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  1. 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
  2. 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
  3. 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
  4. 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
  5. Dark Blood Capacitor Power Relay

    Dark Blood Capacitor Power Relay

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

    Dark Blood Cap Recharger

    Increases the capacitor recharge rate.
    $1.65
  7. 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
  8. 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
  9. 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. Crosslink Compact Ballistic Control System - 10 units

    Crosslink Compact Ballistic Control System - 10 units

    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.
    $1.95
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