Modules list

Head mounted attack module

Close C

Described in: Core book

Acid spray, short-range jolt generator

Slots requirements
1
Lvl. 1 : 10 GP

The character inflicts +1D6 damage in melee combat. This module can be used 6 times, when the user chooses, before needing to be reloaded in Camelot.

Damages Activation Duration Reach
1D6 (3) None Instantaneous Contact - ≤5ft
Effect(s) Damages Violence Informations / Condition
Clip (6) Clip (6) - -
Damages 1D6 (3)
Duration Instantaneous
Reach Contact - ≤5ft
Activation None
Effect(s) Damages Violence
Clip (6) Clip (6) - -
Lvl. 2 : 20 GP

Damage bonus is now permanent, the module no longer needs to be reloaded.

Damages Activation Duration Reach
1D6 (3) None Instantaneous Contact - ≤5ft
Damages 1D6 (3)
Duration Instantaneous
Reach Contact - ≤5ft
Activation None
How often can the Head-mounted attack module be used each turn? What about the Strike intensifier module? – page 432
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

A free action can only be used once per turn. This means that a strike intensifier module and a level 1 head-mounted attack module can only be used once per turn, on an attack of the character’s choosing. They can both be used on the same attack.

Level 2 head-mounted attack modules and defensive cannons have “permanent” effects: they add their bonus on all relevant attacks, as often as required.

Can I purchase two Head-mounted attack modules to get a +2D6 damage bonus? – page 432
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

Effects from identical sources do not stack on an attack, so buying two of the same module provides no benefit.