Modules list

NanoM injectors

Tactical

Described in: Core book

Sprays or injectors located in armour chestplate

Slots requirements
1
Lvl. 1 : 20 GP

Dormant medical nanomachines activated by transferring alpha energy to them heal the wearer as needed. Upon activation, the Knight immediately regains 1D6 lost health points. This automatically activates if the character reaches 0 health points.

Activation Duration Energy
None Instantaneous 5
Effect(s) Damages Violence Informations / Condition
[Automatic heal] (1) [Automatic heal] (1) - -
Energy 5
Duration Instantaneous
Activation None
Effect(s) Damages Violence
[Automatic heal] (1) [Automatic heal] (1) - -
Lvl. 2 : 10 GP

The Knight now regains 2D6 health points per activation. This automatically activates if the character reaches 0 health points.

Activation Duration Energy
None Instantaneous 5
Effect(s) Damages Violence Informations / Condition
[Automatic heal] (2) [Automatic heal] (2) - -
Energy 5
Duration Instantaneous
Activation None
Effect(s) Damages Violence
[Automatic heal] (2) [Automatic heal] (2) - -