Armours list

Druid

AP 50 EP 80 FF 12 Gen. 3

Described in: Codex v1.5

James Niakaté worked on many secret projects when he was still in Johannesburg. There were never enough hours in a day to do all he would have wanted to get done, and this aggravated him sorely. Without a way to complete many of his most important works, he began to dream of a means by which he could create reliable robotic assistants that he could control with but a thought. With tireless, dependable, human-shaped robots at his beck and call, Niakaté believed that he could easily staff a dozen laboratories, each with its top secret, highly sensitive project, without fear of theft or having to rely on others. The robotic interfaces were easy to assemble, but the control system was anything but. No matter how hard he tried, the genius inventor could never seem to get it right. His assistants were prone to falling over, could not perform tasks requiring precise movements, and could not be remotely controlled for long. Niakaté shelved the project, and promptly forgot about it.

It was only when Gawain perused Merlin’s notes that it came back to the fore, with the younger scientist deciding to take a jab at perfecting it. In remote corners of the world, when a mission goes awry and Knights of Avalon find themselves outnumbered or outgunned, they often cannot wait for reinforcements to arrive. In other situations they just need more bodies to throw at a problem, to cover more space, or to handle crowds, to help them flee a lost battle, or to undertake a task that requires more people than they have at their disposal. For all those cases and more, Gawain believed James Niakaté’s invention could serve. He set to designing an armour capable of deploying robotic allies, ‘companions,’ capable of handling simple situations or of providing battlefield support. Gawain’s proposed innovation was that rather than have the Knight control their companions, their armour’s AI could do it for them. The person in the suit could carry on fighting, and their AI could also do so while directly aiding the Knight’s allies in combat.

The Druid meta-armour was born, and with it, Avalon’s first robotic allies on the battlefield. These allies, called companions, are under the armour AI’s complete control. Gawain designed them to have graceful, stylised animal traits and characteristics, to make them easily identifiable by other Knights and give them a friendly appearance for civilians’ sake.

Druid meta-armour is a third generation meta-armour, resilient and designed for combat. It is equipped with an Infinity alpha energy reactor and has one of the most advanced AIs known to Avalon, capable of autonomous decision-making and literally reading its wearer’s mind in order to anticipate their needs. Knight and AI are even more intertwined than usual as a result, becoming friends and confidants, sometimes even developing a form of love, like Arthur and Guinevere. With a single thought, a Knight in Druid armour can conjure up one or more companions that serve as extensions of its AI’s will. These companions are formed from nanoCs expelled from the meta-armour’s right gauntlet, and can take three different shapes: Lion, a single powerful entity, Wolf, a trio of smaller units, or Crow, a swarm of lesser flying bots. Each companion the AI creates takes with it a portion of the meta-armour’s energy required to keep them powered and activate their modules. Regardless of companion type, the AI still communicates with its user and can also communicate with the outside world thanks to onboard vocal synthesisers.

The Lion type companion is the most frequently used. It takes the shape of a roughly humanoid robot with module slots fitted according to the needs of the Knight and their AI. Standing at an impressive eight foot-two inches, its massive, powerful, genderless body is topped with a chiselled ‘face’ resembling that of a stylised lion. Knights may choose to have their companion’s body engraved with symbols, messages, and colours on simple request of the arsenal’s metalsmiths, should they so wish.

Wolf type companions are a trio of small humanoid robots, standing a little under 5 feet tall, with faces that resemble stylised wolves’ heads. They are agile and dextrous, and come equipped with technical or medical tools, allowing them to help their Knight and their allies with complicated tasks. They are not designed to fight on their own. They can, however, aid their Knight by running interference on their targets or by creating distractions.

The last companion type, the Crow flock, is a swarm of roughly thirty flying robotic units armed with small, built-in electric arc weapons powered by the Crows’ tiny reactors. Crow swarms are usually used as crowd control for hordes of enemies, or to slow them down while their Knight and their allies fall back.

With these three different companion types at their disposal, Knights in Druid meta-armour are quite flexible. Given the excellent preliminary results of Druid meta-armours and their companions in the field regardless of the theatre of operation’s specificity, Gawain is considering adding companions to all future armours as standard Avalon issue.

