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Faction Modules

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  1. Corpus X-Type Heavy Energy Nosferatu

    Corpus X-Type Heavy Energy Nosferatu

    Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
    $1.95
  2. Corpus X-Type Kinetic Armor Hardener

    Corpus X-Type Kinetic Armor Hardener

    An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.95
  3. Corpus X-Type Large Armor Repairer

    Corpus X-Type Large Armor Repairer

    This module uses nano-assemblers to repair damage done to the armor of the ship.
    $20.95
  4. Corpus X-Type Thermal Armor Hardener

    Corpus X-Type Thermal Armor Hardener

    A enhanced version of the standard Thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $3.95
  5. Covert Cynosural Field Generator I - 10 units

    Covert Cynosural Field Generator I - 10 units

    Generates an undetectable cynosural field which only Black Ops jump drives can lock on to. Note: Can only be fitted on Black Ops, Blockade Runners, Covert Ops, Etana, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
    $1.95
  6. Covert Jump Portal Generator I - 3 units

    Covert Jump Portal Generator I - 3 units

    A piece of machinery designed to allow a black ops vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield. Note: Can only be fitted on Black Ops. Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated.
    $1.95
  7. Covert Ops Cloaking Device II - 10 units

    Covert Ops Cloaking Device II - 10 units

    A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware. Note: This particular module is advanced enough that it allows a ship to warp while cloaked. However, fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
    $1.65
  8. Crosslink Compact Ballistic Control System - 10 units

    Crosslink Compact Ballistic Control System - 10 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.
    $1.95
  9. Cruise Missile Launcher II - 20 units

    Cruise Missile Launcher II - 20 units

    A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
    $2.95
  10. Cynosural Field Generator I - 20 units

    Cynosural Field Generator I - 20 units

    Generates a cynosural field for capital ship jump drives to lock on to.
    $1.25
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