Faction Modules
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Afocal Precise Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.$1.95 -
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Amarr Phenomena Generator (Amarr Superweapon)
Adapted from advanced research into natural wormhole phenomena, this module wields an Avatar's massive Radar sensor array to bend local space and affect the properties of all nearby vessels. The effects of this phenomenon impact both friendly and hostile ships, altering the entire battlefield in subtle but significant ways. Clever fleet commanders can take advantage of these effects to ensure victory, even against insurmountable odds. Affected ships receive: +30% capacitor recharge rate +10% kinetic resistances -15% EM resistances -10% velocity$7.95 -
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Anode Scoped Ion Siege Blaster
One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$1.75 -
Armor Command Burst II - 10 units
This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses. +25% bonus to the effect strength of Armor Command Burst charges launched from this module.$0.95 -
Astro-Inertial Compact Missile Guidance Computer - 10 units
By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.$2.75 -
Ballistic Control System II - 20 units
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.$1.65 -
Bastion Module I - 10 units
An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive capabilities. This results in a greatly increased rate of defensive self-sustenance and a boost to the ship's overall damage resistances. It also extends the reach of all the vessel's weapon systems, allowing it to engage targets at farther ranges. Due to the ionic field created by the bastion module, most electronic warfare effects - from friend or foe both - will not affect the ship while in bastion mode. All weapons, including energy nosferatus and destabilizers, are unaffected by this field leaving the ship capacitor as one of the only vulnerable points to be found. As a side effect of the ionic field created by the bastion module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. In addition, the lack of power to mobility subsystems means that neither standard propulsion nor warp travel are available to the ship, nor is it allowed to dock or jump until out of bastion mode. Note: Only one bastion module can be fitted to a marauder-class ship. The increased shield boosting and armor repairing gained from the bastion module is subject to a stacking penalty when used with other modules that affect the same attribute on the ship.$2.95 -