Vanguard Incursion fits

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Vanguard fittings

Vanguard sites have fairly low damage output, compared to other incursion sites. As such, you often have the luxury of reducing your buffer somewhat in favour of more utility modules. See preparing for Incursions and fitting principles for more information on what skills are needed, what implants are recommended and the reason behind the fittings.

All fits use Miranda's new template, fits converted from here

One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules. Be sure to click the NOTES-button, as that might contain valuable information about the fit.

Shields focus

Shield 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

Caldari Navy Antimatter Charge LRepublic Fleet EMP Charge L
Imperial Navy Multifrequency LScorch L
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.

If you click the EVE-button on the fit it'll show you which type of ammunition you need and how much to bring.

Drones

Drones, drones, drones! When it comes to light combat drones, we prefer Acolyte II drones over the other drones. If you can only use Warrior II drones that's fine too, but train Amarr Drone Specialization III as soon as possible to swap to our recommended drones (it shouldn't take more than 20 hours).

Bring Lyavite

Lyavite Be sure to bring a full stack of Lyavite (255 units, 306 m3 worth of cargo space).

All the fits have had their ammo adjusted to make sure they have room for a stack of lyavite, so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). The lyavite is used to finish one of the vanguard sites, the Nation Mining Colony site.

Utility modules

Utility mislotsUtlity highslots Sometimes your fleet commander will ask you to make minor adjustments, like swapping out a web for a tracking computer. Be sure to read up on utility modules for more details on utility modules.

Don't compromise these fits

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 matters, every module matters.

Improving fits

Icon large green check.png Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective as well as the real threat of war targets during war.

Minimum fits

These fits are minimum fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.

Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.

At some point you'll be knowledgeable enough about incursions to do your own little tweaks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.

There are also several implants that help improve your efficiency, both in terms of damage projection and cap stability. See recommended implants for more information about useful implants.

Logistics

The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.

Remember that you need to train Target Management V and 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 Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
F-b10 Nominal Capacitor Regenerator
F-b10 Nominal Capacitor Regenerator

Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I

Medium Ancillary Current Router I
Medium Capacitor Control Circuit I


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

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Cargo.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
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.
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

Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Remote Tracking Computer II
Remote Tracking Computer II
Remote Tracking Computer II

Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Diagnostic System I

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II


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

Tracking Speed Script x3
Optimal Range Script x3

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
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.
  • If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
  • You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.

Basilisk

Basilisk: Incursions (minimum fit)
EFT
[Basilisk, Incursions (minimum fit)]
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter

Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Experimental 10MN Afterburner I
Remote Tracking Computer II

Damage Control II
Reactor Control Unit I

Medium Ancillary Current Router I
Medium Core Defense Field Extender I


Light Shield Maintenance Bot I x5

Tracking Speed Script x1
Optimal Range Script x1

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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
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.
Basilisk: Incursions (advanced fit)
EFT
[Basilisk, Incursions (advanced fit)]
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter

Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Tracking Computer II

Damage Control II
True Sansha Power Diagnostic System

Medium Core Defense Field Extender II
Medium Ancillary Current Router II


Light Shield Maintenance Bot II x5

Optimal Range Script x1
Tracking Speed Script x1

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
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.
  • If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
  • You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.

Battleships

Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.

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

Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

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

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I


Medium Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Republic Fleet EMP L x9700

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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED 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.
  • If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.

Rokh

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

Sensor Booster II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

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

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I


Light Shield Maintenance Bot I x5
Acolyte II x5

Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000

Fitting template high slot label.png
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Fitting template rig slots label.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED 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.

    Alternatively you can drop one of the Adaptive Invulerability Field II modules for a Target Painter.

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 Remote Shield Booster

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II

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

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I


Heavy Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000

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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED 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.
  • The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
  • If you can upgrade to T2 guns (Neutron Blaster Cannon II), you may want to bring Null L as well as the Faction Antimatter, which will be more effective for targets beyond ~15km.

Fleet & Navy Issue Battleships

These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.

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.

Apocalypse Navy Issue

Apocalypse Navy Issue: Incursions (vanguards)
EFT
[Apocalypse Navy Issue, 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
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Damage Control II

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I


Medium Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Imperial Navy Multifrequency L x16
Imperial Navy Microwave L x16

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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Heat Sink II.
  • With excellent skills you should be upgrading to a Nightmare, but barring that you can drop one of the Capacitor Power Relay modules for a third Tracking Enhancer II, or a fourth Heat Sink II if you already swapped your damage control out.
  • This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.