Available slots
5
5
5
8
5
5
Overdrives

Companion Mode

Druid meta-armours can create three different types of companion. Only one companion type can be created per activation, and each type obeys a set of rules listed below and in their descriptions. No more than one companion type can be active at any given time, although multiple activations during a scene or conflict phase can change the summoned companion type.

When the Knight creates a companion, they deploy nanomachines from the palm of their gauntlet that coalesce into one or more robotic allies. Each companion type lasts for a whole scene or conflict phase. A companion type’s ‘lifespan’ can be extended beyond the end of a scene or conflict phase at the cost of half the initial EP activation cost. Prolonging a companion type in this manner only requires one move action. Deactivating a companion does not cost any EP or require an action.

If a Knight wishes to change companion type while they already have a companion type summoned, they must pay the mode’s usual EP activation cost. The currently summoned companion promptly collapses into a shower of deactivated nanomachines and another companion takes its place, complete with full AP and EP.

Whenever a companion’s AP (or cohesion rating) reaches 0, it is destroyed. A new companion type can be summoned to replace it for the usual activation energy cost. Ignore armour effects have no additional effect on companions, who lose AP instead. They ignore all domination and fear X effects, however.

Companions can never go farther than long range from the Druid meta-armour that created them. Should a companion move farther away than long range, it crumbles into a pile of inactive nanomachines and is treated as if it had been destroyed.

Companions act at their own initiative score, and the Druid wearer does not have to spend any actions for the companion to act on its turn.

Finally, companions can receive all the effects of an armour or energy node and of other similar abilities. Their EP recharge at the same rate and in the same manner as a Knight’s, and they can recover AP from repairs, from abilities, and from nodes.

Energy 16 / 8 to prolong a companion’s lifespan beyond one scene or conflict phase
Activation 6 seconds or a whole turn during a conflict phase
Duration One scene or one conflict phase
Variants

Lion Companion

The Lion type is the Druid meta-armour’s combat-focused companion. It serves almost as a secondary meta-armour with many tactical applications and customisable firepower. This companion type is a single large robotic entity.

Some important things to remember:

  • Lion type companions have a simplified stat block, much like NPCs, but unlike NPCs, the player controls a Lion companion’s actions. Its substats, damage, and total dice are all calculated in the same manner as a normal NPC. It is treated as a badass rank NPC. Exceptional aspects give it the same bonuses that NPCs gain from those values. GMs must inform the player of these bonuses.
  • During a conflict phase, Lion type companions have one move action and one combat action. They perform their turn in the same way as an NPC, at their initiative.
  • Lion type companions are fitted with all of the systems and equipment shared by full meta-armours (see Knight: An Avalon RPG core rulebook - p.132).
  • Lion type companions are extremely sensitive to EMPs, and EMP effects used against one deal double their usual damage and effects (interference 2 becomes interference 4, 2D6 damage becomes 4D6, etc.)
  • Lion type companions can only be fitted with standard modules from Avalon’s arsenal (they cannot have overdrives, utility modules, or tactical modules). They cannot be equipped with weapons from the arsenal.

During character creation, the Knight receives 60 GP with which to equip their Lion type companion. Lion companions have slots that function in the same way as slots on a meta-armour. Companions can only have modules that are tailored specifically to them.

Lion type companion evolution

When the Knight’s GP reaches a multiple of 100 (100, 200, 300, 400, 500, etc.), this companion can be chosen to evolve. When the Knight chooses to evolve their Lion type companion, they must follow these steps:
* They must distribute 5 aspect points among the Lion type companion’s aspects (up to a maximum of 2 points in a single aspect each time the Lion evolves). These points are added to the companion’s previous aspect points.
* They must distribute 2 aspect points among the Lion type companion’s exceptional aspects. When an exceptional aspect goes above 5, it becomes a major exceptional aspect.
* Next, the Knight has an additional 60 GP to spend on modules for their Lion type companion (minus overdrives). When the Knight reaches a total of 200 GP, they can purchase advanced modules for their Lion type companion. When the Knight reaches a total of 300 GP, they can purchase rare modules for their Lion type companion. Any GP left unspent at the end of this step may be kept and spent later. Additionally, GP from this step can only be used to buy equipment for the Lion type companion and nothing else.
* Finally, the Knight must ensure that their Lion type companion’s stats are up to date, including their substats. AP, defence, reaction, and FF values can only be increased by modules.

