Ammo
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Mjolnir Rage XL Torpedo - 10,000 units
XL Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries. Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time. This modified version of the Mjolnir Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets.$1.95 -
Mjolnir Torpedo - 100,000 units
An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.$1.75 -
Mjolnir XL Cruise Missile - 10,000 units
XL Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships. Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time.$1.95 -
Mjolnir XL Torpedo - 10,000 units
XL Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries. Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time.$2.75 -
Multifrequency XL (laser crystal) - 200 units
Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range. With shorter range, Thermal damage increases and the overall damage output is increased. 50% reduced optimal range.$3.95 -
Mystic L (advanced exotic plasma) - 50,000 units
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. An experimental exotic plasma charge developed using advanced technology in conjunction with Precursor weapons tech, the Mystic charge achieves high thermal damage potential at longer ranges than would normally be possible. However, explosive damage remains low and there is a serious loss in the stability of the disintegrator beam. This instability reduces the tracking of weapons using Mystic Exotic Plasma charges.$4.75 -
Mystic M (advanced exotic plasma) - 100,000 units
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. An experimental exotic plasma charge developed using advanced technology in conjunction with Precursor weapons tech, the Mystic charge achieves high thermal damage potential at longer ranges than would normally be possible. However, explosive damage remains low and there is a serious loss in the stability of the disintegrator beam. This instability reduces the tracking of weapons using Mystic Exotic Plasma charges.$5.95 -
Mystic S (advanced exotic plasma) - 200,000 units
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. An experimental exotic plasma charge developed using advanced technology in conjunction with Precursor weapons tech, the Mystic charge achieves high thermal damage potential at longer ranges than would normally be possible. However, explosive damage remains low and there is a serious loss in the stability of the disintegrator beam. This instability reduces the tracking of weapons using Mystic Exotic Plasma charges.$4.95 -
Nanite Repair Paste - 5,000 units
A thick, heavy liquid, typically stored in tanks or container systems intended for liquids. It is composed of billions of nanites that can be programmed to repair damaged ship modules on the fly. The paste is simply applied to the damaged area, and the nanites meld into an exact copy of the damaged area, thus effecting repairs upon the module. This is a one-time process, as the nanites use themselves up along with the trace elements mixed into their carrier fluid. The Repair Paste is generally only used for emergency on-site repairs. It is then recommended to have the damaged components looked at by a certified technician at first opportunity.$1.95 -
Navy Cap Booster 100 (capacitor charge) - 2,500 units
Provides a quick injection of power into your capacitor. Good for tight situations!$1.75