Difference between revisions of "Vanguard Incursion fits"

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(Fixed module names for recent removal of "anti-[damage] ...")
(Added Praxis fits. Modified Maelstrom and Hyperion fits, and added notes saying that the old rig setup is still acceptable. Added note on adding tank to the scout/hacker.)
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}}
 
}}
 
=== Basilisk ===
 
=== Basilisk ===
{{note box|The Surgical Strike update has significantly lowered the Basilisk's EM resists with the listed fits below. These fits will be further updated to mitigate this issue once a fit is finalized.}}
+
{{note box|During war time, if at least one logi pilot is not in EVE University, unistas can not cap chain with other unistas in damage dealing ships due to [[Remote assistance#While at war|friendly fire concerns]]. As such, there may be difficulty attaining cap buddies for in-uni Basis during war time, particularly for the minimum fit.}}
  
 
{{ShipFitting
 
{{ShipFitting
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| rig1name=Large Core Defense Field Extender I
 
| rig1name=Large Core Defense Field Extender I
 
| rig1typeID=26088
 
| rig1typeID=26088
| rig2name=Large Core Defense Field Extender I
+
| rig2name=Large EM Shield Reinforcer I
| rig2typeID=26088
+
| rig2typeID=26076
| rig3name=Large Thermal Shield Reinforcer I
+
| rig3name=Large Thermal Shield Reinforcer II
| rig3typeID=26082
+
| rig3typeID=26442
 
| drone1name=Imperial Navy Acolyte x5
 
| drone1name=Imperial Navy Acolyte x5
 
| drone1typeID=31864
 
| drone1typeID=31864
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| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
 
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
 
| showSKILLS=Y
 
| 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_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.
+
| 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_clones|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
 
| showNOTES=Y
 
| difficulty=0
 
| difficulty=0
| version=April 2020
+
| version=June 2020
 
| showTOC=N
 
| showTOC=N
 
| alphacanuse=Y
 
| alphacanuse=Y
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| high7name=Large S95a Scoped Remote Shield Booster
 
| high7name=Large S95a Scoped Remote Shield Booster
 
| high7typeID=8641
 
| high7typeID=8641
| mid1name=Alumel-Wired Enduring Sensor Booster
+
| mid1name=Federation Navy Stasis Webifier
| mid1typeID=6159
+
| mid1typeID=17559
| mid2name=Federation Navy Stasis Webifier
+
| mid2name=Republic Fleet Target Painter
| mid2typeID=17559
+
| mid2typeID=31944
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3typeID=2281
 
| mid3typeID=2281
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| drone2name=Medium Shield Maintenance Bot I x5
 
| drone2name=Medium Shield Maintenance Bot I x5
 
| drone2typeID=23717
 
| drone2typeID=23717
| charge1name=Scan Resolution Script x1
+
| charge1name=Caldari Navy Antimatter Charge L x14000
| charge1typeID=29011
+
| charge1typeID=21740
| charge2name=Caldari Navy Antimatter Charge L x14000
+
| charge2name=Alumel-Wired Enduring Sensor Booster
| charge2typeID=21740
+
| charge2typeID=6159
 +
| charge3name=Scan Resolution Script x1
 +
| charge3typeID=29011
 
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
 
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers
 
| showSKILLS=Y
 
| 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_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.
+
| 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_clones|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
 
| showNOTES=Y
 
| difficulty=0
 
| difficulty=0
| version=April 2020
+
| version=June 2020
 +
| showTOC=N
 +
| alphacanuse=Y
 +
}}}}
 +
=== 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. Two fits are currently being trialed.
 +
 
 +
{{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 S95a Scoped Remote Shield Booster
 +
| high7typeID=8641
 +
| 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=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=Scan Resolution Script x1
 +
| charge4typeID=29011
 +
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} (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=2020.6.26
 +
| 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 S95a Scoped Remote Shield Booster
 +
| high7typeID=8641
 +
| 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=Drone Damage Amplifier II
 +
| low5typeID=4405
 +
| 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}} (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_clones|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=2020.6.26
 
| showTOC=N
 
| showTOC=N
 
| alphacanuse=Y
 
| alphacanuse=Y
}}}}<noinclude>
+
}}
 +
 
 +
<noinclude>
 
== Pirate faction battleships ==
 
== 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.}}
 
{{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.}}
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| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
 
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
 
| showSKILLS=Y
 
| showSKILLS=Y
| 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_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.
+
| 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_clones|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.
 
| showNOTES=Y
 
| showNOTES=Y
 
| difficulty=0
 
| difficulty=0
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}}
 
}}
 
== Hacker ==
 
== Hacker ==
Hacking is required for one of the vanguard sites, the [[Override Transfer Array]]. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See [[Roles_in_Incursions#Hacker.2FScout|Hacker/Scout]] for more information on how to perform this role.
+
Hacking is required for one of the vanguard sites, the [[Override Transfer Array]]. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at 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.
 
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.
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| alphacanuse=Y
 
| alphacanuse=Y
 
|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)''
 
|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)''
|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 {{co|coral|Data Analyzer II}} modules will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 30, 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|Warrior I}} drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.
+
|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 30, 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|Warrior I}} drones are so that the scout can contribute damage 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]].
 
}}<noinclude>
 
}}<noinclude>
 
= Advanced fits =
 
= Advanced fits =

Revision as of 07:44, 26 June 2020


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.

