Projectile
-
Republic Fleet Carbonized Lead L (projectile ammo) - 100,000 units
Large Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem. 60% increased optimal range. 5% increased tracking speed.$3.75 -
Quake XL (projectile ammo) - 50,000 units
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by captal tech level II and faction Artillery Cannons.$1.75 -
Quake M (projectile ammo) - 500,000 units
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II Artillery Cannons.$3.95 -
Quake L (projectile ammo) - 200,000 units
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II Artillery Cannons.$3.75 -
Proton XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.$1.35 -
Phased Plasma XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell. 50% reduced optimal range.$2.65 -
Nuclear XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space. 60% increased optimal range. 5% increased tracking speed.$1.45 -
Hail XL (projectile ammo) - 50,000 units
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by capital tech level II and faction Autocannons.$1.65 -
Hail M (projectile ammo) - 500,000 units
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by medium tech level II Autocannons.$2.95 -
Hail L (projectile ammo) - 200,000 units
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by large tech level II Autocannons.$3.95