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Sansha's Manual

The saying "know your enemy" is a good one and applies to Incursions just as well as it does any other activity in EVE. In order to know what to kill and most importantly in what order, it helps to know what the various enemies do, how hard they are to kill, what engagement range they have etc.

On top of basic ship statistics like damage, speed, signature and effective hit points, ships use various means of electronic warfare. These special abilities will be represented by icons mimicking the effect of their abilities. Hoover over an icon if you are unsure of what it represent.

Incursion Rats

Name Sig Speed Orbit Damage Range [1] Effective HP DPS/EHP [2] Sig/Speed [3]
  Eystur Rhomben
  49 m   3 360 m/s 11 km   560 m/s 120 dps   10 – 12 km   9 068 ehp   0,0132 dam/hp 0,014 ratio
  Jel Rhomben
  49 m   3 360 m/s 11 km   560 m/s 48 dps   10 – 12 km   3 264 ehp   0,0147 dam/hp 0,014 ratio
  Niarja Myelen Jamming 
  53 m   2 760 m/s 15 km   405 m/s (no weapons) (no weapons) 3 787 ehp   (no weapons) 0,019 ratio
  Orkashu Myelen Jamming 
  53 m   2 760 m/s 15 km   405 m/s (no weapons) (no weapons) 2 762 ehp   (no weapons) 0,019 ratio
  Orkashu Pontine
  49 m   3 360 m/s 11 km   560 m/s 120 dps   10 – 12 km   3 627 ehp   0,0331 dam/hp 0,014 ratio
  Renyn Meten  
  33 m   2 550 m/s 9 km   410 m/s 192 dps   10 – 12 km   8 898 ehp   0,0216 dam/hp 0,012 ratio
  Sansha's Nation Commander  
  39 m   2 100 m/s 12 km   355 m/s 1 250 dps   60 km   8 103 ehp   0,1543 dam/hp 0,018 ratio
  Schmaeel Medulla   
  36 m   4 000 m/s 12 km   640 m/s 52 dps   12 – 20 km   9 235 ehp   0,0056 dam/hp 0,009 ratio
  Tama Cerebellum  
  39 m   2 100 m/s 12 km   355 m/s 300 dps   60 km   8 103 ehp   0,0370 dam/hp 0,018 ratio
  Youl Meten  
  33 m   2 550 m/s 8 km   410 m/s 40 dps   10 – 12 km   3 217 ehp   0,0124 dam/hp 0,012 ratio
  Anthem Neo
  184 m   1 350 m/s 140 km   205 m/s 168 dps   146 – 176 km   87 717 ehp   0,0019 dam/hp 0,136 ratio
  Arnon Epithalamus Jamming
  215 m   1 300 m/s 50 km   210 m/s 164 dps   125 km   65 415 ehp   0,0025 dam/hp 0,165 ratio
  Auga Hypophysis   
  325 m   1 100 m/s 6 km   170 m/s 480 dps   12 – 20 km   51 598 ehp   0,0093 dam/hp 0,295 ratio
  Lirsautton Parichaya
  125 m   1 400 m/s 7,5 km   158 m/s 440 dps   10 km   25 033 ehp   0,0176 dam/hp 0,089 ratio
  Mara Paleo  
  65 m   2 050 m/s 60 km   310 m/s (no weapons) (no weapons) 29 505 ehp   (no weapons) 0,031 ratio
  Raa Thalamus
  200 m   1 520 m/s 18 km   205 m/s 80 dps   23 – 33 km   37 999 ehp   0,0021 dam/hp 0,131 ratio
  Romi Thalamus
  200 m   1 520 m/s 18 km   205 m/s 320 dps   23 – 33 km   105 552 ehp   0,0030 dam/hp 0,131 ratio
  Uitra Telen
  300 m   1 500 m/s 30 km   260 m/s 132 dps   22,5 – 32,5 km   132 070 ehp   0,0010 dam/hp 0,200 ratio
  Vylade Dien  
  422 m   170 m/s 120 km   170 m/s (no weapons) (no weapons) 274 918 ehp   (no weapons) 2,482 ratio
  Citizen / Slave    
  540 m   850 m/s 12 km   118 m/s 820 dps   35 km   179 075 ehp   0,0046 dam/hp 0,635 ratio
  Deltole Tegmentum    
  540 m   850 m/s 12 km   118 m/s 820 dps   35 km   179 075 ehp   0,0046 dam/hp 0,635 ratio
  Intaki Colliculus  
  320 m   980 m/s 50 km   140 m/s 226 dps   170 km   315 598 ehp   0,0007 dam/hp 0,326 ratio
  Ostingele Tectum
  530 m   850 m/s 40 km   118 m/s 528 dps   45 – 65 km   289 854 ehp   0,0018 dam/hp 0,623 ratio
  Outuni Mesen    
  400 m   790 m/s 18 km   110 m/s 352 dps   45 – 65 km   215 105 ehp   0,0016 dam/hp 0,506 ratio
  Yulai Crus Cerebi
  400 m   800 m/s 120 km   118 m/s 397 dps   160 – 210 km   118 009 ehp   0,0034 dam/hp 0,500 ratio
  Kundalini / Uroborus     
  14050 m   75 m/s 40 km   75 m/s (no weapons) (no weapons) 13 996 150 ehp   (no weapons) 187,333 ratio
  1. ^ Even though enemies like the Sansha's Nation Commander and Tama Cerebellum engage and start firing their torpedoes at 60 km they will not actually get within range until they are closer to 30 km, so their effective range is much shorter.
  2. ^ A simple measure of how much damage you're reducing from the field by shooting this particular enemy. It doesn't take into consideration signature or speed however, so you will have to factor that in yourself. Combining this ratio with the other signature/speed ratio makes it obvious that it's better to remove the Tamas before the Eysturs, as they are both easier to hit and do more damage per hit points.
  3. ^ A rough estimate of how hard it is to land good hits on the target. An increasingly lower value means the target is smaller and faster, thus much harder to hit than an increasingly higher value.