All Ship Equipment

Equipment modules for spaceships, including many types of weapon, electronic, engineering, armor, shield and propulsion systems

'Abatis' 100mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Accord' Core Compensation
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Aegis' Explosive Plating I
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Anguis' Ice Harvester Upgrade
Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
'Aoede' Mining Laser Upgrade
Increases the yield on mining lasers, but causes them to use up more CPU.
'Arbalest' Cruise Launcher I
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
'Arbalest' Heavy Missile Launcher
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
'Arbalest' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'Arbalest' Rocket Launcher I
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
'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.
'Aura' Warp Core Stabilizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Aurora Ominae' Thermal Doomsday
By using reverse-engineered Sleeper technology and advances in focused magnetic fields, this weapon emits a beam of antimatter that is capable of obliterating an entire capital ship. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Bailey' 1600mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Balefire' Rocket Launcher
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
'Ballista' Tachyon Beam Laser I
An ultra-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Barbican' 800mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Barrage' Torpedo Launcher
A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
'Basic' Capacitor Flux Coil
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
'Basic' Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
'Basic' Capacitor Recharger
Increases the capacitor recharge rate.
'Basic' Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
'Basic' Expanded Cargohold
Increases cargo hold capacity at the expense of maximum velocity and hull strength.
'Basic' 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.
'Basic' Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Basic' Inertial Stabilizers
Improves ship handling and maneuverability. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Basic' 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.
'Basic' Nanofiber Internal Structure
Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Basic' Overdrive Injector System
This unit increases engine power at the expense of cargo capacity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Basic' Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
'Basic' Reinforced Bulkheads
Increases structural hit points while reducing agility and cargo capacity.
'Basic' Shield Flux Coil
Increases shield recharge rate while lowering the maximum shield capacity.
'Basic' Shield Power Relay
Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
'Basic' Signal Amplifier
Augments the sensor and electronics suite of the fitted ship. Benefits include additional locked targets, increased maximum target acquisition range, faster locking speed, and increased sensor strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Basic' 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.
'Bastion' 400mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Beatnik' Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'Bootleg' Remote Sensor Booster
Can only be activated on targets to increase their scan resolutions, boost their targeting range and improve their sensor strength. 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.
'Cactus' Modified Kinetic Deflection Amplifier
Boosts the kinetic resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Carpo' Mining Laser Upgrade
Increases the yield on mining lasers, but causes them to use up more CPU.
'Cartel' Power Diagnostic System I
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
'Catapult' Mega Beam Laser I
A super-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Censer' Medium Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Chainmail' 200mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Chivalry' Large Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'Citadella' 100mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
'Collateral' Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Contour' EM Plating I
Attempts to distribute electro-magnetic energy over the entire plating. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Copasetic' Particle Field Acceleration
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'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.
'Crop' Gas Cloud Harvester
Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood as the most advanced pieces of harvesting equipment available. Although they did not offer any improvement in their harvesting yield, the CPU reduction was valued by many who otherwise struggled to fit a full rack of harvesters to cruiser-class vessels. This one small improvement set the two harvesters above the standard, Tech I variant for many years. All that changed however when new, stable wormholes began proliferating across the cluster. As soon as the wormholes were discovered, so too, were the giant gas cloud pockets within the unknown systems they linked to. In a single day, the demand for Tech II Gas Cloud Harvested exploded. Research projects were hastily established and grants hurriedly thrown out to the most promising firms pursuing a redesign. It was only a few days before a breakthrough was made, and the mighty ‘Crop' and ‘Plow' variants soon took second place to a superior Tech II counterpart that vastly increased the harvesting yield.
'Crossbow' Focused Medium Beam Laser I
A high-energy, concentrated laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Crucible' Small Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Dealer' Light Ion 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.
'Delineative' Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
'Desert Heat' Thermal Dissipation Field
Boosts shield resistance against thermal damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
'Deuce' Co-Processor I
Increases CPU output.
'Distributor' Guidance Disruptor
Disrupts the effective range and precision of missiles fired by the target 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.
'Dyad' Co-Processor I
Increases CPU output.
'Element' Kinetic Plating I
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Enterprise' Remote Tracking Computer
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.
'Executive' Remote Sensor Dampener
Reduces the range and speed of a targeted ship's sensors. 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.
'Felon' Ion Blaster Cannon 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.
'Firewall' Signal Amplifier
Augments the sensor and electronics suite of the fitted ship. Benefits include additional locked targets, increased maximum target acquisition range, faster locking speed, and increased sensor strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Full Duplex' Ballistic Control System
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Gallows' Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
'Gambler' Ladar ECM
Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems such as those found on Minmatar and Angel Cartel ships.
'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.
'Ghost' Burst Jammer
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
'Gjallarhorn' Explosive Doomsday
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 and unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Glycerine' Shield Boost Amplifier
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Gorget' Small Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Grail' Layered Plating I
This plating is composed of several additional tritanium layers, effectively increasing its hit points. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Greaves' Medium Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Halberd' Mega Pulse Laser I
A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Halcyon' Core Equalizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Harmony' Small Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Harness' Medium Capacitor Booster I
Provides a quick injection of power into the capacitor.
'Hauberk' Large Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Heist' Radar ECM
Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against the Radar systems incorporated into ships built by the Amarr, Blood Raiders, and Sansha's Nation.
'High Noon' Thermal Dissipation Amplifier
Boosts the thermal resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Hooligan' Heavy Ion 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.
'Hustler' Heavy Neutron 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.
'Hypnos' Signal Distortion Amplifier I
Magnifies the operational ability of regular ECM target jammers, making them stronger and giving them greater reach. Works only with regular ECMs, not ECM Bursts. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Inception' Target Painter
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and hit. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Ingenii' Ice Harvester Upgrade
Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
'Interruptive' Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
'Investor' Tracking Disruptor I
Disrupts the turret range and tracking speed of the target 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.
'Joust' Heavy Pulse Laser I
A heavy laser designed for short to medium range engagements. Delivers powerful damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Judgment' Electromagnetic Doomsday
The ultimate expression of God's Divine wrath, this weapon projects a beam of the Lord's holy light, designed to put sinners in their proper place. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Kindred' 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.
'Knight' Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'Lance' Medium EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'Limos' Cruise Launcher I
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
'Limos' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'Limos' Rocket Launcher I
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
'Longbow' Small Focused Pulse Laser I
A high-powered pulse laser. Good for short to medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Love' Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'Mace' Dual Light Beam Laser I
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
'Mafia' Energized Kinetic Membrane I
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Malkuth' Cruise Launcher I
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
'Malkuth' Heavy Missile Launcher I
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
'Malkuth' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'Malkuth' Rocket Launcher I
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
'Marketeer' 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.
'Marshall' Magnetometric ECM
Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.
'Meditation' Medium Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Micro' Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Micro' Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense.
'Monopoly' 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.
'Moonshine' Energized Thermal Membrane I
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Motte' Capacitor Power Relay I
Increases capacitor recharge rate at the expense of shield boosting.
'Natura' Warp Core Stabilizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Noose' Cruise Missile Launcher
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
'Nugget' Kinetic Deflection Field
Boosts shield resistance against kinetic damage. Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
'Oblivion' Kinetic Doomsday
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 and unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Page' Capacitor Flux Coil I
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
'Palisade' Cap Recharger I
Increases the capacitor recharge rate.
'Peace' Large Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'Pickaxe' Rapid Light Missile Launcher
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
'Pike' Small EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'Pilfer' Energized Adaptive Nano Membrane I
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Plough' Heavy Capacitor Booster I
Provides a quick injection of power into the capacitor.
