Weapons guide

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There are many different and diverse weapon systems used in the EVE Online universe. Each race specializes in different systems of weaponry, but all races usually have at least one ship geared towards each system type. The three main system types are turret systems (Energy, Hybrid, Projectile), launcher systems (missiles, bombs), and drone systems. There are many sub-systems for each main system, most of which are listed below. The one oddball system that contains no real bonuses is the smartbomb systems, which can be equipped on any ship and are equally effective on all ships.

Turrets

Turret weapons are traditional gun-type mounted weapons. There are three main categories of turret weapons: Energy (Laser), Hybrid, and Projectile. Energy turrets use focusing crystals to fire a laser beam at the target. Hybrid weapons use advanced magnetism techniques to launch a solid projectiles at high speeds (railguns) or balls of plasma (blasters). Projectile weapons are classic chemically-propelled weapons that use solid projectiles to do their damage. Turrets are further categorized into two sub-categories, one long range type and one short range type, for each main category. Energy weapons can either be pulse lasers (short range) or beam lasers (long range). Hybrid turrets can either be blasters (short range) or railguns (long range). Projectile turrets can either be autocannons (short range) or artillery (long range). Turrets are also categorized by size of the turret: Small (frigate, destroyer size), Medium (cruiser, battlecruiser size), Large (battleship size), and Extra Large (capital size). Turret damage is calculated using tracking speed and signature radius. Each ammunition type used can affect damage via a modifier as well. Turret ammunition can also affect the range of the weapon, tracking speed, and damage type.

More details on the mechanism of dealing damage with gun turrets can be found on the turret damage page.

Please note: While ammo percentages and modifiers usually stay constant regardless of the ammo size, that doesn't seem to be the case with Tech II ammo. The Tech II ammo described in the sections below represent the attributes for the Small size of that charge. The ammo bonuses may be different for different sized ammo. For example, Javelin S's Velocity Penalty is -20%, while Javelin L's is -10%

Energy Turrets

Energy based weapons do EM and Thermal damage, making these weapons great for cutting through shields, and not as good at penetrating armor. They do not use ammunition, instead relying on the ship's capacitor more heavily than other weapon types, so your capacitor can be heavily drained if you don't monitor your ship carefully.

Even though they have no ammo, they require focusing crystals, which you'll find under the ammunition tab in the market menu. Installing a focusing crystal modifies the beam of the laser; all this means is that it modifies damage type amount and weapon range. The weapon retains its damage multiplier and firing rate. So, if a turret has a 3x multiplier and fires every 5 seconds, whatever damage type the focusing crystal uses will be multiplied by 3, and it will still fire every five seconds. There is often a trade off with crystals, so a very powerful damage crystal might have very low range. One advantage to using crystals is that you can swap them in the middle of a fight, just like ammunition, and it takes less time for a crystal to be ready to fire than a new ammo type

Lasers are generally divided into two types:

  • Pulse Lasers: Shorter range, faster tracking, higher rate of fire, less damage per shot.
  • Beam Lasers: Longer Range, slower tracking, lower rate of fire, more damage per shot.

In general, Amarr ships are best suited to use lasers, due to laser capacitor use and damage bonuses.

Standard Ammunition

The ammunition of an energy turret is the frequency crystal. They come in four sizes to match the size of the turret. They also come in eight different variants per size, which determine damage amount, damage type, and range of the turret. These eight variants are:

Standard Frequency Crystals
Name Range Modifier Damage type Capacitor Need
Multifrequency -50% EM, Thermal 0%
Gamma -37.5% EM, Thermal -15%
X-Ray -25% EM, Thermal -25%
Ultraviolet -12.5% EM, Thermal -35%
Standard 0% EM, Thermal -45%
Infrared +20% EM, Thermal -35%
Microwave +40% EM, Thermal -25%
Radio +60% EM -15%

Tech II Ammunition

Tech II energy turrets can use specialty crystals that add a tracking speed bonus on top of range modification, but offer slight penalties to capacitor usage. Tech II crystals degrade over time with usage and will eventually disintegrate. Below are the variations of Tech II ammunition:

Advanced Pulse Frequency Crystals
Name Range Modifier Damage Type Capacitor Need Tracking Speed Bonus
Conflagration -50% EM, Thermal +25% 0.5x
Scorch +50% EM, Thermal 0% 0.75x
Advanced Beam Frequency Crystals
Name Range Modifier Damage Type Tracking Speed Bonus Shield Penalty
Aurora +80% EM, Thermal 0.25x 0%
Gleam -75% EM, Thermal 0.75x -20%

Hybrid Turrets

These turrets use charged energy and physical ammunition combined and are good all-around turrets. They generally have good range and firing rate, and medium capacitor drain and damage. Hybrid turrets can only do thermal and kinetic damage. This means that most hybrid ammo is good for any situation, but not specialized overmuch for penetrating armor or shields. Obviously, if you want to penetrate shields, try to get ammo with more thermal than kinetic damage, and more kinetic for punching through armor.

