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Faction Modules

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  1. Ballistic Control System II - 20 units

    Ballistic Control System II - 20 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.
    $1.65
  2. Astro-Inertial Compact Missile Guidance Computer - 10 units

    Astro-Inertial Compact Missile Guidance Computer - 10 units

    By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $2.75
  3. Armor Command Burst II - 10 units

    Armor Command Burst II - 10 units

    This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses. +25% bonus to the effect strength of Armor Command Burst charges launched from this module.
    $0.95
  4. Anode Scoped Ion Siege Blaster

    Anode Scoped Ion Siege Blaster

    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.
    $1.75
  5. Ammatar Navy Cap Recharger

    Ammatar Navy Cap Recharger

    Increases the capacitor recharge rate.
    $0.95
  6. Amarr Phenomena Generator (Amarr Superweapon)

    Amarr Phenomena Generator (Amarr Superweapon)

    Adapted from advanced research into natural wormhole phenomena, this module wields an Avatar's massive Radar 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% capacitor recharge rate +10% kinetic resistances -15% EM resistances -10% velocity
    $7.95
  7. Ahremen's Modified Cap Recharger

    Ahremen's Modified Cap Recharger

    Increases the capacitor recharge rate.
    $149.95
  8. Afocal Precise Quad Mega Pulse Laser

    Afocal Precise Quad Mega Pulse Laser

    Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $1.95
  9. Afocal Precise Dual Giga Pulse Laser

    Afocal Precise Dual Giga Pulse Laser

    One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $1.95
  10. 800mm Steel Plates II (armor plate) - 25 units

    800mm Steel Plates II (armor plate) - 25 units

    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.
    $2.65
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