EVE Online Tech 3 (T3) Ships, Subsystems & Skills

There are three types of EVE Online technology: Tech 1 (T1), Tech 2 (T3) and Tech 3 (T3) where the EVE Tech 3 stuff is on an entirely different level than the other two. T2 is more advanced and expensive than T1 but they are both contemporary technologies. EVE Online T3, on the other hand, is reverse engineered from ancient relics found in wormwhole space. To build an EVE T3 ship you need a tech 3 hull and 5 types of tech 3 subsystems: defensive, electronics, engineering , offensive and propulsion. All 6 required EVE Tech 3 components are based on reverse engineered ancient relics. In order to fly a tech 3 ship you need 6 different T3 skills. One skill for the ship type and one skill for each of the five subsystems. Here you can buy all the tech 3 stuff you need, whether it is ship hulls, subsystems or skills and whether you want Legion, Proteus, Tengu or Loki. We deliver the Tech 3 items through in-game contract. Once you have accepted contract you can collect the EVE Tech 3 items in your personal hangar space at a location and station specified in the contract.

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Buy EVE Online Tech 3

Item Estimated Time Price Buy
Skill

Amarr Defensive Systems (skill)

Skill in the operation of Amarr Defensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Mechanic V
Shield Operation III
Engineering I
24 hours$1.95
Skill

Amarr Electronic Systems (skill)

Skill in the operation of Amarr Electronic Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Electronics V
24 hours$1.95
Skill

Amarr Engineering Systems (skill)

Skill in the operation of Ammar Engineering Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Engineering V
24 hours$1.95
Skill

Amarr Offensive Systems (skill)

Skill in the operation of Ammar Offensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Gunnery V
Drones III
24 hours$1.95
Skill

Amarr Propulsion Systems (skill)

Skill in the operation of Amarr Propulsion Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Navigation V
24 hours$1.95
Skill

Amarr Strategic Cruiser (skill)

Skill at operating Ammar Strategic Cruisers.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 5
24 hours$1.95
Skill

Caldari Defensive Systems (skill)

Skill in the operation of Caldari Defensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Mechanic III
Shield Operation V
Engineering I
24 hours$1.95
Skill

Caldari Electronic Systems (skill)

Skill in the operation of Caldari Electronic Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Electronics V
24 hours$1.95
Skill

Caldari Engineering Systems (skill)

Skill in the operation of Caldari Engineering Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Engineering V
24 hours$1.95
Skill

Caldari Offensive Systems (skill)

Skill in the operation of Caldari Offensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Gunnery III
Missile Launcher Operation V
24 hours$1.95
Skill

Caldari Propulsion Systems (skill)

Skill in the operation of Caldari Propulsion Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Navigation V
24 hours$1.95
Skill

Caldari Strategic Cruiser (skill)

Skill at operating Caldari Strategic Cruisers.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 5
24 hours$1.95
Skill

Gallente Defensive Systems (skill)

Skill in the operation of Gallente Defensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Mechanic V
Shield Operation III
Engineering I
24 hours$1.95
Skill

Gallente Electronic Systems (skill)

Skill in the operation of Gallente Electronic Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Electronics V
24 hours$1.95
Skill

Gallente Engineering Systems (skill)

Skill in the operation of Gallente Engineering Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Engineering V
24 hours$1.95
Skill

Gallente Offensive Systems (skill)

Skill in the operation of Gallente Offensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Gunnery V
Drones III
24 hours$1.95
Skill

Gallente Propulsion Systems (skill)

Skill in the operation of Gallente Propulsion Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Navigation V
24 hours$1.95
Skill

Gallente Strategic Cruiser (skill)

Skill at operating Gallente Strategic Cruisers.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 5
24 hours$1.95
Legion

Legion (Amarr Strategic Cruiser)

EVE Ship Description: Revelation burrows through the material world, devours creation’s soil, digests the thoughtless void, and produces significance with God’s grace. From emptiness comes meaning, essence from existence, soul from matter.

Amarr Strategic Cruiser Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level
24 hours$16.95
Subsystems_Defensive

Legion Defensive - Adaptive Augmenter (subsystem)

Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Legion’s armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor’s surface, guarding the flow of vital repairs against disruptive impact.

Subsystem Skill Bonus
5% bonus to all armor resistances per level
10% bonus to remote armor repair system effectiveness per level

Skills Required
Amarr Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Legion Defensive - Augmented Plating (subsystem)

Although this subsystem uses the same armor nano-assemblers as standard empire technology, various optimizations have been made. Taking full advantage of recently discovered Sleeper designs, the use of fullerene-based technology has allowed for the combination of far smaller and more resilient components.

Subsystem Skill Bonus
10% bonus to armor hitpoints per level

Skills Required
Amarr Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$7.95
Subsystems_Defensive

Legion Defensive - Nanobot Injector (subsystem)

When integrated into the hull of a Legion, it offers a substantial increase in the armor output of any repair modules fitted, whether local or remote. Although the subsystem offers the same end result as other built-in armor repair augmentations, the technology driving it operates in a vastly different way, allowing for easy removal from its host vessel.

