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Weapon & Ammo Choice (Author: Hazri)
The following lists contain recommended weapons sorted by weapon kinds (projectile, hybrid, laser, missile). You can easily find out what weapon kind you should use for your ship, by looking at the ship bonuses. The T2 versions of the weapons are normally prefered over faction because you will get extra bonuses from the specialization skill and can use T2 ammo. Furthermore they are a lot cheaper, too.

First are projectile weapons. They are mainly used by Minmatar ships, but can make a nice addition for a few other ships as well (for example: Ferox, Myrmidon).
Name Price Size Usage Damage ROF Optimal Falloff Tracking CPU Powergrid Information
220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 1,3M CRU/BC DPS 2,772x 4,72s 2,16km 8,8km 0,121rad/s 22 110 only use this if low on powergrid or cpu
220mm Medium 'Scout' Autocannon I 220mm Medium 'Scout' Autocannon I 13,5M CRU/BC DPS 2,772x 4,72s 2,16km 8,8km 0,121rad/s 18 100 only use this if low on powergrid or cpu and missing T2 medium autocannon skills
425mm AutoCannon II 425mm AutoCannon II 1,3M CRU/BC DPS 3,465x 5,62s 2,4km 9,6km 0,106rad/s 25 154 recommended
425mm Medium 'Scout' Autocannon I 425mm Medium 'Scout' Autocannon I 7M CRU/BC DPS 3,465x 5,62s 2,4km 9,6km 0,106rad/s 21 140 recommended alternative when missing T2 medium autocannon skills
Dual 425mm AutoCannon II Dual 425mm AutoCannon II 900k BS DPS 2,475x 6,75s 3,84km 16km 0,057rad/s 35 1375 only use this if bad tracking or not enough cpu/powergrid
Dual 425mm 'Scout' Autocannon I Dual 425mm 'Scout' Autocannon I 150k BS DPS 2,475x 6,75s 3,84km 16km 0,057rad/s 29 1250 only use this if bad tracking or not enough cpu/powergrid and missing T2 large autocannon skills
Dual 650mm Repeating Artillery II Dual 650mm Repeating Artillery II 2,3M BS DPS 2,933x 7,5s 4,32km 17,6km 0,05rad/s 38 1650 only use this if bad tracking or not enough cpu/powergrid
Dual 650mm 'Scout' Repeating Artillery I Dual 650mm 'Scout' Repeating Artillery I 300k BS DPS 2,933x 7,5s 4,32km 17,6km 0,05rad/s 32 1500 only use this if bad tracking or not enough cpu/powergrid and missing T2 large autocannon skills
800mm Repeating Artillery II 800mm Repeating Artillery II 2,7M BS DPS 3,234x 7,88s 4,8km 19,2km 0,043rad/s 41 2200 recommended
800mm Heavy 'Scout' Repeating Artillery I 800mm Heavy 'Scout' Repeating Artillery I 1M BS DPS 3,234x 7,88s 4,8km 19,2km 0,043rad/s 35 2000 recommended alternative when missing T2 large autocannon skills
1200mm Artillery Cannon II 1200mm Artillery Cannon II 3M BS Sniper 6,098x 21,04s 38,64km 35km 0,011rad/s 44 3025 only use this if not enough cpu/powergrid for 1400mm
1200mm Heavy 'Scout' Artillery I 1200mm Heavy 'Scout' Artillery I 800k BS Sniper 6,098x 21,04s 38,64km 35km 0,011rad/s 37 2750 alternative if not enough cpu/powergrid for 1400mm and missing T2 large artillery skills
1400mm Howitzer Artillery II 1400mm Howitzer Artillery II 4M BS Sniper 12,807x 40,16s 48km 35km 0,009rad/s 47 3575 recommended
1400mm 'Scout' Artillery I 1400mm 'Scout' Artillery I 5-6M BS Sniper 12,807x 40,16s 48km 35km 0,009rad/s 40 3250 recommended alternative when missing T2 large artillery skills

Now a few good ammo choices for projectile weapons. Don't hesitate to use T2 or faction ammo. They might be expensive but really make a difference in damage output. Especially for snipers the T2 ammo is absolutely recommended, if you have the skills. To safe some money you can always exchange some of the Concord LP and buy it directly from a minmatar LP store. Also remember, only the most useful ammo types were added to this list. Medium autocannon ammo testing was done by Dimitar Sokarad, thanks for that.