Hybrid turrets use ammunition that is consumed with each shot. Hybrid ammo is available in four sizes and many different kinds; each hybrid turret, regardless of size, can load any kind of hybrid ammo so long as it is the same size class as the turret (large, medium, small). Each ammunition type has its own statistics, so one may do more damage, another may do a certain damage type, another has long range, and so on. They usually have the same trade-offs as a focusing crystal, but ammunition takes longer to load and reload. You can always switch out the ammo for another type in your cargo bay.

Hybrids come in two types:

  • Blasters: Shorter range, faster tracking, higher damage per shot, higher rate of fire.
  • Railguns: Longer range, slower tracking, lower damage per shot, lower rate of fire.

Hybrid turrets are generally the weapon of choice for Caldari and Gallente ship designs, with Caldari bonuses emphasizing range bonuses (Railguns), and Gallente bonuses emphasizing damage and tracking bonuses (Blasters).

Standard Ammunition

Standard Hybrid Charges
Name Range Modifier Damage Type Capacitor Need
Antimatter -50% Kinetic, Thermal 0%
Plutonium -37.5% Kinetic, Thermal -5%
Uranium -25% Kinetic, Thermal -8%
Thorium -12.5% Kinetic, Thermal -40%
Lead 0% Kinetic, Thermal -50%
Iridium +20% Kinetic, Thermal -24%
Tungsten +40% Kinetic, Thermal -27%
Iron +60% Kinetic, Thermal -30%

Tech II Ammunition

Advanced Blaster Charges
Name Range Modifier Damage Type Tracking Speed Bonus Falloff Bonus
Null +25% Thermal, Kinetic 0.75x 1.25x
Void -25% Kinetic, Thermal 0.5x 0.5x
Advanced Railgun Charges
Name Range Modifier Damage Type Capacitor Need Tracking Speed Bonus Velocity Penalty
Javelin -75% Thermal, Kinetic +25% 0.75x -20%
Spike +80% Kinetic, Thermal 0% 0.25x 0%

Projectile Turrets

Projectile turrets are an ancient weapon type used for centuries before the EVE gate was discovered. They do not use complicated operations to charge the ammunition in the way a hybrid does, so they use the least amount of capacitor energy of the turret types. There are many kinds of projectile turrets, breaking down into two main classes: rapid-fire short-range autocannons, and long-range but slow artillery.

Projectile ammunition always does some amount of kinetic damage, as well as one or more other types depending on the ammo. Projectile ammunition can cover a wide range of damage types and uses, so you can select something to use for general situations, or you can tailor your choice to certain damage types. You can always switch ammo types if you need to, but this takes more time than swapping frequency crystals.

Projectile turrets come in two types:

  • Autocannons: Shorter range, faster tracking, higher rate of fire, lower damage per shot.
  • Artillery: Longer ranger, lower tracking, lower rate of fire, higher damage per shot.

Minmatar ships are designed to make the most of Projectile turrets, with numerous damage and rate of fire bonuses.

Standard Ammunition

With the release of Dominion, projectile ammo was rebalanced. Instead of following the usual range modifications that the other ammo types share (slowly incrementing range with at the same time negatively incrementing damage amount), projectile ammo now has three 'tiers': Short range, Medium range, and Long range. The damage done by ammo in each tier is the same; however, in classic projectile ammo fashion, they still deal different damage types. The Medium and Long range tier also have a tracking bonus. As always, the shorter range ammo still does more damage than their long range counterparts.

