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Faction Modules

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  1. Small Cap Battery II - 20 units

    Small Cap Battery II - 20 units

    Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
    $0.95
  2. Small Breacher Pod Launcher

    Small 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
  3. Small Armor Repairer II - 100 units

    Small Armor Repairer II - 100 units

    This module uses nano-assemblers to repair damage done to the armor of the ship.
    $1.95
  4. Small Ancillary Armor Repairer - 100 units

    Small Ancillary Armor Repairer - 100 units

    This module uses nano-assemblers to repair damage done to the armor of the ship.
    $0.95
  5. Skirmish Command Burst II - 25 units

    Skirmish Command Burst II - 25 units

    This module can be loaded with a variety of Skirmish Command Burst Charges to project a field of beneficial nanites over fleet members, improving their hit-and-run capabilities. +25% bonus to the effect strength of Skirmish Command Burst charges launched from this module.
    $1.95
  6. Sisters Expanded Probe Launcher

    Sisters Expanded Probe Launcher

    Launcher for Core Scanner Probes and Combat Scanner Probes. Core Scanner Probes are used to scan down Cosmic Signatures in space. Combat Scanner Probes are used to scan down Cosmic Signatures, starships, structures and drones. Note: Only one scan probe launcher can be fitted per ship. 10% bonus to strength of scan probes.
    $0.95
  7. Sisters Core Probe Launcher

    Sisters Core Probe Launcher

    Launcher for Core Scanner Probes, which are used to scan down Cosmic Signatures in space. Note: Only one scan probe launcher can be fitted per ship. 10% bonus to strength of scan probes.
    $0.95
  8. Sisters Capital Emergency Hull Energizer (damage control)

    Sisters Capital Emergency Hull Energizer (damage control)

    Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use. Note: Only one Damage Control can be fit at a given time. May only be fitted to capital ships.
    $7.75
  9. Signal Distortion Amplifier II (jammer) - 20 units

    Signal Distortion Amplifier II (jammer) - 20 units

    Magnifies the operational ability of regular ECM target jammers, making them stronger and giving them greater reach. Works only with regular ECMs, not ECM Bursts. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.75
  10. Siege Module II

    Siege Module II

    An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities. This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode. Note: A siege module requires Strontium clathrates to run and operate effectively. Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.
    $2.95
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