'Plow' Gas Cloud Harvester
Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood as the most advanced pieces of harvesting equipment available. Although they did not offer any improvement in their harvesting yield, the CPU reduction was valued by many who otherwise struggled to fit a full rack of harvesters to cruiser-class vessels. This one small improvement set the two harvesters above the standard, Tech I variant for many years. All that changed however when new, stable wormholes began proliferating across the cluster. As soon as the wormholes were discovered, so too, were the giant gas cloud pockets within the unknown systems they linked to. In a single day, the demand for Tech II Gas Cloud Harvested exploded. Research projects were hastily established and grants hurriedly thrown out to the most promising firms pursuing a redesign. It was only a few days before a breakthrough was made, and the mighty ‘Crop' and ‘Plow' variants soon took second place to a superior Tech II counterpart that vastly increased the harvesting yield.
'Plunderer' Gravimetric ECM
Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.
'Poacher' EM Ward Field
Boosts shield resistance against EM damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
'Portcullis' Reactor Control Unit I
Boosts power core output.
'Posse' Adaptive Invulnerability Field
Boosts shield resistance against all damage types.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
'Prospector' EM Ward Amplifier
Boosts the EM resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Protest' Large Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Racket' Light Neutron 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.
'Radical' Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
'Recusant' Hostile Targeting Array I
Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online.
'Refuge' Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Repose' Core Compensation
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Saddle' Small Capacitor Booster I
Provides a quick injection of power into the capacitor.
'Scarab' Layered Plating I
This plating is composed of several additional tritanium layers, effectively increasing its hit points. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Shady' Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
'Slither' Heavy 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.
'Smokescreen' Covert Ops Cloaking Device II
A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware. Note: This particular module is advanced enough that it allows a ship to warp while cloaked. However, fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
'Snake Eyes' Explosive Deflection Field
Boosts shield resistance against explosive damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
'Spiegel' EM Plating I
Attempts to distribute Electro-Magnetic energy over the entire plating. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Squire' Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'Stalwart' Particle Field Magnifier
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Stoic' Core Equalizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Swindler' Electron Blaster Cannon 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.
'Thurifer' Large Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Trebuchet' Heat Sink I
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Underhand' Neutron Blaster Cannon 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.
'Undertaker' Heavy Missile Launcher
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
'Warhammer' Large EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'Whiskey' Explosive Deflection Amplifier
Boosts the explosive resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
10000MN Afterburner I
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
10000MN Afterburner II
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
10000MN Monopropellant Enduring Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
10000MN Y-S8 Compact Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
100mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
100mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
100mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
100mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
100MN Afterburner I
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
100MN Afterburner II
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
100MN Analog Booster Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
100MN Monopropellant Enduring Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
100MN Y-S8 Compact Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
10MN Afterburner I
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
10MN Afterburner II
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
10MN Analog Booster Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
10MN Monopropellant Enduring Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
10MN Y-S8 Compact Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
1200mm Artillery Cannon I
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Artillery Cannon II
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
1200mm Heavy 'Jolt' Artillery I
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Heavy 'Scout' Artillery I
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Heavy Carbine Howitzer I
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Heavy Gallium Cannon
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Heavy Prototype Artillery
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1200mm Heavy Prototype Siege Cannon
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm 'Scout' Accelerator Cannon
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
125mm Carbide Railgun I
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
125mm Compressed Coil Gun I
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
125mm Gatling AutoCannon I
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm Gatling AutoCannon II
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
125mm Light 'Scout' Autocannon I
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm Light Carbine Repeating Cannon I
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm Light Gallium Machine Gun
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm Light Prototype Automatic Cannon
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
125mm Prototype Gauss Gun
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
125mm Railgun I
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
125mm Railgun II
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
1400mm 'Jolt' Artillery I
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1400mm 'Scout' Artillery I
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1400mm Carbine Howitzer I
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1400mm Gallium Cannon
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1400mm Howitzer Artillery I
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
1400mm Howitzer Artillery II
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
1400mm Prototype Siege Cannon
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm 'Musket' Railgun
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm 'Scout' Accelerator Cannon
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm Carbide Railgun I
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm Compressed Coil Gun I
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm Light 'Scout' Autocannon I
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm Light AutoCannon I
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm Light AutoCannon II
A simple but effective close combat autocannon. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
150mm Light Carbine Repeating Cannon I
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm Light Gallium Machine Gun
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm Light Prototype Automatic Cannon
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
150mm Prototype Gauss Gun
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm Railgun I
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
150mm Railgun II
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
1600mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
1600mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
1600mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
1600mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
1MN Afterburner I
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
1MN Afterburner II
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
1MN Analog Booster Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
1MN Civilian Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
1MN Monopropellant Enduring Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
1MN Y-S8 Compact Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
200mm 'Scout' Accelerator Cannon
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
200mm AutoCannon I
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm AutoCannon II
The 200mm is a powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
200mm Carbide Railgun I
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
200mm Compressed Coil Gun I
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
200mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
200mm Light 'Jolt' Autocannon I
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm Light 'Scout' Autocannon I
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm Light Carbine Repeating Cannon I
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm Light Gallium Machine Gun
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm Light Prototype Automatic Cannon
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
200mm Prototype Gauss Gun
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
200mm Railgun I
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
200mm Railgun II
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
200mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
200mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
200mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
220mm Medium 'Scout' Autocannon I
This autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
220mm Medium Carbine Repeating Cannon I
This autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
220mm Medium Gallium Machine Gun
This autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
220mm Medium Prototype Automatic Cannon
This autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
220mm Vulcan AutoCannon I
The 220mm multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
220mm Vulcan AutoCannon II
The 220mm multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
25000mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
25000mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
25000mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
25000mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
250mm 'Flintlock' Railgun
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm 'Scout' Accelerator Cannon
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm Carbide Railgun I
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm Compressed Coil Gun I
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm Light 'Jolt' Artillery I
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Light 'Scout' Artillery I
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Light Artillery Cannon I
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Light Artillery Cannon II
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
250mm Light Carbine Howitzer I
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Light Gallium Cannon
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Light Prototype Siege Cannon
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
250mm Prototype Gauss Gun
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm Railgun I
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
250mm Railgun II
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
280mm 'Jolt' Artillery I
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
280mm 'Scout' Artillery I
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
280mm Carbine Howitzer I
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
280mm Gallium Cannon
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
280mm Howitzer Artillery I
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
280mm Howitzer Artillery II
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
280mm Prototype Siege Cannon
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
350mm 'Scout' Accelerator Cannon
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
350mm Carbide Railgun I
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
350mm Compressed Coil Gun I
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
350mm Prototype Gauss Gun
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
350mm Railgun I
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
350mm Railgun II
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
400mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
400mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
400mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
400mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
41F Veiled Targeting Unit
Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
425mm 'Popper' Railgun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm 'Scout' Accelerator Cannon
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm AutoCannon I
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm AutoCannon II
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
425mm Carbide Railgun I
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm Compressed Coil Gun I
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm Medium 'Jolt' Autocannon I
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm Medium 'Scout' Autocannon I
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm Medium Carbine Repeating Cannon I
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm Medium Gallium Machine Gun
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm Medium Prototype Automatic Cannon
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
425mm Prototype Gauss Gun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm Railgun I
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
425mm Railgun II
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
50000MN Cold-Gas Enduring Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
50000MN Microwarpdrive I
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
50000MN Microwarpdrive II
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
50000MN Quad LiF Restrained Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
50000MN Y-T8 Compact Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
500MN Cold-Gas Enduring Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
500MN Digital Booster Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
500MN Microwarpdrive I
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
500MN Microwarpdrive II
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
500MN Quad LiF Restrained Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
500MN Y-T8 Compact Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
50MN Cold-Gas Enduring Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
50MN Digital Booster Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
50MN Microwarpdrive I
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
50MN Microwarpdrive II
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
50MN Quad LiF Restrained Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
50MN Y-T8 Compact Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
5a Prototype Shield Support I
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
5MN Cold-Gas Enduring Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
5MN Digital Booster Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
5MN Microwarpdrive I
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
5MN Microwarpdrive II
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
5MN Quad LiF Restrained Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
5MN Y-T8 Compact Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
650mm Artillery Cannon I
A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
650mm Artillery Cannon II
A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
650mm Medium 'Jolt' Artillery I
A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
650mm Medium 'Scout' Artillery I
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
650mm Medium Carbine Howitzer I
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
650mm Medium Gallium Cannon
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
650mm Medium Prototype Siege Cannon
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm 'Jolt' Artillery I
This 720mm rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm 'Scout' Artillery I
This rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm Carbine Howitzer I
This rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm Gallium Cannon
This rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm Howitzer Artillery I
This 720mm rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
720mm Howitzer Artillery II
This 720mm rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
720mm Prototype Siege Cannon
This rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
75mm 'Scout' Accelerator Cannon
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
75mm Carbide Railgun I
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
75mm Compressed Coil Gun I
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
75mm Gatling Rail I
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
75mm Gatling Rail II
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
75mm Prototype Gauss Gun
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
800mm Crystalline Carbonide Restrained Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
800mm Heavy 'Jolt' Repeating Cannon I
A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Heavy 'Scout' Repeating Cannon I
An autocannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Heavy Carbine Repeating Cannon I
An autocannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Heavy Gallium Repeating Cannon
An autocannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Heavy Prototype Automatic Cannon
An autocannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Repeating Cannon I
A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
800mm Repeating Cannon II
A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
800mm Rolled Tungsten Compact Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
800mm Steel Plates I
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
800mm Steel Plates II
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
A-211 Enduring Guidance Disruptor
Disrupts the effective range and precision of missiles fired by the target 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.
