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Weapon Upgrades

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  1. Magnetic Field Stabilizer II - 20 units

    Magnetic Field Stabilizer II - 20 units

    Grants a bonus to the firing rate and damage of hybrid turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $0.95
  2. Missile Guidance Computer II - 20 units

    Missile Guidance Computer II - 20 units

    By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.65
  3. Missile Guidance Enhancer II - 20 units

    Missile Guidance Enhancer II - 20 units

    Enhances the range and improves the precision of missiles. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.25
  4. Republic Fleet Gyrostabilizer

    Republic Fleet Gyrostabilizer

    Gives a bonus to the speed and damage of projectile turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $2.95
  5. Republic Fleet Tracking Enhancer

    Republic Fleet Tracking Enhancer

    Enhances the range and improves the tracking speed of turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $2.95
  6. Shadow Serpentis Magnetic Field Stabilizer

    Shadow Serpentis Magnetic Field Stabilizer

    Grants a bonus to the firing rate and damage of hybrid turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $2.95
  7. Shadow Serpentis Remote Tracking Computer - 5 units

    Shadow Serpentis Remote Tracking Computer - 5 units

    Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $1.95
  8. Shadow Serpentis Tracking Computer

    Shadow Serpentis Tracking Computer

    By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
    $2.95
  9. Siege Module I

    Siege Module I

    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.
    $1.95
  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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