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  1. 'Holy Destiny' Electromagnetic Lance (Amarr Superweapon)

    'Holy Destiny' Electromagnetic Lance (Amarr Superweapon)

    While the Amarr Empire had first developed the ‘Reaper’ directed energy device, the Gallente were the first to modify the concept into a focused, static energy beam they called a ‘Lance’. In truth, the Amarr had not entirely cracked the problem of holding this particular form of pseudo-stable energy on a single point before the Gallente came up with a method of focusing the beam reliably. The Amarr were quite taken with the solution the Federation had developed and at once produced their own electromagnetic variation codenamed ‘Holy Destiny’. 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.
    $17.95
  2. 'Hustler' Heavy Neutron Blaster I - 3 units

    'Hustler' Heavy Neutron Blaster I - 3 units

    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.
    $1.95
  3. 'Ingenii' Ice Harvester Upgrade (Mining Upgrade)

    'Ingenii' Ice Harvester Upgrade (Mining Upgrade)

    Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
    $32.95
  4. 'Iron Pike' Kinetic Lance (Caldari Superweapon)

    'Iron Pike' Kinetic Lance (Caldari Superweapon)

    The Caldari Navy’s weapons scientists were slightly puzzled that their Amarr allies had not created a simplified, focused version of the ‘Reaper’ before the Federation but attributed this to the legendarily methodical and cautious approach of imperial scientists. There was some truth to this, as the Amarr had simply not yet managed to hold the beam reliably on a single target point. The State managed to independently solve the problem of holding a focused beam of the pseudo-stable energy and the modifications necessary to create the ‘Iron Pike’ Kinetic Lance were soon made. 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.
    $16.95
  5. 'Jormungandr' Explosive Reaper (Minmatar Superweapon)

    'Jormungandr' Explosive Reaper (Minmatar Superweapon)

    While the Minmatar Republic took a relaxed attitude to the initial Drifter incursions, particularly as these entities appeared focused on the Republic’s Amarr foes, the Minmatar military were extremely interested in developments in capital ship technology and weapons. Through one means or another the necessary acquisitions of data and exemplar technologies were made and the Minmatar developed an explosive energy variation of the ‘Reaper’ directed beam technology that the Amarr had first developed. 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
  6. 'Joust' Heavy Pulse Laser I

    'Joust' Heavy Pulse Laser I

    A heavy laser designed for short to medium range engagements. Delivers powerful damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $1.95
  7. 'Judgment' Electromagnetic Doomsday (Amarr Superweapon)

    'Judgment' Electromagnetic Doomsday (Amarr Superweapon)

    The ultimate expression of God's Divine wrath, this weapon projects a beam of the Lord's holy light, designed to put sinners in their proper place. Notes: This weapon can only fire on ships that are capital-sized or larger. 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.
    $13.95
  8. 'Longbow' Small Focused Pulse Laser I

    'Longbow' Small Focused Pulse Laser I

    A high-powered pulse laser. Good for short to medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $0.95
  9. 'Love' Medium Remote Armor Repairer

    'Love' Medium Remote Armor Repairer

    This module uses nano-assemblers to repair damage done to the armor of the Target ship.
    $0.95
  10. 'Mace' Dual Light Beam Laser

    'Mace' Dual Light Beam Laser

    This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $0.95
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