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  1. Federation Navy 350mm Railgun

    Federation Navy 350mm Railgun

    The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
    $0.95
  2. Federation Navy 200mm Steel Plates (armor plate)

    Federation Navy 200mm Steel Plates (armor plate)

    Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
    $0.95
  3. Federation Navy 1600mm Steel Plates (armor plate)

    Federation Navy 1600mm Steel Plates (armor plate)

    Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
    $1.95
  4. Federation Navy 10MN Afterburner

    Federation Navy 10MN Afterburner

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
    $0.95
  5. Federation Navy 100MN Afterburner

    Federation Navy 100MN Afterburner

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
    $1.95
  6. Experimental Jump Drive Economizer

    Experimental Jump Drive Economizer

    This unit decreases the isotope fuel requirements of starship jump drives. Can only be fitted to Jump Freighters and Rorquals. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $0.85
  7. Experimental Hyperspatial Accelerator - 3 units

    Experimental Hyperspatial Accelerator - 3 units

    This unit increases warp speed and acceleration. No more than three Hyperspatial Accelerators can be fit to one ship.
    $1.25
  8. Expanded Probe Launcher II - 20 units

    Expanded Probe Launcher II - 20 units

    Launcher for Core Scanner Probes and Combat Scanner Probes. Core Scanner Probes are used to scan down Cosmic Signatures in space. Combat Scanner Probes are used to scan down Cosmic Signatures, starships, structures and drones. Note: Only one scan probe launcher can be fitted per ship. 5% bonus to strength of scan probes.
    $1.25
  9. Expanded Cargohold II - 100 units

    Expanded Cargohold II - 100 units

    Increases cargo hold capacity at the expense of maximum velocity and hull strength.
    $0.95
  10. Estamel's Modified Ballistic Control System

    Estamel's Modified Ballistic Control System

    Best Ballistic Control System in-game! 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.
    $499.95
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