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 favour 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 use 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 help of Pehuen's parser. 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 favourite 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)

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. Either can be used, but the MinmatarScimitar is favoured in Vanguards due to its remote tracking bonus and its ability to operate independent of other logi, while the CaldariBasilisk is needed in Assault and Headquarter sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites as well as their remote sensor booster bonus.

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. For the Basilisk this means cap stable with incoming capacitor transmitter.

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
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II

Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II


Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4

Fitting template high slot label.png
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Cargo.png
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FITTING DIFFICULTY
EVE VERSION
April 2020
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.
  • 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).
  • You can upgrade to four tech two reppers with 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
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer

Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II


Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4

Optimal Range Script x3
Tracking Speed Script x3

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
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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
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FITTING DIFFICULTY
EVE VERSION
April 2020
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.
  • Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.

Basilisk

During war time, if at least one logi pilot is not in EVE University, unistas can not cap chain with other unistas in damage dealing ships due to friendly fire concerns. As such, there may be difficulty attaining cap buddies for in-uni Basis during war time, particularly for the minimum fit.


Basilisk: Incursions (minimum fit)
EFT
[Basilisk, Incursions (minimum fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II

Multispectrum Shield Hardener II
Caldari Navy EM Shield Hardener
Large Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Remote Tracking Computer II

Damage Control II
Mark I Compact Power Diagnostic System

Medium Core Defense Field Extender II
Medium Ancillary Current Router II


Light Shield Maintenance Bot I x5

Optimal Range Script x1
Tracking Speed Script x1

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
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FITTING DIFFICULTY
EVE VERSION
April 2020
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.
  • 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).
  • Training into the advanced fit below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
Incursions (advanced)
Basilisk: Incursions (advanced)
EFT
[Basilisk, Incursions (advanced)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Scoped Remote Shield Booster
Large Remote Capacitor Transmitter II

Multispectrum Shield Hardener II
Caldari Navy EM Shield Hardener
10MN Monopropellant Enduring Afterburner
Large Azeotropic Restrained Shield Extender
Shadow Serpentis Remote Tracking Computer

Damage Control II
Mark I Compact Power Diagnostic System

Medium Core Defense Field Extender II
Medium Ancillary Current Router II


Light Shield Maintenance Bot II x5

Optimal Range Script x1
Tracking Speed Script x1

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
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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
  • Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable. With perfect skills and implants, you can also upgrade the fifth repper to a tech two.
  • 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.
  • Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.

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.

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
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Fitting template low slots label.png
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Fitting template subsystem 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
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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

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

Large Kinetic Shield Reinforcer I
Large EM Shield Reinforcer I
Large Thermal Shield Reinforcer I


Imperial Navy Acolyte x5
Light Shield Maintenance Bot I x5

Tracking Speed Script x1
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12640
Optimal Range 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
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FITTING DIFFICULTY
EVE VERSION
April 2020
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.

Hyperion

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 S95a Scoped 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
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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
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FITTING DIFFICULTY
EVE VERSION
June 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. Two fits are currently being trialed.


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 S95a Scoped Remote Shield Booster

Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Republic Fleet Target Painter
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
Scan Resolution 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
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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
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FITTING DIFFICULTY
EVE VERSION
2020.6.26
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 S95a Scoped 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
Drone Damage Amplifier II
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
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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 rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
2020.6.26
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 Angel CartelMachariel, Sansha's NationNightmare and SerpentisVindicator stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits 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.

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 S95a Scoped Remote Shield Booster

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

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

Large Thermal Shield Reinforcer I
Large Projectile Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Tracking Speed Script x1
Scan Resolution Script x1
Nanite Repair Paste x200
Republic Fleet EMP L x14000
Optimal Range Script x1

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
April 2020
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.

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 S95a Scoped Remote Shield Booster

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

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

Large Thermal Shield Reinforcer I
Large Energy Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

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

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FITTING DIFFICULTY
EVE VERSION
April 2020
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.

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
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM 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 Thermal Shield Reinforcer I
Large Hybrid Burst Aerator II


Imperial Navy Acolyte x5
Medium Shield Maintenance Bot I x5

Federation Navy Antimatter Charge L x14000
Scan Resolution Script x2
Nanite Repair Paste x200

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Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
April 2020
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.

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.

Sleipnir

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

While both the MinmatarSleipnir and MinmatarClaymore can be used for ongrid boosting in vanguards, 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: Incursions (ongrid booster)
EFT
[Sleipnir, Incursions (ongrid booster)]
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
Shield Command Burst II, Active Shielding Charge
Shield Command Burst II, Shield Harmonizing Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge

Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed Script
Republic Fleet Target Painter
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

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

Medium Command Processor I
Medium Command Processor I


Acolyte II x5

Tracking Speed Script x1
Republic Fleet EMP M x11400
Active Shielding Charge x600
Shield Harmonizing Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Optimal Range Script x1

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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
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

  • Either of the Republic Fleet EMP M, 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.

Hacker

Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at 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.

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,. You can fit some Memetic Algorithm Bank rigs for increased hacking chance.

Heron: Incursions (hacker)
EFT
[Heron, Incursions (hacker)]

Data Analyzer I
5MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I


Warrior I x7

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FITTING DIFFICULTY
EVE VERSION
April 2020
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 30, 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 Warrior I drones are so that the scout can contribute damage 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.

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.