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Ammo

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  1. Tetryon Exotic Plasma L - 100,000 units

    Tetryon Exotic Plasma L - 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. Tetryon Exotic Plasma charges yield a beam with very high thermal damage potential but a significantly reduced range.
    $3.95
  2. Tetryon Exotic Plasma M - 200,000 units

    Tetryon Exotic Plasma M - 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. Tetryon Exotic Plasma charges yield a beam with very high thermal damage potential but a significantly reduced range.
    $5.95
  3. Tetryon Exotic Plasma S - 250,000 units

    Tetryon Exotic Plasma S - 250,000 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. Tetryon Exotic Plasma charges yield a beam with very high thermal damage potential but a significantly reduced range.
    $3.95
  4. Tetryon Exotic Plasma XL - 25,000 units

    Tetryon Exotic Plasma XL - 25,000 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. Tetryon Exotic Plasma charges yield a beam with very high thermal damage potential but a significantly reduced range.
    $4.75
  5. Thorium Charge L (hybrid charge) - 1,000,000 units

    Thorium Charge L (hybrid charge) - 1,000,000 units

    Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired. 12.5% reduced optimal range. 40% reduced capacitor need.
    $1.75
  6. Thorium Charge XL (hybrid charge) - 25,000 units

    Thorium Charge XL (hybrid charge) - 25,000 units

    Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired. 12.5% reduced optimal range. 40% reduced capacitor need.
    $2.75
  7. Titanium Sabot XL (projectile ammo) - 100,000 units

    Titanium Sabot XL (projectile ammo) - 100,000 units

    Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
    $2.65
  8. Tremor L (projectile ammo) - 200,000 units

    Tremor L (projectile ammo) - 200,000 units

    An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by large tech level II Artillery Cannons.
    $3.75
  9. Tremor M (projectile ammo) - 500,000 units

    Tremor M (projectile ammo) - 500,000 units

    An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by medium tech level II Artillery Cannons.
    $3.75
  10. Tremor XL (projectile ammo) - 50,000 units

    Tremor XL (projectile ammo) - 50,000 units

    An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by capital tech level II and faction Artillery Cannons.
    $2.25
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