Faction Modules
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Gravitational Transportation Field Oscillator (Non-Racial Superweapon)
The Society of Conscious Thought has long been at the forefront of making new technologies available to capsuleers but their decision to release certain types of spacetime weaponry on the open market represents a significant escalation in the level of power that the Society is willing to place in the hands of independent pilots. The Gravitational Transportation Field Oscillator is a remarkable device that can move capsuleer vessels involuntarily through a localized wormhole created by setting up gravitational field resonances at the origin and destination target points. Note: Due to their increased mass, this module is unable to transport capital sized ships, but the residual effects of its localised wormhole will prevent them from warping for 60 seconds. Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds, unable to activate your jump drive or cloaking device for 300 seconds, and prevented from docking until the module cycle completes.$29.75 -
Gyrostabilizer II - 20 units
Gives a bonus to the speed and damage of projectile turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.$1.45 -
Harvester Mining Drone (mining drone)
Once the most efficient mining drone money can buy, the Harvester Mining Drone failed to keep up with continued innovation in the years after its introduction. Over time this once prestigious piece of mining equipment fell into disuse. A revitalization project initiated in YC118 updated the venerable Harvester designs with the latest in mining drone technology. Initially sold to empire-based mining operations across the cluster, blueprints eventually ended up in the hands of capsuleers and pirates through the usual bloody avenues.$9.95 -
Heat Sink II - 20 units
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. 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 -
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Heavy Assault Missile Launcher II - 25 units
A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.$1.95 -
Heavy Beam Laser II - 25 units
A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.$1.95 -
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Heavy Electron Blaster II - 25 units
Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.$1.95 -
Heavy Energy Neutralizer II - 10 units
Neutralizes a portion of the energy in the target ship's capacitor.$1.75