Standard Projectile Charges
Name Damage Type Range Modifier Tracking Speed Bonus
EMP EM, Explosive, Kinetic -50% 1x
Phased Plasma Thermal, Kinetic
Fusion Explosive, Kinetic
Titanium Sabot Kinetic, Explosive 0% 1.2x
Depleted Uranium Explosive, Thermal, Kinetic,
Proton EM, Kinetic +60% 1.05x
Nuclear Kinetic, Explosive
Carbonized Lead Explosive, Kinetic

Tech II Ammunition

Advanced Autocannon Charges
Name Range Modifier Damage Type Capacitor Need Tracking Speed Bonus Falloff Bonus
Barrage 0% Explosive, Kinetic 0% 0.75x 1.5x
Hail -50% Explosive, Kinetic -10% 0.5x 0.5x
Advanced Artillery Charges
Name Range Modifier Damage Type Capacitor Need Tracking Speed Bonus Velocity Penalty
Quake -75% Explosive, Kinetic -25% 0.75x -20%
Tremor +80% Explosive, Kinetic 0% 0.25x 0%

Launchers

There are several types of launchers and some can fire multiple classes of missiles. While most races integrate missile launcher hardpoints into their ship designs, the Caldari in particular have a number of ship bonuses in this field, making them superb missile-users. Some Khanid (Amarr) designs also receive bonuses to missiles, such as the Sacrilege. Each class of ship, except for capital ships, has two missile systems it can effectively use: short range (unguided missiles) and long range (guided missiles). Here's an overview of each missile system and what they're used for:

Missile Systems vs. Ship Class
Ship Class Range Missile System Ammo
Frigates Short Rocket Launcher Rockets
Long Standard Launcher Light Missiles
Cruisers Short Heavy Assault Missile Launcher Heavy Assault Missiles
Long Heavy Missile Launcher Heavy Missiles
Battleships Short Siege Missile Launcher Torpedoes
Long Cruise Missiles Launcher Cruise Missiles
Capitals N/A Citadel Missile Launcher Citadel Torpedoes

Missiles are quite different from the turret weapons. When launched, a missile tracks its target and maneuvers to hit it. Every missile has a Velocity, Flight Time, and Agility rating. Velocity is how fast it moves, flight time is how long it can fly, and agility is how well it can adjust its heading to follow a target. Velocity multiplied flight time together make the effective range of the missile. If a missile flies at 1000 meters per second, and has a maximum flight time of 25 seconds, then its maximum range is 25,000 meters (25km). Agility is simply how well it stays on target. If a person can maneuver around the missile for long enough, it runs out of fuel and does nothing to them, so agility helps with faster targets. Pilots can also warp out of the area before a missile reaches them.

All missiles do a single damage type, but usually do a whole lot of it. So, you might have a missile that does a substantial amount of thermal damage, but that's it. You can also swap missiles in a launcher in the same way as swapping ammunition in a turret. Missile damage is calculated simply using a target's speed and signature radius. Each missile fired has a set amount of hitpoints and can be destroyed by using smartbombs or Defender Missiles. Because missiles must take time to travel to their targets, they generally have lower DPS ratings than their turret counterparts. However, what they lack in DPS can be made up in volley damage and the ability to choose your damage type.

Missiles are divided into guided and unguided types. While all missiles will hit their targets, unguided missiles do not benefit from the Guided Missile Precision skill. Unguided missiles also tend to have shorter ranges than their guided missile counterparts, but possess larger warheads, and do not have a Friend-or-Foe variant.

Most missiles also have Tech II versions. There are four main Tech II missile variants, which are available in four different damage types. All Tech II launchers can utilize two out of four Tech II, or "Advanced", missiles, depending on which missile class the launcher uses (eg: Light, Heavy Assault, Torpedoes, etc.). The four Tech II variants are:

  • Advanced High Damage missiles ("Fury"): Guided missiles that deal higher damage at the expense of range. Due to their extremely volatile warheads, Fury missiles have powerful containment systems, which increases a ship's signature range when loaded.
  • Advanced Anti-Ship missiles ("Rage"): Unguided missiles that deal massive amounts of damage to targets larger than the launching ship, due to large explosion radii and low explosion velocities, as well as shorter range. These charges also increase a ships' signature range as they share warhead containment systems with their guided 'Fury' cousins.
  • Advanced High Precision missiles ("Precision"): Guided missiles that deal more damage to smaller targets. Unfortunately, they reduce a ship's velocity in order to obtain a better launch.
  • Advanced Long-Range missiles ("Javelin"): Unguided missiles that have more powerful thrusters and larger fuel tanks than conventional charges. This means that they carry smaller warheads than normal missiles, and also require a more stable launch platform - which means the ship must travel at a lower velocity.

