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Caldari

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  1. '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
  2. 'Iron Pike' Kinetic Lance (Caldari Superweapon)

    'Iron Pike' Kinetic Lance (Caldari Superweapon)

    The Caldari Navy’s weapons scientists were slightly puzzled that their Amarr allies had not created a simplified, focused version of the ‘Reaper’ before the Federation but attributed this to the legendarily methodical and cautious approach of imperial scientists. There was some truth to this, as the Amarr had simply not yet managed to hold the beam reliably on a single target point. The State managed to independently solve the problem of holding a focused beam of the pseudo-stable energy and the modifications necessary to create the ‘Iron Pike’ Kinetic Lance were soon made. 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.
    $16.95
  3. 'Oblivion' Kinetic Doomsday (Caldari Superweapon)

    'Oblivion' Kinetic Doomsday (Caldari Superweapon)

    Using a targeting and tracking control system more advanced than any other in existence, this weapon launches and controls a storm of missile fire capable of neutralizing almost any 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.
    $24.95
  4. Caldari Phenomena Generator (Caldari Superweapon)

    Caldari Phenomena Generator (Caldari Superweapon)

    Adapted from advanced research into natural wormhole phenomena, this module wields a Leviathan's massive Gravimetric sensor array to bend local space and affect the properties of all nearby vessels. The effects of this phenomenon impact both friendly and hostile ships, altering the entire battlefield in subtle but significant ways. Clever fleet commanders can take advantage of these effects to ensure victory, even against insurmountable odds. Affected ships receive: +30% shield hitpoints +10% EM resistances -15% kinetic resistances -10% remote armor repairer effectiveness
    $17.95
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