Name Price Size Usage EM Therm Kin Exp Range Tracking Information
Phased Plasma M Phased Plasma M 60 CRU/BC DPS 0 20 4 0 -50% 1x recommended T1 ammo
Republic Fleet Phased Plasma M Republic Fleet Phased Plasma M 800 CRU/BC DPS 0 23 4,6 0 -50% 1x recommended
Depleted Uranium M Depleted Uranium M 40 CRU/BC DPS 0 6 4 6 0% 1,2x better tracking/range but less damage
Republic Fleet Depleted Uranium M Republic Fleet Depleted Uranium M 1300 CRU/BC DPS 0 6,9 4,6 6,9 0% 1,2x better tracking/range but less damage
Barrage M Barrage M 500 CRU/BC DPS 0 0 10 12 1,5x falloff 0,75x highly recommended for ships with
short range (<20km)
Phased Plasma L Phased Plasma L 100 BS DPS 0 40 8 0 -50% 1x recommended T1 ammo
Republic Fleet Phased Plasma L Republic Fleet Phased Plasma L 1250 BS DPS 0 46 9,2 0 -50% 1x recommended
Depleted Uranium L Depleted Uranium L 50 BS DPS 0 12 8 12 0% 1,2x better tracking/range but less damage
Republic Fleet Depleted Uranium L Republic Fleet Depleted Uranium L 1500 BS DPS 0 14,4 9,6 14,4 0% 1,2x better tracking/range but less damage
Tremor L Tremor L 1000 BS Sniper 0 0 12 20 +80% 0,25x highly recommended for sniper
Republic Fleet Proton L Republic Fleet Proton L 1200 BS Sniper 13,8 0 9,2 0 +60% 1,05x alternative T1 sniper ammo

Next are missile launchers. They are mainly used by Caldari, but some Amarr and Minmatar ships use them as well. T2 are still a good choice because of the price and advanced ammo but faction can perform very nice, too. I haven't listed Heavy Assault Missile and Torpedo launchers on purpose because they have a very high explosion radius and short range. They may still be usable with the right ship/skill/implant combination but I can't really recommend them for general use.
Name Price Size Usage ROF CPU Powergrid Information
Heavy Missile Launcher II Heavy Missile Launcher II 800k CRU/BC DPS/Sniper 12s 55 105 recommended
Caldari Navy Heavy Missile Launcher Caldari Navy Heavy Missile Launcher
Dread Guristas Heavy Missile Launcher
60-70M
45-60M
CRU/BC DPS/Sniper 10,5s 55 90 high ROF and lower powergrid usage
Domination Heavy Missile Launcher Domination Heavy Missile Launcher
Republic Fleet Heavy Missile Launcher
25M
25-35M
CRU/BC DPS/Sniper 11,62s 40 100 slightly higher ROF than T2, very good if low
on CPU/powergrid
'Arbalest' Heavy Missile Launcher 'Arbalest' Heavy Missile Launcher 12M CRU/BC DPS/Sniper 12s 43 100 only use this if missing T2 skills and short
on money (at least get the XR-3200)
Cruise Missile Launcher II Cruise Missile Launcher II 1,4M BS DPS/Sniper 17,6s 66 1313 recommended
Caldari Navy Cruise Missile Launcher Caldari Navy Cruise Missile Launcher
Dread Guristas Cruise Missile Launcher
45-55M
50-60M
BS DPS/Sniper 15,4s 66 1125 high ROF and lower powergrid usage
Domination Cruise Missile Launcher Domination Cruise Missile Launcher
Republic Fleet Cruise Missile Launcher
10-15M
25-30M
BS DPS/Sniper 17,05s 48 1250 slightly higher ROF than T2, very good if low
on CPU/powergrid
'Arbalest' Cruise Launcher I 'Arbalest' Cruise Launcher I 150k BS DPS/Sniper 17,6s 51 1250 only use this if missing T2 skills and short
on money

The next table contains the most useful missile types for the launchers from above. The range is calculated by the following formula: 0,95 x speed x flight time. The 0,95 modifier is a simplification of the missile acceleration/target movement and therefore only ~95% absolute range. All of this is without skills/ship bonuses of course. As usual faction ammo is very recommended because of the higher damage and no drawbacks. T2 missiles work very good as well but you should be double careful with the "Fury" variants. They will blow up your ships signature radius quite a bit and therefore compromise your tank. You have been warned.