Additionally, Tech II missiles are named after their Tech I counterpart and their Tech II group name (eg: "Fury"). They also have the same damage type.

Example: The Havoc Heavy Missile deals Explosive damage. The Tech II versions are also called Havoc (along with Tech II group name) and also deal explosive damage.

Rocket Launcher

Rocket Launchers only fire unguided rockets. They have a fast rate of fire and low fitting requirements. They can also use Defender Missiles. These launchers are ideal for fast frigates and interceptors.

Rockets are like the sub-machine gun of the missile world. They are short ranged, and the better rockets have a very fast flight speed. They don't do as much damage per rocket, but the launchers are all fast firing (rockets have their own launcher type). Rockets are most effective against smaller craft such as frigates, interceptors, and drones due to their high velocity, high explosion velocity, and small explosion radius.

Standard Rockets
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Foxfire 2,250 m/sec 2 sec Thermal 25 HP 85 m/sec
Gremlin 2,250 m/sec 2 sec EM 25 HP 85 m/sec
Phalanx 2,250 m/sec 2 sec Explosive 25 HP 85 m/sec
Thorn 2,250 m/sec 2 sec Kinetic 25 HP 85 m/sec
Advanced Rockets
Name Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Javelin Type 3,375 m/sec 2 sec 22.5 HP 85 m/sec -7.5% 0%
Rage Type 2,250 m/sec 1.80 sec 32 HP 82 m/sec 0% +7%

Standard/Assault Missile Launcher

These fire Light Missiles, as well as Defenders. They have a decent rate of fire and average fitting requirements. The difference between Standard and Assault launchers is that Assault Launchers have a much faster rate of fire, but much higher fitting requirements. Standard Launchers are suited for frigates, but Assault launchers have fitting requirements which usually limit their use to larger vessels such as cruisers.

Light Missiles have a medium range (20-40km), moderate speed, and small explosion radius. Their speed and size makes them ideal for use against frigates, destroyers, and light cruisers. Precision missiles have a smaller explosion radius for better effectiveness against small targets, while Fury missiles have larger warheads for use against larger vessels.

Standard Light Missiles
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Bloodclaw 3,750 m/sec 5 sec Kinetic 75 HP 170 m/sec
Flameburst 3,750 m/sec 5 sec Thermal 75 HP 170 m/sec
Piranha 3,750 m/sec 5 sec Explosive 75 HP 170 m/sec
Sabretooth 3,750 m/sec 5 sec EM 75 HP 170 m/sec
Advanced Light Missiles
Name Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Fury Type 3,750 m/sec 4.5 sec 96 HP 174 m/sec 0% +7%
Precision Type 3,750 m/sec 2.5 sec 65 HP 179 m/sec -7.5% 0%

Heavy Assault Missile Launchers

Unlike assault launchers, which use the same ammo as standard launchers (light missiles), Heavy Assault Missile Launchers use a different ammo type than standard heavy launchers: Heavy Assault Missiles. In comparison to heavy launchers, heavy assault launchers have a shorter range, lower damage per missile but higher rate of fire. Their fitting needs are similar to those of Heavy launchers.

Heavy assault missiles are an unguided version of the Heavy Missile. Javalin missiles have greater range at the expense of a smaller warhead, while Rage missiles possess a larger warhead at the expense of shorter range.

Standard Heavy Assault Missiles
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Fulmination 2,250 m/sec 4 sec Explosive 100 HP 101 m/sec
Hellfire 2,250 m/sec 4 sec Thermal 100 HP 101 m/sec
Terror 2,250 m/sec 4 sec Kinetic 100 HP 101 m/sec
Torrent 2,250 m/sec 4 sec EM 100 HP 101 m/sec
Advanced Heavy Assault Missiles
Name Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Javelin Type 3,375 m/sec 4 sec 90 HP 101 m/sec -5% 0%
Rage Type 1,875 m/sec 4.30 sec 128 HP 93 m/sec 0% +5.4%

Heavy Missile Launcher

Heavy Launchers fire heavy missiles. Their rate of fire is slower than Standard or Assault launchers because of their larger payload. They can also fire Defenders. Heavy Launchers have high fitting requirements, and are commonly found on Cruisers and Battlecruisers.

Heavy Missiles are long range missiles (approx 50-80km) and have heavier warheads than Standard Missiles. They are effective against anything from destroyers to battleships, and are moderately effective against frigates. Heavy Missiles come in Precision and Fury variants just like their smaller Standard cousins.

