Equipment S Scale

Strategic Equipment

This section deals with the rules and statistics for equipment on the strategic scale- the weapons and tools of Superheavies, Evangelions and Starships.

Most constructs use equipment in some way. Weapons are ubiquitous in the Starfleet Superheavy Corps, but various tools, gear, ammunition types and upgrades are also widely used.

Using Equipment

Using equipment typically requires an action, even if it's merely a Free Action. Furthermore, some equipment requires the use of a Construct's hands (and can't be used if the Construct has none handy), whilst some can be used automatically as it is built into the unit.

Sometimes, equipment requires the use of a particular skill or characteristic test. The instructions for equipment are listed in the equipment's section or profile.

Acquiring Equipment

Every Cycle, all members of the Group have the opportunity to make Requisitions, by which they acquire new equipment for their Constructs. To make a Requisition, they must compare their group's Supply Level this Cycle to the 'Value' level of the Equipment. If the Supply Level is equal or greater, then they may take the item. Each member of the Group may only make a number of Requisitions each Cycle equal to the group's Supply Level.

Equipment that is damaged or rendered inoperable is repaired for free after a battle, but equipment that is destroyed outright must be replaced completely, requiring new Requisitions.

Requisitioned grenades, missiles, spacecraft, special ammo etc. are replenished for free at the start of each Cycle, so long as you have requisitioned them once.

Melee Weapons

Melee Weaponry is used in close combat, and includes solid weapons, energy weapons and progressive weapons. Most weapons have a range of '1', meaning they can only be used against enemies adjacent to you (ie. Enemies you are Engaged with).

Melee Weapons have three fundamental classes: One Handed, Two Handed and Thrown.

  • One Handed Weapons only require the one hand to wield. One-handed weapons that deal 1d5 damage can be readied as a Free Action.
  • Two Handed Weapons require both weapons to wield. They are also typically slower and clumsier, but do more damage per hit.
  • Thrown Weapons can be thrown like a javelin or throwing axe. They use the Range in brackets when thrown; throwing is still a WS test. Thrown weapons cannot be used as part of a Flurry.

All Melee Weapons add the wielder's Strength Bonus to the damage dealt.

Melee Weapons have the following fields:

  • Name: The weapon's name.
  • Class: The weapon's class (One Handed or Two Handed)
  • Range: The weapon's range in squares (which is usually 1.)
  • Hits: When using this weapon as part of a Flurry, the max number of hits you can choose to do with it is this number. If it is a dash ('-'), then it is your WSB. If it is a plus or minus, then it is your WSB plus or minus the listed amount (min. 1)
  • Damage: The damage dealt and the damage type. Adds your SB to the result.
  • Penetration: For each point of penetration, the weapon's hits ignore 1 point of AP on the target.
  • Qualities: Any special Qualities that modify how the weapon acts.
  • Value: The Supply Level you must have access to in order to requisition the weapon.
  • Notes: Any miscellaneous notes.
Name Class Range Hits Damage Penetration Qualities Value Notes
Solid Weapons
Shield One Handed 1 - 1d5 Impact 0 Shield (2); Defensive 1 -
Smash Hammer One Handed 1 -2 1d10+3 Impact 0 Softening (1) 1 -
Sword Bayonet One Handed 1 - 1d10+3 Rending 0 - 1 Can be affixed to a Basic weapon as a Half Action.
Tesla Baton One Handed 1 - 1d10+1 Impact 0 Shocking 1 -
Whip Sword One Handed 4 - 1d10+2 Rending 0 Cleaving, Rapid 3 -
Sigilite Lance One Handed/Thrown 1(20) -1 1d10+2 Rending 2 Breaching, Sigil-Edge 4 -
Demolisher Mace Two Handed 1 -3 2d10+2 Impact 1 Concussive, Softening (2); Unwieldy 4 -
Sigilite Staff Two Handed 1 -3 2d10 Impact 0 Projection (10), Sigil-Edge 5 -
Energy Weapons
Positron Sting One Handed 1 +2 1d5+1 Energy 3 Breaching, Powerfield (15), Rapid 2 Can be affixed to a Basic weapon as a Half Action.
Positron Sabre One Handed 1 - 1d10+4 Energy 5 Breaching, Balanced, Powerfield (25) 3 -
Fusion Lance One Handed 1 1 1d10+3 Energy 8 Anti-Armour, Felling (4), Unwieldy 5 -
Plasma Sabre One Handed 1 - 1d10+6 Energy 6 Breaching, Powerfield (35), Vengeful (1) 7 -
Positron Changdao Two Handed 1 -3 2d10+3 Energy 6 Breaching, Powerfield (40), Unbalanced 9 -
Progressive Weapons
Prog Pilum Thrown 20 1 2d10+3 Rending 4 Flame, Proven (4), Tearing 2 Unusable for the rest of the battle on use.
Prog Knife One Handed 1 +2 1d5+3 Rending 3 Balanced, Proven (3), Rapid, Tearing 1 Can be affixed to a Basic weapon as a Half Action.
Prog Sword One Handed 1 - 1d10+4 Rending 3 Balanced, Flame, Proven (4), Tearing 3 -
Prog Axe One Handed 1 -2 1d10+6 Rending 4 Flame, Proven (4), Tearing, Unbalanced 4 -
Prog Sarissa One Handed/Thrown 3(15) -1 1d10+4 Rending 3 Flame, Proven (4), Tearing 4 -
Prog Claw One Handed 1 - 1d10+4 Rending 4 Gauntlet; Flame, Proven (4), Tearing 5 -
Prog Executioner Two Handed 1 -3 2d10+4 Rending 4 Flame, Proven (5), Tearing, Unwieldy 8 -