Adaptive Invulnerability Field I
Boosts shield resistance against all damage types.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Adaptive Invulnerability Field II
Boosts shield resistance against all damage types.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Adaptive Nano Plating II
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Advanced 'Limos' Heavy Missile Bay I
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
AE-K Compact Drone Damage Amplifier
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link that allows for better real-time trajectory projections. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Aergia Compact Magnetometric ECM
Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.
Affirmative. Modified Entosis Link
This Enduring variation of the standard Entosis Link was developed by the research division of the Capsuleer alliance Affirmative. Affirmative's forces played key parts in the first wave of research into the applications of Entosis technology and were able to optimize the standard Entosis Link for more efficient capacitor use. Originally intended for internal use only, copies of the blueprint have slipped onto the black market and can now be found by those with the right underworld connections. This mysterious device is the result of reverse-engineering salvaged Drifter technology. It appears to use ancient Jovian techniques and materials to allow more efficient mind-machine links than were thought possible in the past. The practical applications of this technology are still unclear. This module cannot be fitted to Interceptors. This module requires a full warm-up cycle before beginning to influence targeted structures. Ships fitted with an Entosis Link are unable to accelerate beyond 4000m/s using their normal sub-warp engines. Once activated, this module cannot be deactivated until it completes its current cycle. While an Entosis Link is active, the fitted ship cannot cloak, warp, jump, or dock. Capital ships cannot receive remote assistance while they have an Entosis Link active. Disclaimer: The Carthum Conglomerate, as well as its registered subsidiaries and partners, accepts absolutely no legal or ethical liability for any unforeseen consequences of connecting untested Drifter-derived technology directly to the user's mind.
Afocal Precise Dual Giga Beam Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Afocal Precise Dual Giga Pulse Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Afocal Precise Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ahremen's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Cap Recharger
Increases the capacitor recharge rate.
Ahremen's Modified Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Ahremen's Modified Dual Heavy Pulse Laser
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ahremen's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Ahremen's Modified Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ahremen's Modified Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Ahremen's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ahremen's Modified Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ahremen's Modified Mega Pulse Laser
A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ahremen's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Ahremen's Modified Reactor Control Unit
Boosts power core output.
Ahremen's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Alfven Enduring Remote Tracking Computer
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.
Alumel-Wired Enduring Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
Amarr Phenomena Generator
Adapted from advanced research into natural wormhole phenomena, this module wields an Avatar's massive Radar 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% capacitor recharge rate +10% kinetic resistances -15% EM resistances -10% velocity
AML Compact Omnidirectional Tracking Link
Improves the optimal range and tracking of all drones. Improves the optimal range, falloff range, explosion radius and explosion velocity of all fighter weapons. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Armor EM Hardener
An enhanced version of the standard em armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Cap Recharger
Increases the capacitor recharge rate.
Ammatar Navy Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Ammatar Navy Dual Heavy Beam Laser
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Dual Heavy Pulse Laser
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Dual Light Beam Laser
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Dual Light Pulse Laser
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: gamma, infrared, microwave, multifrequency, radio, standard, ultraviolet, xray.
Ammatar Navy EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Focused Medium Beam Laser
A high-energy, concentrated laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Focused Medium Pulse Laser
A high-energy, concentrated laser designed for short to medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Gatling Pulse Laser
Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Heavy Beam Laser
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.
Ammatar Navy Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Ammatar Navy Heavy Pulse Laser
A heavy laser designed for short to medium range engagements. Delivers powerful damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Medium Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Medium EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Medium Energy Nosferatu
Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Ammatar Navy Mega Beam Laser
A super-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Mega Pulse Laser
A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Micro Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Micro EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Ammatar Navy Quad Beam Laser
Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Reactor Control Unit
Boosts power core output.
Ammatar Navy Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Small Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Small EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Small Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Ammatar Navy Small Focused Beam Laser
A high-powered beam laser. Good for medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Small Focused Pulse Laser
A high-powered pulse laser. Good for short to medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Tachyon Beam Laser
An ultra-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Ammatar Navy Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ample Gallium Quad 800mm Repeating Cannon
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Anode Electron Particle Cannon 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.
Anode Ion Particle Cannon 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.
Anode Light Electron Particle Cannon 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.
Anode Light Ion Particle Cannon 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.
Anode Light Neutron Particle Cannon 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.
Anode Mega Electron Particle Cannon 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.
Anode Mega Ion Particle Cannon 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.
Anode Mega Neutron Particle Cannon 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.
Anode Neutron Particle Cannon 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.
Anode Scoped Dual Giga Beam Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Anode Scoped Dual Giga Pulse Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Anode Scoped Ion Siege Blaster
One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Anode Scoped Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Anode Scoped Triple Neutron Blaster Cannon
Three specialized high angle turrets fitted with neutron blaster cannons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Arbalest Compact Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
Arbalest Compact Rapid Torpedo Launcher
Launcher for capitals intended to counter smaller combat ships such as battleships, can only be loaded with torpedoes.
Arbalest Compact XL Cruise Missile Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
Arbalest Compact XL Torpedo Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
Armor Command Burst I
This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses.
Armor Command Burst II
This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses. +25% bonus to the effect strength of Armor Command Burst charges launched from this module.
Armor EM Hardener I
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor EM Hardener II
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Explosive Hardener I
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Explosive Hardener II
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Kinetic Hardener I
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Kinetic Hardener II
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Thermal Hardener I
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Thermal Hardener II
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Assault Damage Control I
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. May be activated to grant extreme resistances to shield, armor and hull for a short period of time. Only one Damage Control can be fit at a given time. Assault Damage Controls can only be fit to Assault Frigates and Heavy Assault Cruisers.
Assault Damage Control II
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. May be activated to grant extreme resistances to shield, armor and hull for a short period of time. Only one Damage Control can be fit at a given time. Assault Damage Controls can only be fit to Assault Frigates and Heavy Assault Cruisers.
