EVE-Items safe, secure & on-time

Faction Modules

Options Grid  List 

Set Ascending Direction
  1. Dark Blood Explosive Armor Hardener

    Dark Blood Explosive Armor Hardener

    A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. 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
  2. Dark Blood Em Armor Hardener

    Dark Blood Em Armor Hardener

    A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. 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
  3. Dark Blood Dual Heavy Pulse Laser - 3 units

    Dark Blood Dual Heavy Pulse Laser - 3 units

    This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $4.75
  4. Dark Blood Dual Heavy Beam Laser - 3 units

    Dark Blood Dual Heavy Beam Laser - 3 units

    This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $2.25
  5. Dark Blood Capital Cap Battery

    Dark Blood Capital Cap Battery

    Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
    $22.95
  6. Dark Blood Capacitor Power Relay

    Dark Blood Capacitor Power Relay

    Increases capacitor recharge rate at the expense of shield boosting.
    $1.65
  7. Dark Blood Cap Recharger

    Dark Blood Cap Recharger

    Increases the capacitor recharge rate.
    $1.65
  8. Damage Control II - 100 units

    Damage Control II - 100 units

    Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
    $1.75
  9. Cynosural Field Generator I - 20 units

    Cynosural Field Generator I - 20 units

    Generates a cynosural field for capital ship jump drives to lock on to.
    $1.25
  10. Cruise Missile Launcher II - 20 units

    Cruise Missile Launcher II - 20 units

    A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
    $2.95
10 items
Page:
  1. 62
  2. 63
  3. 64
  4. 65
  5. 66
top