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Ranged Weapons

Ranged Weaponry is used to damage enemies from afar, and includes impact weapons, energy weapons, rending weapons and explosive weapons.

Ranged Weapons have five fundamental classes: Pistol, Basic, Heavy, Launcher and Capital.

  • Pistols require only one hand to wield, and can be holstered or drawn as a Free Action. They can be fired in melee, but forfeit the Point Blank bonus.
  • Basic weapons are rifles, shotguns etc. that typically use both hands to wield. They can be wielded one-handed, but doing so incurs a -20 penalty to hit.
  • Heavy Weapons require two hands to wield, and must be braced before firing, or else incur a -30 penalty to hit.
  • Capital Weapons are very heavy weapons that are mounted on capital ships, and cannot be wielded by Superheavies or Evangelions.
  • Launcher Weapons are Basic, Heavy or Capital Weapons that use a form of specialised ammo- either Grenades, Missiles or Spacecraft. They derive all of their benefit from their loaded ammunition.

Furthermore, Ranged Weapons possess three types of 'launcher ammo': Grenades, Missiles and Spacecraft.

  • Grenades Can be held in the hand and thrown, but they can also be loaded into a Launcher that fires Grenades to give them extra range. They can be shot down with Point Defense tests.
  • Missiles Must be fired from a Missile Launcher. They can be shot down with Point Defense tests.
  • Spacecraft Must be launched from a Hangar, and represent a wing of small fighters or bombers that are either destroyed or return for refueling. They can be shot down with Point Defense tests.

Melee Weapons have the following fields:

