Projectile
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Barrage L (projectile ammo) - 200,000 units
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by large tech level II Autocannons.$3.95 -
Barrage M (projectile ammo) - 500,000 units
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by medium tech level II Autocannons.$2.95 -
Barrage XL (projectile ammo) - 50,000 units
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by capital tech level II and faction Autocannons.$1.45 -
Carbonized Lead 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 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.$0.95 -
Depleted Uranium XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead. 20% tracking speed bonus.$1.25 -
EMP XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.$3.25 -
Fusion XL (projectile ammo) - 100,000 units
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems. 50% reduced optimal range.$2.65 -
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 -
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 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