Standard Heavy Missiles
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Havoc 3,750 m/sec 10 sec Explosive 150 HP 81 m/sec
Scourge 3,750 m/sec 10 sec Kinetic 150 HP 81 m/sec
Thunderbolt 3,750 m/sec 10 sec EM 150 HP 81 m/sec
Widowmaker 3,750 m/sec 10 sec Thermal 150 HP 81 m/sec
Advanced Heavy Missiles
Name Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Fury Type 3,750 m/sec 9 sec 192 HP 97 m/sec 0% +5.4%
Precision Type 3,750 m/sec 5 sec 130 HP 87 m/sec -5% 0%

Siege Missile Launcher

Bigger and slower than even Cruise Launchers, Siege Launchers can fire Torpedoes and Defender missiles. Their fitting requirements are very large, and can only be mounted on Battleships.

Torpedoes are very large unguided missiles, and do incredible amounts of damage at the expense of slow speed and very short range. Their large explosion radius limited their ideal targets to Battleships and large Battlecruisers. Pilots who are able to get the most range out of their torpedoes are often utilized for attacking POS towers, where their large warheads are the most effective against stationary targets when Dreadnoughts are otherwise unavailable. Javalin and Rage versions are available which specialize in longer range and higher damage respectively.

Standard Torpedoes
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Bane 1,500 m/sec 6 sec Explosive 450 HP 71 m/sec
Inferno 1,500 m/sec 6 sec Thermal 450 HP 71 m/sec
Juggernaut 1,500 m/sec 6 sec Kinetic 450 HP 71 m/sec
Mjolnir 1,500 m/sec 6 sec EM 450 HP 71 m/sec
Advanced Torpedoes
Name Max Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Javelin Type 2,250 m/sec 6 sec 405 HP 71 m/sec -4% 0%
Rage Type 1,250 m/sec 6.40 sec 576 HP 61 m/sec 0% +4.5%

Cruise Missile Launcher

Cruise Launchers fire cruise missiles and Defenders. They are slower than Heavy Launchers due to their ammo, and also have large fitting requirements. These launchers can only be mounted on Battleships.

Cruise Missiles are extremely long-range missiles, with effective ranges from 100km on standard battleships to over 250km on a Raven. Cruise Missiels travel at very high speed, but can still require many seconds to reach their target when firing at the furthest targets. Cruise Missiels do large amounts of damage and are most effective against Battleships and Battlecruisers. Cruise Missiles come in Precision and Fury variants, with Precision missiles being effective against large cruisers, while their Fury counterparts are ideal for use against heavily shielded targets. Cruise Missiles are also employed against fixed structures such as POS Towers, where a large tower's shield diameter precludes the use of torpedoes and Citadel Torpedoes are otherwise unavailable.

Standard Cruise Missiles
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Cataclysm 3,750 m/sec 20 sec Thermal 300 HP 69 m/sec
Devastator 3,750 m/sec 20 sec Explosive 300 HP 69 m/sec
Paradise 3,750 m/sec 20 sec EM 300 HP 69 m/sec
Wrath 3,750 m/sec 20 sec Kinetic 300 HP 69 m/sec
Advanced Cruise Missiles
Name Velocity Flight Time Damage Amount Explosion Velocity Ship Velocity Penalty Signature Radius Penalty
Fury Type 3,750 m/sec 18 sec 384 HP 58 m/sec 0% +4.5%
Precision Type 3,750 m/sec 10 sec 260 HP 71 m/sec -4% 0%

Citadel Launcher

Citadel Launchers are very big launchers for use on capital ships (Dreadnoughts, Titans), the equivalent of Extra Large guns. They fire Citadel Torpedoes. The rate of fire is tremendously slow but can pump out massive damage to other capital ships, POS towers, Outposts, and Battleships. However, firing these at any ship smaller than a Battleship would be a waste as the signature radius penalty would reduce the damage too much.

Citadel Torpedoes are super-large versions of Standard Torpedoes, and can only be launched from Citadel Launchers.

Citadel Torpedoes
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity
Doom 750 m/sec 90 sec Explosive 1,800 HP 29 m/sec
Purgatory 750 m/sec 90 sec Thermal 1,800 HP 29 m/sec
Rift 750 m/sec 90 sec Kinetic 1,800 HP 29 m/sec
Thor 750 m/sec 90 sec EM 1,800 HP 29 m/sec

Bomb Launcher

Bomb Launchers are specialty systems designed for stealth bombers.