  • Name: The weapon's name.
  • Class: The weapon's class (Pistol, Basic, Heavy, Capital, Launcher, Grenade, Missile, Spacecraft)
  • Range: The weapon's range in squares
  • Hits: When using this weapon as part of a Burst, the max number of hits you can choose to do with it is this number. If it is a dash ('-'), then it is your BSB. If it is a plus or minus, then it is your BSB plus or minus the listed amount (min. 1)
  • Damage: The damage dealt and the damage type.
  • Penetration: For each point of penetration, the weapon's hits ignore 1 point of AP on the target.
  • Qualities: Any special Qualities that modify how the weapon acts.
  • Clip: The size of the weapon's ammunition clip, how many times it can be fired before needing to reload.
  • Reload: How many Actions it requires to reload.
  • Value: The Supply Level you must have access to in order to requisition the weapon.
  • Notes: Any miscellaneous notes.
Name Class Range Hits Damage Penetration Qualities Clip Reload Value Notes
Impact Weapons
PD Gun Pistol 20 4 1d10 Impact 0 Defensive, Reliable 12 1 Half 1 -
Rail Pistol Pistol 25 3 1d10+3 Impact 0 Rapid, Reliable 9 1 Half 1 -
Rail Battlerifle Basic 80 3 1d10+4 Impact 2 Accurate, Reliable, Snapshot 12 1 Full 1 -
Rail Carbine Basic 60 8 1d10+4 Impact 0 Carbine, Rapid, Reliable 24 1 Full 1 -
Toxgun Basic 50 3 1d10+4 Impact 1 Fire, Felling (2), Toxic (1) 6 1 Full 2 -
Grenade Launcher Basic Launcher 60 1 As Grenade '' Indirect (3), as Grenade 6 1 Full 2 -
Gatling Railgun Heavy 60 12 1d10+4 Impact 0 Blitz, Rapid 60 1 Full 3 -
Railcannon Heavy 120 1 2d10+5 Impact 5 Longshot, Oversized (10) 6 1 Full 5 -
Missile Launcher Heavy Launcher 120 1 As Missile '' Indirect (5), Longshot, as Missile 2 1 Full 3 -
Boarding Chain Capital 30 1 2d10 Impact 15 Snare; Inaccurate, Ungainly - - 1 -
Small Hangar Capital Hangar 200 1 As Spacecraft '' '' 2 1 Free 1 -
Medium Hangar Capital Hangar 250 2 As Spacecraft '' '' 3 1 Free 2 -
Large Hangar Capital Hangar 300 3 As Spacecraft '' '' 4 1 Free 4 -
Energy Weapons
Markerlight Pistol 60 1 - - Markerlight 2 - 1 -
Pulse Pistol Pistol 25 3 1d10+3 Energy 0 Balanced, Disrupt (1), Subdual 12 1 Half 1 -
Positron Pistol Pistol 20 2 1d10+4 Energy 5 Breaching; Overheats 8 1 Half 3 -
Pulse Rifle Basic 60 4 1d10+2 Energy 4 Carbine, Accurate, Disrupt (1), Subdual 20 1 Half 1 -
Positron Rifle Basic 40 3 1d10+8 Energy 8 Breaching 12 1 Full 4 -
Fusion Gun Basic 10 1 1d10+4 Energy 12 Anti-Armour, Felling (4), Softening (4), Overheats 3 1 Full 5 -
Plasma Gun Basic 40 2 1d10+10 Energy 10 Breaching, Vengeful (1); Overheats 6 1 Full 7 -
Positron Cannon Heavy 80 1 2d10+6 Energy 6 Blast (3); Breaching; Overheats, Oversized (10) 6 1 Full 6 -
Pulse Burstgun Heavy 60 10 1d10+3 Energy 4 Blits, Disrupt (1), Rapid, Subdual 4 1 Full 6 -
Fusion Blaster Heavy 15 1 1d10+5 Energy 12 Spray; Anti-Armour, Felling (4), Softening (4); Overheats, Unreliable 3 1 Full 7 -
Plasma Cannon Heavy 70 1 2d10+10 Energy 10 Breaching, Vengeful (1); Overheats, Oversized (20), Unreliable 4 1 Full 10 -
Impact Cannon Capital 120 1 3d10 Energy 15 Blast (2); Breaching, Ungainly - - 2 -
Nova Pulsar Gun Capital 140 1 2d10+2 Energy 6 Blast (5); Disrupt (10) - - 4 -
Plasma Caster Capital 140 1 3d10+5 Energy 20 Breaching; Overheats, Ungainly, Unreliable - - 7 -
Fusion Striker Capital 20 1 2d10+2 Energy 15 Anti-Armour, Felling (4), Softening (4); Overheats, Ungainly, Unreliable - - 5 -
Rending Weapons
Shuriken Pistol Pistol 20 4 1d10+1 Rending 4 Anti-Armour, Felling (2), Rapid 12 1 Half 3 -
Shuriken Rifle Basic 50 8 1d10+2 Rending 5 Anti-Armour, Blitz, Felling (2), Rapid 24 1 Full 5 -
Shuriken Cannon Heavy 60 12 1d10+3 Rending 5 Anti-Armour, Blitz, Felling (2), Rapid 36 1 Full 7 -
Crystaline Net Heavy 30 1 2d10+4 Rending 5 Blast (2); Anti-Armour, Felling (2), Snare 2 1 Full 8 -
Explosive Weapons
Bolt Pistol Pistol 20 2 1d10+5 Explosive 5 Concussive, Tearing 6 1 Half 3 -
Bolter Basic 40 4 1d10+6 Explosive 6 Concussive, Tearing 12 1 Full 4 -
Bolt Shotgun Basic 20 2 1d10+6 Explosive 6 Tight; Concussive, Tearing 6 1 Full 5 -
Stalker Bolter Basic 50 1 1d10+8 Explosive 6 Accurate, Concussive, Tearing 6 1 Full 6 -
Heavy Bolter Heavy 50 8 1d10+6 Explosive 6 Blitz, Concussive, Rapid, Tearing 24 2 Full 8 -
Earthshaker Cannon Heavy 100 1 3d10+3 Explosive 3 Blast (6), Concussive, Indirect (4), Tearing; Oversized (20) 3 1 Full 9 -
Superbolt Catapult Capital 160 1 3d10 Explosive 7 Blast (8), Concussive, Indirect (4), Tearing; Ungainly, Unreliable - - 6 -
Launcher Ammo
Crack Grenade Grenade SB*3 1 1d10+8 Explosive 6 Blast (1); Felling (2) 1 1 Half 1 -
Frag Grenade Grenade SB*3 1 2d10 Explosive 0 Blast (4); Proven (3), Tearing 1 1 Half 1 -
Haze Grenade Grenade SB*3 1 - - Blast (5); Haze 1 1 Half 1 -
EMP Grenade Grenade SB*3 1 2d10 Energy 6 Blast (2); Shocking 1 1 Half 3 Only effective on Machines.
Frag Missile Missile - 1 3d10 Explosive 3 Blast (6); Proven (3), Tearing - - 1 -
Crack Missile Missile - 1 2d10+6 Explosive 6 Blast (2); Felling (2) - - 4 -
Positron Missile Missile - 1 2d10+8 Energy 8 Breaching; Disrupt (5) - - 6 -
Fusion Missile Missile - 1 2d10+4 Energy 10 Anti-Armour; Felling (4); Overheats, Unreliable - - 7 -
Kirishima-2 Fighters Spacecraft - - 1d10+2 Energy 2 Balanced, Defensive, Disrupt (2) - - 1 -
Volkova Bombers Spacecraft - - 1d10+5 Explosive 15 Breaching, Guided - - 3 -