Subsystem Skill Bonus
10% bonus to armor repairer effectiveness per level

Skills Required
Amarr Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Legion Defensive - Warfare Processor (subsystem)

Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first
imagined, and in doing so, it heralded the beginning of even more radical and innovative designs.

Subsystem Skill Bonus
5% bonus to effectiveness of Armored Warfare Links per subsystem skill level

Role Bonus
99% reduction in Warfare Link module CPU need
10% bonus to armor repairer effectiveness per level

Skills Required
Amarr Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Electronics

Legion Electronics - Emergent Locus Analyzer (subsystem)

The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it.

Subsystem Skill Bonus
10% increase to scan strength of probes per level
20% bonus to range and velocity of tractor beams per level

Role Bonus
-99% reduced CPU need for Scan Probe Launchers

Skills Required
Amarr Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Legion Electronics - Energy Parasitic Complex (subsystem)

During some of the first conflicts with them, Amarr engineers noticed a remarkable feature in Sleeper drone technology: the ability of drones to transfer power between one another without the need for specialized equipment. This technology seemed to be innate to every drone in some capacity, and while the engineers could not reproduce this system in modern space vessels, they were able to adapt the technology into modular Tech III designs. The energy parasitic complex turns the Sleeper tech on its head, changing the energy transfer from a symbiotic function to a vampiric one by providing a boost to energy neutralizer and energy vampire equipment.

Subsystem Skill Bonus
10% bonus to energy vampire and energy neutralizer transfer amount per level

Skills Required
Amarr Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Legion Electronics - Tactical Targeting Network (subsystem)

Many engineers have attempted to reproduce the precision of the Sleeper drones' weapon systems, but with very few results. The closest reproduction achieved thus far is this targeting network, a complex system of neurovisual interlays, automated trigger response units, and microscanning resolution ordinances. The combination of these processes produces a bonus to scan resolution, easing the targeting of enemies in space, as well as to signature radii, making the ship itself more difficult to target.

Subsystem Skill Bonus
15% bonus to scan resolution per level

Skills Required
Amarr Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Engineering

Legion Engineering - Augmented Capacitor Reservoir (subsystem)

Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries.

Subsystem Skill Bonus
5% bonus to capacitor capacity per level

Skills Required
Amarr Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Legion Engineering - Capacitor Regeneration Matrix (subsystem)

Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.

Subsystem Skill Bonus
5% reduction in capacitor recharge rate per level

Skills Required
Amarr Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Legion Engineering - Power Core Multiplier (subsystem)

Comprised of countless nanomachines that enhance the energy flow from a ship’s reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel.

Subsystem Skill Bonus
5% bonus to power output per level

Skills Required
Amarr Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Legion Engineering - Supplemental Coolant Injector (subsystem)

When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope.

Subsystem Skill Bonus
5% Reduction in the amount of heat damage absorbed by modules per level

Skills Required
Amarr Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Offensive

Legion Offensive - Assault Optimization (subsystem)

Originally a laser-based weapons system, Amarrian starship engineers were forced to seek alternative construction methods when several fatal flaws were discovered in their design. Khanid Innovations was quick to offer a missile-based solution that benefitted greatly from their years of experience working on Sacrilege cruisers. The reapplication of their previously successful technology was so fast and effective that the more traditional Amarrian engineers could do little but watch as the knowledge and consequent implementation of these new engineering methodologies proliferated across the cluster.

Subsystem Skill Bonus
5% bonus to heavy assault missile damage per level
5% bonus to missile launcher rate of fire per level

Skills Required
Amarr Offensive Systems I
Gunnery V
Drones III
24 hours$6.95
Subsystems_Offensive

Legion Offensive - Covert Reconfiguration (subsystem)

The Amarrians are suspected to have developed cloaking technology for the Legion around the same time as the first capsuleer designs began to surface. For almost a full week, Minmatar rebel camps deep inside Heimatar and Metropolis were subjected to ruthless guerilla attacks, almost unprecedented in their ferocity and viciousness. Although initially confused by such a marked changed in their opponent’s warfare philosophy, the Matari knew that each target had been a high profile objective for the Amarr Navy, and noted with deep suspicion how all of the squads had been spearheaded by Legions that could hit and fade with alarming ease. Few doubted who was behind the bloodshed. The Amarrians remained silent for the most part, the only official statement; that God’s will had manifested itself in the heart of evil.

Subsystem Skill Bonus
10% bonus to medium energy turret capacitor use per level

Role Bonus
100% reduction in Cloaking Device CPU use

Skills Required
Amarr Offensive Systems I
Gunnery V
Drones III
24 hours$6.95
Subsystems_Offensive

Legion Offensive - Drone Synthesis Projector (subsystem)

Sleeper drones, while completely devoid of modern shielding technology, are nonetheless sturdy, mainly due to their metallofullerene armor plating and hull composition. When drones are docked into this system, the projection system enhances their damage capabilities, both in absorbing and delivering damage, through the creation of a fullerene-based field around the drones.