Aspect Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. Force Field
Value 7 6 7 4 4 10
Except. Minor (1)

An NPC with an exceptional Flesh aspect can take even more punishment without flinching than usual, lift huge loads, and is tougher all round.

The NPC subtracts its exceptional Flesh aspect from all damage or violence it takes.

Minor (1)

An NPC with an exceptional Beast aspect is even more aggressive and violent than their peers, capable of ripping bodies apart with their claws or pummelling a person to death with their bare fists.

The NPC adds their exceptional Beast score to their melee damage.

Minor (1)

An NPC with an exceptional Machine aspect is blessed with intelligence, knowledge, and cunning surpassing that of mortals. They are able to predict incoming shots and find perfect cover in battle.

The NPC adds its exceptional Machine score to its reaction.

- -
HP Defence Reaction AP Initiative EP
0 4 4 60 2 0
Slots
8
8
8
10
8
8
Weapon
Melee weapon - Hit / Hit
Aspect / Charac. Value Except.
Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. 7 Minor (1)

An NPC with an exceptional Flesh aspect can take even more punishment without flinching than usual, lift huge loads, and is tougher all round.

The NPC subtracts its exceptional Flesh aspect from all damage or violence it takes.

Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. 6 Minor (1)

An NPC with an exceptional Beast aspect is even more aggressive and violent than their peers, capable of ripping bodies apart with their claws or pummelling a person to death with their bare fists.

The NPC adds their exceptional Beast score to their melee damage.

Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. 7 Minor (1)

An NPC with an exceptional Machine aspect is blessed with intelligence, knowledge, and cunning surpassing that of mortals. They are able to predict incoming shots and find perfect cover in battle.

The NPC adds its exceptional Machine score to its reaction.

Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. 4 -
Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. 4 -
Force Field 10
AP 60
Defence 4
Reaction 4
Initiative 2
Slots : 8
8
8
8
10
8
8
Weapon
Melee weapon - Hit / Hit

Wolf Companion

All three of the Wolf type companions can work together to handle a specific task. Alternatively, each can be tasked to take on a variety of tasks separately.

In game terms, Wolf type companions have a simplified stat block and follow the same rules as Lion type companions. Unlike the Lion, they cannot be equipped with modules, and cannot be equipped with weapons either. If one Wolf type companion is destroyed, the summoning Knight can replace it for a cost of 5 EP from the Knight’s EP reserve.

Finally, all three Wolf type companions share the same EP reserve.

Support

Wolf type companions are designed to provide support in the field. They are more effective when they act as a group, and even more so when they are helping a Knight. They can be configured to suit specific tasks or to fit into an overall strategy. They cannot be equipped with weapons or modules.

Each companion providing a Knight or ally with support gives them one additional die on their skill checks, so long as the companion is appropriately configured. During an action supported by all three companions, for instance, they can add three dice to their skill check.

Configuration

Wolf type companions can be set to one of five different configurations, and all three units must be set to the same configuration at any given time. In order to activate a configuration for all three Wolf type companions, they must expend 4 EP from their EP reserve. A configuration lasts one scene or one conflict phase, and costs one move action to activate for all three Wolves. It can be prolonged or changed by spending its EP cost again.

