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Faction Modules

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  1. Siege Module I

    Siege Module I

    An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities. This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode. Note: A siege module requires Strontium clathrates to run and operate effectively. Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.
    $1.95
  2. Ship Scanner II - 20 units

    Ship Scanner II - 20 units

    Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
    $0.95
  3. Shield Power Relay II - 20 units

    Shield Power Relay II - 20 units

    Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
    $0.95
  4. Shield Command Burst II - 10 units

    Shield Command Burst II - 10 units

    This module can be loaded with a variety of Shield Command Burst Charges to project a field of beneficial nanites over fleet members, improving their shield defenses. +25% bonus to the effect strength of Shield Command Burst charges launched from this module.
    $0.95
  5. Shield Boost Amplifier II - 20 units

    Shield Boost Amplifier II - 20 units

    Focuses and amplifies the efficiency of shield boosting modules. 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. Shadow Serpentis Warp Scrambler

    Shadow Serpentis Warp Scrambler

    Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
    $2.65
  7. SHADOW SERPENTIS WARP DISRUPTOR

    SHADOW SERPENTIS WARP DISRUPTOR

    Disrupts the target ship's navigation computer which prevents it from warping.
    $2.95
  8. Shadow Serpentis Tracking Computer

    Shadow Serpentis Tracking Computer

    By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. 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.
    $2.95
  9. SHADOW SERPENTIS STASIS WEBIFIER

    SHADOW SERPENTIS STASIS WEBIFIER

    Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
    $2.95
  10. Shadow Serpentis Sensor Booster

    Shadow Serpentis Sensor Booster

    Gives an increase to targeting range, scan resolution and sensor strength. 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.
    $1.95
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