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Faction Modules

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  1. 'Marshall' Magnetometric ECM (jammer) - 5 units

    'Marshall' Magnetometric ECM (jammer) - 5 units

    Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.
    $1.65
  2. 'Oblivion' Kinetic Doomsday (Caldari Superweapon)

    'Oblivion' Kinetic Doomsday (Caldari Superweapon)

    Using a targeting and tracking control system more advanced than any other in existence, this weapon launches and controls a storm of missile fire capable of neutralizing almost any target. 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.
    $24.95
  3. 'Peace' Large Remote Armor Repairer

    'Peace' Large Remote Armor Repairer

    This module uses nano-assemblers to repair damage done to the armor of the Target ship.
    $13.95
  4. 'Phalarica' Thermal Lance (Gallente Superweapon)

    'Phalarica' Thermal Lance (Gallente Superweapon)

    The Gallente Federation was the first of the other empires to acquire the ‘Reaper’ directed energy beam technology developed principally by the Amarr Empire. Seeing an opportunity to modify the device into a powerful variant focused along a specific target line, the Federation’s weapon labs came up with a capital level ‘Thermal Lance’ that they dubbed the ‘Phalarica’. The Amarr were quick to see the potential and, after analyzing the focusing method used by the Gallente, quickly created their own variant of the weapon, followed swiftly by the other empires. 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.
    $13.95
  5. 'Plunderer' Gravimetric ECM (jammer) - 5 units

    'Plunderer' Gravimetric ECM (jammer) - 5 units

    Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.
    $1.75
  6. 'Radical' Damage Control

    'Radical' 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.
    $2.45
  7. 'Slither' Heavy Electron Blaster I - 3 units

    'Slither' Heavy Electron 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
  8. 'Smokescreen' Covert Ops Cloaking Device II

    'Smokescreen' Covert Ops Cloaking Device II

    A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware. Note: This particular module is advanced enough that it allows a ship to warp while cloaked. However, fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
    $8.75
  9. 'Thurifer' Large Cap Battery

    'Thurifer' Large Cap Battery

    Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
    $7.95
  10. 'Warhammer' Large EMP Smartbomb I

    'Warhammer' Large EMP Smartbomb I

    Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
    $1.95
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