Vanguard Incursion fits
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Vanguard fittings
Vanguard sites have fairly low damage output, compared to other incursion sites. As such, you often have the luxury of reducing your buffer somewhat in favour of more utility modules. See preparing for Incursions and fitting principles for more information on what skills are needed, what 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. Be sure to click the NOTES-button, as that might contain valuable information about the fit.
Shields focus
Always bring faction ammunition
Drones
When it comes to light combat drones, we prefer Acolyte II drones over the other drones. If you can only use Warrior II drones that's fine too, but train Amarr Drone Specialization III as soon as possible to swap to our recommended drones (it shouldn't take more than 20 hours). |
Bring Lyavite
Be sure to bring a full stack of Lyavite (255 units, 306 m3 worth of cargo space).
All the fits have had their ammo adjusted to make sure they have room for a stack of lyavite, 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). The lyavite is used to finish one of the vanguard sites, the Nation Mining Colony site. |
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 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
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.
There are also several implants that help improve your efficiency, both in terms of damage projection and cap stability. See recommended implants for more information about useful implants.
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
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
F-b10 Nominal Capacitor Regenerator
F-b10 Nominal Capacitor Regenerator
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 Capacitor Control Circuit I
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.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger 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: Diagnostic System I
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
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
- Jury Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- When you get a little bit of experience, try flying with one of the Adaptive Invulnerability Field II modules turned off. If you find that you feel comfortable with that, swap it out for a Remote Tracking Computer II module.
- 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.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Remote Tracking Computer II
Remote Tracking Computer II
Remote Tracking Computer 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: Diagnostic System I
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Tracking Speed Script x3
Optimal Range Script x3
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- Fuel Conservation III
- Shield Management IV
- [[Skills:Logistics V]]
- Shield Emission Systems V
- Repair Drone Operation V (see notes)
- Jury Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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.
- If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
- 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.
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 x1
Optimal Range 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.
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
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Tracking Computer II
Damage Control II
True Sansha Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Tracking Speed Script x1
Optimal Range Script x1
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- Jury Rigging IV (see notes)
- Shield Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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.
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
Experimental 10MN Afterburner I
Remote Tracking Computer II
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
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- [[Skills:Logistics V]]
- Capacitor Systems Operation V
- Jury Rigging IV (see notes)
- Shield Rigging IV (see notes)
- You don't need the rigging skills to fly the ship, someone else can rig it for you.
- 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.
- If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
- 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.
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
Acolyte II x10
Scan Resolution Script x1
Republic Fleet EMP L x9700
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
- If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Sensor Booster II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I
Light Shield Maintenance Bot I x5
Acolyte 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
Acolyte 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.
- If you can upgrade to T2 guns (Neutron Blaster Cannon II), you may want to bring Null L as well as the Faction Antimatter, which will be more effective for targets beyond ~15km.
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
Acolyte 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
Infiltrator II x5
Acolyte 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
Acolyte 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
Acolyte 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
- Just a few required skills for the modules
(~16 hours worth of training)
- 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. See fitting principles for more information.
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 can often compensate by using long range weapons since the loss of pure tracking is often offset by the lower signature of medium weapons.
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.
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.