Turrets & Bays
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Federation Navy Light Neutron Blaster
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 hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$1.45 -
Federation Navy 425mm Railgun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$2.45 -
Federation Navy 350mm Railgun
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$0.95 -
Electron Blaster Cannon II - 10 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 -
Dual Light Pulse Laser II - 50 units
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.$1.25 -
Dual Light Beam Laser II - 50 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 either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.$1.95 -
Dual Heavy Pulse Laser II - 20 units
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.$2.95 -
Dual Heavy Beam Laser II - 20 units
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.$2.45 -
Dual Giga Pulse Laser II
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.$7.75 -
Dual Giga Pulse Laser I
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.$1.95