All Deployable Structures

Various structures that can be deployed on behalf of an individual or group of capsuleers

'Magpie' Mobile Tractor Unit
The mobile tractoring unit takes some of the work out of looting the scorched ruins left by capsuleers, be it pulverized asteroids, wrecked ships, or obliterated inhabitation modules of various kinds. Once it has been deployed and completed its automatic activation process, it will lock on to any containers or wrecks within range, reel them in one by one, and empty their contents into its own cargo bay. All the capsuleer needs to do is keep up the pace of destruction. 175km effective range. 10 second activation time. May not be deployed within 5km of another Mobile Tractor Unit, within 50km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Automatically decays if abandoned for two days.
'Packrat' Mobile Tractor Unit
The mobile tractoring unit takes some of the work out of looting the scorched ruins left by capsuleers, be it pulverized asteroids, wrecked ships, or obliterated inhabitation modules of various kinds. Once it has been deployed and completed its automatic activation process, it will lock on to any containers or wrecks within range, reel them in one by one, and empty their contents into its own cargo bay. All the capsuleer needs to do is keep up the pace of destruction. 125km effective range. 10 second activation time. May not be deployed within 5km of another Mobile Tractor Unit, within 50km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Automatically decays if abandoned for two days.
'Wetu' Mobile Depot
The mobile depot provides capsuleers with their very own base in space. It won't offer protection, but once deployed and activated it can allow the capsuleer to store their most valuable belongings and to refit their ship while exploring far and wide across New Eden. Once launched into space a mobile depot takes one minute to activate, during which time it is extremely vulnerable to attack. If a fully activated mobile depot with high shields comes under attack, it will enter a 48 hour reinforcement period once damaged below 25% shield hitpoints. During this reinforcement period the depot does not provide refitting services and cannot receive new cargo, however existing cargo can be removed and the depot can still be scooped into a ship by its owner. May not be deployed within 6km of another Mobile Depot, 50km of Stargates, Stations or Upwell Structures, 40km of a Starbase, or within 75km of a Moon Mining Beacon. Automatically decays if abandoned for thirty days.
'Yurt' Mobile Depot
The mobile depot provides capsuleers with their very own base in space. It won't offer protection, but once deployed and activated it can allow the capsuleer to store their most valuable belongings and to refit their ship while exploring far and wide across New Eden. Once launched into space a mobile depot takes one minute to activate, during which time it is extremely vulnerable to attack. If a fully activated mobile depot with high shields comes under attack, it will enter a 48 hour reinforcement period once damaged below 25% shield hitpoints. During this reinforcement period the depot does not provide refitting services and cannot receive new cargo, however existing cargo can be removed and the depot can still be scooped into a ship by its owner. May not be deployed within 6km of another Mobile Depot, 50km of Stargates, Stations or Upwell Structures, 40km of a Starbase, or within 75km of a Moon Mining Beacon. Automatically decays if abandoned for thirty days.
Amarr Listening Outpost
Listening Outposts are deployable structures that can decrease your enemy's advantage points in the system they are deployed in. They must be defended for a period of time before advantage points are deducted from the enemy's side. You can buy Listening Outposts from your militia's LP Store
Amarr Propaganda Broadcast Structure
Propaganda Broadcast Structures are deployable structures that increase advantage points in the system they are deployed in. They must be defended for a period of time in order to gain advantage points. You can buy Propaganda Broadcast Structures from your militia's LP Store.
Caldari Listening Outpost
Listening Outposts are deployable structures that can decrease your enemy's advantage points in the system they are deployed in. They must be defended for a period of time before advantage points are deducted from the enemy's side. You can buy Listening Outposts from your militia's LP Store.
Caldari Propaganda Broadcast Structure
Propaganda Broadcast Structures are deployable structures that increase advantage points in the system they are deployed in. They must be defended for a period of time in order to gain advantage points. You can buy Propaganda Broadcast Structures from your militia's LP Store.
