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  1. Heavy Energy Nosferatu II - 10 units

    Heavy Energy Nosferatu II - 10 units

    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. Heavy Entropic Disintegrator I

    Heavy Entropic Disintegrator I

    This medium-sized Entropic Disintegrator is normally seen in use on Vedmak-class cruisers, which are able to handle the increased radiation and serious gravitational tidal forces the weapon generates as a side-effect of its operation. Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range. The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target. Requires exotic plasma charge ammo types: Baryon, Meson, and Tetryon.
    $1.25
  3. Heavy Entropic Disintegrator II

    Heavy Entropic Disintegrator II

    This medium-sized Entropic Disintegrator is normally seen in use on Vedmak-class cruisers, which are able to handle the increased radiation and serious gravitational tidal forces the weapon generates as a side-effect of its operation. Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range. The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target. Requires either standard or advanced exotic plasma charge ammo types: Baryon, Meson, Tetryon, Mystic, and Occult.
    $1.25
  4. Heavy Faint Epsilon Scoped Warp Scrambler

    Heavy Faint Epsilon Scoped Warp Scrambler

    Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
    $1.95
  5. Heavy Initiated Compact Warp Scrambler

    Heavy Initiated Compact Warp Scrambler

    Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
    $2.95
  6. Heavy Ion Blaster II - 25 units

    Heavy Ion 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
  7. Heavy J5b Enduring Warp Scrambler

    Heavy J5b Enduring Warp Scrambler

    Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
    $1.95
  8. Heavy Missile Launcher II - 50 units

    Heavy Missile Launcher II - 50 units

    Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
    $1.95
  9. Heavy Mutadaptive Remote Armor Repairer I

    Heavy Mutadaptive Remote Armor Repairer I

    Triglavian remote armor repair equipment use mutadaptive technology to restore lost material with escalating effect over time. This is achieved using specialized armor repair mutaplasmids as nanite feedstock for the remote repair projectors. As the armor repair mutaplasmid stream is able to adapt itself in real-time to specific target ship conditions far more efficiently than standard armor repair nanites, the efficiency of armor repairing performed by the nanite stream on a given target increases over time towards a maximal repair output.
    $0.95
  10. Heavy Mutadaptive Remote Armor Repairer II

    Heavy Mutadaptive Remote Armor Repairer II

    Triglavian remote armor repair equipment use mutadaptive technology to restore lost material with escalating effect over time. This is achieved using specialized armor repair mutaplasmids as nanite feedstock for the remote repair projectors. As the armor repair mutaplasmid stream is able to adapt itself in real-time to specific target ship conditions far more efficiently than standard armor repair nanites, the efficiency of armor repairing performed by the nanite stream on a given target increases over time towards a maximal repair output.
    $0.95
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