Astro-Inertial Compact Missile Guidance Computer
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.
Auto Targeting System I
Targets any hostile ship within range on activation. Grants a +2 bonus to ship's max targets when online.
Auto Targeting System II
Targets any hostile ship within range on activation. Grants a +3 bonus to ship's max targets when online.
Automated Targeting Unit I
Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online.
Baker Nunn Enduring Tracking Disruptor I
Disrupts the turret range and tracking speed of the target 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.
Ballistic Control System I
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ballistic Control System II
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Balmer Series Compact Tracking Disruptor I
Disrupts the turret range and tracking speed of the target 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.
Basic Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Co-Processor
Increases CPU output.
Basic EM Plating
An array of microscopic reactive prizms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic EM Ward Amplifier
Boosts the EM resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Energized Armor Layering Membrane
An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
Basic Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Explosive Deflection Amplifier
Boosts the explosive resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Kinetic Deflection Amplifier
Boosts the kinetic resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Layered Plating
This plating is composed of several additional tritanium layers, effectively increasing its hit points. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Reactor Control Unit
Boosts power core output.
Basic Thermal Dissipation Amplifier
Boosts the thermal resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Basic Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Bastion Module I
An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive capabilities. This results in a greatly increased rate of defensive self-sustenance and a boost to the ship's overall damage resistances. It also extends the reach of all the vessel's weapon systems, allowing it to engage targets at farther ranges. Due to the ionic field created by the bastion module, most electronic warfare effects - from friend or foe both - will not affect the ship while in bastion mode. All weapons, including energy nosferatus and destabilizers, are unaffected by this field leaving the ship capacitor as one of the only vulnerable points to be found. As a side effect of the ionic field created by the bastion 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 mobility subsystems means that neither standard propulsion nor warp travel are available to the ship, nor is it allowed to dock or jump until out of bastion mode. Note: Only one bastion module can be fitted to a marauder-class ship. The increased shield boosting and armor repairing gained from the bastion module is subject to a stacking penalty when used with other modules that affect the same attribute on the ship.
Black Eagle Drone Link Augmentor
Increases drone control range.
Bomb Launcher I
A missile launcher bay module facilitating bomb preparation, and deployment. Note: Bomb Launchers can only be equipped by Stealth Bombers and each bomber can only equip one bomb launcher. Your ship must be at the minimum velocity before you can activate this module.
Bomb Launcher II
A missile launcher bay module facilitating bomb preparation, and deployment. Note: Bomb Launchers can only be equipped by Stealth Bombers and each bomber can only equip one bomb launcher. Your ship must be at the minimum velocity before you can activate this module.
Bosonic Field Generator
The Society of Conscious Thought has long been at the forefront of making new technologies available to capsuleers but their decision to release certain types of spacetime weaponry on the open market represents a significant escalation in the level of power that the Society is willing to place in the hands of independent pilots. The Bosonic Field Generator provides a means to massively distort localized spacetime at short ranges, placing enormous stresses on any object in the affected area. In practical terms, the device is a weapon that can literally tear apart ships caught in its kill zone. 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 and unable to dock, tether, cloak, or activate your jump drive for five minutes.
Brokara's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Armor Thermal Hardener
An enhanced version of the standard thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Cap Recharger
Increases the capacitor recharge rate.
Brokara's Modified Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Brokara's Modified Dual Heavy Pulse Laser
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Brokara's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Brokara's Modified Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Brokara's Modified Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Brokara's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brokara's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Brokara's Modified Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Brokara's Modified Mega Pulse Laser
A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Brokara's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Brokara's Modified Reactor Control Unit
Boosts power core output.
Brokara's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Brynn's Modified 350mm Railgun
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Brynn's Modified 425mm Railgun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Brynn's Modified 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
Brynn's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Co-Processor
Increases CPU output.
Brynn's Modified Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
Brynn's Modified Dual 250mm Railgun
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Brynn's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Brynn's Modified Large Plasma Smartbomb
Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
Brynn's Modified 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.
Brynn's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Brynn's Modified Reactor Control Unit
Boosts power core output.
Brynn's Modified Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
Brynn's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Brynn's Modified 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.
Burst Jammer I
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
Burst Jammer II
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
BZ-5 Scoped Gravimetric ECM
Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.
C-IR Compact Guidance Disruptor
Disrupts the effective range and precision of missiles fired by the target 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.
C3-A 'Hivaa Saitsuo' Ballistic Control System
The C3-A 'Hivaa Saitsuo' Ballistic Control System is a special modification of the standard ballistic control system to include command, control and communications firmware that will enhance drones alongside missiles. The saying 'hivaa saitsuo' is an old phrase from Caldari history meaning 'good hunting', and often used as a means of wishing someone luck in military circles.
C3-X 'Hivaa Saitsuo' Ballistic Control System
The C3-X 'Hivaa Saitsuo' Ballistic Control System is a highly experimental modification of the standard ballistic control system to include command, control and communications firmware that will enhance drones alongside missiles. The saying 'hivaa saitsuo' is an old phrase from Caldari history meaning 'good hunting', and often used as a means of wishing someone luck in military circles.
Caldari Navy 125mm Railgun
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 150mm Railgun
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 200mm Railgun
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 250mm Railgun
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 350mm Railgun
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 425mm Railgun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy 75mm Railgun
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy Adaptive Invulnerability Field
Boosts shield resistance against all damage types. Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Caldari Navy Ballistic Control System
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy Cloaking Device
This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity. Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
Caldari Navy Co-Processor
Increases CPU output.
Caldari Navy Cruise Missile Launcher
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Caldari Navy Dual 150mm Railgun
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy Dual 250mm Railgun
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Caldari Navy EM Ward Amplifier
Boosts the EM resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy EM Ward Field
Boosts shield resistance against EM damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Caldari Navy Explosive Deflection Amplifier
Boosts the explosive resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy Explosive Deflection Field
Boosts shield resistance against explosive damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Caldari Navy Heavy Assault Missile Launcher
A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
Caldari Navy Heavy Missile Launcher
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
Caldari Navy Kinetic Deflection Amplifier
Boosts the kinetic resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy Kinetic Deflection Field
Boosts shield resistance against kinetic damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Caldari Navy Large Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Caldari Navy Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Caldari Navy Large Shield Extender
Increases the maximum strength of the shield.
Caldari Navy Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
Caldari Navy Medium Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Caldari Navy Medium Shield Booster
Expends energy to provide a quick boost in shield strength.
Caldari Navy Medium Shield Extender
Increases the maximum strength of the shield.
Caldari Navy Micro Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Caldari Navy Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Caldari Navy Rapid Heavy Missile Launcher
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
Caldari Navy Rapid Light Missile Launcher
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
Caldari Navy Rocket Launcher
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
Caldari Navy Shield Boost Amplifier
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy Shield Power Relay
Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
Caldari Navy Small Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Caldari Navy Small Shield Booster
Expends energy to provide a quick boost in shield strength.
Caldari Navy Small Shield Extender
Increases the maximum strength of the shield.
Caldari Navy Stasis Webifier
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
Caldari Navy Thermal Dissipation Amplifier
Boosts the thermal resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Caldari Navy Thermal Dissipation Field
Boosts shield resistance against thermal damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Caldari Navy Torpedo Launcher
A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Caldari Navy Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
Caldari Navy Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
Caldari Navy X-Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Caldari Phenomena Generator
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
Cap Recharger I
Increases the capacitor recharge rate.
Cap Recharger II
Increases the capacitor recharge rate.
Capacitor Flux Coil I
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
Capacitor Flux Coil II
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
Capacitor Power Relay I
Increases capacitor recharge rate at the expense of shield boosting.
Capacitor Power Relay II
Increases capacitor recharge rate at the expense of shield boosting.