Subsystem Skill Bonus
10% bonus to medium energy turret capacitor use per level
10% bonus to drone damage per level
7.5% bonus to drone hitpoints per level

Skills Required
Amarr Offensive Systems I
Gunnery V
Drones III
24 hours$6.95
Subsystems_Offensive

Legion Offensive - Liquid Crystal Magnifiers (subsystem)

One of the many gems discovered amidst Sleeper technology was the creation of more efficient liquid crystal lenses. Amarr researchers have engineered these lenses to increase a laser's focus for longer stretches, both in distance and in timing, allowing a laser to reach farther targets with more efficiency of energy output. Additionally, the fullerene-infused lenses can generate higher temperatures and stronger, more damaging beams and pulses.

Subsystem Skill Bonus
10% bonus to medium energy turret capacitor use per level
10% bonus to medium energy turret damage per level
10% bonus to medium energy turret optimal range per level

Skills Required
Amarr Offensive Systems I
Gunnery V
Drones III
24 hours$6.95
Subsystems_Propulsion

Legion Propulsion - Chassis Optimization (subsystem)

This subsystem exploits the latest technological advances afforded by discovery of the ancient Sleeper race’s own designs. Optimizations made to the chassis allow for vast improvements to be made to a Legion’s base velocity. Although the various layout optimizations sacrifice other options for propulsion customization, the flow-on effects from an increase in base velocity make it an attractive upgrade for those whose Tech III vessels are in need of an overall speed increase.

Subsystem Skill Bonus
5% bonus to max velocity per level

Skills Required
Amarr Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Legion Propulsion - Fuel Catalyst (subsystem)

Thanks to widespread demand in the Amarrian transport industry, fuel catalyst systems were one of the first to be developed for the Empire. Making full use of locally generated thermoelectric power, they are able to supplement the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners.

Subsystem Skill Bonus
10% bonus to afterburner speed per level

Skills Required
Amarr Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Legion Propulsion - Interdiction Nullifier (subsystem)

The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem’s initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention
of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down.

Subsystem Skill Bonus
5% increased agility per level

Role Bonus
Immunity to non-targeted interdiction

Skills Required
Amarr Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Legion Propulsion - Wake Limiter (subsystem)

This subsystem limits the wake left behind by a starship’s microwarpdrive, allowing a pilot to maintain a lowered signature radius while still moving at high speed. The underlying design is based on the same technology used by smaller Sleeper drones and empire-produced Interceptors. Although the engineering processes behind wake limiters have existed for quite some time in the empires, their application in modular subsystems has only become a possibility after fullerene polymers became more widely available.

Subsystem Skill Bonus
5% reduction in microwarpdrive signature radius penalty per level

Skills Required
Amarr Propulsion Systems I
Navigation V
24 hours$2.95
Loki

Loki (Minmatar Strategic Cruiser)

EVE Ship Description: For many Minmatar, the high mountains of Matar hold wonders unknown to the rest of New Eden: hidden glens, beautiful creatures, buried customs. Not surprisingly, the Krusual tribe lay claim to these mountains, their home for generations and base to their machinations.

Minmatar Strategic Cruiser Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level
24 hours$18.95
Subsystems_Defensive

Loki Defensive - Adaptive Augmenter (subsystem)

Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Loki’ armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor’s surface, guarding the flow of vital repairs against disruptive impact.

Subsystem Skill Bonus
5% bonus to all armor resistances per level

Skills Required
Minmatar Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Loki Defensive - Adaptive Shielding (subsystem)

Based on the same advanced technology employed by Sleeper drones to harden their armor plating, these tiny nano-assemblers have been reconfigured to improve a shield’s resistance to damage. The influx of superior construction materials and the modularity of Sleeper components have made even this drastic redesign into a fairly simple process.

Subsystem Skill Bonus
5% bonus to all shield resistances per level
10% bonus to shield transporter effectiveness per level

Skills Required
Minmatar Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Loki Defensive - Amplification Node (subsystem)

When confronted with the challenge of adapting Sleeper designs to produce shield boost amplification systems, Sebiestor engineers turned to the defense systems used by certain Talocan structures that had also been found amongst a few ancient ruins. In some rare cases, the shielding systems on Talocan facilities were constructed using a harmony of Sleeper and Talocan designs. The first successful production of a shield boost amplification node drew heavily upon early study of this particular combination.

Subsystem Skill Bonus
5% reduction in signature radius per level

Skills Required
Minmatar Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Loki Defensive - Warfare Processor (subsystem)

Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as
a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs.

Subsystem Skill Bonus
5% bonus to effectiveness of Skirmish Warfare Links per subsystem skill level

Role Bonus
99% reduction in Warfare Link module CPU need

Skills Required
Minmatar Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Electronics

Loki Electronics - Dissolution Sequencer (subsystem)

This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM.

Subsystem Skill Bonus
15% bonus to ship sensor strength, 5% bonus to max targeting range per level.

Skills Required
Minmatar Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Loki Electronics - Emergent Locus Analyzer (subsystem)

The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it.

Subsystem Skill Bonus
10% increase to scan strength of probes per level.
20% bonus to range and velocity of tractor beams per level.

Role Bonus
-99% reduced CPU need for Scan Probe Launchers.