Support actions can only be performed when the units are set to the appropriate configuration. Each support action performed by the Wolf type companions costs a number of EP and lasts for one turn:

Name Description EP/uses Effect
Labour The Wolf companions are fitted with tools allowing transport or lifting of heavy loads. 1 When a Knight performs an action to lift, move, or carry heavy loads, each companion providing support adds 1 D to their skill check. Each companion can carry 300 lbs, and can transport items or people for the Knight
Medik The Wolf companions are fitted with medical equipment as well as systems allowing them to take and analyse samples. 1 When a Knight performs an action aiming to provide first aid, perform biological analysis, or recognise medical or biological substances, each companion providing support adds 1 D to their skill check. If the Knight is healing an ally, each companion providing support increases healing by 2 HP
Tech The Wolf companions are fitted with tools and small modules allowing them to interface with electronic and computer devices. 2 When a Knight performs an action aiming to repair an item or vehicle, or identify electronic or computerised devices, each companion providing support adds 1 D to their skill check. Repairs or analysis can be performed remotely through one of the companions. If the Knight tries to repair something (metaarmour, companion, vehicle) with companion support, each companion providing support adds 3 AP to the amount repaired.
Fighter The Wolf companions help their Knight during combat by attacking enemies or hindering their attacks. 2 The Knight designates a target for their Wolf companions. The Knight’s combat actions against this target receive a 1 D bonus per companion providing support. The target may be no further than short range from the Knight, and the companions must be able to attack it in melee. If both these conditions are met, the target automatically suffers a barrage 1 effect per companion (3 companions providing support therefore inflict a barrage 3 effect). Additionally, the Wolf companions each deal 1D6 damage or violence (no bonuses), with no need for an attack roll. When the Wolf companions perform this support action, however, their defence drops to 0. Only one enemy can be targeted by this support action at a time.
Recon The Wolf companions are fitted with investigation and observation equipment designed to help their Knight in their investigative actions. 1 When a Knight performs actions depending on observation and awareness or searches an area, each companion providing support adds 1D to their skill check. The Knight can hear, see, smell, and touch directly through a companion of their choice.

Wolf type companion evolution

When the Knight’s GP reaches a multiple of 100 (100, 200, 300, 400, 500, etc.), this companion type can be chosen to evolve. When the Knight chooses to evolve their Wolf type companions, they must follow these steps:
* They must distribute 3 aspect points among the Wolf type companions’ aspects (with a maximum of 2 points in a single aspect each time the Wolves evolve). These points are added to the companion’s previous aspect points.
* They must distribute 1 aspect points among the Wolf type companions’ exceptional aspects. When an exceptional aspect goes above 5, it becomes a major exceptional aspect.
* Next, the Knight selects two of their Wolf type companions’ configurations. The selected configurations provide an additional 1 die when a companion provides that type of support. Regardless of the configuration the Knight chooses, no companion can provide more than 3 dice per unit.

Aspect Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. Force Field
Value 2 4 4 2 4 4
Except. - - - - -
HP Defence Reaction AP Initiative EP
0 4 4 20 2 0
Weapon
Melee weapon - Hit / Hit
Aspect / Charac. Value Except.
Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. 2 -
Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. 4 -
Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. 4 -
Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. 2 -
Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. 4 -
Force Field 4
AP 20
Defence 4
Reaction 4
Initiative 2
Weapon
Melee weapon - Hit / Hit

Compagnon Crow

Crow type companions take the form of a swarm of thirty or so small robots. They are designed to control crowds and wear down enemy forces.

In game terms, Crow type companions have a simplified stat block and follow the same rules as band type NPCs. They cannot be equipped with weapons or additional modules.

Crow type companion bands can attack any type of enemy in a conflict phase, including other bands, as per the Knight’s direction. All enemies of the chosen type (band, brute, badass, boss, or behemoth) are attacked by the Crow type companions.

If they target a band, the Crow type companions’ overrun makes the targeted band lose cohesion. In return, the enemy band also inflicts its overrun on the Crow type companions. Lastly, unlike normal NPC bands, Crow type companions lose cohesion from damage as if the damage were an equal amount of violence.

Crow type companion evolution

When the Knight’s GP reaches a multiple of 100 (100, 200, 300, 400, 500, etc.), this companion type can be chosen to evolve. When the Knight chooses to evolve their Crow type companions, they must follow these steps:
* They must distribute 2 aspect points among the Crow type companions’ aspects (with a maximum of 2 points in a single aspect each time the Crows evolve). These points are added to the companions’ previous aspect points.
* The band’s cohesion increases by 50 points, adding to their current total.
* The band’s overrun increases by 2 points, adding to their current overrun value.
* The band adds 2 points to its FF each time it is chosen to evolve.

