Difference between revisions of "Vanguard Incursion fits"

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<noinclude>
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{{incursions links}} {{eunic}}
{{incursions_links}}
 
= Vanguard fittings =
 
Vanguard sites have fairly low damage output, compared to other incursion sites. As such, you often have the luxury of reducing your buffer somewhat in favour of more utility modules. See [[Preparing for Incursions]] and [[Fitting principles]] for more information on what skills and implants are recommended and the reason behind the fittings.
 
  
All fits use [http://wiki.eveuniversity.org/Template:ShipFitting Miranda's new template], fits converted from [http://eve.sonicreality.x10.mx/template/ here].
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{{important note box|<big><center>EVE University Incursion Community will transition to Armor Doctrine at the end of April 2024.<br>
 +
Consequently, all fits are subject to change and will only be viable until that time.</center></big>}}
  
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 ===
 
Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.
 
  
=== Always bring faction ammunition ===
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= Vanguard fittings =
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
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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.
  
If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring.
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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 [[Incursion fitting principles#Recommended implants|implants]] are recommended and the like, is also placed there.
  
=== Utility modules ===
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Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
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 [[Fitting principles#Utility_modules|utility modules]] for more details on utility modules.
 
  
=== Don't compromise the recommended fits ===
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==== Shields focus ====
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.
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{|
 +
| valign="top" | [[image:icon_shield_glow.png|56px|Shield focus]]
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| valign="middle" | In the [[EVE University Incursion Community]] we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See [[Incursion_fitting_principles#Shield_vs_armour_doctrines|shield vs armour doctrines]] for more information.
 +
|}
  
A lot of modules may not seem that much better than their meta four counterparts, but in those cases the skills themselves, trained to the level required by the tech two module, is why we require it. By fitting that module we instantly know that you have certain skill trained to a specific level.
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==== Bring Lyavite ====
 +
{|
 +
| valign="top" nowrap | {{icon|kernite|56|Lyavite}}
 +
| valign="middle" | All the fits have had their ammo adjusted to make sure they have room for a stack of [[Lyavite in Incursions|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 [[Lyavite_in_Incursions#Acquisition|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 uses it to finish the [[Nation Mining Colony]] site (only this vanguard site needs it).
 +
|}
  
Sometimes the skills are needed for something else, like in the case of tech two drones. The drones are better than the tech one variant, but the skills needed for them are also a requirement for maintenance bots which is a security issue. So the reason we ask for tech two scout drones are twofold, both for their efficiency over tech one scout drones as well as the skills being a prerequisite for shield maintenance bots (which can be trained in mere hours once you have the skills for tech two drones).
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==== Don't compromise these fits ====
 +
{|
 +
| valign="top" | [[image:icon_large_red_x.png|56px|link=]]
 +
| valign="middle" | 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 ====
 +
{|
 +
| valign="top" | [[image:icon_large_green_check.png|56px|link=]]
 +
| valign="middle" | 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 in Incursions|ship progression]] page as well as the [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] section of the '''fitting principles''' page for more guidance on progression in terms of ship upgrades and fits as well as skills.
 +
|}
 +
<small><references/></small>
  
=== Improving fits ===
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<!-- Old Parser, deadlink: fits converted from [http://eve.sonicreality.x10.mx/template/]. Use Pehuen's in the livetext below. -->
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.
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All fits use [[User:Miranda mclaughlin|Miranda]]'s [[Template:ShipFitting|template]] which is easily used with the in-game Fitting tool. If you click the {{button|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 {{button|SKILLS}} and {{button|NOTES}} section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
  
In general, at some point you'll be knowledgeable enough about incursions to do your own little tweeks 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.
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= 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.
  
= Recommended fits =
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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.
These fits are recommended fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
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== Logistics (basic and advanced) ==
 
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Due to the limited number of capsuleers that can make up the fleet, the number of logistic ships ongrid should to be kept to the minimum necessary to ensure the safety of the fleet, allowing for as many damage dealers. This results in much higher [[Preparing for Incursions#Logistics|minimum skill requirements]] for prospective logistics pilots comparted to those required those of new DD pilots. While in theory any shield focused logistics ship could be used, the {{sh|Scimitar}} is the favored dedicated logistic cruiser in the Uni Community due to its remote tracking bonus and its ability to operate independent of other logi. As the community primarily runs [[Incursion sites#Vanguard sites|Vanguards]], remote tracking links bonuses further improve our battleships ability to deal damage to the smaller frigate sized enemies that make up a large percentage of the targets in [[Incursion sites#Vanguard sites|Vanguard sites]]. Additionally, unlike the {{sh|Basilisk}}, the {{sh|Scimitar}} can be made cap stable thus removing the need for a logistics cap chain which would add an additional unnecessary point of failure and reduce overall fleet safety, a strong bonus for a group that promotes the inclusion of less experienced players in our fleets. The benefits of the {{sh|Scimitar}} are further amplified by the fact that when the majority of fleet members are in a wardeccable corporation like the Uni due to how cap chains and wardecs interact. For other incursion communities that primarily focus on [[Incursion sites#Assault sites|Assault]] and [[Incursion sites#Headquarter sites|Headquarter]] sites the {{sh|Basilisk}} is needed due its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites. For pilots unable to fly a {{sh|Scimitar}} but can fly a T3 Caldari cruiser, the {{sh|Tengu}} is accepted as an alternative option, however, pilots wanting to fly logi for the long run in our community should train towards the requirement skills for the {{sh|Scimitar}} fits shown below.
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.
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{{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time.}}
== 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.
 
{{example|Remember that you need to train '''Targeting V''' and '''Multitasking III''' in order to be able to lock all 10 members of the fleet.}}
 
 
=== Scimitar ===
 
=== Scimitar ===
</noinclude>{{#ifeq:{{{1|Scimitar}}}|Scimitar|{{ShipFitting|showTOC=N|
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{{ShipFitting
ship=Scimitar|
+
| ship=Scimitar
shipTypeID=11978|
+
| shipTypeID=11978
fitName=Incursions (starter fit)|
+
| fitName=Incursions (minimum fit)
fitID=Incursions--starter-fit-|
+
| fitID=Incursions-(minimum-fit)
high1name=Large S95a Partial Shield Transporter|
+
| low1name=Capacitor Power Relay II
high1typeID=8641|
+
| low1typeID=1447
high2name=Large S95a Partial Shield Transporter|
+
| low2name=Capacitor Power Relay II
high2typeID=8641|
+
| low2typeID=1447
high3name=Large S95a Partial Shield Transporter|
+
| low3name=Capacitor Power Relay II
high3typeID=8641|
+
| low3typeID=1447
high4name=Large S95a Partial Shield Transporter|
+
| low4name=Capacitor Power Relay II
high4typeID=8641|
+
| low4typeID=1447
mid1name=Experimental 10MN Afterburner I|
+
| mid1name=Multispectrum Shield Hardener II
mid1typeID=6005|
+
| mid1typeID=2281
mid2name=Cap Recharger II|
+
| mid2name=Shadow Serpentis Remote Tracking Computer
mid2typeID=2032|
+
| mid2typeID=14240
mid3name=Cap Recharger II|
+
| mid3name=Medium Azeotropic Restrained Shield Extender
mid3typeID=2032|
+
| mid3typeID=8433
mid4name=Large Shield Extender II|
+
| mid4name=Cap Recharger II
mid4typeID=3841|
+
| mid4typeID=2032
mid5name=Adaptive Invulnerability Field II|
+
| mid5name=Cap Recharger II
mid5typeID=2281|
+
| mid5typeID=2032
low1name=Beta Reactor Control: Capacitor Power Relay I|
+
| high1name=Large S95a Scoped Remote Shield Booster
low1typeID=8173|
+
| high1typeID=8641
low2name=Beta Reactor Control: Capacitor Power Relay I|
+
| high2name=Large S95a Scoped Remote Shield Booster
low2typeID=8173|
+
| high2typeID=8641
low3name=Beta Reactor Control: Capacitor Power Relay I|
+
| high3name=Large Remote Shield Booster II
low3typeID=8173|
+
| high3typeID=3608
low4name=Beta Reactor Control: Capacitor Power Relay I|
+
| high4name=Large Remote Shield Booster II
low4typeID=8173|
+
| high4typeID=3608
drone1name=Medium Shield Maintenance Bot I x4|
+
| rig1name=Medium Ancillary Current Router II
drone1typeID=23717|
+
| rig1typeID=31366
drone2name=Light Shield Maintenance Bot I x1|
+
| rig2name=Medium Capacitor Control Circuit II
drone2typeID=23719|
+
| rig2typeID=31378
drone3name=open|
+
| drone1name=Light Shield Maintenance Bot I x1
drone4name=open|
+
| drone1typeID=23719
drone5name=open|
+
| drone2name=Medium Shield Maintenance Bot I x4
rig1name=Medium Ancillary Current Router I|
+
| drone2typeID=23717
rig1typeID=31360|
+
| charge1name=Optimal Range Script x3
rig2name=Medium Ancillary Current Router I|
+
| charge1typeID=28999
rig2typeID=31360|
+
| charge2name=Tracking Speed Script x3
difficulty=1|
+
| charge2typeID=29001
warsop=A|
+
| charge3name=10MN Monopropellant Enduring Afterburner
warsopReason=|
+
| charge3typeID=6005
version=Odyssey 1.0|
+
| charge4name=open
shipDNA=11978:8641;4:2032;2:2281;1:3841;1:6005;1:8173;4:31360;2:23717;4:23719;1::|
+
| charge5name=open
skills=|
+
| drone3name=open
notes=If the other logi has an afterburner you can replace the '''Experimental 10MN Afterburner I''' with a '''Tracking Link II'''.}}}}<noinclude>
+
| drone4name=open
 
+
| drone5name=open
=== Basilisk ===
+
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics
</noinclude>{{#ifeq:{{{1|Basilisk}}}|Basilisk|{{ShipFitting|showTOC=N|
+
| showSKILLS=Y
ship=Basilisk|
+
| notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a '''Remote Tracking Computer''' for a {{co|coral|10MN Monopropellant Enduring Afterburner}}.</li><li>You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible.
shipTypeID=11985|
+
| showNOTES=Y
fitName=Incursions (starter fit)|
+
| difficulty=1
fitID=Incursions--starter-fit-|
+
| version=February 2022
high1name=Large S95a Partial Shield Transporter|
+
| showTOC=N
high1typeID=8641|
+
| alphacanuse=N
high2name=Large S95a Partial Shield Transporter|
+
}}{{ShipFitting
high2typeID=8641|
+
| ship=Scimitar
high3name=Large S95a Partial Shield Transporter|
+
| shipTypeID=11978
high3typeID=8641|
+
| fitName=Incursions (advanced fit)
high4name=Large S95a Partial Shield Transporter|
+
| fitID=Incursions-(advanced-fit)
high4typeID=8641|
+
| low1name=Power Diagnostic System II
high5name=Large 'Regard' Power Projector|
+
| low1typeID=1541
high5typeID=16487|
+
| low2name=Capacitor Power Relay II
high6name=Large 'Regard' Power Projector|
+
| low2typeID=1447
high6typeID=16487|
+
| low3name=Capacitor Power Relay II
mid1name=Experimental 10MN Afterburner I|
+
| low3typeID=1447
mid1typeID=6005|
+
| low4name=Capacitor Power Relay II
mid2name=Tracking Link II|
+
| low4typeID=1447
mid2typeID=2104|
+
| mid1name=Multispectrum Shield Hardener II
mid3name=Large Shield Extender II|
+
| mid1typeID=2281
mid3typeID=3841|
+
| mid2name=Shadow Serpentis Remote Tracking Computer
mid4name=Adaptive Invulnerability Field II|
+
| mid2typeID=14240
mid4typeID=2281|
+
| mid3name=Shadow Serpentis Remote Tracking Computer
mid5name=EM Ward Field II|
+
| mid3typeID=14240
mid5typeID=2301|
+
| mid4name=Shadow Serpentis Remote Tracking Computer
low1name=Power Diagnostic System II|
+
| mid4typeID=14240
low1typeID=1541|
+
| mid5name=Medium Azeotropic Restrained Shield Extender
low2name=Damage Control II|
+
| mid5typeID=8433
low2typeID=2048|
+
| high1name=Large Remote Shield Booster II
drone1name=Light Shield Maintenance Bot I x5|
+
| high1typeID=3608
drone1typeID=23719|
+
| high2name=Large Remote Shield Booster II
drone2name=open|
+
| high2typeID=3608
drone3name=open|
+
| high3name=Large Remote Shield Booster II
drone4name=open|
+
| high3typeID=3608
drone5name=open|
+
| high4name=Large Remote Shield Booster II
charge1name=Tracking Speed Script x1|
+
| high4typeID=3608
charge1typeID=29001|
+
| rig1name=Medium Ancillary Current Router II
charge2name=Optimal Range Script x1|
+
| rig1typeID=31366
charge2typeID=28999|
+
| rig2name=Medium Capacitor Control Circuit II
charge3name=open|
+
| rig2typeID=31378
charge4name=open|
+
| drone1name=Light Shield Maintenance Bot II x1
charge5name=open|
+
| drone1typeID=28203
rig1name=Medium Ancillary Current Router I|
+
| drone2name=Medium Shield Maintenance Bot II x4
rig1typeID=31360|
+
| drone2typeID=28207
rig2name=Medium Core Defense Field Extender I|
+
| charge1name=Optimal Range Script x3
rig2typeID=31790|
+
| charge1typeID=28999
difficulty=1|
+
| charge2name=Tracking Speed Script x3
warsop=A|
+
| charge2typeID=29001
warsopReason=|
+
| charge3name=10MN Monopropellant Enduring Afterburner
version=Odyssey 1.0|
+
| charge3typeID=6005
shipDNA=11985:8641;4:16487;2:2104;1:2281;1:2301;1:3841;1:6005;1:1541;1:2048;1:31360;1:31790;1:23719;5:29001;1:28999;1::|
+
| charge4name=open
skills=|
+
| charge5name=open
notes=If the other logi has an afterburner you can replace the '''Experimental 10MN Afterburner I''' with a second '''Tracking Link II'''.}}}}<noinclude>
+
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)''
 +
| showSKILLS=Y
 +
| notes={{co|coral|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.</li><li>You could use [[Incursion fitting principles#Recommended implants|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.</li><li>If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a '''Remote Tracking Computer''' for a {{co|coral|10MN Monopropellant Enduring Afterburner}}.
 +
| showNOTES=Y
 +
| difficulty=1
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
 +
=== Tengu ===
 +
While inferior to the {{sh|Loki}} as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser.
 +
{{ShipFitting
 +
| ship=Tengu
 +
| shipTypeID=29984
 +
| fitName=Incursions (logistics)
 +
| fitID=Incursions-(logistics)
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Capacitor Power Relay II
 +
| low2typeID=1447
 +
| low3name=Capacitor Power Relay II
 +
| low3typeID=1447
 +
| low4name=Capacitor Power Relay II
 +
| low4typeID=1447
 +
| mid1name=EM Shield Hardener II
 +
| mid1typeID=2301
 +
| mid2name=Gist X-Type Thermal Shield Hardener
 +
| mid2typeID=19283
 +
| mid3name=Multispectrum Shield Hardener II
 +
| mid3typeID=2281
 +
| mid4name=10MN Monopropellant Enduring Afterburner
 +
| mid4typeID=6005
 +
| mid5name=Republic Fleet Large Cap Battery
 +
| mid5typeID=41218
 +
| mid6name=Remote Tracking Computer II
 +
| mid6typeID=2104
 +
| high1name=Pithum C-Type Medium Remote Shield Booster
 +
| high1typeID=19147
 +
| high2name=Pithum C-Type Medium Remote Shield Booster
 +
| high2typeID=19147
 +
| high3name=Pithum C-Type Medium Remote Shield Booster
 +
| high3typeID=19147
 +
| high4name=Pithum C-Type Medium Remote Shield Booster
 +
| high4typeID=19147
 +
| high5name=Pithum C-Type Medium Remote Shield Booster
 +
| high5typeID=19147
 +
| high6name=Pithum C-Type Medium Remote Shield Booster
 +
| high6typeID=19147
 +
| high7name=Auto Targeting System I
 +
| high7typeID=1182
 +
| subsystem1name=Tengu Core - Electronic Efficiency Gate
 +
| subsystem1typeID=45625
 +
| subsystem2name=Tengu Defensive - Supplemental Screening
 +
| subsystem2typeID=45590
 +
| subsystem3name=Tengu Offensive - Support Processor
 +
| subsystem3typeID=45603
 +
| subsystem4name=Tengu Propulsion - Chassis Optimization
 +
| subsystem4typeID=45614
 +
| rig1name=Medium EM Shield Reinforcer II
 +
| rig1typeID=31724
 +
| rig2name=Medium Capacitor Control Circuit II
 +
| rig2typeID=31378
 +
| rig3name=Medium Capacitor Control Circuit II
 +
| rig3typeID=31378
 +
| drone1name=Light Shield Maintenance Bot I x5
 +
| drone1typeID=23719
 +
| drone2name=Light Armor Maintenance Bot I x5
 +
| drone2typeID=23711
 +
| charge1name=Optimal Range Script x1
 +
| charge1typeID=28999
 +
| charge2name=Tracking Speed Script x1
 +
| charge2typeID=29001
 +
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Caldari Core Systems|I|icon=yes}}</li><li>{{sk|Caldari Defensive Systems|III|icon=yes}}</li><li>{{sk|Caldari Offensive Systems|IV|icon=yes}}</li><li>{{sk|Caldari Propulsion Systems|III|icon=yes}}</li><li>{{sk|Remote Armor Repair Systems|III|icon=yes}} ''(optional, for {{co|coral|Light Armor Mainenance Bot I}})''
 +
| showSKILLS=Y
 +
| notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>In a two-logi setup, only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant).
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=October 2020
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
 
== Battleships ==
 
== 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.
 