Capital ACM Compact Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
Capital Ancillary Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship. The module can optionally use Nanite Repair Paste to increase repair effectiveness. Deactivating the module while it has no Nanite Repair Paste loaded starts reloading, if there is Nanite Repair Paste available in cargo hold. Note: Can use Nanite Repair Paste as fuel. Reloading time is 60 seconds. Prototype Inferno Module. May only be fitted to capital class ships.
Capital Ancillary Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. The module can optionally use Nanite Repair Paste to increase repair effectiveness. Deactivating the module while it has no Nanite Repair Paste loaded starts reloading, if there is Nanite Repair Paste available in cargo hold. Note: Can use Nanite Repair Paste as fuel. Reloading time is 60 seconds. Prototype Inferno Module. May only be fitted to capital class ships.
Capital Ancillary Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold. Note: Can use Cap Booster 3200 as fuel. Reloading time is 60 seconds. Prototype Inferno Module. May only be fitted to capital class ships.
Capital Ancillary Shield Booster
Provides a quick boost in shield strength. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold. Note: Can use Cap Booster 3200 as fuel. Reloading time is 60 seconds. Prototype Inferno Module. May only be fitted to capital class ships.
Capital Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
Capital Armor Repairer II
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
Capital Asymmetric Enduring Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Capital Azeotropic Restrained Shield Extender
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Capital C-5L Compact Shield Booster
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Capital Cap Battery I
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
Capital Cap Battery II
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
Capital Capacitor Booster I
Provides a quick injection of power into the capacitor. Note: May only be fitted to capital class ships.
Capital Capacitor Booster II
Provides a quick injection of power into the capacitor. Note: May only be fitted to capital class ships.
Capital Clarity Ward Enduring Shield Booster
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Capital Coaxial Compact Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Capital Compact Pb-Acid Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
Capital Emergency Hull Energizer I
Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use. Note: Only one Damage Control can be fit at a given time. May only be fitted to capital ships.
Capital Emergency Hull Energizer II
Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use. Note: Only one Damage Control can be fit at a given time. May only be fitted to capital ships.
Capital Energy Neutralizer I
Neutralizes a portion of the energy in the target ship's capacitor. Note: May only be fitted to capital class ships.
Capital Energy Neutralizer II
Neutralizes a portion of the energy in the target ship's capacitor. Note: May only be fitted to capital class ships.
Capital Energy Nosferatu I
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level. May only be fitted to capital ships.
Capital Energy Nosferatu II
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level. May only be fitted to capital ships.
Capital F-RX Compact Capacitor Booster
Provides a quick injection of power into the capacitor. Note: May only be fitted to capital class ships.
Capital F-S9 Regolith Compact Shield Extender
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Capital Flex Armor Hardener I
Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Capital Flex Armor Hardener II
Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Capital Flex Shield Hardener I
Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Capital Flex Shield Hardener II
Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships.
Capital Ghoul Compact Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level. May only be fitted to capital ships.
Capital Gremlin Compact Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor. Note: May only be fitted to capital class ships.
Capital Hull Repairer I
Makes use of nano-assembler technology in order to repair damage done to the structure. Note: May only be fitted to capital class ships.
Capital Hull Repairer II
Makes use of nano-assembler technology in order to repair damage done to the structure. Note: May only be fitted to capital class ships.
Capital I-a Enduring Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
Capital I-ax Enduring Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Capital I-b Enduring Hull Repairer
Makes use of nano-assembler technology in order to repair damage done to the structure. Note: May only be fitted to capital class ships.
Capital IEF Compact Hull Repairer
Makes use of nano-assembler technology in order to repair damage done to the structure. Note: May only be fitted to capital class ships.
Capital Implacable Compact Emergency Hull Energizer
Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use. Note: Only one Damage Control can be fit at a given time. May only be fitted to capital ships.
Capital Indefatigable Enduring Emergency Hull Energizer
Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use. Note: Only one Damage Control can be fit at a given time. May only be fitted to capital ships.
Capital Inductive Compact Remote Capacitor Transmitter
Transfers capacitor energy to another ship. Note: May only be fitted to capital class ships.
Capital Infectious Scoped Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor. Note: May only be fitted to capital class ships.
Capital Knave Scoped Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level. May only be fitted to capital ships.
Capital Murky Compact Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Capital Radiative Scoped Remote Capacitor Transmitter
Transfers capacitor energy to another ship. Note: May only be fitted to capital class ships.
Capital Remote Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Capital Remote Armor Repairer II
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Capital Remote Capacitor Transmitter I
Transfers capacitor energy to another ship. Note: May only be fitted to capital class ships.
Capital Remote Capacitor Transmitter II
Transfers capacitor energy to another ship. Note: May only be fitted to capital class ships.
Capital Remote Hull Repairer I
This module uses nano-assemblers to repair damage done to the hull of the Target ship. Note: May only be fitted to capital class ships.
Capital Remote Hull Repairer II
This module uses nano-assemblers to repair damage done to the hull of the Target ship. Note: May only be fitted to capital class ships.
Capital Remote Shield Booster I
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Capital Remote Shield Booster II
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Capital S95a Scoped Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Capital Shield Booster I
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Capital Shield Booster II
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Capital Shield Extender I
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Capital Shield Extender II
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Capital Solace Scoped Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Capital Tractor Beam I
By manipulating gravity fields, this module can pull cargo containers towards the ship. Note: This tractor beam can only be fitted on the Rorqual ORE Capital Ship.
Capital Tractor Beam II
By manipulating gravity fields, this module can pull cargo containers towards the ship. Note: This tractor beam can only be fitted on the Rorqual ORE Capital Ship.
Carbide Compact Dual 1000mm Railgun
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Carbide Compact Quad 3500mm Siege Artillery
One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Carbine Compact Hexa 2500mm Repeating Cannon
One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Cargo Scanner I
Scans the cargo hold of another ship.
Cargo Scanner II
Scans the cargo hold of another ship.
Centii A-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii A-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii A-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii A-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii A-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centii A-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centii A-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centii A-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii B-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii B-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii B-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii B-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii B-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centii B-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centii B-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centii B-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii C-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii C-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii C-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii C-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centii C-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centii C-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centii C-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centii C-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum A-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centum A-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centum A-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centum B-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum B-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum B-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum B-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum B-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum B-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centum B-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centum B-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centum C-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum C-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum C-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum C-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum C-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centum C-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centum C-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Centum C-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Centus A-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus A-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus A-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus A-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus A-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centus B-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus B-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus B-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus B-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus B-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centus C-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus C-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus C-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus C-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus C-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Centus X-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus X-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus X-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus X-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Centus X-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Cetus Scoped Burst Jammer
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
Chelm's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Cap Recharger
Increases the capacitor recharge rate.
Chelm's Modified Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Chelm's Modified Dual Heavy Beam Laser
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Chelm's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Chelm's Modified Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Chelm's Modified Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Chelm's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Chelm's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Chelm's Modified Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Chelm's Modified Mega Beam Laser
A super-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Chelm's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Chelm's Modified Reactor Control Unit
Boosts power core output.
Chelm's Modified Tachyon Beam Laser
An ultra-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Chelm's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Civilian Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Civilian Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
Civilian EM Ward Field
Boosts shield resistance against EM damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Civilian Expanded Cargohold
Increases cargo hold capacity at the expense of maximum velocity and hull strength.
Civilian Explosive Deflection Field
Boosts shield resistance against explosive damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Civilian Kinetic Deflection Field
Boosts shield resistance against kinetic damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Civilian Miner
Common, low technology mining laser adapted for use with capsuleer technology. Works well for extracting common ore, but has great difficulty with higher end ores. Without suitable skills and the use of specialized ships and modules, this mining laser will not be able to extract ore from Dark Ochre, Spodumain, Crokite, Bistot, or Arkonor asteroids, or any Common, Uncommon, Rare or Exceptional moon asteroids.
