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Gallente

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  1. '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
  2. '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
  3. 'Phalarica' Thermal Lance (Gallente Superweapon)

    'Phalarica' Thermal Lance (Gallente Superweapon)

    The Gallente Federation was the first of the other empires to acquire the ‘Reaper’ directed energy beam technology developed principally by the Amarr Empire. Seeing an opportunity to modify the device into a powerful variant focused along a specific target line, the Federation’s weapon labs came up with a capital level ‘Thermal Lance’ that they dubbed the ‘Phalarica’. The Amarr were quick to see the potential and, after analyzing the focusing method used by the Gallente, quickly created their own variant of the weapon, followed swiftly by the other empires. 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.
    $13.95
  4. Gallente Phenomena Generator (Gallente Superweapon)

    Gallente Phenomena Generator (Gallente Superweapon)

    Adapted from advanced research into natural wormhole phenomena, this module wields an Erebus' massive Magnetometric 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% armor hitpoints +10% explosive resistances -15% thermal resistances -10% remote shield booster effectiveness
    $6.75
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