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.
{{example|Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.}}
+
{{note box|Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.}}
 +
 
 +
{{note box|1=The Incursion Community runs a [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 T1 Battleship Loaner Program], enabling Uni pilots to try Incursions without having to invest in a T1 hull.}}
 
=== Maelstrom ===
 
=== Maelstrom ===
</noinclude>{{#ifeq:{{{1|Maelstrom}}}|Maelstrom|{{ShipFitting|showTOC=N|
 
ship=Maelstrom|
 
shipTypeID=24694|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=800mm Heavy 'Scout' Repeating Artillery I|
 
high1typeID=9327|
 
high2name=800mm Heavy 'Scout' Repeating Artillery I|
 
high2typeID=9327|
 
high3name=800mm Heavy 'Scout' Repeating Artillery I|
 
high3typeID=9327|
 
high4name=800mm Heavy 'Scout' Repeating Artillery I|
 
high4typeID=9327|
 
high5name=800mm Heavy 'Scout' Repeating Artillery I|
 
high5typeID=9327|
 
high6name=800mm Heavy 'Scout' Repeating Artillery I|
 
high6typeID=9327|
 
high7name=800mm Heavy 'Scout' Repeating Artillery I|
 
high7typeID=9327|
 
high8name=800mm Heavy 'Scout' Repeating Artillery I|
 
high8typeID=9327|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
mid6name=EM Ward Amplifier II|
 
mid6typeID=2553|
 
low1name=Gyrostabilizer II|
 
low1typeID=519|
 
low2name=Gyrostabilizer II|
 
low2typeID=519|
 
low3name=Gyrostabilizer II|
 
low3typeID=519|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Damage Control II|
 
low5typeID=2048|
 
drone1name=Medium Shield Maintenance Bot I x5|
 
drone1typeID=23717|
 
drone2name=Warrior II x10|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Republic Fleet EMP L x9700|
 
charge2typeID=21894|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender I|
 
rig1typeID=26088|
 
rig2name=Large Core Defense Field Extender I|
 
rig2typeID=26088|
 
rig3name=Large Anti-Thermal Screen Reinforcer I|
 
rig3typeID=26082|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Faction modules|
 
version=Odyssey 1.0|
 
shipDNA=24694:9327;8:1952;1:2281;2:2553;1:17559;2:519;3:1999;1:2048;1:26082;1:26088;2:2488;10:23717;5:21894;9700:29011;1::|
 
skills=|
 
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.</li><li>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'''.</li><li>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.}}}}<noinclude>
 
  
 +
{{ShipFitting
 +
| ship=Maelstrom
 +
| fitName= Incursions (vanguards)
 +
| fitID= Incursions (vanguards)
 +
| high1name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high1typeID=9327
 +
| high2name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high2typeID=9327
 +
| high3name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high3typeID=9327
 +
| high4name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high4typeID=9327
 +
| high5name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high5typeID=9327
 +
| high6name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high6typeID=9327
 +
| high7name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high7typeID=9327
 +
| high8name=800mm Heavy 'Scout' Repeating Cannon I
 +
| high8typeID=9327
 +
| mid1name=Alumel-Wired Enduring Sensor Booster
 +
| mid1typeID=6159
 +
| mid2name=Federation Navy Stasis Webifier
 +
| mid2typeID=17559
 +
| mid3name=Republic Fleet Target Painter
 +
| mid3typeID=31944
 +
| mid4name=Multispectrum Shield Hardener II
 +
| mid4typeID=2281
 +
| mid5name=Multispectrum Shield Hardener II
 +
| mid5typeID=2281
 +
| mid6name=EM Shield Hardener II
 +
| mid6typeID=2301
 +
| low1name=Gyrostabilizer II
 +
| low1typeID=519
 +
| low2name=Gyrostabilizer II
 +
| low2typeID=519
 +
| low3name=Gyrostabilizer II
 +
| low3typeID=519
 +
| low4name=Tracking Enhancer II
 +
| low4typeID=1999
 +
| low5name=Damage Control II
 +
| low5typeID=2048
 +
| rig1name=Large Core Defense Field Extender I
 +
| rig1typeID=26088
 +
| rig2name=Large EM Shield Reinforcer I
 +
| rig2typeID=26076
 +
| rig3name=Large Thermal Shield Reinforcer II
 +
| rig3typeID=26442
 +
| drone1name=Imperial Navy Acolyte x5
 +
| drone1typeID=31864
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| charge1name=Scan Resolution Script x2
 +
| charge1typeID=29011
 +
| charge2name=Republic Fleet EMP L x10660
 +
| charge2typeID=21894
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
 +
| showSKILLS=Y
 +
| notes=<li>Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=June 2020
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 
=== Rokh ===
 
=== Rokh ===
</noinclude>{{#ifeq:{{{1|Rokh}}}|Rokh|{{ShipFitting|showTOC=N|
+
 
ship=Rokh|
+
{{ShipFitting
shipTypeID=24688|
+
| ship=Rokh
fitName=Incursions (vanguards)|
+
| fitName= Incursions (vanguards)
fitID=Incursions--vanguards-|
+
| fitID= Incursions (vanguards)
high1name=Modal Mega Neutron Particle Accelerator I|
+
| high1name=Modal Mega Neutron Particle Accelerator I
high1typeID=7783|
+
| high1typeID=7783
high2name=Modal Mega Neutron Particle Accelerator I|
+
| high2name=Modal Mega Neutron Particle Accelerator I
high2typeID=7783|
+
| high2typeID=7783
high3name=Modal Mega Neutron Particle Accelerator I|
+
| high3name=Modal Mega Neutron Particle Accelerator I
high3typeID=7783|
+
| high3typeID=7783
high4name=Modal Mega Neutron Particle Accelerator I|
+
| high4name=Modal Mega Neutron Particle Accelerator I
high4typeID=7783|
+
| high4typeID=7783
high5name=Modal Mega Neutron Particle Accelerator I|
+
| high5name=Modal Mega Neutron Particle Accelerator I
high5typeID=7783|
+
| high5typeID=7783
high6name=Modal Mega Neutron Particle Accelerator I|
+
| high6name=Modal Mega Neutron Particle Accelerator I
high6typeID=7783|
+
| high6typeID=7783
high7name=Modal Mega Neutron Particle Accelerator I|
+
| high7name=Modal Mega Neutron Particle Accelerator I
high7typeID=7783|
+
| high7typeID=7783
high8name=Modal Mega Neutron Particle Accelerator I|
+
| high8name=Modal Mega Neutron Particle Accelerator I
high8typeID=7783|
+
| high8typeID=7783
mid1name=Sensor Booster II|
+
| mid1name=Alumel-Wired Enduring Sensor Booster
mid1typeID=1952|
+
| mid1typeID=6159
mid2name=Tracking Computer II|
+
| mid2name=Tracking Computer II
mid2typeID=1978|
+
| mid2typeID=1978
mid3name=Federation Navy Stasis Webifier|
+
| mid3name=Federation Navy Stasis Webifier
mid3typeID=17559|
+
| mid3typeID=17559
mid4name=Federation Navy Stasis Webifier|
+
| mid4name=Republic Fleet Target Painter
mid4typeID=17559|
+
| mid4typeID=31944
mid5name=Adaptive Invulnerability Field II|
+
| mid5name=Multispectrum Shield Hardener II
mid5typeID=2281|
+
| mid5typeID=2281
mid6name=Adaptive Invulnerability Field II|
+
| mid6name=EM Shield Hardener II
mid6typeID=2281|
+
| mid6typeID=2301
low1name=Magnetic Field Stabilizer II|
+
| mid7name=Tracking Computer II
low1typeID=10190|
+
| mid7typeID=1978
low2name=Magnetic Field Stabilizer II|
+
| low1name=Magnetic Field Stabilizer II
low2typeID=10190|
+
| low1typeID=10190
low3name=Magnetic Field Stabilizer II|
+
| low2name=Magnetic Field Stabilizer II
low3typeID=10190|
+
| low2typeID=10190
low4name=Tracking Enhancer II|
+
| low3name=Magnetic Field Stabilizer II
low4typeID=1999|
+
| low3typeID=10190
low5name=Damage Control II|
+
| low4name=Damage Control II
low5typeID=2048|
+
| low4typeID=2048
drone1name=Light Shield Maintenance Bot I x5|
+
| rig1name=Large Core Defense Field Extender I
drone1typeID=23719|
+
| rig1typeID=26088
drone2name=Warrior II x5|
+
| rig2name=Large Core Defense Field Extender I
drone2typeID=2488|
+
| rig2typeID=26088
drone3name=open|
+
| rig3name=Large Thermal Shield Reinforcer I
drone4name=open|
+
| rig3typeID=26082
drone5name=open|
+
| drone1name=Imperial Navy Acolyte x5
charge1name=Scan Resolution Script x1|
+
| drone1typeID=31864
charge1typeID=29011|
+
| drone2name=Light Shield Maintenance Bot I x5
charge2name=Tracking Speed Script x1|
+
| drone2typeID=23719
charge2typeID=29001|
+
| charge1name=Tracking Speed Script x2
charge3name=Optimal Range Script x1|
+
| charge1typeID=29001
charge3typeID=28999|
+
| charge2name=Scan Resolution Script x1
charge4name=Caldari Navy Antimatter Charge L x12000|
+
| charge2typeID=29011
charge4typeID=21740|
+
| charge3name=Caldari Navy Antimatter Charge L x12640
charge5name=open|
+
| charge3typeID=21740
rig1name=Large Core Defense Field Extender I|
+
| charge4name=Optimal Range Script x2
rig1typeID=26088|
+
| charge4typeID=28999
rig2name=Large Anti-EM Screen Reinforcer I|
+
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
rig2typeID=26076|
+
| showSKILLS=Y
rig3name=Large Anti-Thermal Screen Reinforcer I|
+
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>The previous rig setup with three resist rigs is still accepted.
rig3typeID=26082|
+
| showNOTES=Y
difficulty=1|
+
| difficulty=0
warsop=S|
+
| version=July 2023
warsopReason=Faction modules|
+
| showTOC=N
version=Odyssey 1.0|
+
| alphacanuse=Y
shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2488;5:23719;5:21740;12000:28999;1:29001;1:29011;1::|
+
}}
skills=|
 
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for a '''Target Painter'''.</p></li>}}}}<noinclude>
 
  
 
=== Hyperion ===
 
=== Hyperion ===
</noinclude>{{#ifeq:{{{1|Hyperion}}}|Hyperion|{{ShipFitting|showTOC=N|
+
While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster [[Vanguard_Incursion_fits#Praxis|Praxis]] offer a superior platform at a similar price, with low EHP being the only downside.
ship=Hyperion|
+
{{ShipFitting
shipTypeID=24690|
+
| ship=Hyperion
fitName=Incursions (vanguards)|
+
| fitName= Incursions (vanguards)
fitID=Incursions--vanguards-|
+
| fitID= Incursions (vanguards)
high1name=Modal Mega Neutron Particle Accelerator I|
+
| high1name=Modal Mega Neutron Particle Accelerator I
high1typeID=7783|
+
| high1typeID=7783
high2name=Modal Mega Neutron Particle Accelerator I|
+
| high2name=Modal Mega Neutron Particle Accelerator I
high2typeID=7783|
+
| high2typeID=7783
high3name=Modal Mega Neutron Particle Accelerator I|
+
| high3name=Modal Mega Neutron Particle Accelerator I
high3typeID=7783|
+
| high3typeID=7783
high4name=Modal Mega Neutron Particle Accelerator I|
+
| high4name=Modal Mega Neutron Particle Accelerator I
high4typeID=7783|
+
| high4typeID=7783
high5name=Modal Mega Neutron Particle Accelerator I|
+
| high5name=Modal Mega Neutron Particle Accelerator I
high5typeID=7783|
+
| high5typeID=7783
high6name=Modal Mega Neutron Particle Accelerator I|
+
| high6name=Modal Mega Neutron Particle Accelerator I
high6typeID=7783|
+
| high6typeID=7783
high7name=Large S95a Partial Shield Transporter|
+
| high7name=Large Asymmetric Enduring Remote Shield Booster
high7typeID=8641|
+
| high7typeID=8639
mid1name=Sensor Booster II|
+
| mid1name=Federation Navy Stasis Webifier
mid1typeID=1952|
+
| mid1typeID=17559
mid2name=Federation Navy Stasis Webifier|
+
| mid2name=Republic Fleet Target Painter
mid2typeID=17559|
+
| mid2typeID=31944
mid3name=Adaptive Invulnerability Field II|
+
| mid3name=Multispectrum Shield Hardener II
mid3typeID=2281|
+
| mid3typeID=2281
mid4name=Adaptive Invulnerability Field II|
+
| mid4name=Multispectrum Shield Hardener II
mid4typeID=2281|
+
| mid4typeID=2281
mid5name=EM Ward Amplifier II|
+
| mid5name=EM Shield Hardener II
mid5typeID=2553|
+
| mid5typeID=2301
low1name=Magnetic Field Stabilizer II|
+
| low1name=Magnetic Field Stabilizer II
low1typeID=10190|
+
| low1typeID=10190
low2name=Magnetic Field Stabilizer II|
+
| low2name=Magnetic Field Stabilizer II
low2typeID=10190|
+
| low2typeID=10190
low3name=Magnetic Field Stabilizer II|
+
| low3name=Magnetic Field Stabilizer II
low3typeID=10190|
+
| low3typeID=10190
low4name=Tracking Enhancer II|
+
| low4name=Tracking Enhancer II
low4typeID=1999|
+
| low4typeID=1999
low5name=Tracking Enhancer II|
+
| low5name=Tracking Enhancer II
low5typeID=1999|
+
| low5typeID=1999
low6name=Tracking Enhancer II|
+
| low6name=Tracking Enhancer II
low6typeID=1999|
+
| low6typeID=1999
low7name=Damage Control II|
+
| low7name=Damage Control II
low7typeID=2048|
+
| low7typeID=2048
drone1name=Heavy Shield Maintenance Bot I x5|
+
| rig1name=Large Core Defense Field Extender I
drone1typeID=22765|
+
| rig1typeID=26088
drone2name=Warrior II x10|
+
| rig2name=Large EM Shield Reinforcer I
drone2typeID=2488|
+
| rig2typeID=26076
drone3name=open|
+
| rig3name=Large Thermal Shield Reinforcer I
drone4name=open|
+
| rig3typeID=26082
drone5name=open|
+
| drone1name=Imperial Navy Acolyte x5
charge1name=Scan Resolution Script x1|
+
| drone1typeID=31864
charge1typeID=29011|
+
| drone2name=Medium Shield Maintenance Bot I x5
charge2name=Caldari Navy Antimatter Charge L x12000|
+
| drone2typeID=23717
charge2typeID=21740|
+
| charge1name=Caldari Navy Antimatter Charge L x14000
charge3name=open|
+
| charge1typeID=21740
charge4name=open|
+
| charge2name=Alumel-Wired Enduring Sensor Booster
charge5name=open|
+
| charge2typeID=6159
rig1name=Large Core Defense Field Extender I|
+
| charge3name=Scan Resolution Script x1
rig1typeID=26088|
+
| charge3typeID=29011
rig2name=Large Core Defense Field Extender I|
+
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
rig2typeID=26088|
+
| showSKILLS=Y
rig3name=Large Anti-Thermal Screen Reinforcer I|
+
| notes=Either of the {{co|coral|Federation Navy}} or {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted.
rig3typeID=26082|
+
| showNOTES=Y
difficulty=1|
+
| difficulty=0
warsop=S|
+
| version=September 2020
warsopReason=Faction modules|
+
| showTOC=N
version=Odyssey 1.0|
+
| alphacanuse=Y
shipDNA=24690:7783;6:8641;1:1952;1:2281;2:2553;1:17559;1:1999;3:2048;1:10190;3:26082;1:26088;2:2488;10:22765;5:21740;12000:29011;1::|
+
}}
skills=|
+
 
notes=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'''.</li><li>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.}}}}<noinclude>
+
=== Praxis ===
 +
{{important note box|Unlike other ships with fits listed here, '''the Praxis is not used by Headquarters communities''' due to its low speed and base HP. As a consequence, the fits below are rigged for use in Vanguards only.}}
 +
 
