Vanguard Incursion fits
Incursion links |
---|
General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
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
Always bring faction ammunition
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. |
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 as well as the real threat of war targets during war. |
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.
At some point you'll be knowledgeable enough about incursions to do your own little tweaks 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.
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 Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
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
- Power Grid Management V (see notes)
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a Remote Tracking Computer II.
- Replace the afterburner with a second invulnerability field if you don't have Power Grid Management V trained.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Remote Shield Booster
Experimental 10MN Afterburner I
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
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 (see notes)
- Energy Grid Upgrades II
- Logistics V
- 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 Remote Tracking Computer for more utility.
- The Republic Fleet Large Shield Extender could also be swapped out for another Shadow Serpentis Remote Tracking Computer in a very good fleet with experienced logi and good offgrid boosters, although it's recommended to keep it until you are confident knowing when it's worth dropping it.
Basilisk
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Experimental 10MN Afterburner I
Remote Tracking Computer II
Damage Control II
Reactor Control Unit I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Light Shield Maintenance Bot I x5
Tracking Speed Script x2
Optimal Range Script x2
- If the other logi has an afterburner you can replace the Experimental 10MN Afterburner I with a second Remote Tracking Computer II.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
10MN Afterburner II
Shadow Serpentis Remote Tracking Computer
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
- Jury Rigging IV (see notes)
- Shield Rigging IV (see notes)
- Shield Emission Systems V
- Logistics V (see notes)
- 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 remote capacitor transmitter, in order to facilitate a fifth remote shield booster. If you or the other logistics pilot is only Logistics IV, then simply swap the fifth remote shield booster for the second remote capacitor transmitter.
- 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 Remote Tracking Computer for more utility.
- Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.
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
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
Lyavite x255
- 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.
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 Remote Shield Booster
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 Remote Shield Booster
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 Remote Shield Booster with a Remote Capacitor Transmitter 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 Remote Shield Booster
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 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 S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
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.
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.
Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
1MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- Hacking I (see notes)
- The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training Hacking III at it's a very quick train that gives a big performance boost.
- 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. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
- 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 ships and fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits for these ships however, for several reasons but mainly the following two:
- They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
- We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly.
Unistas are recommended to have the Graduate medal in order to fly the more advanced pirate faction battleships and strategic cruisers, as well as using costly faction and deadspace modules.
This in the hope that they understand the risks associated with flying expensive ships or fits, what precautions should be taken and the consequences of losing them to a war target. |
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.
Races | Ship | Description |
---|---|---|
The Machariel combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion. | ||
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 plenty of utility midslots available. Has some cap issues. | ||
The Vindicator is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range. |
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but can often compensate by using long range weapons since the loss of pure tracking is often offset by the lower signature of medium weapons.
Races | Ship | Description |
---|---|---|
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. | ||
The Loki combines multiple webs with extreme tracking which 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. | ||
The Proteus doesn't stand out quite as much as the Legion and Loki, but it's still a solid choice for people who like small ships. Due to range issues it's often forced to use railguns. | ||
The Tengu is not something you'd ever train into for the sake of doing incursions, but it can still be useful if you have good skills and it's fitted properly with railguns. While missiles could work, they are less than ideal. |
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions in general, suffering the same problems as most ships with medium weaponry, but for vanguards those issues are less severe and most of them are very viable.
Races | Ship | Description |
---|---|---|
The Vulture is a solid command ship for incursions. It combines decent damage with excellent range projection and lots of utility midslots. | ||
The Astarte has some amazing damage projection capabilities for vanguards, although it is lacking somewhat in terms of of range and tank, due to lack of midslots. A nice option if you only run vanguards. | ||
The Sleipnir has exceptional tracking and good damage capabilities for vanguards. It still suffers from some range issues and it doesn't have that many utility midslots. |
Faction and deadspace modules
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.