Faction Modules
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Kaikka's Modified Multispectrum Shield Hardener
Boosts shield resistance against all damage types. Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.$59.95 -
Kaikka's Modified Ballistic Control System
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.$99.95 -
Jump Portal Generator I
A piece of machinery designed to allow a capital 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 Titans. 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. You will still require Strontium Clathrates to activate this module and enable bridging operations.$32.95 -
Ion Siege Blaster II
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 either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.$7.65 -
Ion Siege Blaster I
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.$1.95 -
Ion Blaster Cannon II - 10 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 -
Information Command Burst II - 20 units
This module can be loaded with a variety of Information Command Burst Charges to project a field of beneficial nanites over fleet members, improving their sensor and electronic warfare capabilities. +25% bonus to the effect strength of Information Command Burst charges launched from this module.$1.95 -
Inertial Stabilizers II - 20 units
Improves ship handling and maneuverability. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.$0.75 -
Improved Cloaking Device II - 20 units
An Improved Cloaking device based on the Crielere Labs prototype. It performs better and allows for faster movement while cloaked. Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.$2.95