 +
The {{sh|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.
 +
{{ShipFitting
 +
| ship=Praxis
 +
| fitName=Incursions (pulse lasers, vanguards)
 +
| fitID=Incursions (pulse lasers, vanguards)
 +
| high1name=Mega Modulated Pulse Energy Beam I
 +
| high1typeID=7087
 +
| high2name=Mega Modulated Pulse Energy Beam I
 +
| high2typeID=7087
 +
| high3name=Mega Modulated Pulse Energy Beam I
 +
| high3typeID=7087
 +
| high4name=Mega Modulated Pulse Energy Beam I
 +
| high4typeID=7087
 +
| high5name=Mega Modulated Pulse Energy Beam I
 +
| high5typeID=7087
 +
| high6name=Mega Modulated Pulse Energy Beam I
 +
| high6typeID=7087
 +
| high7name=Large Asymmetric Enduring Remote Shield Booster
 +
| high7typeID=8639
 +
| mid1name=Federation Navy Stasis Webifier
 +
| mid1typeID=17559
 +
| mid2name=Republic Fleet Target Painter
 +
| mid2typeID=31944
 +
| mid3name=Tracking Computer II
 +
| mid3typeID=1978
 +
| mid4name=Multispectrum Shield Hardener II
 +
| mid4typeID=2281
 +
| mid5name=Multispectrum Shield Hardener II
 +
| mid5typeID=2281
 +
| mid6name=Large Azeotropic Restrained Shield Extender
 +
| mid6typeID=8419
 +
| mid7name=Republic Fleet Large Cap Battery
 +
| mid7typeID=41218
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Heat Sink II
 +
| low2typeID=2364
 +
| low3name=Heat Sink II
 +
| low3typeID=2364
 +
| low4name=Heat Sink II
 +
| low4typeID=2364
 +
| low5name=Capacitor Power Relay II
 +
| low5typeID=1447
 +
| low6name=Tracking Enhancer II
 +
| low6typeID=1999
 +
| low7name=Tracking Enhancer II
 +
| low7typeID=1999
 +
| rig1name=Large Energy Collision Accelerator II
 +
| rig1typeID=26382
 +
| rig2name=Large Kinetic Shield Reinforcer I
 +
| rig2typeID=26080
 +
| rig3name=Large Explosive Shield Reinforcer I
 +
| rig3typeID=26078
 +
| drone1name=Imperial Navy Acolyte x5
 +
| drone1typeID=31864
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| drone3name=Federation Navy Garde x4
 +
| drone3typeID=31886
 +
| charge1name=Imperial Navy Multifrequency L x18
 +
| charge1typeID=23105
 +
| charge2name=Imperial Navy Xray L x6
 +
| charge2typeID=23109
 +
| charge3name=Imperial Navy Microwave L x6
 +
| charge3typeID=23117
 +
| charge4name=Tracking Speed Script x1
 +
| charge4typeID=29001
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)''
 +
| showSKILLS=Y
 +
| notes=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.</li><li>Once you can use tech two lasers, upgrade to  {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>Omega clones can train {{sk|Repair Drone Operation|III|icon=yes}} and use Heavy Drone Maintenance Bots instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>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.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=October 2020
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}{{ShipFitting
 +
| ship=Praxis
 +
| fitName=Incursions (blasters, vanguards)
 +
| fitID=Incursions (blasters, vanguards)
 +
| high1name=Modal Mega Neutron Particle Accelerator I
 +
| high1typeID=7783
 +
| high2name=Modal Mega Neutron Particle Accelerator I
 +
| high2typeID=7783
 +
| high3name=Modal Mega Neutron Particle Accelerator I
 +
| high3typeID=7783
 +
| high4name=Modal Mega Neutron Particle Accelerator I
 +
| high4typeID=7783
 +
| high5name=Modal Mega Neutron Particle Accelerator I
 +
| high5typeID=7783
 +
| high6name=Modal Mega Neutron Particle Accelerator I
 +
| high6typeID=7783
 +
| high7name=Large Asymmetric Enduring Remote Shield Booster
 +
| high7typeID=8639
 +
| mid1name=Alumel-Wired Enduring Sensor Booster
 +
| mid1typeID=6159
 +
| mid2name=Federation Navy Stasis Webifier
 +
| mid2typeID=17559
 +
| mid3name=Republic Fleet Target Painter
 +
| mid3typeID=31944
 +
| mid4name=Tracking Computer II
 +
| mid4typeID=1978
 +
| mid5name=Multispectrum Shield Hardener II
 +
| mid5typeID=2281
 +
| mid6name=Multispectrum Shield Hardener II
 +
| mid6typeID=2281
 +
| mid7name=Multispectrum Shield Hardener II
 +
| mid7typeID=2281
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Magnetic Field Stabilizer II
 +
| low2typeID=10190
 +
| low3name=Magnetic Field Stabilizer II
 +
| low3typeID=10190
 +
| low4name=Magnetic Field Stabilizer II
 +
| low4typeID=10190
 +
| low5name=AE-K Compact Drone Damage Amplifier
 +
| low5typeID=41034
 +
| low6name=Tracking Enhancer II
 +
| low6typeID=1999
 +
| low7name=Tracking Enhancer II
 +
| low7typeID=1999
 +
| rig1name=Large Hybrid Burst Aerator II
 +
| rig1typeID=26394
 +
| rig2name=Large Core Defense Field Extender I
 +
| rig2typeID=26088
 +
| rig3name=Large Core Defense Field Extender I
 +
| rig3typeID=26088
 +
| drone1name=Imperial Navy Acolyte x5
 +
| drone1typeID=31864
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| drone3name=Federation Navy Garde x4
 +
| drone3typeID=31886
 +
| charge1name=Caldari Navy Antimatter Charge L x14000
 +
| charge1typeID=21740
 +
| charge2name=Scan Resolution Script x1
 +
| charge2typeID=29011
 +
| charge3name=Optimal Range Script x1
 +
| charge3typeID=28999
 +
| charge4name=Tracking Speed Script x1
 +
| charge4typeID=29001
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)''
 +
| showSKILLS=Y
 +
| notes=Either of the {{co|coral|Federation Navy}} or {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>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.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=August 2022
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
 
 +
== Pirate faction battleships ==
 +
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}
 +
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] for more information.
 +
 
 +
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.
 +
{{note box|Out of all the '''pirate faction battleships''', the {{sh|Vindicator}} stands out with its best-in-class application support bonuses, seeing usage in nearly all Incursion groups. The {{sh|Machariel}}, {{sh|Nightmare}} are also excellent hulls, with good bonuses and slot layout, but have fallen behind their more powerful Marauder counterparts. The fits below recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
 +
{{Color box|color=sienna|border=sandybrown|As of October 2022, both the {{sh|Machariel}} and {{sh|Nightmare}} are either not accepted by headquarters groups, or considered intermediate ships with an upgrade deadline to move to an optimal hull after a number of fleet hours. Further, unlike the Vindicator or Nightmare, the Mach is only accepted by shield groups, and typically require T2 autocannons at minimum. Please take this into consideration if you are looking into either hull.}}
 +
 
 +
=== Vindicator ===
 +
{{ShipFitting
 +
| ship=Vindicator
 +
| fitName= Incursions (vanguards)
 +
| fitID= Incursions (vanguards)
 +
| high1name=Modal Mega Neutron Particle Accelerator I
 +
| high1typeID=7783
 +
| high2name=Modal Mega Neutron Particle Accelerator I
 +
| high2typeID=7783
 +
| high3name=Modal Mega Neutron Particle Accelerator I
 +
| high3typeID=7783
 +
| high4name=Modal Mega Neutron Particle Accelerator I
 +
| high4typeID=7783
 +
| high5name=Modal Mega Neutron Particle Accelerator I
 +
| high5typeID=7783
 +
| high6name=Modal Mega Neutron Particle Accelerator I
 +
| high6typeID=7783
 +
| high7name=Modal Mega Neutron Particle Accelerator I
 +
| high7typeID=7783
 +
| high8name=Modal Mega Neutron Particle Accelerator I
 +
| high8typeID=7783
 +
| mid1name=Alumel-Wired Enduring Sensor Booster
 +
| mid1typeID=6159
 +
| mid2name=Federation Navy Stasis Webifier
 +
| mid2typeID=17559
 +
| mid3name=Federation Navy Stasis Webifier
 +
| mid3typeID=17559
 +
| mid4name=Multispectrum Shield Hardener II
 +
| mid4typeID=2281
 +
| mid5name=Multispectrum Shield Hardener II
 +
| mid5typeID=2281
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Tracking Enhancer II
 +
| low2typeID=1999
 +
| low3name=Tracking Enhancer II
 +
| low3typeID=1999
 +
| low4name=Magnetic Field Stabilizer II
 +
| low4typeID=10190
 +
| low5name=Magnetic Field Stabilizer II
 +
| low5typeID=10190
 +
| low6name=Magnetic Field Stabilizer II
 +
| low6typeID=10190
 +
| low7name=Magnetic Field Stabilizer II
 +
| low7typeID=10190
 +
| rig1name=Large EM Shield Reinforcer II
 +
| rig1typeID=26436
 +
| rig2name=Large EM Shield Reinforcer II
 +
| rig2typeID=26436
 +
| rig3name=Large Thermal Shield Reinforcer II
 +
| rig3typeID=26442
 +
| drone1name=Imperial Navy Acolyte x5
 +
| drone1typeID=31864
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| charge1name=Federation Navy Antimatter Charge L x14000
 +
| charge1typeID=22993
 +
| charge2name=Nanite Repair Paste x200
 +
| charge2typeID=28668
 +
| charge3name=Scan Resolution Script x1
 +
| charge3typeID=29011
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.
 +
| showSKILLS=Y
 +
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
 
 +
=== Nightmare ===
 +
{{ShipFitting
 +
| ship=Nightmare
 +
| fitName= Incursions (vanguards)
 +
| fitID= Incursions (vanguards)
 +
| high1name=Mega Modulated Pulse Energy Beam I
 +
| high1typeID=7087
 +
| high2name=Mega Modulated Pulse Energy Beam I
 +
| high2typeID=7087
 +
| high3name=Mega Modulated Pulse Energy Beam I
 +
| high3typeID=7087
 +
| high4name=Mega Modulated Pulse Energy Beam I
 +
| high4typeID=7087
 +
| high5name=Large Remote Capacitor Transmitter II
 +
| high5typeID=12102
 +
| high6name=Large Asymmetric Enduring Remote Shield Booster
 +
| high6typeID=8639
 +
| mid1name=Republic Fleet Target Painter
 +
| mid1typeID=31944
 +
| mid2name=Alumel-Wired Enduring Sensor Booster
 +
| mid2typeID=6159
 +
| mid3name=Alumel-Wired Enduring Sensor Booster
 +
| mid3typeID=6159
 +
| mid4name=Tracking Computer II
 +
| mid4typeID=1978
 +
| mid5name=Tracking Computer II
 +
| mid5typeID=1978
 +
| mid6name=Multispectrum Shield Hardener II
 +
| mid6typeID=2281
 +
| mid7name=Multispectrum Shield Hardener II
 +
| mid7typeID=2281
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Tracking Enhancer II
 +
| low2typeID=1999
 +
| low3name=Heat Sink II
 +
| low3typeID=2364
 +
| low4name=Heat Sink II
 +
| low4typeID=2364
 +
| low5name=Heat Sink II
 +
| low5typeID=2364
 +
| low6name=Heat Sink II
 +
| low6typeID=2364
 +
| rig1name=Large EM Shield Reinforcer II
 +
| rig1typeID=26436
 +
| rig2name=Large EM Shield Reinforcer II
 +
| rig2typeID=26436
 +
| rig3name=Large Thermal Shield Reinforcer II
 +
| rig3typeID=26442
 +
| drone1name=Imperial Navy Acolyte x5
 +
| drone1typeID=31864
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| charge1name=Imperial Navy Multifrequency L x8
 +
| charge1typeID=23105
 +
| charge2name=Imperial Navy Xray L x8
 +
| charge2typeID=23109
 +
| charge3name=Optimal Range Script x2
 +
| charge3typeID=28999
 +
| charge4name=Tracking Speed Script x2
 +
| charge4typeID=29001
 +
| charge5name=Imperial Navy Microwave L x8
 +
| charge5typeID=23117
 +
| charge6name=Scan Resolution Script x2
 +
| charge6typeID=29011
 +
| charge7name=Nanite Repair Paste x200
 +
| charge7typeID=28668
 +
| charge8name=Federation Navy Stasis Webifier x1
 +
| charge8typeID=17559
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>The {{sk|Caldari Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an afterburner bonus (which we do not use in incursions).
 +
| showSKILLS=Y
 +
| notes='''Tachyon Beam Lasers''' (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.</li><li>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.</li><li>Once you can use tech two lasers, upgrade to either {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}, or {{co|coral|Tachyon Beam Laser II}} with {{co|coral|Imperial Navy Multifrequency L}}, {{co|coral|Gleam L}} and whichever crystal gets you decent range at 60-70km, usually {{co|coral|Imperial Navy Gamma L}} or {{co|coral|Imperial Navy Xray L}}.</li><li>If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a {{co|coral|Capacitor Power Relay II}}, or else a cap chain will be needed to maintain cap stability.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a sensor booster or tracking computer for a web.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 +
 
 +
=== Machariel ===
  
== Fleet & Navy Issue Battleships ==
+
{{ShipFitting
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
+
| ship=Machariel
{{example|One thing to keep in mind however, is the price of these ships. The navy battleships are nowhere near as good as the pirate faction battleships and you might be better off skipping this ship in favour of saving up for the faction one. But if you have one or intend to re-sell it later, it could be a nice stepping stone between tech one battleships and the pirate faction battleships.}}
+
| fitName= Incursions (vanguards)
=== Apocalypse Navy Issue ===
+
| fitID= Incursions (vanguards)
</noinclude>{{#ifeq:{{{1|Apocalypse Navy Issue}}}|Apocalypse Navy Issue|{{ShipFitting|showTOC=N|
+
| high1name=800mm Heavy 'Scout' Repeating Cannon I
ship=Apocalypse Navy Issue|
+
| high1typeID=9327
shipTypeID=17726|
+
| high2name=800mm Heavy 'Scout' Repeating Cannon I
fitName=Incursions (vanguards)|
+
| high2typeID=9327
fitID=Incursions--vanguards-|
+
| high3name=800mm Heavy 'Scout' Repeating Cannon I
high1name=Mega Modulated Pulse Energy Beam I|
+
| high3typeID=9327
high1typeID=7087|
+
| high4name=800mm Heavy 'Scout' Repeating Cannon I
high2name=Mega Modulated Pulse Energy Beam I|
+
| high4typeID=9327
high2typeID=7087|
+
| high5name=800mm Heavy 'Scout' Repeating Cannon I
high3name=Mega Modulated Pulse Energy Beam I|
+
| high5typeID=9327
high3typeID=7087|
+
| high6name=800mm Heavy 'Scout' Repeating Cannon I
high4name=Mega Modulated Pulse Energy Beam I|
+
| high6typeID=9327
high4typeID=7087|
+
| high7name=800mm Heavy 'Scout' Repeating Cannon I
high5name=Mega Modulated Pulse Energy Beam I|
+
| high7typeID=9327
high5typeID=7087|
+
| high8name=Large Asymmetric Enduring Remote Shield Booster
high6name=Mega Modulated Pulse Energy Beam I|
+
| high8typeID=8639
high6typeID=7087|
+
| mid1name=Alumel-Wired Enduring Sensor Booster
high7name=Mega Modulated Pulse Energy Beam I|
+
| mid1typeID=6159
high7typeID=7087|
+
| mid2name=Republic Fleet Target Painter
high8name=Mega Modulated Pulse Energy Beam I|
+
| mid2typeID=31944
high8typeID=7087|
+
| mid3name=Tracking Computer II
mid1name=Sensor Booster II|
+
| mid3typeID=1978
mid1typeID=1952|
+
| mid4name=Tracking Computer II
mid2name=Federation Navy Stasis Webifier|
+
| mid4typeID=1978
mid2typeID=17559|
+
| mid5name=Multispectrum Shield Hardener II
mid3name=Adaptive Invulnerability Field II|
+
| mid5typeID=2281
mid3typeID=2281|
+
| mid6name=Multispectrum Shield Hardener II
mid4name=Adaptive Invulnerability Field II|
+
| mid6typeID=2281
mid4typeID=2281|
+
| low1name=Damage Control II
low1name=Heat Sink II|
+
| low1typeID=2048
low1typeID=2364|
+
| low2name=Tracking Enhancer II
low2name=Heat Sink II|
+
| low2typeID=1999
low2typeID=2364|
+
| low3name=Gyrostabilizer II
low3name=Heat Sink II|
+
| low3typeID=519
low3typeID=2364|
+
| low4name=Gyrostabilizer II
low4name=Tracking Enhancer II|
+
| low4typeID=519
low4typeID=1999|
+
| low5name=Gyrostabilizer II
low5name=Tracking Enhancer II|
+
| low5typeID=519
low5typeID=1999|
+
| low6name=Gyrostabilizer II
low6name=Beta Reactor Control: Capacitor Power Relay I|
+
| low6typeID=519
low6typeID=8173|
+
| rig1name=Large EM Shield Reinforcer II
low7name=Beta Reactor Control: Capacitor Power Relay I|
+
| rig1typeID=26436
low7typeID=8173|
+
| rig2name=Large EM Shield Reinforcer II
low8name=Damage Control II|
+
| rig2typeID=26436
low8typeID=2048|
+
| rig3name=Large Thermal Shield Reinforcer II
drone1name=Medium Shield Maintenance Bot I x5|
+
| rig3typeID=26442
drone1typeID=23717|
+
| drone1name=Imperial Navy Acolyte x5
drone2name=Warrior II x10|
+
| drone1typeID=31864
drone2typeID=2488|
+
| drone2name=Medium Shield Maintenance Bot I x5
drone3name=open|
+
| drone2typeID=23717
drone4name=open|
+
| charge1name=Tracking Speed Script x2
drone5name=open|
+
| charge1typeID=29001
charge1name=Scan Resolution Script x1|
+
| charge2name=Scan Resolution Script x2
charge1typeID=29011|
+
| charge2typeID=29011
charge2name=Imperial Navy Multifrequency L x16|
+
| charge3name=Nanite Repair Paste x200
charge2typeID=23105|
+
| charge3typeID=28668
charge3name=Imperial Navy Microwave L x16|
+
| charge4name=Republic Fleet EMP L x14000
charge3typeID=23117|
+
| charge4typeID=21894
charge4name=open|
+
| charge5name=Optimal Range Script x2
charge5name=open|
+
| charge5typeID=28999
rig1name=Large Core Defense Field Extender I|
+
| charge6name=Federation Navy Stasis Webifier x1
rig1typeID=26088|
+
| charge6typeID=17559
rig2name=Large Anti-EM Screen Reinforcer II|
+
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
rig2typeID=26436|
+
| showSKILLS=Y
rig3name=Large Anti-Thermal Screen Reinforcer I|
+
| notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone states#Omega clone|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a tracking computer for a web.
rig3typeID=26082|
+
| showNOTES=Y
difficulty=1|
+
| difficulty=0
warsop=S|
+
| version=February 2022
warsopReason=Navy Issue ship|
+
| showTOC=N
version=Odyssey 1.0|
+
| alphacanuse=Y
shipDNA=17726:7087;8:1952;1:2281;2:17559;1:1999;2:2048;1:2364;3:8173;2:26082;1:26088;1:26436;1:2488;10:23717;5:23105;16:23117;16:29011;1::|
+
}}
skills=Energy Grid Upgrades II</li><li>Shield Rigging IV ''(see notes)''|
 