Aspect Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. Force Field
Value 6 4 4 0 6 2
Except. - - - - -
Cohesion Defence Reaction AP Outbreak EP
50 2 2 0 2 0
Module Flight lvl.3 / Flight lvl.3
Aspect / Charac. Value Except.
Flesh Flesh represents an NPC’s toughness, how many blows they can withstand, their endurance and ability to survive poison, illness, etc. An NPC with a high Flesh score is tough, heavily built, and able to take heavy blows without flinching. Using this aspect in combat shows an NPC throwing heavy punches with little to no subtlety, or taking hits full on in order to strike back. 6 -
Beast Aggression, agility, fighting spirit – an NPC’s Beast measures their ferocity. How willing they are to take violent action, to strike fast, to move swiftly. An NPC with a high Beast score is a font of violence and staggering vehemence. Using this aspect in combat shows willingness to throw caution to the wind, rushing straight at one’s prey. 4 -
Machine Machine is the measure of an NPC’s intellect, ruse, and knowledge. It is also the main aspect used for shooting and taking cover. An NPC with a high Machine score is more logical and clever than most. Using this aspect in combat shows methodical, well thought out assaults and planning. 4 -
Lady An NPC’s Lady aspect measures their talents as a politician, an orator, and their capacity for social interaction. A high Lady score means an NPC is charismatic, striking, and skilled with words. This aspect is used to steer and motivate allies and underlings in combat, or to fight with panache. 0 -
Mask Mask shows how quiet and nimble an NPC is, and how lethal they are in close quarters. A high Mask score shows a talent for precise strikes, sneaking, and ambushes. When fighting with this aspect, an NPC shows finesse and dexterity, such as is required for a martial art. Surprise attacks also use Mask. 6 -
Force Field 2
Cohesion 50
Outbreak 2
Defence 2
Reaction 2
Initiative 1
Module Flight lvl.3 - Flight lvl.3
GP Description
0

Druid meta-armours do not have evolutions, but their companions do. When the Knight’s GP reaches a multiple of 100 (100, 200, 300, 400, 500, a d so on), they can select one (and only one) companion type and have it evolve. Each possible evolution per companion type is detailed in its description in the following pages, and all the steps of an evolution must be followed.

Can the Druid’s Lion companion be equipped with shoulder turrets? – Codex – page 33
Q&A > Meta-armour questions > Druid - Jan. 17, 2025, 12:31 p.m.

Yes.

When the Knight reaches a total of 200 GP, they unlock advanced modules. Weapons are included in a shoulder turret’s cost: the shoulder turret module costs X GP (where X = price of the turret + price of the weapon) which bypasses the Lion’s weapon purchase restriction. Other modules are for all intents and purposes “weapons” - arm blades, fighting claws, etc. - and the Lion can be equipped with those too.

When a Wolf or Lion companion’s exceptional aspect score goes above 5 it becomes a major exceptional aspect. Does this apply to other NPCs as well? – Codex – page 33
Q&A > Meta-armour questions > Druid - Jan. 17, 2025, 12:31 p.m.

No. This rule only applies to Druid meta-armour companions (see the FAQ entry on exceptional aspects).

When in Tech configuration, the Druid meta-armour’s Wolf type companions provide a 3 point bonus per wolf to AP restored by repair actions. What is a repair action’s base difficulty? How many AP do these repairs restore when fixing a meta-armour, a vehicle, or a building? – Codex – page 35
Q&A > Questions about combat, creatures and NPCs > Penalties, wounds and damages - Q&A > Meta-armour questions > Druid - Jan. 17, 2025, 12:31 p.m.

Repairing a meta-armour or a vehicle without assistance and without specialised tools is a difficulty 9 skill check, and restores 1D6 AP. This type of action is too lengthy to be handled during a conflict phase, and may only be performed outside of them.