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Projectile

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  1. Nuclear XL (projectile ammo) - 100,000 units

    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
  2. Phased Plasma XL (projectile ammo) - 100,000 units

    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
  3. Proton XL (projectile ammo) - 100,000 units

    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
  4. Quake L (projectile ammo) - 200,000 units

    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
  5. Quake M (projectile ammo) - 500,000 units

    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
  6. Quake XL (projectile ammo) - 50,000 units

    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
  7. Republic Fleet Carbonized Lead L (projectile ammo) - 100,000 units

    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
  8. Republic Fleet Carbonized Lead M (projectile ammo) - 100,000 units

    Republic Fleet Carbonized Lead M (projectile ammo) - 100,000 units

    Medium 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.
    $2.95
  9. Republic Fleet Carbonized Lead S (projectile ammo) - 250,000 units

    Republic Fleet Carbonized Lead S (projectile ammo) - 250,000 units

    Small 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.
    $3.95
  10. Republic Fleet Depleted Uranium L (projectile ammo) - 100,000 units

    Republic Fleet Depleted Uranium L (projectile ammo) - 100,000 units

    Large Projectile Ammo. 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.
    $3.95
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