Let's see:
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- Advanced Plasma Accelerator
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A faster firing large plasma accelerator. It fires faster than a normal plasma accelerator and has more ammo, at the price of reduced damage. It's rather close to the normal plasma accelerator in actual damage output, probably a little ahead. It's a matter of preference.
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- Cytoscrambler Burst Laser
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A strong shield killer. Due to its massive spread, it's only effective at short distance, but when you get close enough, it deals a lot of shield damage. Note that in the base version it deals zero damage to hulls. With engineers it can also be modified to do some hull damage, but it's not its strong point.
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- Enforcer Cannon
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A slow firing fixed multicannon with more punch per shot. Basically it's a fixed medium size multicannon which fits on a small hardpoint and has a bit worse penetration. The chieftain was the first ship where i actually used that one. Can be fun, but is not commonly used.
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- Imperial Hammer Rail Gun
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A railgun which fires three round bursts. It has as many bursts as a normal railgun has shots of ammmo. It's a little bit harder to use (yuo have to stay on target for a little longer) to land the complete burst on the target. But if you manage do to that, you deal about 9% more damage than a regular railgun, at the price of about 15% more heat. It's a tradeoff, it was highly popular at some time, but seems to have fallen out of general use by now.
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- Mining Lance Beam Laser
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A mining laser which can also damage other ships. As all mining lasers it's a fixed beam, but this one fits on a small hardpoint. It's combat value is still minimal, but it has an actual advantage over normal mining lasers: it has a longer range than the normal mining laser, making it more convenient to use when mining.
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- Pacifier Frag-cannon
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A fixed class 3 frag cannon, which sacrifices some damage for slightly better range performance. It's generally a realy unfavourable tradeoff. If you want to fly frag cannons, you're better off with regular ones, if you want to have range, you're better off with other weapons, this one sits at a bad spot.
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- Pack-Hound Missile Rack
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A missile rack which shoots several smaller missiles instead of a big one. The missiles fly as "swarm" in a tumbling pattern. In terms of pure damage output, this one beats the regular seeker at the price of higher heat. Next to that, there's a lot of missunderstanding around for this weapon. Many people claim that this weapon is better against point defense. This is missinformation. The Pack-Hound has 1/6 of a seekers health, flies slower than a regular seeker and due to the tumbling flies a longer path to the target. At the same time, the tumbling is not enough to make point defense miss it. So on the average seekers deliver a higher percentage of their damage to the target than Pack-Hounds.
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Where the Pack-Hound shines is sustaining the damage. Seekers fire one missile every 3 seconds for 15 seconds, then go into a 12 second reload cycle. Pack-Hounds have a 1,5 seconds firing cycle, then reload for 3 seconds, rinse and repeat. So they constantly spit missiles till out of ammo, while seekers take breaks just when you really need them.
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- Pulse Disruptor
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Pulse lasers which, once the targets shields are down, trigger malfunctions on the target. I tried them for a while, even combined them with the engineering effect of triggering malfunctions and at least for PvE found them underwhelming. From all i gathered, they also don't show up in PvP setups, so i would guess that they also were found worthwhile there.
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- Retributor Beam Laser
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This small beam laser delivers extra heat to the target. It was all the rage during the short time of the heat meta. Once the mechanics to pump excessive heat into targets was culled, it was forgotten again. Currently there's no real point in using this weapon.
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- Rocket Propelled FSD Disruptor
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Dumbfire missiles which disable a targets FSD for a while. Perhaps a PvP and mostly a ganking tool. There's no reason to have it in duels. There's some theoretical PvE situations where it could be used, but i wouldn't know of anybody using them there. (And since NPCs sometimes can jump out with broken FSD, i wouldn't bet that this missile would be of any help there, either. )
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- Prismatic Shield Generator
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Shields which basically have one (non-engineered) shield boosters built into them, at the price of more mass and more power consumption than a regular shield booster would cost. If you have utility slots spare, you're better of with regular shield boosters, especially as you can engineer those. But if your utility slots are all planed out, you still have power spare and you want to push your shields to the limit, they are to be considered.
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Before bi-weaves they were the go-to shields. Currently they still are much used in PvP setups, but for many PvE setups they were replaced by bi-weaves.
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