Armageddon Navy Issue

Armageddon Navy Issue: Incurisons (vanguards)
EFT
[Armageddon Navy Issue, Incurisons (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
Mega Modulated Pulse Energy Beam I
Large S95a Remote Shield Booster

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Damage Control II

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I


Heavy Shield Maintenance Bot I x5
Infiltrator II x5
Acolyte II x5

Scan Resolution Script x1
Imperial Navy Multifrequency L x14
Imperial Navy Radio L x14

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a third Tracking Enhancer II.
  • With excellent skills you should be upgrading to a Nightmare, but barring that you can drop one of the Capacitor Power Relay modules for a third Tracking Enhancer II, or a fourth Heat Sink II if you already swapped your damage control out.
  • This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.

    Alternatively replace the Remote Shield Booster with a Remote Capacitor Transmitter and cap chain with someone in the fleet (although not recommended during war due to the chance of accidentally webbing or shooting each other).

Megathron Navy Issue

Megathron Navy Issue: Incursions (vanguards)
EFT
[Megathron Navy Issue, 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
Large S95a Remote Shield Booster

Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

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

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I


Heavy Shield Maintenance Bot I x5
Acolyte II x10

Scan Resolution Script x1
Caldari Navy Antimatter Charge L x14000

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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a Signal Amplifier II for more target locks and increased locking speed (and range).
  • This ship has some minor cap issues and could use make use of the cap implants for slot 6 and 8.

Tempest Fleet Issue

Tempest Fleet Issue: Incursions (vanguards)
EFT
[Tempest Fleet Issue, 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
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter

Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

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

Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I


Medium Shield Maintenance Bot I x5
Acolyte II x5

Scan Resolution Script x1
Republic Fleet EMP L x11000

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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The rigging skill isn't strictly needed but is still useful in reducing the penalties.
  • With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Gyrostabilizer II.
  • If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter.

Hacker

Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules.

It is worth noting that all Incursion-related hacking uses the old hacking mechanic of "turn on the module and let it cycle over and over again until it succeeds". The Hacking Minigame is NOT used in Incursions. As the Hacker in an Override Transfer Array or The Kundalini Manifest, you will not be required to navigate a hacking hexgrid. Consequently, multiple Data Analyzer modules are strongly advised, and when the hacking target is targetlocked, all Data Analyzers should be activated at once.

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.

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

Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
1MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I



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FITTING DIFFICULTY
EVE VERSION
Odyssey 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training Hacking III at it's a very quick train that gives a big performance boost.
  • Being able to fit Data Analyzer II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
  • Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.

Advanced ships and fits

The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits for these ships however, for several reasons but mainly the following two:

  • They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
  • We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly. See fitting principles for more information.

Pirate Faction Battleships

These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.

Races Ship Description
Logo faction minmatar republic.pngLogo faction gallente federation.png Machariel.jpg The Machariel combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
Logo faction amarr empire.pngLogo faction caldari state.png Nightmare.jpg 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 plenty of utility midslots available. Has some cap issues.
Logo faction gallente federation.pngLogo faction minmatar republic.png Vindicator.jpg The Vindicator is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.

Strategic Cruisers

Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but can often compensate by using long range weapons since the loss of pure tracking is often offset by the lower signature of medium weapons.

Races Ship Description
Logo faction amarr empire.png Legion.jpg 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.
Logo faction minmatar republic.png Loki.jpg The Loki combines multiple webs with extreme tracking which makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
Logo faction gallente federation.png Proteus.jpg The Proteus doesn't stand out quite as much as the Legion and Loki, but it's still a solid choice for people who like small ships. Due to range issues it's often forced to use railguns.
Logo faction caldari state.png Tengu.jpg The Tengu is not something you'd ever train into for the sake of doing incursions, but it can still be useful if you have good skills and it's fitted properly with railguns. While missiles could work, they are less than ideal.

Command Ships

Very few Command Ships have the range and utility needed to make them good for incursions in general, suffering the same problems as most ships with medium weaponry, but for vanguards those issues are less severe and most of them are very viable.

Races Ship Description
Logo faction caldari state.pngLogo ishukone.png Vulture.jpg The Vulture is a solid command ship for incursions. It combines decent damage with excellent range projection and lots of utility midslots.
Logo faction gallente federation.pngLogo duvolle labs.png Astarte.jpg The Astarte has some amazing damage projection capabilities for vanguards, although it is lacking somewhat in terms of of range and tank, due to lack of midslots. A nice option if you only run vanguards.
Logo faction minmatar republic.pngLogo boundless creation.png Sleipnir.jpg The Sleipnir has exceptional tracking and good damage capabilities for vanguards. It still suffers from some range issues and it doesn't have that many utility midslots.

Faction and deadspace modules

There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.

Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.