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  1. Imperial Navy Mega Pulse Laser

    Imperial Navy Mega Pulse Laser

    A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $3.95
  2. Imperial Navy Dual Light Pulse Laser - 5 units

    Imperial Navy Dual Light Pulse Laser - 5 units

    This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $0.95
  3. Imperial Navy Dual Light Beam Laser - 3 units

    Imperial Navy Dual Light Beam Laser - 3 units

    This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $1.95
  4. Hexa 2500mm Repeating Cannon II

    Hexa 2500mm Repeating Cannon II

    One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
    $7.95
  5. Hexa 2500mm Repeating Cannon I

    Hexa 2500mm Repeating Cannon I

    One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
    $0.95
  6. Heavy Pulse Laser II - 25 units

    Heavy Pulse Laser II - 25 units

    A heavy laser designed for short to medium range engagements. Delivers powerful damage. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
    $1.95
  7. Heavy Neutron Blaster II - 25 units

    Heavy Neutron Blaster II - 25 units

    Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.
    $1.95
  8. Heavy Missile Launcher II - 50 units

    Heavy Missile Launcher II - 50 units

    Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
    $1.95
  9. Heavy Ion Blaster II - 25 units

    Heavy Ion Blaster II - 25 units

    Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.
    $1.95
  10. Heavy Entropic Disintegrator II

    Heavy Entropic Disintegrator II

    This medium-sized Entropic Disintegrator is normally seen in use on Vedmak-class cruisers, which are able to handle the increased radiation and serious gravitational tidal forces the weapon generates as a side-effect of its operation. Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range. The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target. Requires either standard or advanced exotic plasma charge ammo types: Baryon, Meson, Tetryon, Mystic, and Occult.
    $1.25
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