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Faction Modules

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  1. 'Carpo' Mining Laser Upgrade (Mining Upgrade)

    'Carpo' Mining Laser Upgrade (Mining Upgrade)

    Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
    $2.95
  2. 'Censer' Medium Cap Battery

    'Censer' Medium Cap Battery

    Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
    $2.95
  3. 'Chainmail' 200mm Steel Plates (armor plate)

    'Chainmail' 200mm 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.
    $0.95
  4. 'Cold Wind' Kinetic Reaper (Caldari Superweapon)

    'Cold Wind' Kinetic Reaper (Caldari Superweapon)

    Through weapons technology agreements long maintained in the mutual interests of the Caldari State and Amarr Empire, the ‘Reaper’ device created by the Amarr’s weapons scientists was soon passed on to the Caldari, for a suitable quid pro quo, and the State modified the specific energy output so as to produce their own favored kinetic effect at the impact point. In an allusion to Caldari mythology, the weapon was designated ‘Cold Wind’ for the powerful animistic spirit that was said to cut down trees and soldiers alike when it blew at its fiercest. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds, unable to activate your jump drive or cloaking device for 300 seconds, and prevented from docking until the module cycle completes.
    $12.95
  5. 'Corporate' Light Electron Blaster I

    'Corporate' Light Electron Blaster I

    Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
    $0.95
  6. 'Crop' Gas Cloud Scoop

    'Crop' Gas Cloud Scoop

    Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood as the most advanced pieces of harvesting equipment available. Although they did not offer any improvement in their harvesting yield, the CPU reduction was valued by many who otherwise struggled to fit a full rack of harvesters to cruiser-class vessels. This one small improvement set the two harvesters above the standard, Tech I variant for many years.
    $3.95
  7. 'Crucible' Small Cap Battery

    'Crucible' Small Cap Battery

    Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
    $1.95
  8. 'Delineative' Warp Scrambler

    'Delineative' Warp Scrambler

    Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
    $0.95
  9. 'Deuce' Co-Processor I

    'Deuce' Co-Processor I

    Increases CPU output.
    $0.95
  10. 'Divine Harvest' Electromagnetic Reaper (Amarr Superweapon)

    'Divine Harvest' Electromagnetic Reaper (Amarr Superweapon)

    The Amarr Empire’s crash program of capital ship development included an intense effort to reverse-engineer recovered Drifter technology. While falling short of a full understanding of the weapons used by the inscrutable Drifters, the research did bear fruit in a new form of directed energy beam that weapons scientists began calling the ‘Reaper’. The Imperial Navy designated the device ‘Divine Harvest’ but the tag stuck to this weapon type when, inevitably, other empires acquired the basic concept and developed their own variations. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds, unable to activate your jump drive or cloaking device for 300 seconds, and prevented from docking until the module cycle completes.
    $9.95
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