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Upgrades

This section deals with Upgrades, which are permanent modifications to your Construct that improves its functioning. They are acquired just like any other item.

Upgrades come in three varieties:

  • Universal Upgrades:, which are generic upgrades available to every Construct.
  • Mechanical Upgrades:, which are technological and mechanical upgrades available to Superheavies, Evangelions and Starships.
  • Biological Upgrades:, which are genetic and biological in nature and are available to Evangelions.

Every upgrade is either a Standard Upgrade or a Module. Standard Upgrades are permanent and take immediate effect, such as permanently increasing your Construct's toughness or wound pool. Modules, however, must be equipped to a Module slot, of which each Construct only has limited slots, with each slot corresponding to a body part. Modules can be swapped around between battles, allowing you flexibility in your upgrade loadout. Modules that are part of body parts which are destroyed have no effect, but do not need to be re-requisitioned; they are repaired automatically after the battle.

You may not equip the same Module twice, UNLESS it is an Arm module.

All Upgrades have the following fields:

  • Name. The name of the Upgrade.
  • Type. The type of Upgrade, such as Standard or Module. If a Module, it also lists which Module slot it fits into.
  • Effect. The effect of the Upgrade.
  • Prerequisite. Some Upgrades require you to meet a prerequisite, which might be a characteristic threshold, a particular skill, or another Upgrade.
  • Value. The Supply Level you must have access to in order to requisition the upgrade.