CONCORD Rogue Analysis Beacon
The CONCORD Rogue Analysis Beacon (CRAB) has been developed to assist in field investigation of rogue drone infestations. When deployed in authorized locations and linked to by a ship capable of supporting its operation, the CRAB will power up and broadcast an active scanning signal to search for rogue drone infestations. Rogue drones that are attracted to the CRAB should be engaged and destroyed by operators, allowing the unit to analyze the combat potential of the rogue drones and subsequently their remains. On completion of the broadcast and analysis cycle, the CRAB will relay its findings and the operating capsuleer may retrieve any resources recovered as payment for their assistance. NOTE: Activation of CRAB via linking may not be possible if system signal interference is too high, or if the linking capsuleer has insufficient Complex Encryption Qubits (CEQ). WARNING: Linking to a deployed CRAB will render your ship immobile until the powering up phase is completed. Ship Restrictions: linking and activation may only be performed by Carriers, Dreadnoughts, Supercarriers, and Titans.
Covert Mobile Cynosural Beacon
This structure, once deployed and having completed its automatic activation process, will act as a covert cynosural beacon that can be used by fleet members of the owner at the time of deployment. Cannot be retrieved once deployed.
Defunct Amarr Encounter Surveillance System
The Encounter Surveillance System can be deployed in any system outside empire jurisdiction. It monitors encounters in the system, allowing the Amarr Empire to supplement the rewards for killing a wanted pirate. With an active ESS in a system the bounty payout values change and a Loyalty Point payout is added. 80% of bounty is paid directly, with 20% being added to a system-wide pool that can be accessed through the ESS. The 20% can rise up to 25% over time, putting the total bounty payout at 5% above base value. The bonus payout resets to 20% if the ESS is accessed, destroyed or scooped up. For each 1000 ISK in bounties, 0.15 LPs are added. This can rise up to 0.2 LPs over time.
Defunct Caldari Encounter Surveillance System
The Encounter Surveillance System can be deployed in any system outside empire jurisdiction. It monitors encounters in the system, allowing the Caldari State to supplement the rewards for killing a wanted pirate. With an active ESS in a system the bounty payout values change and a Loyalty Point payout is added. 80% of bounty is paid directly, with 20% being added to a system-wide pool that can be accessed through the ESS. The 20% can rise up to 25% over time, putting the total bounty payout at 5% above base value. The bonus payout resets to 20% if the ESS is accessed, destroyed or scooped up. For each 1000 ISK in bounties, 0.15 LPs are added. This can rise up to 0.2 LPs over time.
Defunct Gallente Encounter Surveillance System
The Encounter Surveillance System can be deployed in any system outside empire jurisdiction. It monitors encounters in the system, allowing the Gallente Federation to supplement the rewards for killing a wanted pirate. With an active ESS in a system the bounty payout values change and a Loyalty Point payout is added. 80% of bounty is paid directly, with 20% being added to a system-wide pool that can be accessed through the ESS. The 20% can rise up to 25% over time, putting the total bounty payout at 5% above base value. The bonus payout resets to 20% if the ESS is accessed, destroyed or scooped up. For each 1000 ISK in bounties, 0.15 LPs are added. This can rise up to 0.2 LPs over time.
Defunct Minmatar Encounter Surveillance System
The Encounter Surveillance System can be deployed in any system outside empire jurisdiction. It monitors encounters in the system, allowing the Minmatar Republic to supplement the rewards for killing a wanted pirate. With an active ESS in a system the bounty payout values change and a Loyalty Point payout is added. 80% of bounty is paid directly, with 20% being added to a system-wide pool that can be accessed through the ESS. The 20% can rise up to 25% over time, putting the total bounty payout at 5% above base value. The bonus payout resets to 20% if the ESS is accessed, destroyed or scooped up. For each 1000 ISK in bounties, 0.15 LPs are added. This can rise up to 0.2 LPs over time.
Enormous Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Gallente Listening Outpost
Listening Outposts are deployable structures that can decrease your enemy's advantage points in the system they are deployed in. They must be defended for a period of time before advantage points are deducted from the enemy's side. You can buy Listening Outposts from your militia's LP Store.
