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  1. Barrage L (projectile ammo) - 200,000 units

    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
  2. Hail L (projectile ammo) - 200,000 units

    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
  3. 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
  4. 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
  5. 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
  6. Republic Fleet EMP L (projectile ammo) - 100,000 units

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

    Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
    $3.95
  7. Republic Fleet Fusion L (projectile ammo) - 100,000 units

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

    Large Projectile Ammo. 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.
    $3.75
  8. Republic Fleet Nuclear L (projectile ammo) - 100,000 units

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

    Large Projectile Ammo. 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.
    $2.95
  9. Republic Fleet Phased Plasma L (projectile ammo) - 100,000 units

    Republic Fleet Phased Plasma L (projectile ammo) - 100,000 units

    Large Projectile Ammo. 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.
    $3.95
  10. Republic Fleet Proton L (projectile ammo) - 100,000 units

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

    Large Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
    $3.95
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