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Faction Modules

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  1. 10000MN Afterburner I

    10000MN Afterburner I

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
    $1.65
  2. 10000MN Afterburner II

    10000MN Afterburner II

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
    $4.95
  3. 10000MN Monopropellant Enduring Afterburner

    10000MN Monopropellant Enduring Afterburner

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
    $1.95
  4. 10000MN Y-S8 Compact Afterburner

    10000MN Y-S8 Compact Afterburner

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
    $1.95
  5. 100MN Afterburner II - 10 units

    100MN Afterburner II - 10 units

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
    $1.65
  6. 10MN Afterburner II - 20 units

    10MN Afterburner II - 20 units

    Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
    $1.95
  7. 1200mm Artillery Cannon II - 10 units

    1200mm Artillery Cannon II - 10 units

    One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
    $1.15
  8. 1200mm Heavy 'Jolt' Artillery I - 5 units

    1200mm Heavy 'Jolt' Artillery I - 5 units

    One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
    $2.95
  9. 125mm Gatling AutoCannon II - 100 units

    125mm Gatling AutoCannon II - 100 units

    This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
    $1.95
  10. 125mm Railgun II - 20 units

    125mm Railgun II - 20 units

    The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
    $0.95
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