notes=You don't need '''Shield Rigging IV''' to fly the ship, someone else can rig it for you.</li><li>With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Heat Sink II'''.</li><li>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.</li><li>This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.}}}}<noinclude>
 
  
=== Armageddon Navy Issue ===
+
== Ongrid booster ==
</noinclude>{{#ifeq:{{{1|Armageddon Navy Issue}}}|Armageddon Navy Issue|{{ShipFitting|showTOC=N|
+
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The [[EVE University Incursion Community]] runs with a single booster to ensure that their fleets can run safely. See the [[Anatomy_of_Incursions#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting.
ship=Armageddon Navy Issue|
 
shipTypeID=32305|
 
fitName=Incurisons (vanguards)|
 
fitID=Incurisons--vanguards-|
 
high1name=Mega Modulated Pulse Energy Beam I|
 
high1typeID=7087|
 
high2name=Mega Modulated Pulse Energy Beam I|
 
high2typeID=7087|
 
high3name=Mega Modulated Pulse Energy Beam I|
 
high3typeID=7087|
 
high4name=Mega Modulated Pulse Energy Beam I|
 
high4typeID=7087|
 
high5name=Mega Modulated Pulse Energy Beam I|
 
high5typeID=7087|
 
high6name=Mega Modulated Pulse Energy Beam I|
 
high6typeID=7087|
 
high7name=Mega Modulated Pulse Energy Beam I|
 
high7typeID=7087|
 
high8name=Large S95a Partial Shield Transporter|
 
high8typeID=8641|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
low1name=Heat Sink II|
 
low1typeID=2364|
 
low2name=Heat Sink II|
 
low2typeID=2364|
 
low3name=Heat Sink II|
 
low3typeID=2364|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Beta Reactor Control: Capacitor Power Relay I|
 
low6typeID=8173|
 
low7name=Beta Reactor Control: Capacitor Power Relay I|
 
low7typeID=8173|
 
low8name=Damage Control II|
 
low8typeID=2048|
 
drone1name=Heavy Shield Maintenance Bot I x5|
 
drone1typeID=22765|
 
drone2name=Valkyrie II x5|
 
drone2typeID=21640|
 
drone3name=Warrior II x5|
 
drone3typeID=2488|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Imperial Navy Multifrequency L x14|
 
charge2typeID=23105|
 
charge3name=Imperial Navy Radio L x14|
 
charge3typeID=23119|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender I|
 
rig1typeID=26088|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Anti-Thermal Screen Reinforcer I|
 
rig3typeID=26082|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Navy Issue ship|
 
version=Odyssey 1.0|
 
shipDNA=32305:7087;7:8641;1:1952;1:2281;2:17559;1:1999;2:2048;1:2364;3:8173;2:26082;1:26088;1:26436;1:2488;5:21640;5:22765;5:23105;14:23119;14:29011;1::|
 
skills=Shield Rigging IV ''(see notes)''|
 
notes=You don't need '''Shield Rigging IV''' to fly the ship, someone else can rig it for you.</li><li>With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a third '''Tracking Enhancer II'''.</li><li>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.</li><li>This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.<p>Alternatively replace the '''Shield Transporter''' with an '''Energy Transfer''' and cap chain with someone in the fleet (although not recommended during war due to the chance of accidentally webbing or shooting each other).</p>}}}}<noinclude>
 
  
=== Megathron Navy Issue ===
+
{{note box|Remember that you'll need the [[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}} to go with these fits, to push the boosts to acceptable levels.}}
</noinclude>{{#ifeq:{{{1|Megathron Navy Issue}}}|Megathron Navy Issue|{{ShipFitting|showTOC=N|
+
=== Logibooster ===
ship=Megathron Navy Issue|
+
{{important note box|Running a fleet with a logibooster and one logistics cruiser reduces the repair power available versus two logistics cruisers. This puts additional pressure on the fleet to clear damage off the field. Further, it becomes potentially unsafe for the sole logistics pilot to do ore drops. The logibooster or a dropper ship should be used instead.}}
shipTypeID=17728|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=Modal Mega Neutron Particle Accelerator I|
 
high1typeID=7783|
 
high2name=Modal Mega Neutron Particle Accelerator I|
 
high2typeID=7783|
 
high3name=Modal Mega Neutron Particle Accelerator I|
 
high3typeID=7783|
 
high4name=Modal Mega Neutron Particle Accelerator I|
 
high4typeID=7783|
 
high5name=Modal Mega Neutron Particle Accelerator I|
 
high5typeID=7783|
 
high6name=Modal Mega Neutron Particle Accelerator I|
 
high6typeID=7783|
 
high7name=Modal Mega Neutron Particle Accelerator I|
 
high7typeID=7783|
 
high8name=Large S95a Partial Shield Transporter|
 
high8typeID=8641|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Magnetic Field Stabilizer II|
 
low4typeID=10190|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Tracking Enhancer II|
 
low6typeID=1999|
 
low7name=Tracking Enhancer II|
 
low7typeID=1999|
 
low8name=Damage Control II|
 
low8typeID=2048|
 
drone1name=Heavy Shield Maintenance Bot I x5|
 
drone1typeID=22765|
 
drone2name=Warrior II x10|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Caldari Navy Antimatter Charge L x14000|
 
charge2typeID=21740|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender I|
 
rig1typeID=26088|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Anti-Thermal Screen Reinforcer I|
 
rig3typeID=26082|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Navy Issue ship|
 
version=Odyssey 1.0|
 
shipDNA=17728:7783;7:8641;1:1952;1:2281;2:17559;1:1999;3:2048;1:10190;4:26082;1:26088;1:26436;1:2488;10:22765;5:21740;14000:29011;1::|
 
skills=Shield Rigging IV ''(see notes)''|
 
notes=You don't need '''Shield Rigging IV''' to fly the ship, someone else can rig it for you.</li><li>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).</li><li>This ship has some minor cap issues and could use make use of the cap implants for slot 6 and 8.}}}}<noinclude>
 
  
=== Tempest Fleet Issue ===
+
The logibooster compresses the booster and logistics role into one ship. Using this means fewer high skill point roles are required for a fleet to run, and enables an extra Battleship to enter the fleet and get payouts. This, of course, comes at a cost: Logibooster configurations can only repair approximately two thirds of what an advanced Scimitar fit can, and generally has less cap stability. Further, without a range bonus, its repairers can not reach far. And getting the sufficient capacitor generation for its repairers requires a tight fit with lower resists.
</noinclude>{{#ifeq:{{{1|Tempest Fleet Issue}}}|Tempest Fleet Issue|{{ShipFitting|showTOC=N|
 
ship=Tempest Fleet Issue|
 
shipTypeID=17732|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=800mm Heavy 'Scout' Repeating Artillery I|
 
high1typeID=9327|
 
high2name=800mm Heavy 'Scout' Repeating Artillery I|
 
high2typeID=9327|
 
high3name=800mm Heavy 'Scout' Repeating Artillery I|
 
high3typeID=9327|
 
high4name=800mm Heavy 'Scout' Repeating Artillery I|
 
high4typeID=9327|
 
high5name=800mm Heavy 'Scout' Repeating Artillery I|
 
high5typeID=9327|
 
high6name=800mm Heavy 'Scout' Repeating Artillery I|
 
high6typeID=9327|
 
high7name=Large S95a Partial Shield Transporter|
 
high7typeID=8641|
 
high8name=Large 'Regard' Power Projector|
 
high8typeID=16487|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
low1name=Gyrostabilizer II|
 
low1typeID=519|
 
low2name=Gyrostabilizer II|
 
low2typeID=519|
 
low3name=Gyrostabilizer II|
 
low3typeID=519|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Tracking Enhancer II|
 
low6typeID=1999|
 
low7name=Damage Control II|
 
low7typeID=2048|
 
drone1name=Medium Shield Maintenance Bot I x5|
 
drone1typeID=23717|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Republic Fleet EMP L x11000|
 
charge2typeID=21894|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender I|
 
rig1typeID=26088|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Anti-Thermal Screen Reinforcer I|
 
rig3typeID=26082|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Navy Issue ship|
 
version=Odyssey 1.0|
 
shipDNA=17732:8641;1:9327;6:16487;1:1952;1:2281;2:17559;2:519;3:1999;3:2048;1:26082;1:26088;1:26436;1:2488;5:23717;5:21894;11000:29011;1::|
 
skills=Shield Rigging IV ''(see notes)''</li><li>Energy Emission Systems I|
 
notes=You don't need '''Shield Rigging IV''' to fly the ship, someone else can rig it for you.</li><li>With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Gyrostabilizer II'''.</li><li>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'''.}}}}<noinclude>
 
  
== Hacker ==
+
Both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used in this configuration. The Claymore gets a resist bonus, an extra mid slot, and some extra CPU, while the Sleipnir gets slightly stronger boosts. The Sleipnir however generally requires a bling hardener in order to safely run this configuration, so the Claymore is the more accessible option.
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.
 