Universal Upgrades

Name Type Effect Prerequisites Value
Standard Upgrades
Agility Boost L1 Standard You improve your Construct's Agility by +5. - 2
Agility Boost L2 Standard You improve your Construct's Agility by +5 (total +10) Agility Boost L1 4
Agility Boost L3 Standard You improve your Construct's Agility by +5 (total +15) Agility Boost L2 6
Agility Boost L4 Standard You improve your Construct's Agility by +5 (total +20) Agility Boost L3 8
Hardiness L1 Standard You improve your Construct's Wounds on all areas by +2. - 2
Hardiness L2 Standard You improve your Construct's Wounds on all areas by +2 (total +4) Hardiness L1 4
Hardiness L3 Standard You improve your Construct's Wounds on all areas by +2 (total +6) Hardiness L2 6
Hardiness L4 Standard You improve your Construct's Wounds on all areas by +2 (total +8) Hardiness L3 8
Strength Boost L1 Standard You improve your Construct's Strength by +5. - 2
Strength Boost L2 Standard You improve your Construct's Strength by +5 (total +10) Strength Boost L1 4
Strength Boost L3 Standard You improve your Construct's Strength by +5 (total +15) Strength Boost L2 6
Strength Boost L4 Standard You improve your Construct's Strength by +5 (total +20) Strength Boost L3 8
Toughness Boost L1 Standard You improve your Construct's Toughness by +5. - 2
Toughness Boost L2 Standard You improve your Construct's Toughness by +5 (total +10) Toughness Boost L1 4
Toughness Boost L3 Standard You improve your Construct's Toughness by +5 (total +15) Toughness Boost L2 6
Toughness Boost L4 Standard You improve your Construct's Toughness by +5 (total +20) Toughness Boost L3 8