Civilian Shield Booster
Expends energy to provide a quick boost in shield strength.
Civilian Stasis Webifier
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
Civilian Thermal Dissipation Field
Boosts shield resistance against thermal damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Civilian Warp Disruptor
Warp Disruptors are used to disrupt a target ship's navigation computer, which prevents it from warping.These specially-designed Civilian variants are not strong enough to be used in live combat and are sufficient for instructional purposes only.
Clone Vat Bay I
When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station. Note: In order to be able to clone to your ship, a pilot must have a working clone already installed in the vessel. In addition, the power required to safely and accurately receive and transmit transneural scanner data is diverted from the ship's engines; therefore, when the Clone Vat Bay is activated, the capital ship becomes unable to move. Disruption from this power transfer also prevents docking in Upwell structures while the module is active, although tethering can continue as usual. Can only be fit on Titans and Capital Industrial Ships.
Clutch Restrained Warp Disruption Field Generator
The field generator projects a warp disruption sphere centered upon the ship for its entire duration. The field prevents any warping or jump drive activation within its area of effect. The generator has several effects upon the parent ship whilst active. It increases its signature radius and also prevents any friendly remote effects from being rendered to the parent ship. This module's effect can be modified with scripts. When scripted it prevents capital class ships from using stargates (excluding Jump Freighters, Freighters and the Orca). Note: Can only be fitted on the Heavy Interdiction Cruisers.
Co-Processor I
Increases CPU output.
Co-Processor II
Increases CPU output.
Coadjunct Scoped Remote Sensor Booster
Can only be activated on targets to increase their scan resolutions, boost their targeting range and improve their sensor strength. 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.
Compact Carbine Quad 800mm Repeating Cannon
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Compact Entropic Radiation Sink
Entropic Disintegrators generate a considerable amount of radiation when firing and this must be contained in order to avoid a dangerous build up. Bringing online additional Entropic Radiation Sinks allows the weapons to be fired at higher levels of energy and more rapidly, considerably increasing their damage potential. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Compressed Enduring Dual 1000mm Railgun
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Compulsive Scoped Multispectral ECM
An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
Compulsive Signal Distortion Amplifier I
Magnifies the operational ability of regular ECM target jammers, making them stronger and giving them greater reach. Works only with regular ECMs, not ECM Bursts. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
CONCORD 25000mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
CONCORD Capital Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
CONCORD Capital Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
CONCORD Capital Remote Capacitor Transmitter
Transfers capacitor energy to another ship. Note: May only be fitted to capital class ships.
CONCORD Capital Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
CONCORD Capital Shield Booster
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
CONCORD Capital Shield Extender
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
CONCORD Dual 1000mm Railgun
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
CONCORD Dual Giga Beam Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
CONCORD Dual Giga Pulse Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
CONCORD Hexa 2500mm Repeating Cannon
One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
CONCORD Ion Siege Blaster
One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.
CONCORD Modified Cloaking Device
This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity. Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
CONCORD Modified Warp Scrambler
Disrupts the target ship's navigation computer which prevents it from warping.
CONCORD Quad 3500mm Siege Artillery
One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
CONCORD Warp Disruption Field Generator
The field generator projects a warp disruption sphere centered upon the ship for its entire duration. The field prevents any warping or jump drive activation within its area of effect. The generator has several effects upon the parent ship whilst active. It increases its signature radius and also prevents any friendly remote effects from being rendered to the parent ship. This module's effect can be modified with scripts. When scripted it prevents capital class ships from using stargates (excluding Jump Freighters, Freighters and the Orca). Note: Can only be fitted on the Heavy Interdiction Cruisers.
CONCORD XL Cruise Missile Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
CONCORD XL Torpedo Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
Core A-Type 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Core A-Type 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
Core A-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core A-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core A-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core A-Type Armor Thermal Hardener
An enhanced version of the standard thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core A-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Core B-Type 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Core B-Type 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
Core B-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core B-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core B-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core B-Type Armor Thermal Hardener
An enhanced version of the standard thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core B-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Core C-Type 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Core C-Type 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
Core C-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core C-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core C-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core C-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core C-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Core Probe Launcher I
Launcher for Core Scanner Probes, which are used to scan down Cosmic Signatures in space. Note: Only one probe launcher can be fitted per ship.
Core Probe Launcher II
Launcher for Core Scanner Probes, which are used to scan down Cosmic Signatures in space. Note: Only one probe launcher can be fitted per ship. 5% bonus to strength of scan probes.
Core X-Type 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Core X-Type 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Note: Battleship class module.
Core X-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core X-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core X-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core X-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Core X-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Coreli A-Type 1MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
Coreli A-Type 5MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
Coreli A-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli A-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli A-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli A-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli A-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Coreli A-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Coreli A-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli B-Type 1MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
Coreli B-Type 5MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
Coreli B-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli B-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli B-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli B-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli B-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Coreli B-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Coreli B-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli C-Type 1MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
Coreli C-Type 5MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
Coreli C-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli C-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli C-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli C-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Coreli C-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Coreli C-Type Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Coreli C-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type 10MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
Corelum A-Type 50MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
Corelum A-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum A-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corelum A-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Corelum B-Type 10MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
Corelum B-Type 50MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
Corelum B-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum B-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum B-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum B-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum B-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum B-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corelum B-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Corelum C-Type 10MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
Corelum C-Type 50MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
Corelum C-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum C-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum C-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum C-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum C-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corelum C-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corelum C-Type Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Cormack's Modified 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Cormack's Modified 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Note: Battleship class module.
Cormack's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Co-Processor
Increases CPU output.
Cormack's Modified Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
Cormack's Modified Electron Blaster Cannon
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.
Cormack's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Ion Blaster Cannon
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.
Cormack's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Cormack's Modified Large Plasma Smartbomb
Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
Cormack's Modified 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.
Cormack's Modified Neutron Blaster Cannon
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.
Cormack's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Cormack's Modified Reactor Control Unit
Boosts power core output.
Cormack's Modified Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
Cormack's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cormack's Modified 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.
Corpii A-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii A-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii A-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii A-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii A-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpii A-Type Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpii A-Type Small Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpii A-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpii A-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii B-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii B-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii B-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii B-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii B-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpii B-Type Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpii B-Type Small Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpii B-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpii B-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii C-Type Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii C-Type EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii C-Type Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii C-Type Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpii C-Type Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpii C-Type Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpii C-Type Small Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpii C-Type Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpii C-Type Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum A-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpum A-Type Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpum A-Type Medium Energy Nosferatu
Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpum A-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpum B-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum B-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum B-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum B-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum B-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum B-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpum B-Type Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpum B-Type Medium Energy Nosferatu
Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpum B-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpum C-Type Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum C-Type Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum C-Type Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum C-Type Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum C-Type Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpum C-Type Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpum C-Type Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpum C-Type Medium Energy Nosferatu
Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpum C-Type Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
Corpus A-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus A-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus A-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus A-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus A-Type Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpus A-Type Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpus A-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpus B-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus B-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus B-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus B-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus B-Type Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpus B-Type Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpus B-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpus C-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus C-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus C-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus C-Type Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus C-Type Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpus C-Type Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpus C-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Corpus X-Type Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus X-Type Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus X-Type Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus X-Type Armor Thermal Hardener
An enhanced version of the standard thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Corpus X-Type Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Corpus X-Type Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Corpus X-Type Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Counterbalanced Compact 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.
Covert Cynosural Field Generator I
Generates an undetectable cynosural field which only Black Ops jump drives can lock on to. Note: Can only be fitted on Black Ops, Blockade Runners, Covert Ops, Etana, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
Covert Jump Portal Generator I
A piece of machinery designed to allow a black ops vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield. Note: Can only be fitted on Black Ops. Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated.