Bombs are an area-of-effect damaging device that are launched from stealth bomber bays. Bombs deal a large amount of damage, and can be incredibly damaging against smaller vessels. Multiple bombs of the same type can be employed at once to maximize their effect; and a skilled group of bomber pilots can annihilate an entire fleet with skillful placement and timing. Bombs are not self-propelled, but retain the forward speed of the launching ship. Bombs detonate on a 10 second timer once released. While bombs cannot be targeted, they do have hitpoints, and can be destroyed without detonating by another area-of-effect weapon. Bombs possess a near 100% resistance to their own damage type, which allows multiple bombs of the same type to be detonated within range of one another without destroying the other bombs.

Please note: Despite the similarities in name, Smartbombs are not the same as bombs, nor are the two terms interchangeable. While bombs are more of the traditional device, smartbombs radiate damage from the firing ship rather than a launched device.
Damaging Bombs
Name Velocity Flight Time Damage Type Damage Amount Explosion Velocity Area of Effect
Concussion 1,250 m/sec 10 sec Kinetic 6,400 HP 750 m/sec 15 km
Electron 1,250 m/sec 10 sec EM 6,400 HP 750 m/sec 15 km
Scorch 1,250 m/sec 10 sec Thermal 6,400 HP 750 m/sec 15 km
Shrapnel 1,250 m/sec 10 sec Explosive 6,400 HP 750 m/sec 15 km
EW Bombs
Name Velocity Flight Time Jamming Strength Energy Neutralized Area of Effect
Lockbreaker 1,250 m/sec 10 sec 12.5 (Omni) 0 15 km
Void 1,250 m/sec 10 sec 0 1,800 15 km

Miscellaneous Missiles

These missiles aren't confined to a particular missile system and can be used with a number of launchers.

Defender Missiles

Defender Missiles are the anti-missile missile. These missiles can be loaded in multiple launchers and are used to shoot down enemy missiles as they approach. Currently defender missiles are seldom carried due to their limited effectiveness. They need to be manually activated when there is an incoming missile and can't be activated when there are no missiles. When they do activate the act like a normal launcher firing an infinite amount of missiles (taking the launchers reload time into account) until the target missile is destroyed. When multiple missiles are homing for you the defenders will always target the missile nearest to you until it is destroyed; meaning sometimes multiple defenders will target the same missile, even when there are multiple missiles inbound. Defender Missiles will only target enemy missiles that are intended for the launching vessel; they will not go after enemy missiles that are targeted at other allied ships in a fleet.

Defender Missiles
Name Velocity Flight Time Damage Type Damage Amount
Defender 7,500 m/sec 10 sec Explosive 70 HP

Friend or Foe (FoF) Missiles

FoF Missiles are used when your targeting system is malfunctioning; for example, when you are being jammed. These missiles come in light, heavy, and cruise varieties, and use the equivalent missile launcher. The difference is that they do not need to be targeted. If a ship damages you, or uses some form of electronic warfare on your ship, then you can launch these and they will automatically attack the culprit. You do not need to target the vessel, but you do need to manually select the fire button to start launching them. FoF Missiles have similar attributes to their normal counterparts, aside from their targeting.

Combat Drones

Drones are unmanned, small crafts launched from a special bay on a ship known as the drone bay. A ship's drone bay is measured in m3 and can carry any drone(s) that will fit into the bay. Drones come in four different sizes for combat: Lights (5 m3), Mediums (10 m3), Heavies and Sentries (25 m3), and Fighters (5,000 m3). There are also drones available that utilize repair systems and electronic warfare. Each race has specific drones that determine it's damage type.

Scout Drones

Scout Drones (small and medium drones) are much smaller than frigates, and are difficult to hit due to their amazingly fast orbit speeds.

