Head mounted attack module
Close C
Described in: Core book
Acid spray, short-range jolt generator
Slots requirements
1
Lvl. 1 : 10 GP
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.
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.
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.