Skills Required
Minmatar Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Loki Electronics - Immobility Drivers (subsystem)

Even millennia old, the technology employed by Sleeper drones is far from lacking. This is particularly true in the field of interdiction technology, where their capabilities often exceed contemporary systems. Consequently, this aspect of their fearsome arsenal has been the focus of much study and in some rare cases, the starting point for scientific breakthroughs. Minmatar researchers studied the long-range webification systems of the Sleeper drones from the moment they were discovered, quickly reverse engineering a subsystem for their Loki that could replicate the Sleeper’s own offensive modules. The end result is a noticeable amplification of a stasis webifier’s effective range.

Subsystem Skill Bonus
30% bonus to stasis webifier range per level

Skills Required
Minmatar Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Loki Electronics - Tactical Targeting Network (subsystem)

Many engineers have attempted to reproduce the precision of the Sleeper drones' weapon systems, but with very few results. The closest reproduction achieved thus far is this targeting network, a complex system of neurovisual interlays, automated trigger response units, and microscanning resolution ordinances. The combination of these processes produces a bonus to scan resolution, easing the targeting of enemies in space, as well as to signature radii, making the ship itself more difficult to target.

Subsystem Skill Bonus
15% bonus to scan resolution per level

Skills Required
Minmatar Electronic Systems I
Electronics V
24 hours$4.95
Subsystems_Engineering

Loki Engineering - Augmented Capacitor Reservoir (subsystem)

Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point.

Subsystem Skill Bonus
5% bonus to capacitor capacity per level.

Skills Required
Minmatar Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Loki Engineering - Capacitor Regeneration Matrix (subsystem)

Using the same technology that can be found inside the ancient Sleeper race’s guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel’s capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.

Subsystem Skill Bonus
5% reduction in capacitor recharge rate per level.

Skills Required
Minmatar Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Loki Engineering - Power Core Multiplier (subsystem)

Comprised of countless nanomachines that enhance the energy flow from a ship’s reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough.

Subsystem Skill Bonus
5% bonus to power output per level.

Skills Required
Minmatar Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Loki Engineering - Supplemental Coolant Injector(subsystem)

Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point.

Subsystem Skill Bonus
5% Reduction in the amount of heat damage absorbed by modules per level.

Skills Required
Minmatar Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Offensive

Loki Offensive - Covert Reconfiguration (subsystem)

From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that,
should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight.

Subsystem Skill Bonus
7.5% bonus to medium projectile turret rate of fire per level.

Skills Required
Minmatar Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$7.95
Subsystems_Offensive

Loki Offensive - Hardpoint Efficiency Configuration (subsystem)

From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that,
should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight.

Subsystem Skill Bonus
7.5% bonus to medium projectile turret rate of fire per level
7.5% bonus to missile launcher rate of fire per level

Skills Required
Minmatar Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Offensive

Loki Offensive - Projectile Scoping Array (subsystem)

Scoping arrays were mostly out of fashion in recent ship design, but Sleeper technology has brought them somewhat back into vogue. Based upon the remarkable flexibility fullerene-based technology, Sleeper-based scoping arrays allowed projectile weaponry to produce longer-ranged accuracy without reducing the weapon's rate-of-fire. While a resurgence of scoping arrays is not expected, this subsystem certainly shows its uses in modern warfare.

Subsystem Skill Bonus
7.5% bonus to medium projectile turret rate of fire per level
10% bonus to medium projectile falloff per level

Skills Required
Minmatar Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$7.95
Subsystems_Offensive

Loki Offensive - Turret Concurrence Registry (subsystem)

Increasing the firing rate of projectile weaponry is no easy task, yet the introduction of Sleeper technology has made this job more achievable. This registry is based on the idea of concurrence, where firing mechanisms can recycle energy among multiple turret emissions. This recycled energy is not only sustainable, but more powerful as well, a marvel considering its relatively normal power output (in comparison with other turret systems). Thus, not only are projectile turrets discharged at a higher rate and with more damage potential, but no extra energy is required.

Subsystem Skill Bonus
10% bonus to medium projectile turret damage per level
10% bonus to medium projectile turret optimal range per level
7.5% bonus to medium projectile turret tracking per level

Skills Required
Minmatar Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Propulsion

Loki Propulsion - Chassis Optimization (subsystem)

This subsystem exploits the latest technological advances afforded by discovery of the ancient Sleeper race’s own designs. Optimizations made to the chassis allow for vast improvements to be made to a Loki’s base velocity. Although the various layout optimizations sacrifice other options for propulsion customization, the flow-on effects from an increase in base velocity make it an attractive upgrade for those whose Tech III vessels are in need of an overall speed increase.

Subsystem Skill Bonus
5% bonus to max velocity per level

Skills Required
Minmatar Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Loki Propulsion - Fuel Catalyst (subsystem)

Thanks to widespread demand in many Minmatar industries, fuel catalyst systems were one of the first to be developed. Making full use of locally generated thermoelectric power, they are able to partially meet the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners.