Light Drones
Name Bandwidth Velocity Size Damage Type Damage Amount Damage Modifier Rate of Fire
Acolyte I 5 Mbit/sec 3,800 m/sec 5 m3 EM 15 HP 1.15x 4 sec
Hobgoblin I 5 Mbit/sec 2,800 m/sec 5 m3 Thermal 15 HP 1.6x 4 sec
Hornet I 5 Mbit/sec 3,200 m/sec 5 m3 Kinetic 15 HP 1.45x 4 sec
Warrior I 5 Mbit/sec 4,200 m/sec 5 m3 Explosive 15 HP 1.3x 4 sec
Tech II
Acolyte II 5 Mbit/sec 4,560 m/sec 5 m3 EM 15 HP 1.38x 4 sec
Hobgoblin II 5 Mbit/sec 3,360 m/sec 5 m3 Thermal 15 HP 1.92x 4 sec
Hornet II 5 Mbit/sec 3,840 m/sec 5 m3 Kinetic 15 HP 1.74x 4 sec
Warrior II 5 Mbit/sec 5,040 m/sec 5 m3 Explosive 15 HP 1.56x 4 sec
Medium Drones
Name Bandwidth Velocity Size Damage Type Damage Amount Damage Modifier Rate of Fire
Hammerhead I 10 Mbit/sec 1,400 m/sec 10 m3 Thermal 24 HP 1.6x 4 sec
Infiltrator I 10 Mbit/sec 1,900 m/sec 10 m3 EM 24 HP 1.15x 4 sec
Valkyrie I 10 Mbit/sec 2,100 m/sec 10 m3 Explosive 24 HP 1.3x 4 sec
Vespa I 10 Mbit/sec 1,600 m/sec 10 m3 Kinetic 24 HP 1.45x 4 sec
Tech II
Hammerhead II 10 Mbit/sec 1,680 m/sec 10 m3 Thermal 24 HP 1.92x 4 sec
Infiltrator II 10 Mbit/sec 2,280 m/sec 10 m3 EM 24 HP 1.38x 4 sec
Valkyrie II 10 Mbit/sec 2,520 m/sec 10 m3 Explosive 24 HP 1.56x 4 sec
Vespa II 10 Mbit/sec 1,920 m/sec 10 m3 Kinetic 24 HP 1.74x 4 sec

Heavy Drones

Heavy Drones do more damage, but require more skills. Heavy drones were designed to damage battleship and above classes.

Heavy Drones
Name Bandwidth Velocity Size Damage Type Damage Amount Damage Modifier Rate of Fire
Berserker I 25 Mbit/sec 1,050 m/sec 25 m3 Explosive 48 HP 1.3x 4 sec
Ogre I 25 Mbit/sec 700 m/sec 25 m3 Thermal 48 HP 1.6x 4 sec
Praetor I 25 Mbit/sec 950 m/sec 25 m3 EM 48 HP 1.15x 4 sec
Wasp I 25 Mbit/sec 800 m/sec 25 m3 Kinetic 48 HP 1.45x 4 sec
Tech II
Berserker II 25 Mbit/sec 1,260 m/sec 25 m3 Explosive 48 HP 1.56x 4 sec
Ogre II 25 Mbit/sec 840 m/sec 25 m3 Thermal 48 HP 1.92x 4 sec
Praetor II 25 Mbit/sec 1,140 m/sec 25 m3 EM 48 HP 1.38x 4 sec
Wasp II 25 Mbit/sec 960 m/sec 25 m3 Kinetic 48 HP 1.74x 4 sec

Sentry Drones

Sentry drones are long range drones that do not orbit a target. They stay stationary and fire at the target from a distance. These drones are particularly effective against structures and distant targets.

Sentry Drones
Name Bandwidth Size Optimal Range Damage Type Damage Amount Damage Modifier Rate of Fire
Bouncer I 25 Mbit/sec 25 m3 40 km Explosive 50 HP 1.4x 4 sec
Curator I 25 Mbit/sec 25 m3 35 km EM 50 HP 1.3x 4 sec
Garde I 25 Mbit/sec 25 m3 20 km Thermal 50 HP 1.6x 4 sec
Warden I 25 Mbit/sec 25 m3 50 km Kinetic 50 HP 1.2x 4 sec
Tech II
Bouncer II 25 Mbit/sec 25 m3 48 km Explosive 50 HP 1.68x 4 sec
Curator II 25 Mbit/sec 25 m3 42 km EM 50 HP 1.56x 4 sec
Garde II 25 Mbit/sec 25 m3 24 km Thermal 50 HP 1.92x 4 sec
Warden II 25 Mbit/sec 25 m3 60 km Kinetic 50 HP 1.44x 4 sec

Fighters

Fighters are like drones except bigger and not robotic. They are single-manned fighters deployed from carriers and Motherships. They have the power of a large Frigate, or a small Cruiser, and are a formidable force when swarming a battleship. They can be assigned to gang members, and can even follow them in warp. Note that drone-specific skills do not affect fighters, as they're flown by human pilots, not directly controlled by the host ship.