  
 +
====Claymore====
 +
 +
{{ShipFitting
 +
| ship=Claymore
 +
| fitName=Incursions (logibooster)
 +
| fitID=Incursions (logibooster)
 +
| high1name=Pithum A-Type Medium Remote Shield Booster
 +
| high1typeID=19151
 +
| high2name=Pithum A-Type Medium Remote Shield Booster
 +
| high2typeID=19151
 +
| high3name=Pithum A-Type Medium Remote Shield Booster
 +
| high3typeID=19151
 +
| high4name=Shield Command Burst II
 +
| high4typeID=43555
 +
| high5name=Shield Command Burst II
 +
| high5typeID=43555
 +
| high6name=Skirmish Command Burst II
 +
| high6typeID=43556
 +
| high7name=Skirmish Command Burst II
 +
| high7typeID=43556
 +
| mid1name=Multispectrum Shield Hardener II
 +
| mid1typeID=2281
 +
| mid2name=Shadow Serpentis Remote Sensor Booster
 +
| mid2typeID=41199
 +
| mid3name=Shadow Serpentis Remote Sensor Booster
 +
| mid3typeID=41199
 +
| mid4name=Cap Recharger II
 +
| mid4typeID=2032
 +
| mid5name=Thukker Large Cap Battery
 +
| mid5typeID=41220
 +
| mid6name=Thukker Large Cap Battery
 +
| mid6typeID=41220
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Capacitor Power Relay II
 +
| low2typeID=1447
 +
| low3name=Co-Processor II
 +
| low3typeID=3888
 +
| low4name=Sentient Signal Amplifier
 +
| low4typeID=41196
 +
| rig1name=Medium Command Processor I
 +
| rig1typeID=43896
 +
| rig2name=Medium Command Processor I
 +
| rig2typeID=43896
 +
| drone1name=Acolyte II x5
 +
| drone1typeID=2205
 +
| drone2name=Medium Shield Maintenance Bot I x5
 +
| drone2typeID=23717
 +
| charge1name=Scan Resolution Script x2
 +
| charge1typeID=29011
 +
| charge2name=Active Shielding Charge x900
 +
| charge2typeID=42694
 +
| charge3name=Shield Harmonizing Charge x900
 +
| charge3typeID=42695
 +
| charge4name=Evasive Maneuvers Charge x900
 +
| charge4typeID=42838
 +
| charge5name=Interdiction Maneuvers Charge x900
 +
| charge5typeID=42839
 +
| charge6name=50MN Y-T8 Compact Microwarpdrive x1
 +
| charge6typeID=35659
 +
| charge7name=Cap Recharger II x1
 +
| charge7typeID=2032
 +
| skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Capacitor Management|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}
 +
| showSKILLS=Y
 +
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:
 +
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:
 +
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</li><li> If this ship is to be used for the ore run, the two remote sensor boosters can be swapped for a {{co|coral|50MN Y-T8 Compact Microwarpdrive}} and a {{co|coral|Cap Recharger II}} (to counteract the cap penalty of the MWD).
 +
| showNOTES=Y
 +
| difficulty=2
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
 +
 +
==== Sleipnir ====
 +
 +
{{ShipFitting
 +
| ship=Sleipnir
 +
| fitName=Incursions (logibooster)
 +
| fitID=Incursions (logibooster)
 +
| high1name=Pithum A-Type Medium Remote Shield Booster
 +
| high1typeID=19151
 +
| high2name=Pithum A-Type Medium Remote Shield Booster
 +
| high2typeID=19151
 +
| high3name=Pithum A-Type Medium Remote Shield Booster
 +
| high3typeID=19151
 +
| high4name=Shield Command Burst II
 +
| high4typeID=43555
 +
| high5name=Shield Command Burst II
 +
| high5typeID=43555
 +
| high6name=Skirmish Command Burst II
 +
| high6typeID=43556
 +
| high7name=Skirmish Command Burst II
 +
| high7typeID=43556
 +
| mid1name=Pithum B-Type Multispectrum Shield Hardener
 +
| mid1typeID=4348
 +
| mid2name=Sentient Remote Sensor Booster
 +
| mid2typeID=41198
 +
| mid3name=Sentient Remote Sensor Booster
 +
| mid3typeID=41198
 +
| mid4name=Sentient Remote Sensor Booster
 +
| mid4typeID=41198
 +
| mid5name=Republic Fleet Large Cap Battery
 +
| mid5typeID=41218
 +
| low1name=Sentient Signal Amplifier
 +
| low1typeID=41196
 +
| low2name=True Sansha Capacitor Power Relay
 +
| low2typeID=14146
 +
| low3name=True Sansha Capacitor Power Relay
 +
| low3typeID=14146
 +
| low4name=True Sansha Capacitor Power Relay
 +
| low4typeID=14146
 +
| low5name=Co-Processor II
 +
| low5typeID=3888
 +
| rig1name=Medium Command Processor I
 +
| rig1typeID=43896
 +
| rig2name=Medium Command Processor I
 +
| rig2typeID=43896
 +
| drone1name=Light Shield Maintenance Bot I x5
 +
| drone1typeID=23719
 +
| charge1name=Scan Resolution Script x3
 +
| charge1typeID=29011
 +
| charge2name=Active Shielding Charge x900
 +
| charge2typeID=42694
 +
| charge3name=Shield Harmonizing Charge x900
 +
| charge3typeID=42695
 +
| charge4name=Evasive Maneuvers Charge x900
 +
| charge4typeID=42838
 +
| charge5name=Interdiction Maneuvers Charge x900
 +
| charge5typeID=42839
 +
| charge6name=50MN Y-T8 Compact Microwarpdrive x1
 +
| charge6typeID=35659
 +
| charge7name=Cap Recharger II x1
 +
| charge7typeID=2032
 +
| skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Capacitor Management|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}
 +
| showSKILLS=Y
 +
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:
 +
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:
 +
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</li><li>If this ship is to be used for the ore run, two remote sensor boosters can be swapped for a {{co|coral|50MN Y-T8 Compact Microwarpdrive}} and a {{co|coral|Cap Recharger II}} (to counteract the cap penalty of the MWD).</li>
 +
| showNOTES=Y
 +
| difficulty=2
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
 +
 +
<!--
 +
=== DPS booster ===
 +
 +
The traditional ongrid booster setup, used alongside two logistics cruisers. Due to the convenience of the logibooster, this configuration has fallen out of favor, but it is still serviceable. While both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used in this setup, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.
 +
 +
==== Sleipnir ====
 +
 +
{{ShipFitting
 +
| ship=Sleipnir
 +
| shipTypeID=22444
 +
| fitName=Incursions (ongrid booster)
 +
| fitID=Incursions-(ongrid-booster)
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Tracking Enhancer II
 +
| low2typeID=1999
 +
| low3name=Gyrostabilizer II
 +
| low3typeID=519
 +
| low4name=Gyrostabilizer II
 +
| low4typeID=519
 +
| low5name=Gyrostabilizer II
 +
| low5typeID=519
 +
| mid1name=Federation Navy Stasis Webifier
 +
| mid1typeID=17559
 +
| mid2name=Tracking Computer II, Tracking Speed Script
 +
| mid2typeID=1978
 +
| mid3name=Republic Fleet Target Painter
 +
| mid3typeID=31944
 +
| mid4name=Multispectrum Shield Hardener II
 +
| mid4typeID=2281
 +
| mid5name=Multispectrum Shield Hardener II
 +
| mid5typeID=2281
 +
| high1name=720mm 'Scout' Artillery I, Republic Fleet EMP M
 +
| high1typeID=9451
 +
| high2name=720mm 'Scout' Artillery I, Republic Fleet EMP M
 +
| high2typeID=9451
 +
| high3name=720mm 'Scout' Artillery I, Republic Fleet EMP M
 +
| high3typeID=9451
 +
| high4name=Shield Command Burst II, Active Shielding Charge
 +
| high4typeID=43555
 +
| high5name=Shield Command Burst II, Shield Harmonizing Charge
 +
| high5typeID=43555
 +
| high6name=Skirmish Command Burst II, Evasive Maneuvers Charge
 +
| high6typeID=43556
 +
| high7name=Skirmish Command Burst II, Interdiction Maneuvers Charge
 +
| high7typeID=43556
 +
| charge1name=Tracking Speed Script x1
 +
| charge1typeID=29001
 +
| charge2name=Republic Fleet EMP M x11400
 +
| charge2typeID=21896
 +
| charge3name=Active Shielding Charge x600
 +
| charge3typeID=42694
 +
| charge4name=Shield Harmonizing Charge x600
 +
| charge4typeID=42695
 +
| charge5name=Evasive Maneuvers Charge x600
 +
| charge5typeID=42838
 +
| charge6name=Interdiction Maneuvers Charge x600
 +
| charge6typeID=42839
 +
| charge7name=Optimal Range Script x1
 +
| charge7typeID=28999
 +
| rig1name=Medium Command Processor I
 +
| rig1typeID=43896
 +
| rig2name=Medium Command Processor I
 +
| rig2typeID=43896
 +
| drone1name=Acolyte II x5
 +
| drone1typeID=2205
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Cruiser|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Destroyer|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Frigate|III|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li>
 +
| showSKILLS=Y
 +
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:
 +
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:
 +
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the {{co|coral|Republic Fleet EMP M}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
 +
| showNOTES=Y
 +
| difficulty=2
 +
| version=April 2020
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
 +
-->
 +
 +
== Dropper/Hacker/Scout ==
 +
The dropper is one of the vital roles in the vanguard fleet, as it is essential to completing the [[Nation Mining Colony]], where a stack of [[Lyavite in Incursions|Lyavite]] (255 units) has to be dropped into {{co|orange|Nation Ore Refinery}} in order to complete the site after killing all the rats.
 +
 +
Hacking, on the other hand, is optionally used for one of the vanguard sites, the [[Override Transfer Array]]. Once a coveted role, it has fallen out of favor due to increased damage output of the fleet and increased difficulty of the hack reducing the overall benefit of hacking. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at a much higher cost. 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 [[Roles_in_Incursions#Hacker.2FScout|Hacker/Scout]] for more information on how to perform this role.
 +
 +
Until September 2019, Incursions did not use the [[Hacking|minigame]], but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.
 +
 +
=== Venture ===
 +
The venture is used as an all-rounder ship that can fulfill roles such as dropping, hacking, and scouting, from the same ship. Its large ore hold of 5000m3 makes it perfect for tagging along with the fleet and dropping [[Lyavite in Incursions|Lyavite]] in the Nation Mining Colony to complete the site. While the Venture can hack in the Override Transfer Array, the lack of any bonuses generally means the pilot will need high skills in order to hack fast enough for it to be worthwhile.
 +
 +
{{ShipFitting
 +
| ship=Venture
 +
| fitName= Incursions (Dropper)
 +
| fitID= Incursions(Dropper)
 +
| high1name=Small Remote Shield Booster I
 +
| high1typeID=3586
 +
| high2name=open
 +
| high2typeID=
 +
| high3name=open
 +
| high3typeID=
 +
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 +
| mid1typeID=35658
 +
| mid2name=Small Azeotropic Restrained Shield Extender
 +
| mid2typeID=8427
 +
| mid3name=Small Azeotropic Restrained Shield Extender
 +
| mid3typeID=8427
 +
| low1name=Nanofiber Internal Structure II
 +
| low1typeID=2605
 +
| rig1name=Small Low Friction Nozzle Joints I
 +
| rig1typeID=31153
 +
| rig2name=Small Hyperspatial Velocity Optimizer I
 +
| rig2typeID=31159
 +
| rig3name=Small Hyperspatial Velocity Optimizer I
 +
| rig3typeID=31159
 +
| drone1name=Acolyte I x2
 +
| drone1typeID=2203
 +
| skills={{sk|Cloaking|I|icon=yes}} ''(Optional)''<li>{{sk|Mining Frigate|I|icon=yes}}</li><li>{{sk|Shield Emission Systems|I|icon=yes}}</li><li>''{{sk|Cloaking|I|icon=yes}} (Optional)''</li>
 +
| showSKILLS=Y
 +
| notes=The Venture can hold 16 stacks of [[Lyavite in Incursions|Lyavite]] containing 255 units in each stack.</li><li>The {{co|coral|Small Remote Shield Extender}} is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Adding a {{co|coral|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.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}
 
=== Heron ===
 
=== 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.
+
The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a {{co|coral|Microwarpdrive}} and one {{co|coral|Data Analyzer}} module. The {{co|coral|Memetic Algorithm Bank}} gives the pilot more room to navigate the hacking minigame.
{{bug|The '''Codebreaker I''' modules are now called '''Data Analyzer I''', but until they update EFT they should remain as such. Otherwise people can't use the '''EFT'''-window and copy the fits. If you click the '''EVE'''-button for the ingame fit, you will get the correctly named modules though.}}
+
{{ShipFitting
</noinclude>{{#ifeq:{{{1|Heron}}}|Heron|{{ShipFitting|showTOC=N|
+
| ship=Heron
ship=Heron|
+
| fitName= Incursions (hacker)
shipTypeID=605|
+
| fitID= Incursions (hacker)
fitName=Incursions (hacker)|
+
| high1name=Small Remote Shield Booster I
fitID=Incursions-(hacker)|
+
| high1typeID=3586
high1name=open|
+
| high2name=open
high2name=open|
+
| high3name=open
high3name=open|
+
| mid1name=Data Analyzer I
mid1name=Data Analyzer I|
+
| mid1typeID=22175
mid1typeID=22175|
+
| mid2name=5MN Microwarpdrive I
mid2name=Data Analyzer I|
+
| mid2typeID=434
mid2typeID=22175|
+
| mid3name=open
mid3name=Data Analyzer I|
+
| mid4name=open
mid3typeID=22175|
+
| mid5name=open
mid4name=Data Analyzer I|
+
| low1name=Nanofiber Internal Structure I
mid4typeID=22175|
+
| low1typeID=2603
mid5name=1MN Microwarpdrive I|
+
| low2name=Nanofiber Internal Structure I
mid5typeID=434|
+
| low2typeID=2603
low1name=Nanofiber Internal Structure I|
+
| rig1name=Small Memetic Algorithm Bank I
low1typeID=2603|
+
| rig1typeID=31238
low2name=Nanofiber Internal Structure I|
+
| rig2name=Small Memetic Algorithm Bank I
low2typeID=2603|
+
| rig2typeID=31238
drone1name=open|
+
| showSKILLS=Y
drone2name=open|
+
| showNOTES=Y
drone3name=open|
+
| difficulty=0
drone4name=open|
+
| version=April 2021
drone5name=open|
+
| showTOC=N
rig1name=Small Memetic Algorithm Bank I|
+
| alphacanuse=Y
rig1typeID=31238|
+
|skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''
rig2name=Small Memetic Algorithm Bank I|
+
|notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>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.</li><li>The {{co|coral|Small Remote Shield Extender}} drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|Small Azeotropic Restrained Shield Extenders}}, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an [[OTA]].
rig2typeID=31238|
+
}}
rig3name=open|
+
== Ammo Hauler ==
difficulty=0|
+
The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.
warsop=Y|
 
warsopReason=|
 
version=Odyssey 1.0|
 
shipDNA=605:434;1:22175;4:2603;2:31238;2::|
 
skills=Hacking III|
 
notes=The skill '''Hacking''' is by far the biggest contributor to efficiency when hacking.</li><li>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.</li><li>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.}}}}<noinclude>
 
  
= Advanced fits =
+
== Advanced fits ==
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts, with the exception of the logistics ships where skills are more of a determining factor.
+
<!-- If the ships themselves are way too expensive, it isn't a good idea to even recommend them. Use this disclaimer.
{{example| When it comes to fitting these ships, there are a million and one different ways to do it. Below are just examples of standard fits that are good. Keep in mind that most people have their own preferences and might fit their ships differently, but these are all-round good fits that work well for the kind of fleet compositions we get in the university. Some public communities even have very specific doctrines that works exceptionally well, but only within the confines of their doctrine.}}
+
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.
== Logistics ==
+
 
In addition to repairing the fleet, logistics can also provide much needed utility once they've trained '''Logistics V''' and several other support skills enabling them to use less cap modules, thus freeing up midlots.
+
* 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.
=== Scimitar ===
+
* 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.
</noinclude>{{#ifeq:{{{1|Scimitar2}}}|Scimitar2|{{ShipFitting|showTOC=N|
+
* 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.
ship=Scimitar|
+
 
shipTypeID=11978|
+
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|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.
fitName=Incursions (three links without implants)|
+
-->
fitID=Incursions--three-links-without-implants-|
+
There are many ways to improve past the minimum fits, but for many reasons, there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.
high1name=Large Shield Transporter II|
+
 
high1typeID=3608|
+
* 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.
high2name=Large Shield Transporter II|
+
* 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.
high2typeID=3608|
+
* 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.
high3name=Large Shield Transporter II|
+
 
high3typeID=3608|
+
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|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.
high4name=Large Shield Transporter II|
+
 
high4typeID=3608|
+
== Bling fits ==
mid1name=Shadow Serpentis Tracking Link|
+
 
mid1typeID=14240|
+
However, some ships are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. '''These are not recommended for first-time runners''', as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, '''unlike the minimum fits, these fits are not hard and set'''. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all.
mid2name=Shadow Serpentis Tracking Link|
+
 
mid2typeID=14240|
+
=== Marauders ===
mid3name=Shadow Serpentis Tracking Link|
+
{{important note box|1=The new damage buff to the Bastion Module enables Marauders to easily exceed the damage that even a polarized pirate ship can dish out. However, since the Bastion Module disables remote assistance while active, Bastion Marauders require a local tank to safely use.  
mid3typeID=14240|
 
mid4name=Republic Fleet Large Shield Extender|
 
mid4typeID=31932|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
low1name=Capacitor Power Relay II|
 
low1typeID=1447|
 
low2name=Capacitor Power Relay II|
 
low2typeID=1447|
 
low3name=Capacitor Power Relay II|
 
low3typeID=1447|
 
low4name=Capacitor Power Relay II|
 
low4typeID=1447|
 
drone1name=Medium Shield Maintenance Bot II x4|
 
drone1typeID=28207|
 
drone2name=Light Shield Maintenance Bot II x1|
 
drone2typeID=28203|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Script x3|
 
charge1typeID=28999|
 
charge2name=Tracking Speed Script x3|
 
charge2typeID=29001|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router II|
 
rig1typeID=31366|
 
rig2name=Medium Ancillary Current Router II|
 
rig2typeID=31366|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Fitting exceed hull-cost|
 
version=Odyssey 1.0|
 
shipDNA=11978:3608;4:2281;1:14240;3:31932;1:1447;4:31366;2:28203;1:28207;4:28999;3:29001;3::|
 
skills=Jury Rigging IV|
 
notes=This fit doesn't require any special implants to make it work, but it does require pretty high skills.</li><li>You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>There isn't enough powergrid to swap a '''tracking link''' for an '''afterburner''' with this fit, unless you have a +4% or higher powergrid implant.</li><li>This fit has significantly less shield hp than the other fit.}}{{ShipFitting|showTOC=N|
 
ship=Scimitar|
 
shipTypeID=11978|
 
fitName=Incursions (two links with implant)|
 
fitID=Incursions--two-links-with-implant-|
 
high1name=Large Shield Transporter II|
 
high1typeID=3608|
 
high2name=Large Shield Transporter II|
 
high2typeID=3608|
 
high3name=Large Shield Transporter II|
 
high3typeID=3608|
 
high4name=Large S95a Partial Shield Transporter|
 
high4typeID=8641|
 
mid1name=Experimental 10MN Afterburner I|
 
mid1typeID=6005|
 
mid2name=Shadow Serpentis Tracking Link|
 
mid2typeID=14240|
 
mid3name=Shadow Serpentis Tracking Link|
 
mid3typeID=14240|
 
mid4name=Republic Fleet Large Shield Extender|
 
mid4typeID=31932|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
low1name=Capacitor Power Relay II|
 
low1typeID=1447|
 
low2name=Capacitor Power Relay II|
 
low2typeID=1447|
 
low3name=Dark Blood Power Diagnostic System|
 
low3typeID=14134|
 
low4name=Dark Blood Power Diagnostic System|
 
low4typeID=14134|
 
drone1name=Medium Shield Maintenance Bot II x4|
 
drone1typeID=28207|
 
drone2name=Light Shield Maintenance Bot II x1|
 
drone2typeID=28203|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Script x2|
 
charge1typeID=28999|
 
charge2name=Tracking Speed Script x2|
 
charge2typeID=29001|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router II|
 
rig1typeID=31366|
 
rig2name=Medium Capacitor Control Circuit II|
 
rig2typeID=31378|
 
difficulty=1|
 
warsop=S|
 
warsopReason=Fitting exceed hull-cost|
 
version=Odyssey 1.0|
 
shipDNA=11978:3608;3:8641;1:2281;1:6005;1:14240;2:31932;1:1447;2:14134;2:31366;1:31378;1:28203;1:28207;4:28999;2:29001;2::|
 
skills=Jury Rigging IV|
 
notes=This fit does requires you to have a couple of cap implants in slot 6 and 8 (+3% should be more than enough) in order to be completely cap stable.</li><li>You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>It has significantly more tank compared to using all capacitor power relays in the lows, about 10% more due to the secondary bonus of shield hp from the power diagnostics.</li><li>The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in [[Nation Mining Colony]] sites. One of the logi can replace it with a '''Shadow Serpentis Tracking Link''' for more utility.}}}}<noinclude>
 
