Modules list

Non-lethal attack

Ranged

Described in: Core book

Taser, flashball, sedative dart launcher

Possible slots requirements
1
1
Lvl. 1 : 10 GP

A non-lethal attack module attached to the metaarmour’s forearm allows the character to knock out their enemies without killing them. If this module’s attack reduces an enemy’s health to 0, they are rendered unconscious for 1D6 hours. Once this time has passed they wake up with 1 HP.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short - ≤50ft 1
Effect(s) Damages Violence Informations / Condition
Clip (6) Clip (6) - -
Stun (1) Stun (1) - -
[Non lethal] [Non lethal] - -
Damages 1D6 (3) + 6
Violence 1
Energy 1
Duration Instantaneous
Reach Short - ≤50ft
Activation Combat action
Effect(s) Damages Violence
Clip (6) Clip (6) - -
Stun (1) Stun (1) - -
[Non lethal] [Non lethal] - -
Lvl. 2 : 10 GP

The module’s stun 1 effect is upgraded to a stun 2 effect.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short - ≤50ft 1
Effect(s) Damages Violence Informations / Condition
Clip (6) Clip (6) - -
Stun (2) Stun (2) - -
[Non lethal] [Non lethal] - -
Damages 1D6 (3) + 6
Violence 1
Energy 1
Duration Instantaneous
Reach Short - ≤50ft
Activation Combat action
Effect(s) Damages Violence
Clip (6) Clip (6) - -
Stun (2) Stun (2) - -
[Non lethal] [Non lethal] - -
Lvl. 3 : 10 GP

The weapon no longer has a clip limit.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short - ≤50ft 1
Effect(s) Damages Violence Informations / Condition
Stun (2) Stun (2) - -
[Non lethal] [Non lethal] - -
Damages 1D6 (3) + 6
Violence 1
Energy 1
Duration Instantaneous
Reach Short - ≤50ft
Activation Combat action
Effect(s) Damages Violence
Stun (2) Stun (2) - -
[Non lethal] [Non lethal] - -