All Projectile Ammo

Metal-cased shells, fired by artillery guns and autocannons

Arch Angel Carbonized Lead L
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.
Arch Angel Carbonized Lead M
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.
Arch Angel Carbonized Lead S
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.
Arch Angel Carbonized Lead XL
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.
Arch Angel Depleted Uranium L
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.
Arch Angel Depleted Uranium M
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.
Arch Angel Depleted Uranium S
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.
Arch Angel Depleted Uranium XL
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.
Arch Angel EMP L
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Arch Angel EMP M
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Arch Angel EMP S
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Arch Angel EMP XL
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.
Arch Angel Fusion L
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.
Arch Angel Fusion M
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.
Arch Angel Fusion S
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.
Arch Angel Fusion XL
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.
Arch Angel Nuclear L
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.
Arch Angel Nuclear M
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.
Arch Angel Nuclear S
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.
Arch Angel Nuclear XL
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.
Arch Angel Phased Plasma L
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.
Arch Angel Phased Plasma M
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.
Arch Angel Phased Plasma S
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.
Arch Angel Phased Plasma XL
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.
Arch Angel Proton L
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Arch Angel Proton M
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Arch Angel Proton S
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Arch Angel Proton XL
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.
Arch Angel Titanium Sabot L
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Arch Angel Titanium Sabot M
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Arch Angel Titanium Sabot S
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Arch Angel Titanium Sabot XL
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Barrage L
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 50% increased falloff. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons.
Barrage M
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 50% increased falloff. Note: This ammunition can only be used by medium tech level II and faction Autocannons.
Barrage S
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking speed. 50% increased falloff. Note: This ammunition can only be used by small tech level II and faction Autocannons.
Barrage XL
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.
Carbonized Lead L
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.
Carbonized Lead M
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.
Carbonized Lead S
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.
Carbonized Lead XL
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.
Depleted Uranium L
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.
Depleted Uranium M
Medium 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.
Depleted Uranium S
Small 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.
Depleted Uranium XL
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.
Domination Carbonized Lead L
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.
Domination Carbonized Lead M
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.
Domination Carbonized Lead S
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.
Domination Carbonized Lead XL
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.
Domination Depleted Uranium L
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.
Domination Depleted Uranium M
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.
Domination Depleted Uranium S
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.
Domination Depleted Uranium XL
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.
Domination EMP L
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Domination EMP M
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Domination EMP S
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Domination EMP XL
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.
Domination Fusion L
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.
Domination Fusion M
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.
Domination Fusion S
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.
Domination Fusion XL
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.
Domination Nuclear L
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.
Domination Nuclear M
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.
Domination Nuclear S
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.
Domination Nuclear XL
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.
Domination Phased Plasma L
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.
Domination Phased Plasma M
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.
Domination Phased Plasma S
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.
Domination Phased Plasma XL
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.
Domination Proton L
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Domination Proton M
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Domination Proton S
Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor. 60% increased optimal range. 5% increased tracking speed.
Domination Proton XL
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.
Domination Titanium Sabot L
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Domination Titanium Sabot M
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Domination Titanium Sabot S
This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Domination Titanium Sabot XL
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
EMP L
Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
EMP M
Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
EMP S
Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
EMP XL
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.
Fusion L
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.
Fusion M
Medium 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.
Fusion S
Small 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.
Fusion XL
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.
Hail L
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. 25% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons.
Hail M
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. 25% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Autocannons.
Hail S
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. 25% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Autocannons.
Hail XL
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.
Nuclear L
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.
Nuclear M
Medium 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.
Nuclear S
Small 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.
Nuclear XL
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.
Phased Plasma L
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.
Phased Plasma M
Medium 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.
Phased Plasma S
Small 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.
Phased Plasma XL
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.
Proton L
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.
Proton M
Medium 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.
Proton S
Small 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.
Proton XL
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.
Quake L
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, faction and officer Artillery Cannons.
Quake M
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 and faction Artillery Cannons.
Quake S
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 small tech level II and faction Artillery Cannons.
Quake XL
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 capital tech level II and faction Artillery Cannons.
Republic Fleet Carbonized Lead L
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.
Republic Fleet Carbonized Lead M
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.
Republic Fleet Carbonized Lead S
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.
Republic Fleet Carbonized Lead XL
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.
Republic Fleet Depleted Uranium L
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.
Republic Fleet Depleted Uranium M
Medium 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.
Republic Fleet Depleted Uranium S
Small 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.
Republic Fleet Depleted Uranium XL
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.
Republic Fleet EMP L
Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Republic Fleet EMP M
Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Republic Fleet EMP S
Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Republic Fleet EMP XL
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.
Republic Fleet Fusion L
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.
Republic Fleet Fusion M
Medium 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.
Republic Fleet Fusion S
Small 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.
Republic Fleet Fusion XL
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.
Republic Fleet Nuclear L
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.
Republic Fleet Nuclear M
Medium 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.
Republic Fleet Nuclear S
Small 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.
Republic Fleet Nuclear XL
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.
Republic Fleet Phased Plasma L
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.
Republic Fleet Phased Plasma M
Medium 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.
Republic Fleet Phased Plasma S
Small 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.
Republic Fleet Phased Plasma XL
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.
Republic Fleet Proton L
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.
Republic Fleet Proton M
Medium 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.
Republic Fleet Proton S
Small 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.
Republic Fleet Proton XL
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.
Republic Fleet Titanium Sabot L
Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Republic Fleet Titanium Sabot M
Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Republic Fleet Titanium Sabot S
Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Republic Fleet Titanium Sabot XL
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Titanium Sabot L
Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Titanium Sabot M
Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Titanium Sabot S
Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Titanium Sabot XL
Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure. 20% increased tracking speed.
Tremor L
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons.
Tremor M
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons.
Tremor S
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by small tech level II and faction Artillery Cannons.
Tremor XL
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by capital tech level II and faction Artillery Cannons.