Faction Modules
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Limited Precise Ion Siege Blaster
One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$1.75 -
Limited Precise Triple Neutron Blaster Cannon
Three specialized high angle turrets fitted with neutron blaster cannons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.$1.75 -
Magnetic Field Stabilizer II - 20 units
Grants a bonus to the firing rate and damage of hybrid turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.$0.95 -
Magnetometric ECM II (jammer) - 20 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.$1.95 -
Medium 'Ditch' Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.$1.95 -
Medium 'Gattotte' Capacitor Booster - 5 units
Provides a quick injection of power into the capacitor.$1.35 -
Medium Ancillary Armor Repairer - 50 units
This module uses nano-assemblers to repair damage done to the armor of the ship. The module can optionally use Nanite Repair Paste to increase repair effectiveness. Deactivating the module while it has no Nanite Repair Paste loaded starts reloading, if there is Nanite Repair Paste available in cargo hold. Note: Can use Nanite Repair Paste as fuel. Reloading time is 60 seconds. Prototype Inferno Module.$1.65 -
Medium Ancillary Shield Booster - 25 units
Provides a quick boost in shield strength. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold. Note: Can use Cap Booster 50, 75 and 100 as fuel. Reloading time is 60 seconds. Prototype Inferno Module.$1.95 -
Medium Armor Repairer II - 30 units
This module uses nano-assemblers to repair damage done to the armor of the ship.$1.65 -
Medium Breacher Pod Launcher
Featuring a compact recloning vat that receives its clones' nanoheuristic mappings upon death, Breacher Pod Launchers provide eligible ships the ability to send boarding parties rapidly into enemy ships via Breacher Pods.$0.95