Name Price Size Usage Explo.
Radius
Explo.
Velocity
Range Damage Drawback Information
Scourge Heavy Missile Thunderbolt Heavy Missile
Scourge Heavy Missile
50
45
CRU/BC DPS/Sniper 125m 81m/s 35,6km 150 EM
150 Kin
recommended T1 ammo
only use this if your ship has a kinetic missile bonus
Caldari Navy Thunderbolt Heavy Missile Caldari Navy Thunderbolt Heavy Missile
Caldari Navy Scourge Heavy Missile
1250
1100
CRU/BC DPS/Sniper 125m 81m/s 35,6km 172 EM
172 Kin
very recommended
only use this if your ship has a kinetic missile bonus
Thunderbolt Fury Heavy Missile Thunderbolt Fury Heavy Missile
Scourge Fury Heavy Missile
500
450
CRU/BC DPS 215m 97m/s 32,1km 192 EM
192 Kin
+5,4% sig high damage, be very careful with drawback
only use this if your ship has a kinetic missile bonus
Thunderbolt Precision Heavy Missile Thunderbolt Precision Heavy Missile
Scourge Precision Heavy Missile
600
500
CRU/BC DPS (Frigs) 112m 87m/s 17,8km 130 EM
130 Kin
-5% speed low explosion radius but lower damage/range as well
only use this if your ship has a kinetic missile bonus
Paradise Cruise Missile Paradise Cruise Missile 200 BS DPS/Sniper 300m 69m/s 71,3km 300 EM recommended T1 ammo
Caldari Navy Paradise Cruise Missile Caldari Navy Paradise Cruise Missile 1750 BS DPS/Sniper 300m 69m/s 71,3km 345 EM very recommended
Paradise Precision Cruise Missile Paradise Precision Cruise Missile 700 BS DPS 270m 71m/s 35,6km 260 EM -4% speed slightly better against small targets,
useful in vanguards

Now the various lasers. They are only used by Amarr ships and some pirate factions (Sansha, Ammatar). Lasers don't use ammo like the other weapons. Instead they are feed with crystals and use capacitor. The amount of cap they need can be quite a lot. Therefore it may be a good idea to get faction lasers, if you have the money and don't plan to use T2 ammo. In the following is a list with a selection of useful beam and pulse lasers for incursion.

Note: There are 4 faction versions of each laser (True Sansha, Imperial Navy, Dark Blood, Ammatar Navy). They have all the same stats and are available in different numbers/prices in contracts. To keep this guide simple I will only list the Imperial Navy version. You can easily search the other versions in contracts by yourself.