  
=== Basilisk ===
+
Some things to keep in mind:
</noinclude>{{#ifeq:{{{1|Basilisk2}}}|Basilisk2|{{ShipFitting|showTOC=N|
 
ship=Basilisk|
 
shipTypeID=11985|
 
fitName=Incursions (4/2 setup)|
 
fitID=Incursions-(4/2-setup)|
 
high1name=Large Shield Transporter II|
 
high1typeID=3608|
 
high2name=Large Shield Transporter II|
 
high2typeID=3608|
 
high3name=Large Shield Transporter II|
 
high3typeID=3608|
 
high4name=Large Shield Transporter II|
 
high4typeID=3608|
 
high5name=Large 'Regard' Power Projector|
 
high5typeID=16487|
 
high6name=Large 'Regard' Power Projector|
 
high6typeID=16487|
 
mid1name=Adaptive Invulnerability Field II|
 
mid1typeID=2281|
 
mid2name=EM Ward Field II|
 
mid2typeID=2301|
 
mid3name=Republic Fleet Large Shield Extender|
 
mid3typeID=31932|
 
mid4name=10MN Afterburner II|
 
mid4typeID=12058|
 
mid5name=Shadow Serpentis Tracking Link|
 
mid5typeID=14240|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Dark Blood Power Diagnostic System|
 
low2typeID=14134|
 
drone1name=Light Shield Maintenance Bot II x5|
 
drone1typeID=28203|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Tracking Speed Script x1|
 
charge1typeID=29001|
 
charge2name=Optimal Range Script x1|
 
charge2typeID=28999|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router II|
 
rig1typeID=31366|
 
rig2name=Medium Core Defense Field Extender II|
 
rig2typeID=31796|
 
difficulty=2|
 
warsop=S|
 
warsopReason=Fittings exceed hull-cost|
 
version=Odyssey 1.0|
 
shipDNA=11985:3608;4:16487;2:2281;1:2301;1:12058;1:14240;1:31932;1:2048;1:14134;1:31366;1:31796;1:28203;5:28999;1::|
 
skills=|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>Fitting two energy transfers even though you have Logistics V can be necessary if the other logistics pilot is of lower skill and needs two incoming energy transfers to remain cap stable.</li><li>It can also be done in order to facilitate a spare energy transfer, to service the fleet with capacitor requests.</li><li>The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in [[Nation Mining Colony]] sites. One of the logi can replace it with a '''Shadow Serpentis Tracking Link''' for more utility.</li>}}{{ShipFitting|showTOC=N|
 
ship=Basilisk|
 
shipTypeID=11985|
 
fitName=Incursions (5/1 setup)|
 
fitID=Incursions-(5/1-setup)|
 
high1name=Large Shield Transporter II|
 
high1typeID=3608|
 
high2name=Large Shield Transporter II|
 
high2typeID=3608|
 
high3name=Large Shield Transporter II|
 
high3typeID=3608|
 
high4name=Large Shield Transporter II|
 
high4typeID=3608|
 
high5name=Large S95a Partial Shield Transporter|
 
high5typeID=8641|
 
high6name=Large 'Regard' Power Projector|
 
high6typeID=16487|
 
mid1name=Adaptive Invulnerability Field II|
 
mid1typeID=2281|
 
mid2name=Caldari Navy EM Ward Field|
 
mid2typeID=17499|
 
mid3name=Republic Fleet Large Shield Extender|
 
mid3typeID=31932|
 
mid4name=10MN Afterburner II|
 
mid4typeID=12058|
 
mid5name=Shadow Serpentis Tracking Link|
 
mid5typeID=14240|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Dark Blood Power Diagnostic System|
 
low2typeID=14134|
 
drone1name=Light Shield Maintenance Bot II x5|
 
drone1typeID=28203|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Tracking Speed Script x1|
 
charge1typeID=29001|
 
charge2name=Optimal Range Script x1|
 
charge2typeID=28999|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router II|
 
rig1typeID=31366|
 
rig2name=Medium Core Defense Field Extender II|
 
rig2typeID=31796|
 
difficulty=2|
 
warsop=S|
 
warsopReason=Fittings exceed hull-cost|
 
version=Odyssey 1.0|
 
shipDNA=11985:3608;4:8641;1:16487;1:2281;1:12058;1:14240;1:17499;1:31932;1:2048;1:14134;1:31366;1:31796;1:28203;5:29001;1::|
 
skills=|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>This fit maximizes repping power by dropping down to a single energy transfer, in order to facilitate a fifth shield transporter.</li><li>This fit will not give you the option to respond to capacitor requests in the fleet.</li><li>The afterburner isn't strictly needed for tanking purposes but simply to facilitate a speedy ore drop in [[Nation Mining Colony]] sites. One of the logi can replace it with a '''Shadow Serpentis Tracking Link''' for more utility.</li><li>'''Always''' carry a spare energy transfer with you in case the next replacement needs two energy transfers to remain cap stable.</li>}}}}<noinclude>
 
  
== Pirate Faction Battleships ==
+
* 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 {{sh|Vindicator}} or {{sh|Nightmare}} instead, or take advantage of [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 our T1 Battleship loaner program]. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
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.
 
{{example|While these fits will have tech two weapons and faction modules, it's not strictly a requirement. A pirate faction battleship fitted with the same modules as one of the recommended ships above would perform much better due to the superior hull. So upgrading to one of these ships, even if you don't have tech two guns or the battleship skills trained to V, will be a significant improvement.}}
 
=== Machariel ===
 
The '''Machariel''' has excellent range and good tracking accompanied by enough midslots to fit for any occasion.
 
</noinclude>{{#ifeq:{{{1|Machariel}}}|Machariel|{{ShipFitting|showTOC=N|
 
ship=Machariel|
 
shipTypeID=17738|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=800mm Repeating Artillery II|
 
high1typeID=2929|
 
high2name=800mm Repeating Artillery II|
 
high2typeID=2929|
 
high3name=800mm Repeating Artillery II|
 
high3typeID=2929|
 
high4name=800mm Repeating Artillery II|
 
high4typeID=2929|
 
high5name=800mm Repeating Artillery II|
 
high5typeID=2929|
 
high6name=800mm Repeating Artillery II|
 
high6typeID=2929|
 
high7name=800mm Repeating Artillery II|
 
high7typeID=2929|
 
high8name=Large Shield Transporter II|
 
high8typeID=3608|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Pithum C-Type Adaptive Invulnerability Field|
 
mid5typeID=4349|
 
low1name=Republic Fleet Gyrostabilizer|
 
low1typeID=15806|
 
low2name=Republic Fleet Gyrostabilizer|
 
low2typeID=15806|
 
low3name=Republic Fleet Gyrostabilizer|
 
low3typeID=15806|
 
low4name=Republic Fleet Gyrostabilizer|
 
low4typeID=15806|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Tracking Enhancer II|
 
low6typeID=1999|
 
low7name=Tracking Enhancer II|
 
low7typeID=1999|
 
drone1name=Heavy Shield Maintenance Bot I x4|
 
drone1typeID=22765|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Republic Fleet EMP L x14000|
 
charge2typeID=21894|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender II|
 
rig1typeID=26448|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Projectile Metastasis Adjuster II|
 
rig3typeID=26434|
 
difficulty=2|
 
warsop=G|
 
warsopReason=Pirate Faction ship|
 
version=Odyssey 1.0|
 
shipDNA=17738:2929;7:3608;1:1952;1:2281;1:4349;1:17559;2:1999;3:15806;4:26434;1:26436;1:26448;1:2488;5:22765;4:21894;14000:29011;1::|
 
skills=Shield Emission Systems IV</li><li>Shield Rigging IV ''(see notes)''</li><li>Projectile Rigging IV ''(see notes)''|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>If there are enough webs in the fleet, one of the webs can be swapped out for a '''Tracking Computer II''', scripted for tracking in frigate heavy waves and optimal range for the rest. }}}}<noinclude>
 
  
=== Nightmare ===
+
* '''Set Auto-Repeat off on the Bastion Module and Shield Booster.''' The X-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.
The '''Nightmare''' has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has a lot of utility midslots available, allowing it to easily fit for any occasion.
 
</noinclude>{{#ifeq:{{{1|Nightmare}}}|Nightmare|{{ShipFitting|showTOC=N|
 
ship=Nightmare|
 
shipTypeID=17736|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=Mega Pulse Laser II|
 
high1typeID=3057|
 
high2name=Mega Pulse Laser II|
 
high2typeID=3057|
 
high3name=Mega Pulse Laser II|
 
high3typeID=3057|
 
high4name=Mega Pulse Laser II|
 
high4typeID=3057|
 
high5name=Large Shield Transporter II|
 
high5typeID=3608|
 
high6name=Large 'Regard' Power Projector|
 
high6typeID=16487|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Tracking Computer II|
 
mid4typeID=1978|
 
mid5name=Tracking Computer II|
 
mid5typeID=1978|
 
mid6name=Adaptive Invulnerability Field II|
 
mid6typeID=2281|
 
mid7name=Pithum C-Type Adaptive Invulnerability Field|
 
mid7typeID=4349|
 
low1name=Imperial Navy Heat Sink|
 
low1typeID=15810|
 
low2name=Imperial Navy Heat Sink|
 
low2typeID=15810|
 
low3name=Imperial Navy Heat Sink|
 
low3typeID=15810|
 
low4name=Imperial Navy Heat Sink|
 
low4typeID=15810|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
drone1name=Medium Shield Maintenance Bot I x5|
 
drone1typeID=23717|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Imperial Navy Multifrequency L x8|
 
charge1typeID=23105|
 
charge2name=Scorch L x8|
 
charge2typeID=12820|
 
charge3name=Conflagration L x8|
 
charge3typeID=12816|
 
charge4name=Scan Resolution Script x1|
 
charge4typeID=29011|
 
charge5name=Optimal Range Script x2|
 
charge5typeID=28999|
 
charge6name=Tracking Speed Script x2|
 
charge6typeID=29001|
 
rig1name=Large Core Defense Field Extender II|
 
rig1typeID=26448|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Energy Locus Coordinator II|
 
rig3typeID=26388|
 
difficulty=2|
 
warsop=G|
 
warsopReason=Pirate Faction ship|
 
version=Odyssey 1.0|
 
shipDNA=17736:3057;4:3608;1:16487;1:1952;1:1978;2:2281;1:4349;1:17559;2:1999;1:15810;4:26388;1:26436;1:26448;1:2488;5:23717;5:12816;8:12820;8:23105;8:28999;2:29001;2:29011;1::|
 
skills=Shield Emission Systems IV</li><li>Shield Rigging IV ''(see notes)''</li><li>Energy Weapon Rigging IV ''(see notes)''|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>The fitting template doesn't show all the charges (like crystals, scripts etc), click the '''EVE'''-button to see all charges for this fit.</li><li>If there are enough webs in the fleet, one of the webs can be swapped out for an additional '''Tracking Computer II''' or either a '''Republic Fleet''' or a '''Dominion Target Painter'''.</li><li>For practical reasons you keep the '''Large 'Regard' Power Projector''' modules, even if you can fit the tech two '''Large Energy Transfer Array II''' modules.<p>The meta four energy transfers will be enough to keep you stable, but if you upgrade to tech two energy transfers and try to cap chain with someone who has only meta four energy transfers, you will not get enough cap back to remain stable.</p>}}}}<noinclude>
 
  
=== Vindicator ===
+
* 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.
The '''Vindicator''' is a short range brawler without match, both in terms of damage and their extremely effective webs, while still having long range capabilities with the tech two '''Null L''' ammunition.
+
}}
</noinclude>{{#ifeq:{{{1|Vindicator}}}|Vindicator|{{ShipFitting|showTOC=N|
 
ship=Vindicator|
 
shipTypeID=17740|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=Neutron Blaster Cannon II|
 
high1typeID=3186|
 
high2name=Neutron Blaster Cannon II|
 
high2typeID=3186|
 
high3name=Neutron Blaster Cannon II|
 
high3typeID=3186|
 
high4name=Neutron Blaster Cannon II|
 
high4typeID=3186|
 
high5name=Neutron Blaster Cannon II|
 
high5typeID=3186|
 
high6name=Neutron Blaster Cannon II|
 
high6typeID=3186|
 
high7name=Neutron Blaster Cannon II|
 
high7typeID=3186|
 
high8name=Neutron Blaster Cannon II|
 
high8typeID=3186|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Pithum C-Type Adaptive Invulnerability Field|
 
mid5typeID=4349|
 
low1name=Federation Navy Magnetic Field Stabilizer|
 
low1typeID=15895|
 
low2name=Federation Navy Magnetic Field Stabilizer|
 
low2typeID=15895|
 
low3name=Federation Navy Magnetic Field Stabilizer|
 
low3typeID=15895|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Tracking Enhancer II|
 
low6typeID=1999|
 
low7name=Signal Amplifier II|
 
low7typeID=1987|
 
drone1name=Heavy Shield Maintenance Bot I x4|
 
drone1typeID=22765|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Caldari Navy Antimatter Charge L x7000|
 
charge2typeID=21740|
 
charge3name=Null L x7000|
 
charge3typeID=12787|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Core Defense Field Extender II|
 
rig1typeID=26448|
 
rig2name=Large Anti-EM Screen Reinforcer II|
 
rig2typeID=26436|
 
rig3name=Large Hybrid Metastasis Adjuster II|
 
rig3typeID=26404|
 
difficulty=2|
 
warsop=G|
 
warsopReason=Pirate Faction ship|
 
version=Odyssey 1.0|
 
shipDNA=17740:3186;8:1952;1:2281;1:4349;1:17559;2:1987;1:1999;3:15895;3:26404;1:26436;1:26448;1:2488;5:22765;4:12787;7000:21740;7000:29011;1::|
 
skills=Electronics Upgrades V</li><li>Shield Rigging IV ''(see notes)''</li><li>Hybrid Weapon Rigging IV ''(see notes)''|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.}}}}<noinclude>
 
  
== Strategic Cruisers ==
+
==== Paladin ====
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.
+
{{ShipFitting
=== Legion ===
+
| ship=Paladin
The '''Legion''' combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. Supported by a tracking link this ship is more than capable of applying good damage on the '''Mara Paleo''' out at 55 - 60km ranges.
+
| fitName=VG Paladin
</noinclude>{{#ifeq:{{{1|Legion}}}|Legion|{{ShipFitting|showTOC=N|
+
| fitID=VG Paladin
ship=Legion|
+
| high1name=Mega Pulse Laser II
shipTypeID=29986|
+
| high1typeID=3057
fitName=Incursions (vanguards)|
+
| high2name=Mega Pulse Laser II
fitID=Incursions-(vanguards)|
+
| high2typeID=3057
high1name=Heavy Pulse Laser II|
+
| high3name=Mega Pulse Laser II
high1typeID=3520|
+
| high3typeID=3057
high2name=Heavy Pulse Laser II|
+
| high4name=Mega Pulse Laser II
high2typeID=3520|
+
| high4typeID=3057
high3name=Heavy Pulse Laser II|
+
| high5name=Bastion Module I
high3typeID=3520|
+
| high5typeID=33400
high4name=Heavy Pulse Laser II|
+
| high6name=Medium Murky Compact Remote Shield Booster
high4typeID=3520|
+
| high6typeID=8579
high5name=Heavy Pulse Laser II|
+
| high7name=Auto Targeting System I
high5typeID=3520|
+
| high7typeID=1182
high6name=Heavy Pulse Laser II|
+
| high8name=open
high6typeID=3520|
+
| mid1name=Pith X-Type X-Large Shield Booster
mid1name=Federation Navy Stasis Webifier|
+
| mid1typeID=19208
mid1typeID=17559|
+
| mid2name=Pithum A-Type Multispectrum Shield Hardener
mid2name=Pith C-Type EM Ward Field|
+
| mid2typeID=4347
mid2typeID=19264|
+
| mid3name=Sentient Sensor Booster
mid3name=Pith A-Type Thermic Dissipation Field|
+
| mid3typeID=41191
mid3typeID=19278|
+
| mid4name=Shadow Serpentis Tracking Computer
mid4name=Republic Fleet Large Shield Extender|
+
| mid4typeID=14238
mid4typeID=31932|
+
| low1name=Syndicate Damage Control
low1name=Imperial Navy Heat Sink|
+
| low1typeID=41201
low1typeID=15810|
+
| low2name=Imperial Navy Heat Sink
low2name=Imperial Navy Heat Sink|
+
| low2typeID=15810
low2typeID=15810|
+
| low3name=Imperial Navy Heat Sink
low3name=Imperial Navy Heat Sink|
+
| low3typeID=15810
low3typeID=15810|
+
| low4name=Imperial Navy Heat Sink
low4name=Tracking Enhancer II|
+
| low4typeID=15810
low4typeID=1999|
+
| low5name=Imperial Navy Heat Sink
low5name=Tracking Enhancer II|
+
| low5typeID=15810
low5typeID=1999|
+
| low6name=Tracking Enhancer II
low6name=Tracking Enhancer II|
+
| low6typeID=1999
low6typeID=1999|
+
| low7name=Tracking Enhancer II
subsystem1name=Legion Propulsion - Fuel Catalyst|
+
| low7typeID=1999
subsystem1typeID=30078|
+
| rig1name=Large Energy Burst Aerator II
subsystem2name=Legion Offensive - Liquid Crystal Magnifiers|
+
| rig1typeID=26380
subsystem2typeID=30119|
+
| rig2name=Large EM Shield Reinforcer II
subsystem3name=Legion Engineering - Power Core Multiplier|
+
| rig2typeID=26436
subsystem3typeID=30169|
+
| drone1name=Acolyte II x5
subsystem4name=Legion Electronics - Tactical Targeting Network|
+
| drone1typeID=2205
subsystem4typeID=30038|
+
| drone2name=Light Hull Maintenance Bot I x5
subsystem5name=Legion Defensive - Augmented Plating|
+
| drone2typeID=33706
subsystem5typeID=29966|
+
| drone3name=Light Shield Maintenance Bot I x5
charge1name=Imperial Navy Multifrequency M x12|
+
| drone3typeID=23719
charge1typeID=23089|
+
| charge1name=Scorch L x20
charge2name=Conflagration M x12|
+
| charge1typeID=12820
charge2typeID=12814|
+
| charge2name=Conflagration L x20
charge3name=Scorch M x12|
+
| charge2typeID=12816
charge3typeID=12818|
+
| charge3name=Imperial Navy Multifrequency L x8
charge4name=open|
+
| charge3typeID=23105
charge5name=open|
+
| charge4name=Scan Resolution Script x1
rig1name=Medium Core Defense Field Extender II|
+
| charge4typeID=29011
rig1typeID=31796|
+
| charge5name=Tracking Speed Script x1
rig2name=Medium Anti-EM Screen Reinforcer II|
+
| charge5typeID=29001
rig2typeID=31724|
+
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Pulse Laser Specialization|IV|icon=yes}}
rig3name=Medium Energy Locus Coordinator II|
+
| showSKILLS=Y
rig3typeID=31486|
+
| notes=Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.</li><li>Turn auto-repeat on your Shield Booster 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.</li><li>The EM rig may be changed at pilot's discretion.<br>Lacking the tracking bonus of the Nightmare, pilots may want to take {{co|coral|Standard Drop Booster}} (or any other grade, really) to compensate for the poor tracking of this ship's guns.
difficulty=2|
+
| showNOTES=Y
warsop=G|
+
| difficulty=2
warsopReason=Strategic Cruiser|
+
| version=June 2023
version=Odyssey 1.0|
+
| showTOC=N
shipDNA=29986:29966;1:30038;1:30078;1:30119;1:30169;1:3520;6:17559;1:19264;1:19278;1:31932;1:1999;3:15810;3:31486;1:31724;1:31796;1:12814;12:12818;12:23089;12::|
+
| alphacanuse=N
skills=Shield Rigging IV ''(see notes)''</li><li>Energy Weapon Rigging IV ''(see notes)''|
+
}}
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>If you feel uncomfortable without a '''Damage Control II''' module you could add one, but it isn't needed and would compromise your projected damage.</li><li>You can also use the '''Augmented Capacitor Reservoir''' subsystem for increased capacitor, if you need to. It makes it less flexible in terms of upping the tank for higher level sites, but would work with an afterburner-fit.}}}}<noinclude>
 
