| Antimatter Torpedoes |
|
exotic |
1 |
16,300 cr |
The most destructive single projectile in known space. Handle with extreme caution. |
| Antimatter Warhead |
|
exotic |
1 |
10,700 cr |
Single devastating antimatter warhead. The most destructive guided munition available. |
| Antimatter-Core Rounds Box |
|
exotic |
1 |
16,000 cr |
Magnetically contained antimatter warheads packed in a shielded crate. Extreme damage with minor splash effect. |
| Armor Piercing Rounds Box |
|
uncommon |
1 |
18 cr |
Hardened penetrator tips packed in a sealed magazine. Bypasses armor plating on impact. |
| Armor-Buster Missiles |
|
uncommon |
1 |
320 cr |
Shaped charge warheads designed to penetrate heavy armor plating. |
| Breacher Torpedoes |
|
uncommon |
1 |
535 cr |
Armor-piercing torpedoes with penetrating warheads. Designed for armored battleships. |
| Cascade EM Charge Pack |
|
uncommon |
1 |
335 cr |
Chain-reaction charges that jump between nearby systems on hit. |
| Cluster Missiles |
|
rare |
1 |
1,900 cr |
Splits into multiple submunitions before impact. Maximum area coverage. |
| Corrosive Plasma Cell Pack |
|
rare |
1 |
250 cr |
Chemically enhanced plasma that eats through hull plating. Applies corrosion damage over time. |
| Cryo Slug Case |
|
uncommon |
1 |
45 cr |
Supercooled ceramic-jacketed slugs that flash-freeze hull sections on impact, causing brittle fractures. |
| Depleted Uranium Rounds Box |
|
rare |
1 |
3,100 cr |
Ultra-dense penetrator rounds in a reinforced magazine. Extreme armor piercing at the cost of extra cargo weight. |
| Dispersal Plasma Cell Pack |
|
uncommon |
1 |
170 cr |
Wide-dispersal plasma cells that spread thermal damage across a larger area. |
| EM Charge Pack |
|
common |
1 |
225 cr |
Pack of standard electromagnetic disruption charges. One pack fully loads any EM weapon magazine. |
| EMP Mines |
|
uncommon |
1 |
225 cr |
Electromagnetic pulse mines. Disrupts any ship that enters the blast zone. |
| EMP Missiles |
|
rare |
1 |
1,900 cr |
Electromagnetic pulse warheads. Disrupts all systems in the blast radius. |
| EMP Slug Case |
|
rare |
1 |
1,800 cr |
Slugs with embedded superconductor coils that generate an EMP burst on impact. |
| EMP Torpedoes |
|
rare |
1 |
3,300 cr |
Massive electromagnetic pulse. Cripples all ship systems for an extended duration. |
| EMP-Tipped Rounds Box |
|
rare |
1 |
300 cr |
Rounds with embedded micro-EMP charges. Each hit disrupts target electronics alongside kinetic damage. |
| Entropic Void Core Pack |
|
rare |
1 |
6,900 cr |
Entropy-accelerating cores that age materials on contact. |
| Ferrous Slug Case |
|
common |
1 |
15 cr |
Case of standard dense iron slugs for railguns. One case fully loads any railgun magazine. |
| Focused EM Charge Pack |
|
uncommon |
1 |
440 cr |
Concentrated EM bursts that overwhelm a single target system. Higher damage per charge. |
| Focused Plasma Cell Pack |
|
uncommon |
1 |
565 cr |
Tight-beam plasma cells with higher energy density. Superior single-target damage. |
| Fragmentation Mines |
|
uncommon |
1 |
170 cr |
Wider blast radius with shrapnel dispersal. Less direct damage. |
| Fragmentation Rounds Box |
|
uncommon |
1 |
35 cr |
Pre-scored casings that shatter into lethal shrapnel. Devastating against drones and small targets. |
| Incendiary Missiles |
|
uncommon |
1 |
210 cr |
Thermite warheads that burn through hull after detonation. Less explosive force, more sustained damage. |
| Incendiary Rounds Box |
|
uncommon |
1 |
265 cr |
Phosphorus-tipped rounds that ignite on impact. Causes sustained thermal damage to hull systems. |
| Ion Charge Pack |
|
rare |
1 |
1,300 cr |
Heavy ion charges that drain capacitor banks and disable shield generators. |
| Neural Disruption Charge Pack |
|
rare |
1 |
1,200 cr |
Charges tuned to interfere with AI processing cores. Extended effect duration. |
| Neutronium Slug Case |
|
rare |
1 |
990 cr |
Impossibly dense neutronium-core slugs. The ultimate kinetic penetrator. |
| Nuclear Mines |
|
rare |
1 |
960 cr |
Tactical nuclear devices. Enormous blast radius. Indiscriminate. |
| Null Void Core Pack |
|
rare |
1 |
12,000 cr |
Cores that create localized null-space pockets. Devastating but difficult to manufacture. |
| Overcharged Plasma Cell Pack |
|
rare |
1 |
965 cr |
Dangerously overcharged cells delivering massive thermal output. Handle with care. |
| Phased Void Core Pack |
|
rare |
1 |
6,600 cr |
Phase-shifted cores that partially bypass shields and armor. |
| Plasma Cell Pack |
|
common |
1 |
245 cr |
Pack of standard plasma cartridges. One pack fully loads any plasma weapon magazine. |
| Plasma Mines |
|
rare |
1 |
495 cr |
Thermal detonation mines. Superheated blast melts armor in the vicinity. |
| Plasma Torpedoes |
|
rare |
1 |
990 cr |
Superheated plasma warhead. Melts armor on impact and continues burning. |
| Shaped Charge Slug Case |
|
uncommon |
1 |
115 cr |
Explosive-lined slugs that focus blast energy through the target hull on impact. |
| Siege Torpedoes |
|
rare |
1 |
1,100 cr |
Maximum hull damage payload. Designed for breaking stations and capital ships. |
| Standard Guided Missiles |
|
common |
1 |
230 cr |
Heat-seeking guided missiles. Reliable all-purpose ordnance. |
| Standard Mines |
|
common |
1 |
135 cr |
Basic proximity-detonated explosives for area denial. |
| Standard Rounds Box |
|
common |
1 |
6 cr |
Crate of basic kinetic autocannon ammunition. One box fully loads any autocannon magazine. |
| Standard Torpedoes |
|
uncommon |
1 |
275 cr |
Heavy anti-capital torpedoes. Slow but devastating on impact. |
| Swarm Missiles |
|
uncommon |
1 |
245 cr |
Pod of micro-missiles that saturate the target area. Harder to evade but less damage per warhead. |
| Tungsten Slug Case |
|
uncommon |
1 |
40 cr |
Heavy tungsten penetrators in a reinforced case. Punches through heavy armor plating. |
| Void Core Pack |
|
uncommon |
1 |
3,400 cr |
Pack of standard void energy cores. One pack fully loads any void weapon magazine. |
| Void Mines |
|
exotic |
1 |
6,200 cr |
Creates a dimensional rift on detonation. Bypasses conventional shields. |