Fighters
Name Bandwidth Velocity Size Damage Type Damage Modifier Rate of Fire
Dragonfly 25 Mbit/sec 2,000 m/sec 5,000 m3 Kinetic, Thermal 4.25x 6.38 sec
Einherji 25 Mbit/sec 2,500 m/sec 5,000 m3 Explosive, Kinetic 2.5x 3.75 sec
Firbolg 25 Mbit/sec 2,250 m/sec 5,000 m3 Kinetic, Thermal 3.5x 5.25 sec
Templar 25 Mbit/sec 2,125 m/sec 5,000 m3 EM, Thermal 4x 6 sec

Electronic Warfare Drones

These specialized drones provide additional EW capabilities at the cost of the drone damage. Each race's drone inherits the specialty EW capabilities of that race: Tracking Disruption (Amarr), ECM (Caldari), Sensor Dampening (Gallente), and Target Painting (Minmatar). See the tables below for additional information.

Amarr Neutralizer Drones
Name Bandwidth Velocity Size Energy Neutralized
Acolyte EV-300 5 Mbit/sec 3,200 m/sec 5 m3 5 points
Infiltrator EV-600 10 Mbit/sec 2,750 m/sec 10 m3 10 points
Praetor EV-900 25 Mbit/sec 2,000 m/sec 25 m3 25 points
Amarr Tracking Disruption Drones
Name Bandwidth Velocity Size Falloff Modifier Max Range Modifier Tracking Speed Modifier
Acolyte TD-300 5 Mbit/sec 3,200 m/sec 5 m3 0.95x 0.95x 0.95x
Infiltrator TD-600 10 Mbit/sec 2,750 m/sec 10 m3 0.88x 0.88x 0.88x
Praetor TD-900 25 Mbit/sec 2,000 m/sec 25 m3 0.75x 0.75x 0.75x
Caldari ECM Drones
Name Bandwidth Velocity Size ECM Strength
Hornet EC-300 5 Mbit/sec 3,200 m/sec 5 m3 1 (Omni)
Vespa EC-600 10 Mbit/sec 2,750 m/sec 10 m3 1.5 (Omni)
Wasp EC-900 25 Mbit/sec 2,000 m/sec 25 m3 2 (Omni)
Gallente Sensor Dampening Drones
Name Bandwidth Velocity Size Scan Resolution Penalty Targeting Range Penalty
Hobgoblin SD-300 5 Mbit/sec 3,200 m/sec 5 m3 -8% -8%
Hammerhead SD-600 10 Mbit/sec 2,750 m/sec 10 m3 -12% -12%
Ogre SD-900 25 Mbit/sec 2,000 m/sec 25 m3 -25% -25%
Minmatar Target Painting Drones
Name Bandwidth Velocity Size Signature Radius Bonus
Warrior TP-300 5 Mbit/sec 3,200 m/sec 5 m3 +4%
Valkyrie TP-600 10 Mbit/sec 2,750 m/sec 10 m3 +8%
Berserker TP-900 25 Mbit/sec 2,000 m/sec 25 m3 +20%
Minmatar Stasis Webifier Drones
Name Bandwidth Velocity Size Max Velocity Penalty
Berserker SW-900 25 Mbit/sec 2,000 m/sec 25 m3 -20%

Miscellaneous Info

Smartbombs

Smartbombs are pulse weapons that emit a pulse attack around the utilizing ship. Smartbombs do not require a target lock and will always hit anything within range of the pulse attack. Despite their name, smartbombs do not discriminate between friend and foe, and therefore will hit any target withing range. Smartbombs are normally used to compliment a main weapon system and are rarely used as a ship's primary weapons system.

Weapon Overheating

Overheating a weapon is essentially to take that weapon beyond its normal capability to do extra damage, give it longer range, etc. Doing so does damage your weapon at the same time, but this damage can be mitigated by using Nanite Repair Paste. Overheating requires the skill Thermodynamics. Each different turret, launcher, or system has a different bonus that you can gain from overheating it. There is also a heat damage amount and an HP amount assigned to the device. Every cycle of the device will cause the listed damage to the device until the device HP runs out, at which point the device will need to be repaired either at a station or using Nanite Repair Paste. Overheating a weapon rack has many advantages, namely the ability to destroy your target quicker and reduce the damage you may take.

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