Subsystem Skill Bonus
10% bonus to afterburner speed per level

Skills Required
Minmatar Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Loki Propulsion - Intercalated Nanofibers (subsystem)

Constructed from hard yet lightweight fullerene polymers, these intercalated fibers boost the agility of a starship without compromising its structural resilience. Even though basic nanofibers have existed for hundreds of years, the integration of various Sleeper-based salvage and other polymers takes the technology to a completely new level of modularity. This has allowed the same centuries-old technology to be ported over to the new Tech III paradigm.

Subsystem Skill Bonus
5% increased agility per level.

Skills Required
Minmatar Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Loki Propulsion - Interdiction Nullifier (subsystem)

The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem’s initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became
widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of
Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down.

Subsystem Skill Bonus
5% increased agility per level

Role Bonus
Immunity to non-targeted interdiction

Skills Required
Minmatar Propulsion Systems I
Navigation V
24 hours$2.95
Skill

Minmatar Defensive Systems (skill)

Skill in the operation of Minmatar Defensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Mechanic V
Shield Operation III
Engineering I
24 hours$1.95
Skill

Minmatar Electronic Systems (skill)

Skill in the operation of Amarr Electronic Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Electronics V
24 hours$1.95
Skill

Minmatar Engineering Systems (skill)

Skill in the operation of Minmatar Engineering Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Intelligence
Secondary Attribute: Memory
Training Time Multiplier: x 1

EVE Skills Required
Engineering V
24 hours$1.95
Skill

Minmatar Offensive Systems (skill)

Skill in the operation of Minmatar Offensive Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Gunnery III
Missile Launcher Operation V
24 hours$1.95
Skill

Minmatar Propulsion Systems (skill)

Skill in the operation of Minmatar Propulsion Subsystems used on Tech III ships.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 1

EVE Skills Required
Navigation V
24 hours$1.95
Skill

Minmatar Strategic Cruiser (skill)

Skill at operating Minmatar Strategic Cruisers.

EVE Skill Attributes
Primary Attribute: Perception
Secondary Attribute: Willpower
Training Time Multiplier: x 5
24 hours$1.95
Proteus

Proteus (Gallente Strategic Cruiser)

EVE Ship Description: Freedom is liquid, supple, mellifluous. It surrounds us, engulfs our bodies, drowns our fear. We plumb freedom’s depths and consume the nourishment within. From these waters, we are born; when we die, we shall return to those waters.

Gallente Strategic Cruiser Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level
24 hours$19.95
Subsystems_Defensive

Proteus Defensive - Adaptive Augmenter (subsystem)

Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Proteus’ armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor’s surface, guarding the flow of vital repairs against disruptive impact.

Subsystem Skill Bonus
5% bonus to all armor resistances per level.
10% bonus to remote armor repair system effectiveness per level

Skills Required
Gallente Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Proteus Defensive - Augmented Plating (subsystem)

This subsystem interfaces with drones only moments before they are launched, coating their armor in a thin and highly-resilient metallofullerene film. Although only a few millimeters thick, it represents over a million layers of hardened alloys and offers a substantial increase in the effective armor amount of a deployed drone.

Subsystem Skill Bonus
10% bonus to armor hitpoints per level

Skills Required
Gallente Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Proteus Defensive - Nanobot Injector (subsystem)

The advanced Sleeper-based technology in this subsystem is focused on increasing the effectiveness of a vessel’s armor nanobots. When integrated into the hull of a Proteus, it offers a substantial increase in the armor output of any repair modules fitted, whether local or remote. Although the subsystem offers the same end result as other built-in armor repair augmentations, the technology driving it operates in a vastly different way, allowing for easy removal from its host vessel.

Subsystem Skill Bonus
10% bonus to armor repairer effectiveness per level

Skills Required
Gallente Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Proteus Defensive - Warfare Processor (subsystem)

After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper
designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications.

Subsystem Skill Bonus
5% bonus to effectiveness of Information Warfare Links per subsystem skill level

Role Bonus
99% reduction in Warfare Link module CPU need

Skills Required
Gallente Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Electronics

Proteus Electronics - CPU Efficiency Gate (subsystem)

New technologies have resulted in a noticeable increase in CPU efficiency, as better nanotech enables further miniaturization of circuits, the result of which is a marked decrease in system bottlenecking. This CPU efficiency gate capitalizes on that technology, offering a pilot greater CPU output.

Subsystem Skill Bonus
5% bonus to CPU per level

Skills Required
Gallente Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Proteus Electronics - Dissolution Sequencer (subsystem)

New technologies have resulted in a noticeable increase in CPU efficiency, as better nanotech enables further miniaturization of circuits, the result of which is a marked decrease in system bottlenecking. This CPU efficiency gate capitalizes on that technology, offering a pilot greater CPU output.

Subsystem Skill Bonus
15% bonus to ship sensor strength
5% bonus to max targeting range per level

Skills Required
Gallente Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Proteus Electronics - Emergent Locus Analyzer (subsystem)

The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it.