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Mechanical Upgrades

Name Type Effect Prerequisites Value
Standard Upgrades
Armour Enhancement L1 Standard You improve your Construct's AP on all areas by +1. - 2
Armour Enhancement L2 Standard You improve your Construct's AP on all areas by +1 (total +2) Armour Enhancement L1 4
Armour Enhancement L3 Standard You improve your Construct's AP on all areas by +1 (total +3) Armour Enhancement L2 6
Armour Enhancement L4 Standard You improve your Construct's AP on all areas by +1 (total +4) Armour Enhancement L3 8
Armour Enhancement L5 Standard You improve your Construct's AP on all areas by +1 (total +5) Armour Enhancement L4 10
Active Camo Standard You gain a +10 bonus to Stealth tests. - 2
Command Superlink Standard Twice per battle, you can use this to gain Assistance from your captain on your next test. This ignores Range (the Captain doesn't need to be adjacent) but it doesn't ignore requirements for skill training in the assistant. - 4
Ejector Failsafes Standard You add a +20 bonus to all Ejection tests. - 4
Shielded Cockpit Standard You halve all damage from Cockpit Breaches. - 4
Modules
ECM Module (Head) Attacks against you do not benefit from the Guided Quality. - 2
Ballistic Suite Module (Head) You increase your Construct's BS by +10. - 3
Command Suite Module (Head) Once per round, you may reduce the action cost of an action using the Lore (Tactics) or Command skill by a half action, to a minimum of Free Action. You increase your Construct's Intelligence and Fellowship by +10. - 3
CQC Suite Module (Head) You increase your Construct's WS by +10. - 3
PD Scanner Module (Head) Your first Point Defense reaction per round is free. - 4
Phoenix Sensors Module (Head) You increase your Construct's Perception by +10; it also comes with an integrated Markerlight, which can be used once per turn as a Free Action. - 4
Duo Suite Module (Head) You increase your Construct's WS and BS by +5. - 5
Ammo Backpack Module (Torso) At the start of each battle, select one ranged weapon. You now triple its clip, but the weapon can no longer be reloaded during battle. - 1
Extra Armour Module (Torso) You increase your AP on all areas by +2, but reduce your Agility by -10. - 1
Ablative Shell Module (Torso) You gain the Ablative (8) Quality. - 2
Field Repair Suite Module (Torso) You can now use Tech Use tests to repair Machine Constructs within 1m as a Full Action, restoring 2 wounds, plus 1 wound per 2 DoS. These wounds may be spread out as the Construct wishes. - 2
Haze Launcher Module (Torso) You have an in-built Haze Grenade launcher that comes pre-loaded with two Haze Grenades, which can be fired as normal. Cannot be reloaded. - 2
Loader Suite Module (Torso) As a Half Action, you can reduce the reload cost for all allied weapons within 1m by a Half Action for this round only. - 2
Flashcannon Module (Torso) You can use this once per battle as a Half Action; it emits a 3 square cone out in front of you. All Machine enemies must test Toughness or be Blinded until the start of your next turn. - 3
NanoAb Gel Module (Torso) Three times per battle, as a Free Action, you may use this module to add +2 AP to all areas (stacking) until the start of your next turn. - 3
Self Repair Module Module (Torso) You gain the Rejuvenating (1) Quality. - 3
Damaskite Weave Module (Torso) You gain the Durable (3) and Slippery Qualities. - 4
Holofield Module (Torso) You can activate a Holofield three times per battle as a Free Action. Attacks against you take a -20 penalty until the start of your next turn. - 4
Kinefield Module Module (Torso) You gain a Deflector with a strength of 40. - 4
Stealth Suit Module (Torso) You gain the Chameleon (2) and Shadowy Qualities. - 4
Griffon Actuators Module (Torso) You may use this once per battle as a Free Action; until the start of your next turn, you gain the Unnatural Strength (4) trait. - 6
Nimbus Actuators Module (Torso) You may use this once per battle as a Free Action; until the start of your next turn, you gain two extra Reactions. - 6
Soulstone Shell Module (Torso) You gain the Psyproof (20) and Psycloak Qualities. - 6
Suzanium Alloys Module (Torso) You gain the Rugged and Warded (10) Qualities. - 6
Titan Frame Module (Torso) You gain the Dreadnought, Fortified, Empowered (2), Warded (10) and Powered Qualities. - 8
Sigilite Frame Module (Torso) You gain the Sigil-Mailed Quality, and gain an active AT Field (if you don't already). This AT Field's strength is based off your P-Scale AT Field characteristic, but with a +20 bonus. - 10
Magclaw Module (Arm) The arm's hand is equipped with a magnetic claw, giving it a +10 stacking bonus to initiate Grapples or use Grapple actions on Machine enemies, and giving it automatic successes at climbing on magnetic surfaces. - 1
Netcannon Module (Arm) You may use this once per battle as part of an attack on an enemy within 20m. The enemy takes a -20 penalty to evade the attack. - 1
Recoil Vambrace Module (Arm) Reduces the penalty for firing Basic weapons one-handed by 10. - 1
Gunmount Arm Module (Arm) Before battle, select one Pistol or Basic ranged weapon (a Heavy one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. Its ammo clip also doubles and you gain a +10 bonus to BS tests with it (including Point Defense). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything. - 2
Lancemount Arm Module (Arm) Before battle, select one One-Handed Melee weapon (a Two-Handed one can also be taken if you have a Titan Frame equipped); it is integrated into the arm, allowing it to be wielded and fired one-handed without penalty. You gain a +10 bonus to WS tests with the weapon (including parry). The weapon cannot be dropped or disarmed, even willingly; also, the arm is unable to freely manipulate anything. - 2