Name Price Size Usage Damage ROF Cap usage Optimal Falloff Tracking CPU Powergrid Information
Heavy Pulse Laser II Heavy Pulse Laser II 1,3M CRU/BC DPS 3,6x 5,25s 13,33GJ 12km 4km 0,081rad/s 35 231 recommended
Imperial Navy Heavy Pulse Laser Imperial Navy Heavy Pulse Laser 50-70M CRU/BC DPS 3,75x 5,25s 10GJ 12,5km 4km 0,081rad/s 26 231 recommended if you can afford them and don't want to use T2 crystals
Heavy Modulated Pulse Energy Beam I Heavy Modulated Pulse Energy Beam I 6M CRU/BC DPS 3,6x 5,25s 10,66GJ 12km 4km 0,081rad/s 26 210 only use this if you don't have the money for faction/missing T2 skills
Heavy Beam Laser II Heavy Beam Laser II 1M CRU/BC DPS 3,6x 6s 21,67GJ 24km 8km 0,033rad/s 37 275 recommended
Imperial Navy Heavy Beam Laser Imperial Navy Heavy Beam Laser 40-70M CRU/BC DPS 3,75x 6s 16,25GJ 25km 8km 0,033rad/s 28 275 recommended if you can afford them and don't want to use T2 crystals
Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I 1,9M CRU/BC DPS 3,6x 6s 17,34GJ 24km 8km 0,033rad/s 28 250 only use this if you don't have the money for faction/missing T2 skills
Mega Pulse Laser II Mega Pulse Laser II 2,9M BS DPS 3,6x 7,88s 40GJ 24km 8km 0,038rad/s 53 2750 recommended
Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser 70-80M BS DPS 3,75x 7,88s 30GJ 24km 8km 0,038rad/s 40 2750 recommended if you can afford them and don't want to use T2 crystals
Mega Modulated Pulse Energy Beam I Mega Modulated Pulse Energy Beam I 900k BS DPS 3,6x 7,88s 32GJ 24km 8km 0,038rad/s 40 2500 only use this if you don't have the money for faction/missing T2 skills
Mega Beam Laser II Mega Beam Laser II 1,4M BS DPS/Sniper 3,6x 9s 65GJ 48km 16km 0,015rad/s 58 3575 recommended
Imperial Navy Mega Beam Laser Imperial Navy Mega Beam Laser 30-60M BS DPS/Sniper 3,75x 9s 48,75GJ 48km 16km 0,015rad/s 44 3575 recommended if you can afford them and don't want to use T2 crystals
Mega Modulated Energy Beam I Mega Modulated Energy Beam I 600k BS DPS/Sniper 3,6x 9s 52GJ 48km 16km 0,015rad/s 44 3250 only use this if you don't have the money
for faction/missing T2 skills
Tachyon Beam Laser II Tachyon Beam Laser II 2,5M BS DPS/Sniper 5,4x 12,5s 95GJ 52,8km 20km 0,014rad/s 63 4125 recommended
Imperial Navy Tachyon Beam Laser Imperial Navy Tachyon Beam Laser 80-100M BS DPS/Sniper 5,4x 12,5s 71,25GJ 52,8km 20km 0,014rad/s 48 4125 recommended if you can afford them and don't want to use T2 crystals
Tachyon Modulated Energy Beam I Tachyon Modulated Energy Beam I 700k BS DPS/Sniper 5,4x 12,5s 76GJ 52,8km 20km 0,014rad/s 48 3750 only use this if you don't have the money
for faction/missing T2 skills

Next are some useful laser crystals. The T1 variants of those are even indestructible. T2 and faction crystals get damaged while shooting but they still last quite some time. Because of that you should really get the higher grade crystals (T2 or faction), additional to the T1 ones which you only need to buy once. The following list is a small selection of beam and pulse laser crystals for incursion. This list is by far complete, so feel free to use crystals not on the list, if you think it suits your needs better. Just remember faction crystals are always recommended because they offer very good damage for an affordable price.
