Faction Modules
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Minmatar Phenomena Generator (Minmatar Superweapon)
Adapted from advanced research into natural wormhole phenomena, this module wields a Ragnarok's massive Ladar 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% signature radius +10% thermal resistances -15% explosive resistances -10% hybrid turret and energy turret optimal range$9.95 -
Mining Laser Upgrade II - 20 units
Increases the yield on mining lasers, but causes them to use up more CPU.$0.95 -
Mining Foreman Burst II - 10 units
This module can be loaded with a variety of Mining Foreman Burst Charges to project a field of beneficial nanites over fleet members, improving their mining capabilities. +25% bonus to the effect strength of Mining Foreman Burst charges launched from this module.$0.95 -
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Miner II (mining laser) - 50 units
Has an improved technology beam, making the extraction process more efficient. Useful for extracting all but the rarest ore.$1.25 -
Micro Jump Field Generator - 20 units
This module spools up and then teleports the ship and any ships or drones nearby 100km in the direction the ship is facing. All ships teleported will retain their movement direction and velocity in the new location. Note: The micro jump field only affects capsuleer-piloted ships and will not move certain ship types, including: Capital Ships, Freighters and the Orca.$0.95 -
Micro Auxiliary Power Core II - 20 units
Supplements the main Power core providing more power.$0.95 -
Mekubal (Angel Cartel Destroyer)
The Mekubal is the Angel Cartel's answer to the increasing prevalence of destroyers in the fleets of empire navies, representing the classic Angel fusion of Gallente and Minmatar technology, with perhaps a dash of something more ancient, in a hard-hitting and compact package. The resultant ship is a potent gunboat capable of putting out a storm of projectile weapons fire while having the speed to respond and redeploy as needed by the raiding fleets of the Cartel.$3.95 -
Mega Pulse Laser II - 10 units
A super-heavy pulse laser designed for medium range engagements. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.$1.95 -
Mega Beam Laser II - 10 units
A super-heavy beam laser designed for medium to long range engagements. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.$1.95