Subsystem Skill Bonus
10% increase to scan strength of probes per level
20% bonus to range and velocity of tractor beams per level

Role Bonus
-99% reduced CPU need for Scan Probe Launchers

Skills Required
Gallente Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Proteus Electronics - Friction Extension Processor (subsystem)

The friction extension processor capitalizes on recent advances made in fullerene-based component development. The system works on a similar design to interdiction spheres by expanding a ship's warp interdiction range. The technology behind it has existed in theory for some years, dating back to when engineers first began development of Heavy Interdictors. They noticed an increased efficiency in the electronic disruption of fullerene molecules when combined with the static disruption energies of the spheres. When more fullerene-based materials suddenly became available, it was only a matter of further testing before theory became reality.

Subsystem Skill Bonus
10% bonus to warp disruptor and warp scrambler range per level

Skills Required
Gallente Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Engineering

Proteus Engineering - Augmented Capacitor Reservoir (subsystem)

Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point.

Subsystem Skill Bonus
5% bonus to drone MWD speed per level
7.5% bonus to drone hitpoints per level

Skills Required
Gallente Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Proteus Engineering - Capacitor Regeneration Matrix (subsystem)

Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.

Subsystem Skill Bonus
5% reduction in capacitor recharge rate per level

Skills Required
Gallente Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Engineering

Proteus Engineering - Power Core Multiplier (subsystem)

Comprised of countless nanomachines that enhance the energy flow from a ship’s reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough.

Subsystem Skill Bonus
5% bonus to power output per level

Skills Required
Gallente Engineering Systems I
Engineering V
24 hours$12.95
Subsystems_Engineering

Proteus Engineering - Supplemental Coolant Injector (subsystem)

Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare.

Subsystem Skill Bonus
5% Reduction in the amount of heat damage absorbed by modules per level

Skills Required
Gallente Engineering Systems I
Engineering V
24 hours$1.95
Subsystems_Offensive

Proteus Offensive - Covert Reconfiguration (subsystem)

From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that,
should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight.

Subsystem Skill Bonus
5% bonus to medium hybrid turret damage per level

Role Bonus
5% bonus to medium hybrid turret damage per level

Skills Required
Gallente Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$7.95
Subsystems_Offensive

Proteus Offensive - Dissonic Encoding Platform (subsystem)

A unique application of fullerene material can be found in this platform, where vibrations from the metallic plating transfer from turret to hybrid charge. Discharged ammo immersed in this dissonic frequency maintains its shape and velocity pattern once launched towards a target. However, upon impact, the ammo undulates in an unstable fashion, transfering the frequency to its target and thereby causing more damage.

Subsystem Skill Bonus
10% bonus to medium hybrid turret damage per level
10% bonus to medium hybrid turret falloff per level
7.5% bonus to medium hybrid turret tracking per level

Skills Required
Gallente Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Offensive

Proteus Offensive - Drone Synthesis Projector (subsystem)

Sleeper drones, while completely devoid of modern shielding technology, are nonetheless sturdy, mainly due to their metallofullerene armor plating and hull composition. Most of these technological applications are for capsuleer vessels, but a few rogue Gallente firms have quietly created this bay for use with contemporary drones. When drones are docked into this system, the projection system enhances their damage capabilities, both in absorbing and delivering damage, through the creation of a fullerene-based field around the drones.


Subsystem Skill Bonus
5% bonus to medium hybrid turret damage per level
10% bonus to drone damage per level
7.5% bonus to drone hitpoints per level

Skills Required
Gallente Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Offensive

Proteus Offensive - Hybrid Propulsion Armature (subsystem)

This complex armature is composed of fullerene composites and based upon the understood weapons mechanics of salvaged Sleeper drones. Gallente researchers have fused this technology with the emerging theories on magnetic resonance and microwarp capabilities to power the kinetic energy systems of hybrid turrets. With these mechanics in place, the propulsion armature creates an effective distribution module for hybrid charges, bolstering their damage output and their falloff rate.

Subsystem Skill Bonus
10% bonus to medium hybrid turret damage per level
10% bonus to medium hybrid turret falloff per level

Skills Required
Gallente Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Propulsion

Proteus Propulsion - Gravitational Capacitor (subsystem)

This subsystem lowers the capacitor cost of warping and increases actual warp speed. With the influx of fullerene-based polymers and the discovery of Sleeper drone technology, the same fundamental principles once only sparingly employed in advance scout vessels such as Covert Ops and Interceptors could be re-applied to modular Tech III vessels. Although the Caldari claim to have been the first to successfully reverse-engineer these subsystems, the Federation argues that they were the first to deliver the breakthrough. Despite the contention, neither party seems keen to publicize the research data necessary to back their respective claims.

Subsystem Skill Bonus
15% bonus to warp speed per level
15% reduction in capacitor need when initiating warp per level

Skills Required
Gallente Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Proteus Propulsion - Interdiction Nullifier (subsystem)

Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres.

Subsystem Skill Bonus
5% increased agility per level

Role Bonus
Immunity to non-targeted interdiction

Skills Required
Gallente Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Proteus Propulsion - Localized Injectors (subsystem)

This subsystem uses molecular-level nanotubes to increase the combustive efficiency of afterburners. Fuel is injected locally in a far more effective and controllable manner, thereby reducing the draw on the capacitor system. Although the decrease in capacitor use is relatively modest, even minute enhancements at this level can mean the difference between victory and defeat.