Gallente Propaganda Broadcast Structure
Propaganda Broadcast Structures are deployable structures that increase advantage points in the system they are deployed in. They must be defended for a period of time in order to gain advantage points. You can buy Propaganda Broadcast Structures from your militia's LP Store.
Giant Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Giant Secure Container
This Giant container is fitted with a password-protected security lock. Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.
Huge Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Huge Secure Container
This Huge container is fitted with a password-protected security lock. Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.
Large Audit Log Secure Container
This large audit log container is fitted with a password-protected security lock.
Large Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Large Secure Container
This large container is fitted with a password-protected security lock. Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.
Large Standard Container
A standard cargo container, used for common freight.
Medium Audit Log Secure Container
This medium audit log container is fitted with a password-protected security lock.
Medium Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Medium Secure Container
This medium container is fitted with a password-protected security lock. Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.
Medium Standard Container
A standard cargo container, used for common freight.
Minmatar Listening Outpost
Listening Outposts are deployable structures that can decrease your enemy's advantage points in the system they are deployed in. They must be defended for a period of time before advantage points are deducted from the enemy's side. You can buy Listening Outposts from your militia's LP Store.
Minmatar Propaganda Broadcast Structure
Propaganda Broadcast Structures are deployable structures that increase advantage points in the system they are deployed in. They must be defended for a period of time in order to gain advantage points. You can buy Propaganda Broadcast Structures from your militia's LP Store.
Mobile Cynosural Beacon
This structure, once deployed and having completed its automatic activation process, will act as a cynosural beacon that can be used by fleet members of the owner at the time of deployment. Cannot be retrieved once deployed.
Mobile Cynosural Inhibitor
This structure, once deployed and having completed its automatic activation process, will prevent nearly all cynosural fields being activated within its range. Covert fields can still be used, which is why it is up to the intrepid capsuleer to maintain a relaxed situational awareness, go about their daily duties, and mercilessly shoot out of the sky any black ops infiltrators who might have made it through. 100km effective range One minute activation time. May not be deployed within 200km of another Mobile Cynosural Inhibitor, within 75km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Cannot be retrieved once deployed. Self-destructs after one hour of operation.
Mobile Depot
The mobile depot provides capsuleers with their very own base in space. It won't offer protection, but once deployed and activated it can allow the capsuleer to store their most valuable belongings and to refit their ship while exploring far and wide across New Eden. Once launched into space a mobile depot takes one minute to activate, during which time it is extremely vulnerable to attack. If a fully activated mobile depot with high shields comes under attack, it will enter a 48 hour reinforcement period once damaged below 25% shield hitpoints. During this reinforcement period the depot does not provide refitting services and cannot receive new cargo, however existing cargo can be removed and the depot can still be scooped into a ship by its owner. May not be deployed within 6km of another Mobile Depot, 50km of Stargates, Stations or Upwell Structures, 40km of a Starbase, or within 75km of a Moon Mining Beacon. Automatically decays if abandoned for thirty days.
Mobile Large Jump Disruptor I
A Large deployable self powered unit that prevents micro jumping into its area of effect.
Mobile Large Warp Disruptor I
A large deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for two days, after which it will automatically decay.
Mobile Large Warp Disruptor II
A large deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for seven days, after which it will automatically decay.
Mobile Medium Warp Disruptor I
A medium deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for two days, after which it will automatically decay.
Mobile Medium Warp Disruptor II
A medium deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for seven days, after which it will automatically decay.
Mobile Micro Jump Unit
This small deployable structure provides all nearby ships with the ability to launch themselves 100km in any direction. Twelve seconds after any ship makes use of this structure they will be jumped 100km in their direction of travel. Hundreds of researchers around the New Eden Cluster have spent over a year attempting to expand upon the works of the late Avagher Xarasier after a tragic Micro Jump accident took his life. This structure represents the cutting edge in portable Micro Jump technology and is widely considered to be acceptably safe. This structure can be used by any ship with less than 1,000,000,000kg mass. One minute activation time. May not be deployed within 6km of another Mobile Micro Jump Unit, within 20km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Cannot be retrieved once deployed. Self-destructs after two days of operation.