Name Price Size Type EM Therm Range Modifiers Information
Imperial Navy Multifrequency M Imperial Navy Multifrequency M 430k CRU/BC DPS 16,1 11,5 -50% recommended, high damage, short range
Multifrequency M Multifrequency M 20k CRU/BC DPS 14 10 -50% only use this if you are out of faction/T2 crystals
Conflagration M Conflagration M 480k CRU/BC DPS 15,4 15,4 -50% +25% cap usage very high damage, if you can live with the high cap usage
Imperial Navy Ultraviolet M Imperial Navy Ultraviolet M 520k CRU/BC DPS 13,8 6,9 -12,5% -35% cap usage recommended, less damage/cap usage, better range
Ultraviolet M Ultraviolet M 10k CRU/BC DPS 12 6 -12,5% only use this if you are out of faction/T2 crystals
Scorch M Scorch M 350k CRU/BC DPS 18 4 50% 0,75x tracking recommended, great range, good damage
Imperial Navy Multifrequency L Imperial Navy Multifrequency L 830k BS DPS 32,3 23 -50% recommended, high damage, short range
Multifrequency L Multifrequency L 150k BS DPS 28 20 -50% only use this if you are out of faction/T2 crystals
Imperial Navy Ultraviolet L Imperial Navy Ultraviolet L 940k BS DPS 27,6 13,8 -12,5% -35% cap usage recommended, less damage/cap usage, better range
Ultraviolet L Ultraviolet L 60k BS DPS 24 12 -12,5% -35% cap usage only use this if you are out of faction/T2 crystals
Scorch L Scorch L 740k BS DPS 36 8 50% 0,75x tracking recommended, great range, good damage
Imperial Navy Radio L Imperial Navy Radio L 1,1M BS Sniper 23 0 60% -15% cap usage only recommended for sniper
Radio L Radio L 110k BS Sniper 20 0 60% -15% cap usage only use this if you are out of faction/T2 crystals
Aurora L Aurora L 580k BS Sniper 20 12 80% 0,25x tracking highly recommended sniper crystal

The last weapon group are hybrids. They are used by both Gallente and Caldari. Hybrid turrets are divided into blasters (great, but very short range dps) and railguns (extreme long range sniper). Both kinds use ammo and needs capacitor to work. Therefore faction guns may provide some additional benefits because of the lower cap usage. T2 weapons are of course very recommend as well because there are some pretty good T2 charges around.
Name Price Size Usage Damage ROF Cap usage Optimal Falloff Tracking CPU Powergrid Information
Heavy Neutron Blaster II Heavy Neutron Blaster II 1,2M CRU/BC DPS 4,2x 5,25s 6,07GJ 3,6km 5km 0,1rad/s 35 212 recommended
Federation Navy Heavy Neutron Blaster Federation Navy Heavy Neutron Blaster
Shadow Serpentis Heavy Neutron Blaster
80-90M
70-80M
CRU/BC DPS 4,38x 5,25s 4,85GJ 3,6km 5km 0,1rad/s 35 203 good if not using T2 ammo/missing T2 medium blaster skills
Modal Neutron Particle Accelerator I Modal Neutron Particle Accelerator I 2,5M CRU/BC DPS 4,2x 5,25s 4,85GJ 3,6km 5km 0,1rad/s 26 203 alternative for missing T2 medium blaster skills
250mm Railgun II 250mm Railgun II 900k CRU/BC DPS 3,3x 6,38s 10GJ 28,8km 12km 0,023rad/s 44 236 recommended if blaster range is too short
Federation Navy 250mm Railgun Federation Navy 250mm Railgun
Shadow Serpentis 250mm Railgun
40-50M
40-50M
CRU/BC DPS 3,44x 6,38s 8GJ 28,8km 12km 0,023rad/s 44 225 good if not using T2 ammo/missing T2 medium railgun skills
250mm Prototype I Gauss Gun 250mm Prototype I Gauss Gun 700k CRU/BC DPS 3,3x 6,38s 8GJ 28,8km 12km 0,023rad/s 34 225 alternative for missing T2 medium railgun skills