Subsystem Skill Bonus
15% reduction in afterburner and microwarpdrive capacitor consumption per level

Skills Required
Gallente Propulsion Systems I
Navigation V
24 hours$3.95
Subsystems_Propulsion

Proteus Propulsion - Wake Limiter (subsystem)

This subsystem limits the wake left behind by a starship’s microwarpdrive, allowing a pilot to maintain a lowered signature radius while still moving at high speed. The underlying design is based on the same technology used by smaller Sleeper drones and empire-produced Interceptors. Although the engineering processes behind wake limiters have existed for quite some time in the empires, their application in modular subsystems has only become a possibility after fullerene polymers became more widely available.

Subsystem Skill Bonus
5% reduction in microwarpdrive signature radius penalty per level

Skills Required
Gallente Propulsion Systems I
Navigation V
24 hours$2.95
Tengu

Tengu (Caldari Strategic Cruiser)

EVE Ship Description: When we first saw the flock, we were surrounded, caught in a spectacle of stimuli. Brilliant colors, dancing lights, beautiful cacophonies, wafting ambrosia. Those birds surrounded us, each one a different shape, an altered species, a new wonder. I tried to follow a single bird, but my efforts were futile: Transformation is natural to their existence. Imagine it: an undulating mass, a changing mob, all those beasts partaking in wonderful transmogrification.

Caldari Strategic Cruiser Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level
24 hours$20.95
Subsystems_Defensive

Tengu Defensive - Adaptive Shielding (subsystem)

Based on the same advanced technology employed by Sleeper drones to harden their armor plating, these tiny nano-assemblers have been reconfigured to improve a shield’s resistance to damage. The influx of superior construction materials and the modularity of Sleeper components have made even this drastic redesign into a fairly simple process.

Subsystem Skill Bonus
5% bonus to all shield resistances per level
10% bonus to shield transporter effectiveness per level

Skills Required
Caldari Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Tengu Defensive - Amplification Node (subsystem)

When confronted with the challenge of adapting Sleeper designs to produce shield boost amplification systems, Caldari engineers turned to the defense systems used by certain Talocan structures that had also been found in a few ancient ruins. In some rare cases, the shielding systems on Talocan facilities were constructed using a harmony of Sleeper and Talocan designs. The first successful production of a shield boost amplification node drew heavily upon early study of this particular combination.

Subsystem Skill Bonus
10% bonus to shield booster effectiveness per level

Skills Required
Caldari Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Defensive

Tengu Defensive - Supplemental Screening (subsystem)

Making full use of recent scientific advances afforded by the discovery of ancient technologies, Caldari starship designers have reverse engineered the equipment behind the Sleeper’s metallofullerene armor plating. Through a complex substitution method, skilled engineers and physicists have been able to supplement a Tengu’s shields, offering increased survivability for a pilot under heavy fire.

Subsystem Skill Bonus
10% bonus to shield hitpoints per level.

Skills Required
Caldari Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$7.95
Subsystems_Defensive

Tengu Defensive - Warfare Processor (subsystem)

After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper
designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications. Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs.

Subsystem Skill Bonus
5% bonus to effectiveness of Siege Warfare Links per subsystem skill level

Role Bonus
99% reduction in Warfare Link module CPU need

Skills Required
Caldari Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
24 hours$6.95
Subsystems_Electronics

Tengu Electronics - CPU Efficiency Gate (subsystem)

New technologies have resulted in a noticeable increase in CPU efficiency, as better nanotech enables further miniaturization of circuits, the result of which is a marked decrease in system bottlenecking. This CPU efficiency gate capitalizes on that technology, offering a pilot greater CPU output.

Subsystem Skill Bonus
5% bonus to CPU per level

Skills Required
Caldari Electronic Systems I
Electronics V
24 hours$3.95
Subsystems_Electronics

Tengu Electronics - Dissolution Sequencer (subsystem)

This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM.

Subsystem Skill Bonus
15% bonus to ship sensor strength
5% bonus to targeting range per level

Skills Required
Caldari Electronic Systems I
Electronics V
24 hours$3.95
Subsystems_Electronics

Tengu Electronics - Emergent Locus Analyzer (subsystem)

The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength,
but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it.

Subsystem Skill Bonus
10% increase to scan strength of probes per level.
20% bonus to range and velocity of tractor beams per level

Role Bonus
-99% reduced CPU need for Scan Probe Launchers

Skills Required
Caldari Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Electronics

Tengu Electronics - Obfuscation Manifold (subsystem)

This subsystem operates using the same fundamental mechanics as the signal distortion amplifier. When installed into a Tech III vessel, the fullerene-based components resonate with any ECM modules fitted , bolstering their disruptive strength.

Subsystem Skill Bonus
10% bonus to ECM target jammer optimal range per level

Skills Required
Caldari Electronic Systems I
Electronics V
24 hours$2.95
Subsystems_Engineering

Tengu Engineering - Augmented Capacitor Reservoir (subsystem)

Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point.