Simurgh Relay Module (Arm) Simurgh Analysis scans gain a +20 non-stacking bonus on any enemies within 20 squares of you. This takes up the arm's Cargo Dock. - 2
Disposable Launcher Module (Arm) The arm is equipped with a shoulder-mounted launcher, which contains a single Missile of your choice. Once fired, it cannot be reloaded. It also takes up the arm's Cargo Dock. - 4
Emergency Boosters Module (Legs) You may use these three times per battle as part of a Dodge action; you gain a +20 non-stacking bonus to the test. - 1
Stealth Gravboots Module (Legs) You gain the Light Quality. - 1
Aqua Finjets Module (Legs) You gain an extra reaction per round when immersed in water. - 2
Autobalancers Module (Legs) You gain a +10 bonus to Acrobatics tests, and once per battle, you may use this to automatically disengage as a Free Action. - 2
Jackhammer Braces Module (Legs) You gain a +20 bonus to Jump, Leap and Falling tests, and your Gravity Kicks deal +4 damage. - 3
Entrenchers Module (Legs) You may use these to entrench into solid ground below you as a Full Action. Whilst entrenched you cannot take Move Actions, but you gain a +20 bonus to Toughness tests, may test Toughness to negate any attempt to forcibly negate you, and gain a +10 bonus to WS and BS tests. - 4
Superburners Module (Legs) You may make Boosted Jumps. In any turn in which you do so, you take a -10 penalty to WS and BS tests until the start of your next turn. - 4
Advanced PD Network Module (Bridge) Your first two non-Spacecraft Point Defense actions per round are free. - 1
Tactical Network Module (Bridge) As a Half Action, you may provide a +10 bonus to any one test (their choice) to all allies within 40 squares. This bonus must be used before the start of your next turn. - 1
Bridge Plating Module (Bridge) You increase the AP of the Bridge location by +4. - 3
Secondary Bridge Module (Bridge) You may, as a Free Action during your turn, activate this Module. Mechanically, this restores your Bridge to max Wounds, or to the wound level possessed by the Hull, whichever is lower. It also resets Lethal Damage to the Bridge (but not any injuries incurred from it). - 3
Hidden Bridge Module (Bridge) Called Shots against your Bridge take an extra -20 penalty. - 2
Automated Inner Defense Module (Hull) Enemy Boarding attacks on you take a -20 penalty. - 1
Heavy Plating Module (Hull) You increase your AP on all areas by +3, but reduce your Agility by -5. - 1
Ramming Prow Module (Hull) Whenever you perform a Ram action, you deal extra damage and take less damage equal to your Strength Bonus. - 1
Supply Drones Module (Hull) Fives times per battle, you can either repair 1d5 wounds to a single Construct within 10 squares, or reload one weapon of their choice with a generic ammo clip, as a Free Action during your turn. - 1
Starship Ablatives Module (Hull) You gain the Ablative (12) Quality. - 2
Kinefield Array Module (Hull) You gain a Deflector with a strength of 10*Size. - 3
Rapid Repair Bay Module (Hull) Machine Constructs of size 5 or lower can enter this repair bay on their turn. They are unable to act (except to leave), but for each turn they spend within it, they regain their TB in wounds, allocated to any area. You may restore up to 40 wounds this way in a single battle. - 5
Starship Holofields Module (Hull) You can activate a Holofield three times per battle as a Free Action. Attacks against you take a -30 penalty until the start of your next turn. - 6
Sigilite Hulling Module (Hull) You gain the Sigil-Mailed Quality. - 8
Soulstone Circuitry Module (Hull) You gain the Psyproof (30) Quality, which is extended to allies within 5 squares. - 8
Suzanium Hulling Module (Hull) You gain the Rugged and Warded (20) Qualities. - 8
Advanced Heatsinks Module (Primary Weapons) Primary Weapons gain no Penetration to their self-inflicted attack when they Overheat. - 1
Reinforced Turrets Module (Primary Weapons) You gain +2 AP on the Primary Weapons location. - 1
Enlarged Hangars Module (Primary Weapons) Your Hangars gain +2 Ammo. - 4
Networked Fire Control Module (Primary Weapons) Primary Weapons reduce the penalty for being used as part of a Multiple Attack action by 10. - 4
Decentralised Arrays Module (Standard Weapons) You may use Standard Weapons on foes with whom you are Engaged in Melee. - 3
Heavy Ammunition Module (Standard Weapons) Your Standard Weapons all gain +2 Damage and Penetration. - 3
Refined Batteries Module (Standard Weapons) Your Standard Weapons lose the Unreliable and Overheating Qualities. If they had neither of these, they gain the Reliable Quality. - 4
Stabilised Fire Deck Module (Standard Weapons) Your Standard Weapons improve their Range and Hits by 50%. - 4
Atmo Drives Module (Propulsion) You may perform Full Moves as a Half Action when within an Atmosphere (but not in water). However, your Agility decreases by 10 in Space or in Water. - 1
Evasive Thrusters Module (Propulsion) You gain a +10 bonus to Dodge tests. - 1
Submarine Drives Module (Propulsion) You may perform Full Moves as a Half Action when immersed in water. However, your Agility decreases by 10 outside of water. - 1
Void Drives Module (Propulsion) You may perform Full Moves as a Half Action in Space. However, your Agility decreases by 10 whilst within an atmosphere. - 1
Redirective Circuits Module (Propulsion) At the start of each turn, you may declare that you are not going to move; you gain a +10 bonus to all tests, but may not perform any Move Actions (Dodges are fine) until the start of your next turn. - 3
Plasma Drives Module (Propulsion) You gain +20 Agility. However, whenever you perform a Run Action, roll a 1d100; on a roll of 100, the engines fail, reducing your Agility to 0 until the end of your next Turn. - 6

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Biological Upgrades

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