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Item

Remote Sensor Booster II

Remote Sensor Booster · Module · Remote Sensor Boosters

Market prices for Remote Sensor Booster IIBuild it: materials and costEverything in Remote Sensor Booster

Volume
5 m³
unpacked
Packaged
5 m³
cargo space per unit
Mass
—
mass does not apply to this item
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
1964
as used by ESI

What the game says about it

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.

Attributes

The same numbers the game shows in Show Info.

Fitting

  • Powergrid Usage1 MW
  • CPU usage36 tf

Structure

  • Structure Hitpoints40 HP
  • Capacity1 m³

Capacitor

  • Activation Cost24 GJ

Turrets

  • Effectiveness Falloff60 km
  • Optimal Range30 km

Heat

  • Heat Damage3.4 HP

Miscellaneous

  • Activation time / duration10 s
  • Charge sizesmall
  • Gravimetric Strength60%
  • Ladar Strength60%
  • Magnetometric Strength60%
  • Meta Level5
  • Overload Effectiveness Bonus15%
  • Radar Strength60%
  • Reload Time0 s
  • Required Thermodynamics Level1
  • Tech Level2
  • Used with (Charge Group)Sensor Booster ScriptSee all 3 compatible charges

Bonuses

  • Maximum Targeting Range Bonus40%
  • Scan Resolution Bonus33%

Skills needed to use it

Every skill with the skills it needs in turn - train from the bottom up.

2 skills in total · 143,765 skill points from scratch

Variations

The whole Remote Sensor Booster II family, as the game's Variations tab lists it - by tier and meta level.

Tech I 4

Tech II 1

  • Remote Sensor Booster IIMeta level 5

Faction 2

Storyline 1

What Remote Sensor Booster II is built from

Manufacturing from Remote Sensor Booster II Blueprint. Price the whole chain

Remote Sensor Booster II in EVE Online

This page is the dictionary entry: what the item is, what it weighs, how much room it takes in a hold and - when a blueprint exists - what goes into making one. The numbers come from the game's own data, so they change when CCP patches the game and not before.

Prices are deliberately somewhere else. What something costs is a question about one item in one place at one moment, and its market page answers it properly: best sell, best buy and every order we have stored, region by region.