Subsystem Skill Bonus
5% bonus to capacitor capacity per level

Skills Required
Caldari Engineering Systems I
Engineering V
24 hours$3.95
Subsystems_Engineering

Tengu Engineering - Capacitor Regeneration Matrix (subsystem)

Using the same technology that can be found inside the ancient Sleeper race’s guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel’s capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.

Subsystem Skill Bonus
5% reduction in capacitor recharge rate per level.

Skills Required
Caldari Engineering Systems I
Engineering V
24 hours$3.95
Subsystems_Engineering

Tengu Engineering - Power Core Multiplier (subsystem)

Comprised of countless nanomachines that enhance the energy flow from a ship’s reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough.

Subsystem Skill Bonus
5% bonus to power output per level

Skills Required
Caldari Engineering Systems I
Engineering V
24 hours$3.95
Subsystems_Engineering

Tengu Engineering - Supplemental Coolant Injector (subsystem)

When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope.

Subsystem Skill Bonus
5% Reduction in the amount of heat damage absorbed by modules per level

Skills Required
Caldari Engineering Systems I
Engineering V
24 hours$2.95
Subsystems_Offensive

Tengu Offensive - Accelerated Ejection Bay (subsystem)

This missile launcher system was formed not from the missile bays of Sleeper drones, but from the direct-fire turrets and hardpoints salvaged from them instead. Adapting the underlying technology behind the drones' rapid-firing turrets for their own missile systems, Caldari engineers have managed to revolutionize modular launching mechanisms, improving launch speed and kinetic warhead payloads.

Subsystem Skill Bonus
5% bonus to kinetic missile damage per level
7.5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level
10% bonus to heavy missile and heavy assault missile velocity per level

Skills Required
Caldari Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$7.95
Subsystems_Offensive

Tengu Offensive - Covert Reconfiguration (subsystem)

From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that,
should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight.

Subsystem Skill Bonus
5% bonus to medium hybrid turret damage per level

Role Bonus
100% reduction in Cloaking Device CPU use

Skills Required
Caldari Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$6.95
Subsystems_Offensive

Tengu Offensive - Magnetic Infusion Basin (subsystem)

This subsystem serves as a specialized storage bin for a ship's hybrid ammo. The basin, however, also serves as a cyclotron, infusing the ammo with magnetic energy immediately before it is injected into the turret. The amplified ammo has an increased range and damage potential.

Subsystem Skill Bonus
5% bonus to medium hybrid turret damage per level
20% bonus to medium hybrid turret optimal range per level

Skills Required
Caldari Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$3.95
Subsystems_Offensive

Tengu Offensive - Rifling Launcher Pattern (subsystem)

This missile launcher system was formed not from the missile bays of Sleeper drones, but from the direct-fire turrets and hardpoints salvaged from them instead. Adapting the underlying technology behind the drones' rapid-firing turrets for their own missile systems, Caldari engineers have managed to revolutionize modular launching mechanisms, improving launch speed and kinetic warhead payloads.

Subsystem Skill Bonus
10% bonus to ECM target jammer strength per level
5% bonus to Heavy, Heavy Assault and Assault Missile Launcher Rate of Fire per level

Skills Required
Caldari Offensive Systems I
Gunnery V
Missile Launcher Operation III
24 hours$4.95
Subsystems_Propulsion

Tengu Propulsion - Fuel Catalyst (subsystem)

The ancient Sleeper race was known to have mastered various sustainable energy technologies including thermoelectric systems, which they usually built directly into a vessel’s hull. Capsuleer reverse-engineers took little time to adapt salvaged versions of these Sleeper energy systems into their own modular Tech III vessel pieces.

Subsystem Skill Bonus
10% bonus to afterburner speed per level

Skills Required
Caldari Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Tengu Propulsion - Gravitational Capacitor (subsystem)

This subsystem lowers the capacitor cost of warping and increases actual warp speed. With the influx of fullerene-based polymers and the discovery of Sleeper drone technology, the same fundamental principles once only sparingly employed in advance scout vessels such as Covert Ops and Interceptors could be re-applied to modular Tech III vessels. The Caldari are said to have been the first empire to benefit from reverse-engineering attempts aimed at producing these subsystems, something which the Gallente Federation’s own scientists flatly deny.

Subsystem Skill Bonus
15% bonus to warp speed per level
15% reduction in capacitor need when initiating warp per level

Skills Required
Caldari Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Tengu Propulsion - Intercalated Nanofibers (subsystem)

Constructed from hard yet lightweight fullerene polymers, these intercalated fibers boost the agility of a starship without compromising its structural resilience. Even though basic nanofibers have existed for hundreds of years, the integration of various Sleeper-based salvage and other polymers takes the technology to a completely new level of modularity. This has allowed the same centuries-old technology to be ported over to the new Tech III paradigm.

Subsystem Skill Bonus
5% increased agility per level

Skills Required
Caldari Propulsion Systems I
Navigation V
24 hours$2.95
Subsystems_Propulsion

Tengu Propulsion - Interdiction Nullifier (subsystem)

Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres.

Subsystem Skill Bonus
5% increased agility per level

Role Bonus
Immunity to non-targeted interdiction

Skills Required
Caldari Propulsion Systems I
Navigation V
24 hours$2.95


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