithum C-Type Adaptive Invulnerability Field
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Projectile Metastasis Adjuster II
Heavy Shield Maintenance Bot I x4
Warrior II x5
Scan Resolution Script x1
Republic Fleet EMP L x14000
- Shield Emission Systems IV
- Shield Rigging IV (see notes)
- Projectile Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II, scripted for tracking in frigate heavy waves and optimal range for the rest.
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.
The fitting template doesn't show all the charges (like crystals, scripts etc), click the EVE-button to see all charges for this fit.
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Shield Transporter II
Large 'Regard' Power Projector
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Adaptive Invulnerability Field II
Pithum C-Type Adaptive Invulnerability Field
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Energy Locus Coordinator II
Medium Shield Maintenance Bot I x5
Warrior II x5
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Multifrequency L x8
Scorch L x8
Conflagration L x8
- Shield Emission Systems IV
- Shield Rigging IV (see notes)
- Energy Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- If there are enough webs in the fleet, one of the webs can be swapped out for an additional Tracking Computer II or a Dominion Target Painter.
- 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
Adaptive Invulnerability Field II
Pithum C-Type Adaptive Invulnerability Field
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Signal Amplifier II
Large Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II
Large Hybrid Metastasis Adjuster II
Heavy Shield Maintenance Bot I x4
Warrior II x5
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x7000
Null L x7000
- Electronics Upgrades V
- Shield Rigging IV (see notes)
- Hybrid Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
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
- Shield Rigging IV (see notes)
- Energy Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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 combines multiple webs and extreme tracking, making it a pretty decent ship.
It also has the option to fit for longer webs, which isn't always needed but makes a world of difference in the larger sites, like assaults. For vanguards however, the preferred fit is short webs since our main damage is within boosted webbing range (20-21km), the long webs are largely underutilized.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Auto Targeting System II
Tracking Computer II, Optimal Range Script
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 I
Medium Anti-Kinetic Screen Reinforcer I
Medium Projectile Burst Aerator II
Light Shield Maintenance Bot II x5
Warrior II x5
Tracking Speed Script x1
Optimal Range Script x1
Republic Fleet EMP M x11000
Barrage M x11000
- Projectile Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- If the fleet doesn't have good skirmish links, you can fit the Immobility Drivers subsystem for long range, but you lose the tracking computer or one of your webs and have to take care not to web things too far from the fleet.
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
Auto Targeting System II
Sensor Booster II
Tracking Computer II, Optimal Range Script
Federation Navy Stasis Webifier
Republic Fleet Large Shield Extender
Pithum C-Type Adaptive Invulnerability Field
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
Warrior II x8
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1
Barrage M x20000
Republic Fleet EMP M x10000
- Shield Rigging IV (see notes)
- Projectile Weapon Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- A Skirmish Warfare Link - Interdiction Maneuvers II can replace the auto targeter if you have the skills for it and the fleet is missing skirmish links. The Sleipnir doesn't get any hull bonuses however, but it's better than nothing.