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Turrets & Bays

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  1. 'Arquebus' Heavy Beam Laser I

    'Arquebus' Heavy Beam Laser I

    A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $0.95
  2. 'Aurora Ominae' Thermal Doomsday (Gallente Superweapon)

    'Aurora Ominae' Thermal Doomsday (Gallente Superweapon)

    By using reverse-engineered Sleeper technology and advances in focused magnetic fields, this weapon emits a beam of antimatter that is capable of obliterating nearly anything it touches. 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.
    $9.95
  3. 'Cold Wind' Kinetic Reaper (Caldari Superweapon)

    'Cold Wind' Kinetic Reaper (Caldari Superweapon)

    Through weapons technology agreements long maintained in the mutual interests of the Caldari State and Amarr Empire, the ‘Reaper’ device created by the Amarr’s weapons scientists was soon passed on to the Caldari, for a suitable quid pro quo, and the State modified the specific energy output so as to produce their own favored kinetic effect at the impact point. In an allusion to Caldari mythology, the weapon was designated ‘Cold Wind’ for the powerful animistic spirit that was said to cut down trees and soldiers alike when it blew at its fiercest. 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.
    $12.95
  4. 'Corporate' Light Electron Blaster I

    'Corporate' Light Electron Blaster I

    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.
    $0.95
  5. 'Divine Harvest' Electromagnetic Reaper (Amarr Superweapon)

    'Divine Harvest' Electromagnetic Reaper (Amarr Superweapon)

    The Amarr Empire’s crash program of capital ship development included an intense effort to reverse-engineer recovered Drifter technology. While falling short of a full understanding of the weapons used by the inscrutable Drifters, the research did bear fruit in a new form of directed energy beam that weapons scientists began calling the ‘Reaper’. The Imperial Navy designated the device ‘Divine Harvest’ but the tag stuck to this weapon type when, inevitably, other empires acquired the basic concept and developed their own variations. 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.
    $9.95
  6. 'Gallows' Light Missile Launcher - 3 units

    'Gallows' Light Missile Launcher - 3 units

    Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
    $3.75
  7. 'Gauntlet' Small Focused Beam Laser I

    'Gauntlet' Small Focused Beam Laser I

    A high-powered beam laser. Good for medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
    $0.95
  8. 'Geiravor' Explosive Lance (Minmatar Superweapon)

    'Geiravor' Explosive Lance (Minmatar Superweapon)

    The Republic Security Services were so concerned by reports of major advances in directed and focused capital energy weapons development in the other empires that they recommended a covert acquisition program to Sanmatar Maleatu Shakor. In contrast to this aggressive approach, the Sanmatar tasked the Republic Justice Department to use its considerable contacts with the Gallente Federation to overcome the hesitancy created by past tensions and border encounters between the two empires. As a result of this open policy, President Jacus Roden directed the Federation Navy to share its ‘Lance’ technology with the Republic Fleet and the ‘Geiravor’ Explosive Lance variant was quickly developed. 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.
    $11.95
  9. 'Gjallarhorn' Explosive Doomsday (Minmatar Superweapon)

    'Gjallarhorn' Explosive Doomsday (Minmatar Superweapon)

    Righteous fury given form, this weapon system rains a firestorm of unmatched raw destruction upon its 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.
    $13.95
  10. 'Guillotine' Thermal Reaper (Gallente Superweapon)

    'Guillotine' Thermal Reaper (Gallente Superweapon)

    Gallente Federation intelligence agencies were not slow in responding to the massive efforts of the Amarr Empire to develop capital ships and weapons fit to meet the threat of the Drifters, and any other emergent threats that might use similar weapons and battle doctrines. Consequently, the Federation Navy soon acquired the basic principles of the ‘Reaper’ beam technology and developed their own thermal energy variation. This weapon was designated ‘Guillotine’ in reference to the bladed execution weapon once used by the Gallente Federation’s homeworld precursor, the Garoun Empire. 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.
    $9.95
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