Neutron Blaster Cannon II Neutron Blaster Cannon II 2,7M BS DPS 4,2x 7,88s 18,2GJ 7,2km 10km 0,043rad/s 61 2363 recommended
Federation Navy Neutron Blaster Cannon Federation Navy Neutron Blaster Cannon
Shadow Serpentis Neutron Blaster Cannon
70-80M
70-80M
BS DPS 4,38x 7,88s 14,56GJ 6,3km 10km 0,043rad/s 61 2250 good if not using T2 ammo/missing T2 large blaster skills
Modal Mega Neutron Particle Accelerator I Modal Mega Neutron Particle Accelerator I 650k BS DPS 4,2x 7,88s 14,56GJ 7,2km 10km 0,043rad/s 47 2250 alternative for missing T2 large blaster skills
425mm Railgun II 425mm Railgun II 2M BS Sniper 3,3x 9,56s 30GJ 57,6km 24km 0,01rad/s 77 2625 recommended
Federation Navy 425mm Railgun Federation Navy 425mm Railgun
Shadow Serpentis 425mm Railgun
70-80M
70-80M
BS Sniper 3,44x 9,56s 24GJ 57,6km 24km 0,01rad/s 77 2500 good if not using T2 ammo/missing T2 large railgun skills
425mm Prototype I Gauss Gun 425mm Prototype I Gauss Gun 1,1M BS Sniper 3,3x 9,56s 24GJ 57,6km 24km 0,01rad/s 59 2500 alternative for missing T2 large railgun skills

Finally here is a selection of useful hybrid charges for incursion. If you can, I recommend to get T2 or faction ammo. The additional DPS is not bad at all and you can always exchange some Concord LP to get the ammo directly from Gallente/Caldari LP stores, to save some money. As usual the list is not complete and if you think charges, that are not in the list will do better, feel free to use them.
Name Price Size Type Kin Therm Range Modifiers Information
Antimatter Charge M Antimatter Charge M 40 CRU/BC DPS 14 10 -50% recommended T1 ammo
Federation Navy Antimatter Charge M Federation Navy Antimatter Charge M
Caldari Navy Antimatter Charge M
500
800
CRU/BC DPS 16,1 11,5 -50% recommended
Void M Void M 250 CRU/BC DPS 15,4 15,4 -25% +25% cap usage, 0,75x tracking very good ammo if you can live with the drawbacks
Thorium Charge M Thorium Charge M 40 CRU/BC DPS 10 8 -12,5% -40% cap usage better range/cap usage, but less damage
Federation Navy Thorium Charge M Federation Navy Thorium Charge M
Caldari Navy Thorium Charge M
1100
1100
CRU/BC DPS 11,5 9,2 -12,5% -40% cap usage recommended over T1 version
Null M Null M 230 CRU/BC DPS 10 12 25% 1,25x falloff, 0,75x tracking very good range, good damage
Antimatter Charge L Antimatter Charge L 100 BS DPS 28 20 -50% recommended T1 ammo
Federation Navy Antimatter Charge L Federation Navy Antimatter Charge L
Caldari Navy Antimatter Charge L
900
900
BS DPS 32,3 23 -50% recommended
Void L Void L 450 BS DPS 30,8 30,8 -25% +25% cap usage, 0,75x tracking extremely damaging ammo if you can handle the cap usage
Thorium Charge L Thorium Charge L 65 BS DPS 20 16 -12,5% -40% cap usage better range/cap usage, but less damage
Federation Navy Thorium Charge L Federation Navy Thorium Charge L
Caldari Navy Thorium Charge L
1600
1800
BS DPS 24 19,2 -12,5% -40% cap usage recommended over T1 variant
Null L Null L 450 BS DPS 20 24 25% 1,25x falloff, 0,75x tracking very good range, good damage
Tungsten Charge L Tungsten Charge L 35 BS Sniper 16 8 40% -27% cap usage recommended T1 sniper ammo
Federation Navy Tungsten Charge L Federation Navy Tungsten Charge L
Caldari Navy Tungsten Charge L
1500
1600
BS Sniper 18,4 9,2 40% -27% cap usage recommended over T1 variant
Spike L Spike L 350 BS Sniper 16 16 80% 0,25x tracking recommended sniper ammo, allows extreme range

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