Mobile Observatory
This structure, once deployed and having completed its automatic activation process, will periodically scan the solar system for cloaked objects and reveal them.
Mobile Scan Inhibitor
This structure prevents the normal operation of directional scanners and probes within its 30km radius. Any objects within range of the Mobile Scan Inhibitor will not be visible to these sensors and any ship within the radius will also find their own instruments rendered inoperable. The massive energy required to project this field causes the Inhibitor structure itself to be extremely visible to combat probes and directional scans. One minute activation time. May not be deployed within 100km of another Mobile Scan Inhibitor, within 75km of Stargates, Wormholes, Stations or Upwell Structures, or within 40km of a Starbase. Cannot be retrieved once deployed. Self-destructs after one hour of operation.
Mobile Small Warp Disruptor I
A small deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for two days, after which it will automatically decay.
Mobile Small Warp Disruptor II
A small deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for seven days, after which it will automatically decay.
Mobile Tractor Unit
The mobile tractoring unit takes some of the work out of looting the scorched ruins left by capsuleers, be it pulverized asteroids, wrecked ships, or obliterated inhabitation modules of various kinds. Once it has been deployed and completed its automatic activation process, it will lock on to any containers or wrecks within range, reel them in one by one, and empty their contents into its own cargo bay. All the capsuleer needs to do is keep up the pace of destruction. 125km effective range. 10 second activation time. May not be deployed within 5km of another Mobile Tractor Unit, within 50km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Automatically decays if abandoned for two days.
Small Audit Log Secure Container
This small audit log container is fitted with a password-protected security lock.
Small Freight Container
A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
Small Mobile 'Hybrid' Siphon Unit
A small personal deployable that steals material from player owned structures (POS). The Small 'Hybrid' Mobile Siphon Unit can steal Hybrid Polymers from Polymer Reaction Arrays. The stolen materials are stored in the unit and are accessible by anyone. The Siphon Unit uses an advanced morphing technology to mask itself as being part of the POS. This allows it to infiltrate the production line of the POS and escape the attention of its defenses.
Small Mobile 'Rote' Siphon Unit
A small personal deployable that steals material from player owned structures (POS). The Small Mobile 'Rote' Siphon Unit can steal Processed Material from Simple Reactors and Raw Material from Moon Harvesters. The stolen materials are stored in the unit and are accessible by anyone. The Siphon Unit uses an advanced morphing technology to mask itself as being part of the POS. This allows it to infiltrate the production line of the POS and escape the attention of its defenses.
Small Mobile Siphon Unit
A small personal deployable that steals material from player owned structures (POS). The Small Mobile Siphon Unit can steal Raw Material from Moon Harvesters and Processed Material from Simple Reactors. The stolen materials are stored in the unit and are accessible by anyone. The Siphon Unit uses an advanced morphing technology to mask itself as being part of the POS. This allows it to infiltrate the production line of the POS and escape the attention of its defenses.
Small Secure Container
This small container is fitted with a password-protected security lock. Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.
Small Standard Container
A standard cargo container, used for common freight.
Station Container
This is a Station Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Container is much like that of other Cargo Containers a Station Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
Station Vault Container
This is a Station Vault Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Vault Container is much like that of other Cargo Containers a Station Vault Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
Station Warehouse Container
This is a Station Warehouse Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Warehouse Container is much like that of other Cargo Containers a Station Warehouse Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
Syndicate Mobile Large Warp Disruptor
A large deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for fourteen days, after which it will automatically decay.
Syndicate Mobile Medium Warp Disruptor
A medium deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for fourteen days, after which it will automatically decay.
Syndicate Mobile Small Warp Disruptor
A small deployable self powered unit that creates a disruption field around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp. This disruptor can operate in space continuously for fourteen days, after which it will automatically decay.