User:Cassiel Seraphim/Sandbox7
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Headquarter fittings
The main differences between Vanguard sites and even Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. It's also not possible to simply sit still like in Assault sites, so you need propulsion modules to move about. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Headquarter sites, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
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. 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. |
Minimum fits
These fits are minimum 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
This fit is identical to the minimum scimitar fits for vanguards and work fine for both type of sites. You are recommended to keep the second invulnerability field for headquarter sites though, as the waves and incoming damage is soo much higher.
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 favor short-range and high tracking with multiple webs and painters, as opposed to the more common long-range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
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 in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
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 Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- 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 Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- 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.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- 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.
Megathron
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- 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.
Intermediate Battleships
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 Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter x1
- 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).
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
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
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier x1
- 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.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- Marauder fits do not include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter x1
- 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).
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer x1
- 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.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
Basilisk
These fits differ from normal fits in that they emphasize on combat utility cap with multiple capacitor transmitters, due to the increased needs of extra utility cap in headquarter sites.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
F-23 Reciprocal Remote Sensor Booster, Scan Resolution Script
Damage Control II
Beta Reactor Control: Reaction Control I
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Scan Resolution Script x1
Nanite Repair Paste x200
- All the required skills for logistics
- With Power Grid Management V you can replace the reactor control with a power diagnostic systems module for more shield hitpoints.
- The faster cycle time of Remote Shield Booster II modules are needed for headquarter sites.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Sensor Booster II, Scan Resolution Script
Damage Control II
True Sansha Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot II x5
Scan Resolution Script x1
Nanite Repair Paste x200
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- [[Skills:Logistics V]]
- Capacitor Systems Operation V
- Capacitor Management V
- With Power Grid Management V you can replace the reactor control with a power diagnostic systems module for more shield hitpoints.
- The faster cycle time of Remote Shield Booster II modules are needed for headquarter sites.
Battleships
Battleships bring enough utility midslots for a propulsion module, extra tank and potentially webs and tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Due to the increased fitting requirement, some fits will require a little bit more training compared to vanguard fits. For example Power Grid Management V, CPU Management V and Medium Drone Operation V are among the common skills needed. See the SKILLS-section for each fit for a list of skills needed. Note that most of the brawler fits also requires tech two guns due to damage projection issues, so for low skilled pilots you might be limited to the sniper fit.
Maelstrom
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Prototype 100MN Microwarpdrive I
Tracking Computer II
Tracking Computer II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Beta Reactor Control: Reaction Control I
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Infiltrator II x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Republic Fleet EMP L x10860
Republic Fleet Proton L x10860
Optimal Range Script x2
Tracking Speed Script x2
Nanite Repair Paste x200
- All the required skills for damage dealers
- Medium Drone Operation V (see notes)
- Remote Armor Repair Systems III
- With Power Grid Management V you can drop the reactor control in favour of a power diagnostic system (more cap and shield). For people with Advanced Weapon Upgrades III you can skip the fitting module in favour of another gyrostabilizer or tracking enhancer.
- If you cannot field Infiltrator II drones, bring some a mix of shield and armor maintenance bots instead. If you have a Heavy Drone Operation III and a Gecko you could do a 1 x Gecko + 4 x Infiltrator II drone combination instead.
- Script the Tracking Computer II modules with the appropriate scripts based on your range needs.
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
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
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 II
Infiltrator II x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Republic Fleet EMP L x21880
Nanite Repair Paste x200
- All the required skills for damage dealers
- Medium Drone Operation V (see notes)
- Remote Armor Repair Systems III
- If you cannot field Infiltrator II drones, bring some a mix of shield and armor maintenance bots instead. If you have a Heavy Drone Operation III and a Gecko you could do a 1 x Gecko + 4 x Infiltrator II drone combination instead.
Rokh
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Prototype 100MN Microwarpdrive I
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Beta Reactor Control: Diagnostic System I
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Caldari Navy Antimatter Charge L x12400
Caldari Navy Iridium Charge L x12400
Optimal Range Script x1
Tracking Speed Script x1
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Medium Drone Operation V (see notes)
- This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant. With both Power Grid Management V and Advanced Weapon Upgrades II you can skip the power diagnostic in favour of another magnetic field stabilizer or a tracking enhancer.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- Script the Tracking Computer II with the appropriate script based on your range needs.
- With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another tracking computer or something else to help you apply better damage.
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
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
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-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Void L x12400
Null L x12400
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Large Blaster Specialization I
o Large Hybrid Turret V
o Motion Prediction V - Medium Drone Operation V (see notes)
- If you can't use tech two guns, fly the sniper-fit instead.
- This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another web to help you apply better damage.
Hyperion
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Large 'Regard' Remote Capacitor Transmitter
Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Ogre I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x13400
Federation Navy Tungsten Charge L x13400
Nanite Repair Paste x200
- All the required skills for damage dealers
- CPU Management V (see notes)
- Capacitor Emission Systems III (see notes)
- Electronics Upgrades I (see notes)
- Heavy Drone Operation III (see notes)
- Remote Armor Repair Systems III
- This fit requires CPU Management V, alternatively Weapon Upgrades V or a +2% CPU implant to fit. It also requires Capacitor Emission Systems III for the capacitor transmitter and Electronics Upgrades I for the signal amplifier.
- If you cannot field Ogres simply fit Infiltrator II drones instead. If you have Geckos, faction ogres or can use Ogre II drones, by all means do.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Heavy Diminishing Power System Drain I
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer 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 II
Ogre I x5
Infiltrator II x5
Void L x13440
Null L x13440
Nanite Repair Paste x200
- All the required skills for damage dealers
- Large Blaster Specialization I
o Large Hybrid Turret V
o Motion Prediction V - Capacitor Emission Systems III (see notes)
- Medium Drone Operation V (see notes)
- Heavy Drone Operation III (see notes)
- If you can't use tech two guns, fly the sniper-fit instead.
- This fit requires Capacitor Emission Systems III for the energy vampire module.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead. If you have Geckos, faction ogres or can use Ogre II drones, by all means do.
- This ship has much lower base shield hit points than other ships. That and in combination with not having the midslots to field a Large Shield Extender II alongside the needed web it ends up having a much lower buffer than other ships and fits.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in vanguard and assault fits, you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs).
As such we do not recommend that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't.
{{#ifeq:Megathron Navy Issue|Megathron Navy Issue|
Tempest Fleet Issue
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.
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.
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. The Tengu does surprisingly well, especially when railgun-fit.
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. Apart from the Vulture they lack the range to tank and snipe effectively, so having more than a few of these would limit the fleet's ability.
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.