Vanguard Incursion fits
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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 Vanguard fits used by the Incursion Community focus around engaging the frigate and cruiser enemies in Vanguard sites. As a general recap of the theory, Vanguard sites have fairly low damage output compared to other incursion sites, but require high tracking to make large weapons useful. As such, you often have the luxury of reducing your buffer somewhat (again, compared to HQs and other sites) in favour of more utility modules which can increase damage output.
It is recommended that you visit this page after reading Preparing for Incursions and Fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Shields focus
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who use it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every 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. One of the advantages with the fitting template is that it is compatabile with the ingame browser. If you view this page there, 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 fit window complete with which and how much ammunition to bring, what drones to use and any scripts you need for your modules. 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. Note to editors: if you wish to edit them, they are most easily converted by Pehuen's parser.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and projection, utility modules, and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Logistics
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 Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- You can upgrade to four tech two reppers with the following skills:
Power Grid Management V (4 days, 6 hours)
Capacitor Systems Operation V (4 days, 6 hours)
Shield Emission Systems V (8 days, 12 hours) - After you've gotten all tech two reppers, train into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Optimal Range Script x3
Tracking Speed Script x3
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, one of the logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.
Basilisk
Large Remote Shield Booster II
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
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Large Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Remote Tracking Computer II
Damage Control II
Mark I Compact Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- The Caldari Navy EM Ward Field can be replaced by a regular tech two if you've trained CPU Management V.
- Training into the advanced fit below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Scoped Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
10MN Monopropellant Enduring Afterburner
Large Azeotropic Restrained Shield Extender
Shadow Serpentis Remote Tracking Computer
Damage Control II
Mark I Compact Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot II x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- Fuel Conservation III
- Shield Management IV
- Logistics Cruisers V
- Shield Emission Systems V
- Capacitor Emission Systems V
- Repair Drone Operation V (optional, see notes)
- Shield Rigging IV (optional, see notes)
o Jury Rigging III (prerequisite)
- The rigging skill isn't strictly needed but is still useful in reducing the penalties.
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- With perfect skills and implants, you can upgrade the fifth repper to a tech two.
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, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
Sensor Booster II, Scan Resolution Script
Federation Navy Stasis Webifier
Republic Fleet Target Painter
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
Heavy Shield Maintenance Bot I x3
Acolyte II x5
Scan Resolution Script x1
Republic Fleet EMP L x9700
- All the required skills for damage dealers
- 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.
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
Rokh
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Sensor Booster II, Scan Resolution Script
Tracking Computer II, Optimal Range Script
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Acolyte II x5
Light Shield Maintenance Bot I x5
Scan Resolution Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000
Tracking Speed Script x1
- All the required skills for damage dealers
- 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.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
Hyperion
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Large S95a Scoped Remote Shield Booster
Sensor Booster II, Scan Resolution Script
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
Acolyte II x5
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x14000
- All the required skills for damage dealers
- 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.
- Either of the Federation Navy och Caldari Navy Antimatter Charge L ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
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. See Hacker/Scout for more information on how to perform this role.
Hacking in incursions doesn't use the new minigame, but instead uses the old method where each module has a chance of successfully hacking the logistics control array. This is why in exploration you only need one data analyzer, but in incursion hacking you need as many as you can fit.
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 and some Memetic Algorithm Bank rigs for increased hacking chance.
Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- Just a single required skill for the ship
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- 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 fits
There are many ways to improve past the minimum fits and tech one ships, but for many reasons there will be no recommended fits for these ships or advanced fits on this page.
- The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
- We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to "fix" your fit.
- We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
See the ship progression in incursions and fitting principles articles (especially the upgrade priority section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.