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  1. Armor Command Burst II - 10 units

    Armor Command Burst II - 10 units

    This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses. +25% bonus to the effect strength of Armor Command Burst charges launched from this module.
    $0.95
  2. Clone Vat Bay I

    Clone Vat Bay I

    When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station. Note: In order to be able to clone to your ship, a pilot must have a working clone already installed in the vessel. In addition, the power required to safely and accurately receive and transmit transneural scanner data is diverted from the ship's engines; therefore, when the Clone Vat Bay is activated, the capital ship becomes unable to move. Disruption from this power transfer also prevents docking in Upwell structures while the module is active, although tethering can continue as usual. Can only be fit on Titans and Capital Industrial Ships.
    $2.95
  3. Covert Cynosural Field Generator I - 10 units

    Covert Cynosural Field Generator I - 10 units

    Generates an undetectable cynosural field which only Black Ops jump drives can lock on to. Note: Can only be fitted on Black Ops, Blockade Runners, Covert Ops, Etana, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
    $1.95
  4. Covert Jump Portal Generator I - 3 units

    Covert Jump Portal Generator I - 3 units

    A piece of machinery designed to allow a black ops vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield. Note: Can only be fitted on Black Ops. Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated.
    $1.95
  5. Cynosural Field Generator I - 20 units

    Cynosural Field Generator I - 20 units

    Generates a cynosural field for capital ship jump drives to lock on to.
    $1.25
  6. Information Command Burst II - 20 units

    Information Command Burst II - 20 units

    This module can be loaded with a variety of Information Command Burst Charges to project a field of beneficial nanites over fleet members, improving their sensor and electronic warfare capabilities. +25% bonus to the effect strength of Information Command Burst charges launched from this module.
    $1.95
  7. Jump Portal Generator I

    Jump Portal Generator I

    A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield. Note: Can only be fitted on Titans. Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated. You will still require Strontium Clathrates to activate this module and enable bridging operations.
    $32.95
  8. Mining Foreman Burst II - 10 units

    Mining Foreman Burst II - 10 units

    This module can be loaded with a variety of Mining Foreman Burst Charges to project a field of beneficial nanites over fleet members, improving their mining capabilities. +25% bonus to the effect strength of Mining Foreman Burst charges launched from this module.
    $0.95
  9. Shield Command Burst II - 10 units

    Shield Command Burst II - 10 units

    This module can be loaded with a variety of Shield Command Burst Charges to project a field of beneficial nanites over fleet members, improving their shield defenses. +25% bonus to the effect strength of Shield Command Burst charges launched from this module.
    $0.95
  10. 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
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