Covert Ops Cloaking Device II
A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware. Note: This particular module is advanced enough that it allows a ship to warp while cloaked. However, fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
Crosslink Compact Ballistic Control System
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Cruise Missile Launcher I
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Cruise Missile Launcher II
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Cynosural Field Generator I
Generates a cynosural field for capital ship jump drives to lock on to.
CZ-4 Compact Gravimetric ECM
Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.
Damage Control I
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
Damage Control II
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
Dark Blood 25000mm Steel Plates
Increases the maximum strength of the Armor. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and Microwarpdrives. Note: May only be fitted to capital class ships.
Dark Blood Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Cap Recharger
Increases the capacitor recharge rate.
Dark Blood Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Dark Blood Capital Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship. Note: May only be fitted to capital class ships.
Dark Blood Capital Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
Dark Blood Capital Capacitor Booster
Provides a quick injection of power into the capacitor. Note: May only be fitted to capital class ships.
Dark Blood Capital Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor. Note: May only be fitted to capital class ships.
Dark Blood Capital Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level. May only be fitted to capital ships.
Dark Blood Capital Flex Armor Hardener
Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Capital Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship. Note: May only be fitted to capital class ships.
Dark Blood Dual Giga Beam Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
Dark Blood Dual Giga Pulse Laser
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
Dark Blood Dual Heavy Beam Laser
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Dual Heavy Pulse Laser
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Dual Light Beam Laser
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Dual Light Pulse Laser
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Focused Medium Beam Laser
A high-energy, concentrated laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Focused Medium Pulse Laser
A high-energy, concentrated laser designed for short to medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Gatling Pulse Laser
Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Heavy Beam Laser
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.
Dark Blood Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Dark Blood Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Dark Blood Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Dark Blood Heavy Pulse Laser
A heavy laser designed for short to medium range engagements. Delivers powerful damage. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Dark Blood Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Dark Blood Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Dark Blood Medium Capacitor Booster
Provides a quick injection of power into the capacitor.
Dark Blood Medium EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Dark Blood Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Dark Blood Medium Energy Nosferatu
Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Dark Blood Mega Beam Laser
A super-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Mega Pulse Laser
A super-heavy pulse laser designed for medium range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Micro Capacitor Booster
Provides a quick injection of power into the capacitor.
Dark Blood Micro EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Dark Blood Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Dark Blood Quad Beam Laser
Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
Dark Blood Reactor Control Unit
Boosts power core output.
Dark Blood Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Dark Blood Small Capacitor Booster
Provides a quick injection of power into the capacitor.
Dark Blood Small EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Dark Blood Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Dark Blood Small Energy Nosferatu
Drains energy from the target ship and adds it to your own. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Dark Blood Small Focused Beam Laser
A high-powered beam laser. Good for medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Small Focused Pulse Laser
A high-powered pulse laser. Good for short to medium range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Stasis Webifier
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
Dark Blood Tachyon Beam Laser
An ultra-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dark Blood Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dark Blood Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
Dark Blood Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
Data Analyzer I
A Hacking system used to override electronic security systems, potentially providing access to valuable data or items. Note: Due to recently discovered branch prediction vulnerabilities in certain Upwell Consortium Recursive Computing Modules this analyzer may also be used to collect sensitive information concerning reinforcement periods of Upwell Structures.
Data Analyzer II
A Hacking system used to override electronic security systems, potentially providing access to valuable data or items. Note: Due to recently discovered branch prediction vulnerabilities in certain Upwell Consortium Recursive Computing Modules this analyzer may also be used to collect sensitive information concerning reinforcement periods of Upwell Structures.
DDO Scoped Tracking Disruptor I
Disrupts the turret range and tracking speed of the target 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.
Deep Core Mining Laser I
A basic mining laser for deep core mining ore such as mercoxit. Very inefficient but does get the job done ... eventually
Defender Launcher I
A Kaalakiota designed integrated launcher and sensor platform. Capable of detecting incoming threats, and on command, launching a Defender™ kill vehicle to intercept it. Note: Can only be fit to destroyer class hulls.
Deluge Enduring Burst Jammer
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
Denny Enduring Omnidirectional Tracking Link
Improves the optimal range and tracking of all drones. Improves the optimal range, falloff range, explosion radius and explosion velocity of all fighter weapons. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination 10000MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.
Domination 100MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.
Domination 10MN Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.
Domination 1200mm Artillery
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 125mm Autocannon
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 1400mm Howitzer Artillery
The ultimate artillery cannon. It hurls death and destruction over incredible distances. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 150mm Autocannon
A simple but effective close combat autocannon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 1MN Afterburner
Gives a boosts to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Frigates and Destroyers.
Domination 200mm Autocannon
A powerful autocannon that can smash apart most lightly armored frigates with ease. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 220mm Autocannon
This autocannon is designed for skirmish warfare. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 250mm Artillery
This artillery is one of the most powerful weapons that can be mounted on a frigate. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 280mm Howitzer Artillery
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 425mm Autocannon
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 50000MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: May only be fitted to capital class ships.
Domination 500MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Battleship class module.
Domination 50MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Cruisers and Battlecruisers.
Domination 5MN Microwarpdrive
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint. Penalty: Max capacitor reduced. Note: Usually fit on Frigates and Destroyers.
Domination 650mm Artillery
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 720mm Howitzer Artillery
This rocket-assisted howitzer is designed for long-range bombardment. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination 800mm Repeating Cannon
An autocannon capable of causing tremendous damage. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination Adaptive Invulnerability Field
Boosts shield resistance against all damage types.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Domination Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Ballistic Control System
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Capital Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects. Note: May only be fitted to capital class ships.
Domination Capital Flex Shield Hardener
Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Capital Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Domination Capital Shield Booster
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Domination Capital Shield Extender
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Domination Cruise Missile Launcher
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Domination Dual 180mm Autocannon
This autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination Dual 425mm Autocannon
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination Dual 650mm Repeating Cannon
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Domination EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination EM Ward Amplifier
Boosts the EM resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination EM Ward Field
Boosts shield resistance against EM damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Domination Explosive Deflection Amplifier
Boosts the explosive resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Explosive Deflection Field
Boosts shield resistance against explosive damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Domination Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination 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.
Domination Heavy Assault Missile Launcher
A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
Domination Heavy Missile Launcher
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
Domination Heavy Stasis Grappler
Stasis Grapplers reduce the maximum speed of a target ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down. This slowing effect is strongest at very close ranges, and diminishes as range increases. Heavy Stasis Grapplers require a very stable base platform, and therefore may only be fitted to Battleships and Capital Ships.
Domination Heavy Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
Domination Heavy Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
Domination Hexa 2500mm Repeating Cannon
One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
Domination Inertial Stabilizers
Improves ship handling and maneuverability. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Kinetic Deflection Amplifier
Boosts the kinetic resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Kinetic Deflection Field
Boosts shield resistance against kinetic damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Domination Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Domination Large Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
Domination Large Proton Smartbomb
Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
Domination Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Domination Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
Domination Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Domination Medium Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
Domination Medium Proton Smartbomb
Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
Domination Medium Shield Booster
Expends energy to provide a quick boost in shield strength.
Domination Micro Proton Smartbomb
Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
Domination Nanofiber Structure
Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Overdrive Injector
This monster unit vastly increases engine power at the expense of cargo capacity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Quad 3500mm Siege Artillery
One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
Domination Quad 800mm Repeating Cannon
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
Domination Rapid Heavy Missile Launcher
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
Domination Rapid Light Missile Launcher
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
Domination Rocket Launcher
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
Domination Shield Boost Amplifier
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Domination Small Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
Domination Small Proton Smartbomb
Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
Domination Small Shield Booster
Expends energy to provide a quick boost in shield strength.