  
=== Loki ===
+
==== Vargur ====
The '''Loki''' combines multiple webs and extreme tracking, making it a pretty decent ship.
+
{{ShipFitting
 +
| ship=Vargur
 +
| fitName= VG Vargur
 +
| fitID= VG Vargur
 +
| high1name=800mm Repeating Cannon II
 +
| high1typeID=2929
 +
| high2name=800mm Repeating Cannon II
 +
| high2typeID=2929
 +
| high3name=800mm Repeating Cannon II
 +
| high3typeID=2929
 +
| high4name=800mm Repeating Cannon II
 +
| high4typeID=2929
 +
| high5name=Bastion Module I
 +
| high5typeID=33400
 +
| high6name=Medium Remote Armor Repairer II
 +
| high6typeID=26913
 +
| high7name=Pithum A-Type Medium Remote Shield Booster
 +
| high7typeID=19151
 +
| mid1name=Pith X-Type X-Large Shield Booster
 +
| mid1typeID=19208
 +
| mid2name=Pithum A-Type Multispectrum Shield Hardener
 +
| mid2typeID=4347
 +
| mid3name=Sentient Sensor Booster
 +
| mid3typeID=41191
 +
| mid4name=Tracking Computer II
 +
| mid4typeID=1978
 +
| mid5name=Tracking Computer II
 +
| mid5typeID=1978
 +
| mid6name=Tracking Computer II
 +
| mid6typeID=1978
 +
| low1name=Republic Fleet Gyrostabilizer
 +
| low1typeID=15806
 +
| low2name=Republic Fleet Gyrostabilizer
 +
| low2typeID=15806
 +
| low3name=Republic Fleet Gyrostabilizer
 +
| low3typeID=15806
 +
| low4name=Republic Fleet Gyrostabilizer
 +
| low4typeID=15806
 +
| low5name=Tracking Enhancer II
 +
| low5typeID=1999
 +
| low6name=Tracking Enhancer II
 +
| low6typeID=1999
 +
| rig1name=Large Projectile Ambit Extension I
 +
| rig1typeID=26038
 +
| rig2name=Large Projectile Burst Aerator II
 +
| rig2typeID=26430
 +
| charge1name=Acolyte II x5
 +
| charge1typeID=2205
 +
| charge2name=Medium Shield Maintenance Bot I x5
 +
| charge2typeID=23717
 +
| charge3name=Tracking Speed Script x3
 +
| charge3typeID=29001
 +
| charge4name=Scan Resolution Script x1
 +
| charge4typeID=29011
 +
| charge5name=Hail L x14480
 +
| charge5typeID=12779
 +
| charge6name=Optimal Range Script x3
 +
| charge6typeID=28999
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Autocannon Specialization|IV|icon=yes}}
 +
| showSKILLS=Y
 +
| notes=Load Hail, never fail.</li><li>Turn auto-repeat on your Shield Booster 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.</li><li>The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.
 +
| showNOTES=Y
 +
| difficulty=2
 +
| version=June 2023
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
It also has the option to fit for longer webs, which isn't always needed but makes a world of difference in the larger sites, like assaults. For vanguards however, the preferred fit is short webs since our main damage is within boosted webbing range (20-21km), the long webs are largely underutilized.
+
==== Kronos ====
</noinclude>{{#ifeq:{{{1|Loki}}}|Loki|{{ShipFitting|showTOC=N|
+
{{ShipFitting
ship=Loki|
+
| ship=Kronos
shipTypeID=29990|
+
| fitName= VG Kronos
fitName=Incursions (vanguards)|
+
| fitID= VG Kronos
fitID=Incursions--vanguards-|
+
| high1name=Neutron Blaster Cannon II
high1name=425mm AutoCannon II|
+
| high1typeID=3186
high1typeID=2913|
+
| high2name=Neutron Blaster Cannon II
high2name=425mm AutoCannon II|
+
| high2typeID=3186
high2typeID=2913|
+
| high3name=Neutron Blaster Cannon II
high3name=425mm AutoCannon II|
+
| high3typeID=3186
high3typeID=2913|
+
| high4name=Neutron Blaster Cannon II
high4name=425mm AutoCannon II|
+
| high4typeID=3186
high4typeID=2913|
+
| high5name=Bastion Module I
high5name=425mm AutoCannon II|
+
| high5typeID=33400
high5typeID=2913|
+
| high6name=Gistum A-Type Medium Remote Shield Booster
high6name=425mm AutoCannon II|
+
| high6typeID=19145
high6typeID=2913|
+
| high7name=Auto Targeting System I
high7name=Auto Targeting System II|
+
| high7typeID=1182
high7typeID=1436|
+
| mid1name=Pith X-Type X-Large Shield Booster
mid1name=Tracking Computer II, Optimal Range Script|
+
| mid1typeID=19208
mid1typeID=1978|
+
| mid2name=Pithum A-Type Multispectrum Shield Hardener
mid2name=Republic Fleet Large Shield Extender|
+
| mid2typeID=4347
mid2typeID=31932|
+
| mid3name=Shadow Serpentis Tracking Computer
mid3name=Federation Navy Stasis Webifier|
+
| mid3typeID=14238
mid3typeID=17559|
+
| mid4name=Shadow Serpentis Tracking Computer
mid4name=Federation Navy Stasis Webifier|
+
| mid4typeID=14238
mid4typeID=17559|
+
| mid5name=Sentient Sensor Booster
mid5name=Federation Navy Stasis Webifier|
+
| mid5typeID=41191
mid5typeID=17559|
+
| low1name=Syndicate Damage Control
low1name=Republic Fleet Gyrostabilizer|
+
| low1typeID=41201
low1typeID=15806|
+
| low2name=Federation Navy Magnetic Field Stabilizer
low2name=Republic Fleet Gyrostabilizer|
+
| low2typeID=15895
low2typeID=15806|
+
| low3name=Federation Navy Magnetic Field Stabilizer
low3name=Republic Fleet Gyrostabilizer|
+
| low3typeID=15895
low3typeID=15806|
+
| low4name=Federation Navy Magnetic Field Stabilizer
low4name=Tracking Enhancer II|
+
| low4typeID=15895
low4typeID=1999|
+
| low5name=Federation Navy Magnetic Field Stabilizer
subsystem1name=Loki Defensive - Adaptive Shielding|
+
| low5typeID=15895
subsystem1typeID=29974|
+
| low6name=Tracking Enhancer II
subsystem2name=Loki Electronics - Tactical Targeting Network|
+
| low6typeID=1999
subsystem2typeID=30068|
+
| low7name=Tracking Enhancer II
subsystem3name=Loki Offensive - Projectile Scoping Array|
+
| low7typeID=1999
subsystem3typeID=30133|
+
| rig1name=Large EM Shield Reinforcer II
subsystem4name=Loki Engineering - Power Core Multiplier|
+
| rig1typeID=26436
subsystem4typeID=30159|
+
| rig2name=Large Hybrid Burst Aerator II
subsystem5name=Loki Propulsion - Intercalated Nanofibers|
+
| rig2typeID=26394
subsystem5typeID=30108|
+
| charge1name=Acolyte II x5
drone1name=Light Shield Maintenance Bot II x5|
+
| charge1typeID=2205
drone1typeID=28203|
+
| charge2name=Federation Navy Garde x2
drone2name=Warrior II x5|
+
| charge2typeID=31886
drone2typeID=2488|
+
| charge3name=Medium Shield Maintenance Bot I x5
charge1name=Tracking Speed Script x1|
+
| charge3typeID=23717
charge1typeID=29001|
+
| charge4name=Optimal Range Script x2
charge2name=Optimal Range Script x1|
+
| charge4typeID=28999
charge2typeID=28999|
+
| charge5name=Tracking Speed Script x2
charge3name=Republic Fleet EMP M x11000|
+
| charge5typeID=29001
charge3typeID=21896|
+
| charge6name=Scan Resolution Script x4
charge4name=Barrage M x11000|
+
| charge6typeID=29011
charge4typeID=12773|
+
| charge7name=Federation Navy Antimatter Charge L x10000
charge5name=open|
+
| charge7typeID=22993
rig1name=Medium Core Defense Field Extender I|
+
| charge8name=Null L x20000
rig1typeID=31790|
+
| charge8typeID=12787
rig2name=Medium Anti-Kinetic Screen Reinforcer I|
+
| charge9name=Void L x20000
rig2typeID=31742|
+
| charge9typeID=12791
rig3name=Medium Projectile Burst Aerator II|
+
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>{{sk|Marauders|IV|icon=yes}}</li><li>{{sk|Large Blaster Specialization|IV|icon=yes}}
rig3typeID=31676|
+
| showSKILLS=Y
difficulty=1|
+
| notes=Void/AM < 20km, Null otherwise.</li><li>Turn auto-repeat on your Shield Booster 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.</li><li>The EM rig may be changed at pilot's discretion.
warsop=G|
+
| showNOTES=Y
warsopReason=Strategic Cruiser|
+
| difficulty=2
version=Odyssey 1.0|
+
| version=June 2023
shipDNA=29990:29974;1:30068;1:30108;1:30133;1:30159;1:1436;1:2913;6:1978;1:17559;3:31932;1:1999;1:15806;3:31676;1:31742;1:31790;1:2488;5:28203;5:12773;11000:21896;11000:29001;1:28999;1::|
+
| showTOC=N
skills=Projectile Rigging IV ''(see notes)''|
+
| alphacanuse=N
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>If the fleet doesn't have good skirmish links, you can fit the '''Immobility Drivers''' subsystem for long range, but you lose the tracking computer or one of your webs and have to take care not to web things too far from the fleet.}}}}<noinclude>
+
}}
  
== Command Ships ==
+
[[Category:EVE University Incursion Community]]
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The '''Sleipnir''' stands out with exceptional tracking, range and damage capabilities.
+
[[Category:PvE Doctrines]]
=== Sleipnir ===
+
[[Category:Fittings]]
</noinclude>{{#ifeq:{{{1|Sleipnir}}}|Sleipnir|{{ShipFitting|showTOC=N|
 
ship=Sleipnir|
 
shipTypeID=22444|
 
fitName=Incursions (vanguards)|
 
fitID=Incursions--vanguards-|
 
high1name=425mm AutoCannon II|
 
high1typeID=2913|
 
high2name=425mm AutoCannon II|
 
high2typeID=2913|
 
high3name=425mm AutoCannon II|
 
high3typeID=2913|
 
high4name=425mm AutoCannon II|
 
high4typeID=2913|
 
high5name=425mm AutoCannon II|
 
high5typeID=2913|
 
high6name=425mm AutoCannon II|
 
high6typeID=2913|
 
high7name=425mm AutoCannon II|
 
high7typeID=2913|
 
high8name=Auto Targeting System II|
 
high8typeID=1436|
 
mid1name=Sensor Booster II|
 
mid1typeID=1952|
 
mid2name=Tracking Computer II, Optimal Range Script|
 
mid2typeID=1978|
 
mid3name=Federation Navy Stasis Webifier|
 
mid3typeID=17559|
 
mid4name=Republic Fleet Large Shield Extender|
 
mid4typeID=31932|
 
mid5name=Pithum C-Type Adaptive Invulnerability Field|
 
mid5typeID=4349|
 
low1name=Republic Fleet Gyrostabilizer|
 
low1typeID=15806|
 
low2name=Republic Fleet Gyrostabilizer|
 
low2typeID=15806|
 
low3name=Republic Fleet Gyrostabilizer|
 
low3typeID=15806|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
drone1name=Warrior II x8|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Optimal Range Script x1|
 
charge2typeID=28999|
 
charge3name=Tracking Speed Script x1|
 
charge3typeID=29001|
 
charge4name=Barrage M x20000|
 
charge4typeID=12773|
 
charge5name=Republic Fleet EMP M x10000|
 
charge5typeID=21896|
 
rig1name=Medium Core Defense Field Extender II|
 
rig1typeID=31796|
 
rig2name=Medium Projectile Burst Aerator II|
 
rig2typeID=31676|
 
difficulty=2|
 
warsop=G|
 
warsopReason=Deadspace fitting|
 
version=Odyssey 1.0|
 
shipDNA=22444:1436;1:2913;7:1952;1:1978;1:4349;1:17559;1:31932;1:1999;2:15806;3:31676;1:31796;1:2488;8:12773;20000:21896;10000:28999;1:29001;1:29011;1::|
 
skills=Shield Rigging IV ''(see notes)''</li><li>Projectile Weapon Rigging IV ''(see notes)''|
 
notes=You don't need the rigging skills to fly the ship, someone else can rig it for you.</li><li>A '''Skirmish Warfare Link - Interdiction Maneuvers II''' can replace the auto targeter if you have the skills for it and the fleet is missing skirmish links. The '''Sleipnir''' doesn't get any hull bonuses however, but it's better than nothing.}}}}<noinclude>
 

Revision as of 10:20, 31 January 2024

Incursionlogosmall.png 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.
EVE University Incursion Community will transition to Armor Doctrine at the end of April 2024.
Consequently, all fits are subject to change and will only be viable until that time.


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 four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.

Shields focus

Shield focus In the EVE University Incursion Community we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See shield vs armour doctrines for more information.

Bring Lyavite

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 uses it to finish the Nation Mining Colony site (only this vanguard site needs it).

Don't compromise these fits

Icon large red x.png 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

Icon large green check.png 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.

