Incursion Fitting: Logistics
Template:Work in Progress (Page should be finalized by the end of June 2012.)
This page is currently under construction. Until more guidelines have bee added please refer to Logistic Guide. Note that this guide is not specific to Incursions and only Tech II logistic ships with Logistics IV (V strongly preferred) pilots are allowed in Incursion fleets.
This page contains the basic requirements for an Incursion Logistic ship and sample fits. If you are looking for fittings for Damage Dealers, please refer to the appropriate guide: (Until the other DD sites are built, please refer to the Vanguard fitting guide.)
- Vanguard Fitting (Under Construction)
- Assault Fitting (To be Created)
- Headquarters Fitting (To be Created)
Requirements
Just like all incursion ships a Tech 2 omni-buffer tank is required. For the necessary skills and recommended modules and rigs please refer to the Vanguard Fitting page. Only the Tech II Logistics ships are used in incursions. Only these ships have the range and healing capacity required in Incursion sites. Further high capacitor skills are necessary to make these ships cap stable. Also Incursion Logistics ships should be able to lock a full 10 targets, the usual size of a Vanguard fleet. All Logistics ships bring a flight of maintenance bots. Finally some Logistics ships run as pairs and use energy transfers for capacitor stability while the other logistics ships. With this in ind the required skills are:
- Logistics IV (V strongly preferred)
- Long Range Targeting V
- Signature Analysis V
- Energy System Operations V
- Energy Management V
- Multitasking III
- Targeting V
- Repair Drone Operations II (for Mediums)
Shield:
- Shield Emission Systems IV
Armor:
- Remote Armor Repair Systems IV
Energy:
- Energy Emission Systems IV
Types of Logistic Ships
Sample Fits
The sample fits are intended to be starter fit. They all use WSOP legal fittings and don't require implants. Pilots should feel free to upgrade their ships and implants as ISK and war conditions allow.
Armor
RELATED UNI-WIKI REFERENCES
|
S H I P B O N U S E S
Amarr Cruiser bonuses (per skill level): The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships. While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory. |
Shield
RELATED UNI-WIKI REFERENCES
|
S H I P B O N U S E S
Caldari Cruiser bonuses (per skill level): Following in the time-honored Caldari spaceship design tradition, the Basilisk sports top-of-the-line on-board computer systems specially designed to facilitate shield transporting arrays, while sacrificing some of the structural strength commonly found in vessels of its class. |
RELATED UNI-WIKI REFERENCES
|
S H I P B O N U S E S
Minmatar Cruiser bonuses (per skill level): Built with special tracking support arrays, the Scimitar was designed in large part to assist heavy combat vessels in tracking fast-moving targets. Relatively nimble for a support cruiser, it can often be found ducking between battleships, protecting its own back while lending the behemoths the support they need to take out their enemies. |