Domination Stasis Webifier
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
Domination Target Painter
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Thermal Dissipation Amplifier
Boosts the thermal resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Thermal Dissipation Field
Boosts shield resistance against thermal damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
Domination Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Domination Torpedo Launcher
A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Domination 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.
Domination Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
Domination Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
Domination X-Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Draclira's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Armor EM Hardener
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Armor Explosive Hardener
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Armor Kinetic Hardener
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Cap Recharger
Increases the capacitor recharge rate.
Draclira's Modified Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Draclira's Modified Dual Heavy Beam Laser
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Draclira's Modified EM Plating
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Energized Adaptive Nano Membrane
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Energized EM Membrane
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Energized Explosive Membrane
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Energized Kinetic Membrane
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Explosive Plating
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Heat Sink
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Draclira's Modified Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Draclira's Modified Heavy Energy Nosferatu
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.
Draclira's Modified Kinetic Plating
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Draclira's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Draclira's Modified Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Draclira's Modified Mega Beam Laser
A super-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Draclira's Modified Power Diagnostic System
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
Draclira's Modified Reactor Control Unit
Boosts power core output.
Draclira's Modified Tachyon Beam Laser
An ultra-heavy beam laser designed for medium to long range engagements. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Draclira's Modified Thermal Plating
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas 125mm Railgun
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 150mm Railgun
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 200mm Railgun
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 250mm Railgun
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 350mm Railgun
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 425mm Railgun
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas 75mm Railgun
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas Adaptive Invulnerability Field
Boosts shield resistance against all damage types.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Dread Guristas Ballistic Control System
A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Capital Flex Shield Hardener
Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts. Note: Only one of this module type can be fitted at a time. May only be fitted to capital ships. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Capital Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense. Note: May only be fitted to capital class ships.
Dread Guristas Capital Shield Booster
Expends energy to provide a quick boost in shield strength. Note: May only be fitted to capital class ships.
Dread Guristas Capital Shield Extender
Increases the maximum strength of the shield. Note: May only be fitted to capital class ships.
Dread Guristas Cloaking Device
This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity. Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference..
Dread Guristas Co-Processor
Increases CPU output.
Dread Guristas Cruise Missile Launcher
A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Dread Guristas Drone Damage Amplifier
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link that allows for better real-time trajectory projections. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Dual 150mm Railgun
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas Dual 250mm Railgun
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dread Guristas EM Ward Amplifier
Boosts the EM resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas EM Ward Field
Boosts shield resistance against EM damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Dread Guristas Explosive Deflection Amplifier
Boosts the explosive resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Explosive Deflection Field
Boosts shield resistance against explosive damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Dread Guristas Heavy Assault Missile Launcher
A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
Dread Guristas Heavy Missile Launcher
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
Dread Guristas Kinetic Deflection Amplifier
Boosts the kinetic resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Kinetic Deflection Field
Boosts shield resistance against kinetic damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Dread Guristas Large Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Dread Guristas Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Dread Guristas Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
Dread Guristas Medium Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Dread Guristas Medium Shield Booster
Expends energy to provide a quick boost in shield strength.
Dread Guristas Micro Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Dread Guristas Multispectral ECM
An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
Dread Guristas Omnidirectional Tracking Enhancer
Enhances the range and improves the tracking speed of all drones. Enhances the range, explosion radius and explosion velocity of all fighter weapons. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Rapid Heavy Missile Launcher
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
Dread Guristas Rapid Light Missile Launcher
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
Dread Guristas Rapid Torpedo Launcher
Launcher for capitals intended to counter smaller combat ships such as battleships, can only be loaded with torpedoes.
Dread Guristas Rocket Launcher
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
Dread Guristas Shield Boost Amplifier
Focuses and amplifies the efficiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Shield Flux Coil
Increases shield recharge rate while lowering the maximum shield capacity.
Dread Guristas Small Graviton Smartbomb
Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
Dread Guristas Small Shield Booster
Expends energy to provide a quick boost in shield strength.
Dread Guristas Stasis Webifier
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
Dread Guristas Thermal Dissipation Amplifier
Boosts the thermal resistance of the shield.Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dread Guristas Thermal Dissipation Field
Boosts shield resistance against thermal damage.Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
Dread Guristas Torpedo Launcher
A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
Dread Guristas Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
Dread Guristas Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
Dread Guristas X-Large Shield Booster
Expends energy to provide a quick boost in shield strength.
Dread Guristas XL Cruise Missile Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
Dread Guristas XL Torpedo Launcher
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships.
Drone Damage Amplifier I
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link that allows for better real-time trajectory projections. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Drone Damage Amplifier II
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link that allows for better real-time trajectory projections. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Drone Link Augmentor I
Increases drone control range.
Drone Link Augmentor II
Increases drone control range.
Drone Navigation Computer I
Increases microwarpdrive speed of drones. Increases the speed of fighters. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Drone Navigation Computer II
Increases microwarpdrive speed of drones. Increases the speed of fighters. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Dual 1000mm Railgun I
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 1000mm Railgun II
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
Dual 150mm 'Scout' Accelerator Cannon
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 150mm Carbide Railgun I
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 150mm Compressed Coil Gun I
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 150mm Prototype Gauss Gun
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 150mm Railgun I
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 150mm Railgun II
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
Dual 180mm 'Scout' Autocannon I
This autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 180mm AutoCannon I
This dual 180mm autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 180mm AutoCannon II
This dual 180mm autocannon is a simple but effective close combat weapon. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
Dual 180mm Carbine Repeating Cannon I
This autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 180mm Gallium Machine Gun
This autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 180mm Prototype Automatic Cannon
This autocannon is a simple but effective close combat weapon. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 250mm 'Scout' Accelerator Cannon
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 250mm Carbide Railgun I
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 250mm Compressed Coil Gun I
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 250mm Prototype Gauss Gun
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 250mm Railgun I
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Dual 250mm Railgun II
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.
Dual 425mm 'Scout' Autocannon I
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 425mm AutoCannon I
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 425mm AutoCannon II
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
Dual 425mm Carbine Repeating Cannon I
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 425mm Gallium Machine Gun
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 425mm Prototype Automatic Cannon
Combines the damage output of two 425mm intermediate-range autocannons. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm 'Scout' Repeating Cannon I
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm Carbine Repeating Cannon I
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm Gallium Repeating Cannon
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm Prototype Automatic Cannon
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm Repeating Cannon I
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Dual 650mm Repeating Cannon II
Powerful, intermediate-range repeating autocannon with a decent rate of fire. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.
Dual Afocal Heavy Maser I
This heavy beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Afocal Light Maser I
This light beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Afocal Pulse Maser I
This light pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Anode Heavy Particle Stream I
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Anode Light Particle Stream I
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Anode Pulse Particle Stream I
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Giga Beam Laser I
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Giga Beam Laser II
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
Dual Giga Pulse Laser I
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Giga Pulse Laser II
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets. Note: May only be fitted to capital class ships. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
Dual Heavy Afocal Pulse Maser I
This heavy pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Anode Pulse Particle Stream I
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Beam Laser I
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Beam Laser II
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
Dual Heavy Modal Pulse Laser I
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Modulated Pulse Energy Beam I
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Pulse Laser I
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Heavy Pulse Laser II
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
Dual Light Beam Laser I
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Light Beam Laser II
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.
Dual Light Pulse Laser I
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Light Pulse Laser II
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.
Dual Modal Heavy Laser I
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Modal Light Laser I
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Modal Pulse Laser I
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Modulated Heavy Energy Beam I
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Dual Modulated Light Energy Beam I
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.