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 (basic and advanced)

Due to the limited number of capsuleers that can make up the fleet, the number of logistic ships ongrid should to be kept to the minimum necessary to ensure the safety of the fleet, allowing for as many damage dealers. This results in much higher minimum skill requirements for prospective logistics pilots comparted to those required those of new DD pilots. While in theory any shield focused logistics ship could be used, the MinmatarScimitar is the favored dedicated logistic cruiser in the Uni Community due to its remote tracking bonus and its ability to operate independent of other logi. As the community primarily runs Vanguards, remote tracking links bonuses further improve our battleships ability to deal damage to the smaller frigate sized enemies that make up a large percentage of the targets in Vanguard sites. Additionally, unlike the CaldariBasilisk, the MinmatarScimitar can be made cap stable thus removing the need for a logistics cap chain which would add an additional unnecessary point of failure and reduce overall fleet safety, a strong bonus for a group that promotes the inclusion of less experienced players in our fleets. The benefits of the MinmatarScimitar are further amplified by the fact that when the majority of fleet members are in a wardeccable corporation like the Uni due to how cap chains and wardecs interact. For other incursion communities that primarily focus on Assault and Headquarter sites the CaldariBasilisk is needed due its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites. For pilots unable to fly a MinmatarScimitar but can fly a T3 Caldari cruiser, the CaldariTengu is accepted as an alternative option, however, pilots wanting to fly logi for the long run in our community should train towards the requirement skills for the MinmatarScimitar fits shown below.

Remember that you need to train Icon skillbook2.png Target Management V and Icon skillbook2.png Advanced Target Management III in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is cap stable, so you can run all modules all the time.

Scimitar

Scimitar: Incursions (minimum fit)
EFT
[Scimitar, Incursions (minimum fit)]
Large S95a Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II

Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender
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

Optimal Range Script x3
Tracking Speed Script x3
10MN Monopropellant Enduring Afterburner

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.
  • 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.
  • You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:
    Icon skillbook2.png Power Grid Management V (4 days, 6 hours)
    Icon skillbook2.png Capacitor Systems Operation V (4 days, 6 hours)
    Icon skillbook2.png 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.
Scimitar: Incursions (advanced fit)
EFT
[Scimitar, Incursions (advanced fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II

Multispectrum Shield Hardener II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Medium Azeotropic Restrained Shield Extender

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
10MN Monopropellant Enduring Afterburner

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • 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.
  • 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.

Tengu

While inferior to the MinmatarLoki as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser.

Tengu: Incursions (logistics)
EFT
[Tengu, Incursions (logistics)]
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Pithum C-Type Medium Remote Shield Booster
Auto Targeting System I

EM Shield Hardener II
Gist X-Type Thermal Shield Hardener
Multispectrum Shield Hardener II
10MN Monopropellant Enduring Afterburner
Republic Fleet Large Cap Battery
Remote Tracking Computer II

Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II

Tengu Core - Electronic Efficiency Gate
Tengu Defensive - Supplemental Screening
Tengu Offensive - Support Processor
Tengu Propulsion - Chassis Optimization
Medium EM Shield Reinforcer II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Light Shield Maintenance Bot I x5
Light Armor Maintenance Bot I x5

Optimal Range Script x1
Tracking Speed Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
October 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • You could use capacitor implants to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
  • In a two-logi setup, only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).


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.

Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.
The Incursion Community runs a T1 Battleship Loaner Program, enabling Uni pilots to try Incursions without having to invest in a T1 hull.

Maelstrom

Maelstrom: Incursions (vanguards)
EFT
[Maelstrom, Incursions (vanguards)]
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

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Large Core Defense Field Extender I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Scan Resolution Script x2
Republic Fleet EMP L x10660

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
June 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
  • The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.

Rokh

Rokh: Incursions (vanguards)
EFT
[Rokh, Incursions (vanguards)]
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

Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
EM Shield Hardener II
Tracking Computer II

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I


Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5

Tracking Speed Script x2
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range Script x2

Fitting template high slot label.png
icon?size=64&.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
July 2023
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.
  • The previous rig setup with three resist rigs is still accepted.


Hyperion

While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster Praxis offer a superior platform at a similar price, with low EHP being the only downside.

Hyperion: Incursions (vanguards)
EFT
[Hyperion, Incursions (vanguards)]
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 Asymmetric Enduring Remote Shield Booster

Federation Navy Stasis Webifier
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener 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 EM Shield Reinforcer I
Large Thermal Shield Reinforcer I


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Caldari Navy Antimatter Charge L x14000
Alumel-Wired Enduring Sensor Booster
Scan Resolution Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
September 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
  • The previous rig setup of two Core Defense Field Extender Is and one Thermal Shield Reinforcer I is still accepted.


Praxis

Unlike other ships with fits listed here, the Praxis is not used by Headquarters communities due to its low speed and base HP. As a consequence, the fits below are rigged for use in Vanguards only.

The Society of Conscious ThoughtPraxis 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.

Praxis: Incursions (pulse lasers, vanguards)
EFT
[Praxis, Incursions (pulse lasers, vanguards)]
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 Asymmetric Enduring Remote Shield Booster

Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Azeotropic Restrained Shield Extender
Republic Fleet Large Cap Battery

Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Capacitor Power Relay II
Tracking Enhancer II
Tracking Enhancer II

Large Energy Collision Accelerator II
Large Kinetic Shield Reinforcer I
Large Explosive Shield Reinforcer I


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4

Imperial Navy Multifrequency L x18
Imperial Navy Xray L x6
Imperial Navy Microwave L x6
Tracking Speed Script x1

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
October 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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.
Praxis: Incursions (blasters, vanguards)
EFT
[Praxis, Incursions (blasters, vanguards)]
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 Asymmetric Enduring Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
AE-K Compact Drone Damage Amplifier
Tracking Enhancer II
Tracking Enhancer II

Large Hybrid Burst Aerator II
Large Core Defense Field Extender I
Large Core Defense Field Extender I


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5
Federation Navy Garde x4

Caldari Navy Antimatter Charge L x14000
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
August 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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 Icon skillbook2.png 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.


Pirate faction battleships

The EVE University Incursion Community doesn't require unistas to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.

So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See upgrade priority for more information.

If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.

Out of all the pirate faction battleships, the SerpentisVindicator stands out with its best-in-class application support bonuses, seeing usage in nearly all Incursion groups. The Angel CartelMachariel, Sansha's NationNightmare are also excellent hulls, with good bonuses and slot layout, but have fallen behind their more powerful Marauder counterparts. The fits below recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual fitting principles. For more specific information about your rig options and general ship fit progression, see the rigging choice, fit progression and utility mids sections.
As of October 2022, both the Angel CartelMachariel and Sansha's NationNightmare are either not accepted by headquarters groups, or considered intermediate ships with an upgrade deadline to move to an optimal hull after a number of fleet hours. Further, unlike the Vindicator or Nightmare, the Mach is only accepted by shield groups, and typically require T2 autocannons at minimum. Please take this into consideration if you are looking into either hull.

Vindicator

Vindicator: Incursions (vanguards)
EFT
[Vindicator, Incursions (vanguards)]
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

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Federation Navy Antimatter Charge L x14000
Nanite Repair Paste x200
Scan Resolution Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
icon?size=64&.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
  • The Icon skillbook2.png Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
NOTES
  • 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 Icon skillbook2.png Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
  • This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.
  • A tech one EM Shield Reinforcer can be used in place of the tech two listed.


Nightmare

Nightmare: Incursions (vanguards)
EFT
[Nightmare, Incursions (vanguards)]
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 Remote Capacitor Transmitter II
Large Asymmetric Enduring Remote Shield Booster

Republic Fleet Target Painter
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II

Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Microwave L x8
Scan Resolution Script x2
Nanite Repair Paste x200
Federation Navy Stasis Webifier x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template charge slots label.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
  • The Icon skillbook2.png 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).
NOTES
  • Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.
  • 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.
  • If using tech two pulse lasers or tachyons, it is recommended to replace a heat sink or the tracking enhancer with a Capacitor Power Relay II, or else a cap chain will be needed to maintain cap stability.
  • Should a lack of SerpentisVindicators in fleet be noted, swap a sensor booster or tracking computer for a web.


Machariel

Machariel: Incursions (vanguards)
EFT
[Machariel, Incursions (vanguards)]
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
Large Asymmetric Enduring Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Republic Fleet Target Painter
Tracking Computer II
Tracking Computer II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Large EM Shield Reinforcer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x2
Federation Navy Stasis Webifier x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
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Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • All the required skills for damage dealers
    (including the secondary battleship skill)
NOTES
  • 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.
  • Omega clones can train Icon skillbook2.png Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
  • Pilots can choose between a Republic Fleet Target Painter for improved application, or an Alamel-Wired Enduring Sensor Booster to lower lock times.
  • Should a lack of SerpentisVindicators in fleet be noted, swap a tracking computer for a web.


Ongrid booster

Having a command ship with command bursts will always be more valuable than any other option for vanguards. The EVE University Incursion Community runs with a single booster to ensure that their fleets can run safely. See the Anatomy of Incursions page for more information on the effects of ongrid boosting.

Remember that you'll need the Icon implant hardwiring.png Republic Fleet Command Mindlink to go with these fits, to push the boosts to acceptable levels.

Logibooster

Running a fleet with a logibooster and one logistics cruiser reduces the repair power available versus two logistics cruisers. This puts additional pressure on the fleet to clear damage off the field. Further, it becomes potentially unsafe for the sole logistics pilot to do ore drops. The logibooster or a dropper ship should be used instead.

The logibooster compresses the booster and logistics role into one ship. Using this means fewer high skill point roles are required for a fleet to run, and enables an extra Battleship to enter the fleet and get payouts. This, of course, comes at a cost: Logibooster configurations can only repair approximately two thirds of what an advanced Scimitar fit can, and generally has less cap stability. Further, without a range bonus, its repairers can not reach far. And getting the sufficient capacitor generation for its repairers requires a tight fit with lower resists.

Both the MinmatarSleipnir and MinmatarClaymore can be used in this configuration. The Claymore gets a resist bonus, an extra mid slot, and some extra CPU, while the Sleipnir gets slightly stronger boosts. The Sleipnir however generally requires a bling hardener in order to safely run this configuration, so the Claymore is the more accessible option.

Claymore

Claymore: Incursions (logibooster)
EFT
[Claymore, Incursions (logibooster)]
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II

Multispectrum Shield Hardener II
Shadow Serpentis Remote Sensor Booster
Shadow Serpentis Remote Sensor Booster
Cap Recharger II
Thukker Large Cap Battery
Thukker Large Cap Battery

Damage Control II
Capacitor Power Relay II
Co-Processor II
Sentient Signal Amplifier

Medium Command Processor I
Medium Command Processor I


Acolyte II x5
Medium Shield Maintenance Bot I x5

Scan Resolution Script x2
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1

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FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • Icon skillbook2.png Cybernetics V, Icon skillbook2.png Skirmish Command Specialist V and Icon skillbook2.png Shield Command Specialist V is required for the following mindlink:

    Icon implant hardwiring.png Republic Fleet Command Mindlink

  • Make sure you have the following charges:

    Icon active shielding.png Active Shielding Charge x 600
    Icon shield harmonizing.png Shield Harmonizing Charge x 600
    Icon evasive maneuvers.png Evasive Maneuvers Charge x 600
    Icon interdiction maneuvers.png Interdiction Maneuvers Charge x 600

  • If this ship is to be used for the ore run, the two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).


Sleipnir

Sleipnir: Incursions (logibooster)
EFT
[Sleipnir, Incursions (logibooster)]
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Shield Command Burst II
Shield Command Burst II
Skirmish Command Burst II
Skirmish Command Burst II

Pithum B-Type Multispectrum Shield Hardener
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery

Sentient Signal Amplifier
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Co-Processor II

Medium Command Processor I
Medium Command Processor I


Light Shield Maintenance Bot I x5

Scan Resolution Script x3
Active Shielding Charge x900
Shield Harmonizing Charge x900
Evasive Maneuvers Charge x900
Interdiction Maneuvers Charge x900
50MN Y-T8 Compact Microwarpdrive x1
Cap Recharger II x1

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FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • Icon skillbook2.png Cybernetics V, Icon skillbook2.png Skirmish Command Specialist V and Icon skillbook2.png Shield Command Specialist V is required for the following mindlink:

    Icon implant hardwiring.png Republic Fleet Command Mindlink

  • Make sure you have the following charges:

    Icon active shielding.png Active Shielding Charge x 600
    Icon shield harmonizing.png Shield Harmonizing Charge x 600
    Icon evasive maneuvers.png Evasive Maneuvers Charge x 600
    Icon interdiction maneuvers.png Interdiction Maneuvers Charge x 600

  • If this ship is to be used for the ore run, two remote sensor boosters can be swapped for a 50MN Y-T8 Compact Microwarpdrive and a Cap Recharger II (to counteract the cap penalty of the MWD).


Dropper/Hacker/Scout

The dropper is one of the vital roles in the vanguard fleet, as it is essential to completing the Nation Mining Colony, where a stack of Lyavite (255 units) has to be dropped into Nation Ore Refinery in order to complete the site after killing all the rats.

Hacking, on the other hand, is optionally used for one of the vanguard sites, the Override Transfer Array. Once a coveted role, it has fallen out of favor due to increased damage output of the fleet and increased difficulty of the hack reducing the overall benefit of hacking. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at a much higher cost. 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.

Until September 2019, Incursions did not use the minigame, but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.

Venture

The venture is used as an all-rounder ship that can fulfill roles such as dropping, hacking, and scouting, from the same ship. Its large ore hold of 5000m3 makes it perfect for tagging along with the fleet and dropping Lyavite in the Nation Mining Colony to complete the site. While the Venture can hack in the Override Transfer Array, the lack of any bonuses generally means the pilot will need high skills in order to hack fast enough for it to be worthwhile.


Venture: Incursions (Dropper)
EFT
[Venture, Incursions (Dropper)]
Small Remote Shield Booster 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


Acolyte I x2

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FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.

Heron

The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a Microwarpdrive and one Data Analyzer module. The Memetic Algorithm Bank gives the pilot more room to navigate the hacking minigame.

Heron: Incursions (hacker)
EFT
[Heron, Incursions (hacker)]
Small Remote Shield Booster 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



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FITTING DIFFICULTY
EVE VERSION
April 2021
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Any of the AmarrMagnate, GallenteImicus, or MinmatarProbe can also use this fitting with the same level of effectiveness.
  • Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
  • 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.
  • The Small Remote Shield Extender drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
  • Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.

Ammo Hauler

The Amarr T1 Exploration frigate, the Magnate, is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the frigate escape bay of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.

Advanced fits

There are many ways to improve past the minimum fits, but for many reasons, there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.

  • 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.

Bling fits

However, some ships are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. These are not recommended for first-time runners, as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, unlike the minimum fits, these fits are not hard and set. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all.

Marauders

The new damage buff to the Bastion Module enables Marauders to easily exceed the damage that even a polarized pirate ship can dish out. However, since the Bastion Module disables remote assistance while active, Bastion Marauders require a local tank to safely use.

Some things to keep in mind:

  • 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 SerpentisVindicator or Sansha's NationNightmare 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 Shield Booster. The X-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

Paladin: VG Paladin
EFT
[Paladin, VG Paladin]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Medium Murky Compact Remote Shield Booster
Auto Targeting System I

Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Shadow Serpentis Tracking Computer

Syndicate Damage Control
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Tracking Enhancer II
Tracking Enhancer II

Large Energy Burst Aerator II
Large EM Shield Reinforcer II


Acolyte II x5
Light Hull Maintenance Bot I x5
Light Shield Maintenance Bot I x5

Scorch L x20
Conflagration L x20
Imperial Navy Multifrequency L x8
Scan Resolution Script x1
Tracking Speed Script x1

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FITTING DIFFICULTY
EVE VERSION
June 2023
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
  • Turn auto-repeat on your Shield Booster 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.
  • The EM rig may be changed at pilot's discretion.
    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.


Vargur

Vargur: VG Vargur
EFT
[Vargur, VG Vargur]
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
Bastion Module I
Medium Remote Armor Repairer II
Pithum A-Type Medium Remote Shield Booster

Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Sentient Sensor Booster
Tracking Computer II
Tracking Computer II
Tracking Computer II

Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II

Large Projectile Ambit Extension I
Large Projectile Burst Aerator II



Acolyte II x5
Medium Shield Maintenance Bot I x5
Tracking Speed Script x3
Scan Resolution Script x1
Hail L x14480
Optimal Range Script x3

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FITTING DIFFICULTY
EVE VERSION
June 2023
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Load Hail, never fail.
  • Turn auto-repeat on your Shield Booster 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.
  • The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.


Kronos

Kronos: VG Kronos
EFT
[Kronos, VG Kronos]
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module I
Gistum A-Type Medium Remote Shield Booster
Auto Targeting System I

Pith X-Type X-Large Shield Booster
Pithum A-Type Multispectrum Shield Hardener
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Sentient Sensor Booster

Syndicate Damage Control
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Enhancer II
Tracking Enhancer II

Large EM Shield Reinforcer II
Large Hybrid Burst Aerator II



Acolyte II x5
Federation Navy Garde x2
Medium Shield Maintenance Bot I x5
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x4
Federation Navy Antimatter Charge L x10000
Null L x20000
Void L x20000

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FITTING DIFFICULTY
EVE VERSION
June 2023
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Void/AM < 20km, Null otherwise.
  • Turn auto-repeat on your Shield Booster 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.
  • The EM rig may be changed at pilot's discretion.