200mm Railgun I

The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.

9 variants
Type ID: 12344
Group: Hybrid Weapon
Category: Module

Variant Comparison

Comparing all variants of 200mm Railgun I. Green highlights indicate better stats (where applicable).

Module Meta Group Fitting Requirements Combat Stats Other
CPU PG Cap Damage Range Falloff Tracking Volume Price
200mm Railgun I (Base) Tech I 33.0 3.00 16200.00 9000.00 7.00 10.0 100000.00 ISK
200mm Carbide Railgun I Tech I Tech I 26.0 3.00 17010.00 9000.00 7.00 10.0 100000.00 ISK
200mm Compressed Coil Gun I Tech I Tech I 31.0 3.00 18630.00 9000.00 7.00 10.0 100000.00 ISK
200mm Prototype Gauss Gun Tech I Tech I 28.0 3.00 19440.00 9000.00 7.00 10.0 100000.00 ISK
200mm 'Scout' Accelerator Cannon Tech I Tech I 29.0 3.00 17820.00 9000.00 7.00 10.0 100000.00 ISK
200mm Railgun II Tech II Tech II 37.0 3.00 19440.00 9000.00 7.00 10.0 243088.00 ISK
Caldari Navy 200mm Railgun Faction Faction 37.0 3.00 21060.00 9000.00 7.00 10.0 100000.00 ISK
Dread Guristas 200mm Railgun Faction Faction 37.0 3.00 21060.00 9000.00 7.00 10.0 100000.00 ISK
Federation Navy 200mm Railgun Faction Faction 37.0 3.00 16200.00 9000.00 7.00 10.0 100000.00 ISK
Shadow Serpentis 200mm Railgun Faction Faction 37.0 3.00 16200.00 9000.00 7.00 10.0 100000.00 ISK

Attribute Legend

Fitting Requirements
  • CPU: CPU usage (lower is better)
  • PG: PowerGrid (lower is better)
  • Cap: Capacitor usage (lower is better)
Meta Groups
  • Tech I: Basic modules
  • Tech II: Improved stats, higher skill reqs
  • Storyline: Mission rewards
  • Faction: Faction-specific, good stats
  • Officer: Rare, best stats
  • Deadspace: Complex loot, high stats
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