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Faction Modules

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  1. Target Painter II - 20 units

    Target Painter II - 20 units

    A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.45
  2. Tairei's Modified Cap Recharger

    Tairei's Modified Cap Recharger

    Increases the capacitor recharge rate.
    $48.95
  3. Tachyon Beam Laser II - 10 units

    Tachyon Beam Laser II - 10 units

    An ultra-heavy beam laser designed for medium to long range engagements. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
    $1.95
  4. Synthetic Hull Conversion Reinforced Bulkheads

    Synthetic Hull Conversion Reinforced Bulkheads

    Increases structural hit points while reducing agility and cargo capacity.
    $1.75
  5. Synthetic Hull Conversion Nanofiber Structure - 5 units

    Synthetic Hull Conversion Nanofiber Structure - 5 units

    Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength. 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
  6. Syndicate Reinforced Bulkheads

    Syndicate Reinforced Bulkheads

    Increases structural hit points while reducing agility and cargo capacity.
    $4.95
  7. Syndicate Gas Cloud Scoop

    Syndicate Gas Cloud Scoop

    The Syndicate harvester arose out of a joint research project undertaken by dozens of Station owners across the region. The residents and industrialists of Syndicate appreciated, more than most, the latent potential of the underground booster industry. Although their modified harvesters offered no improvements in yield, they were easier for newer pilots to fit. Their investment in more accessible harvesting technology paid off, when eventually the empires quietly backpedalled and legalized the production and sale of Synth boosters.
    $2.95
  8. Syndicate Damage Control

    Syndicate Damage Control

    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.
    $6.95
  9. Syndicate Cloaking Device

    Syndicate Cloaking Device

    This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity. Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
    $7.95
  10. Syndicate 1600mm Steel Plates (armor plate)

    Syndicate 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.
    $2.95
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