Modules list

Sprint

Movement

Described in: Core book

Lower limb servomotors, powered joints, gravitational thrust soles

Slots requirements
1
1
Lvl. 1 : 20 GP

Allows the character to move up to medium range in one move action (as much as a vehicle speed rating of 2). This increased run speed can be prolonged without stopping by paying the energy cost again each move action, and can be done as often as the user wants and can pay. If the user performs a melee combat action while running at increased speed against an adversary slower than them, they deal 6 additional damage to their target. The force of the impact deals half the attack’s damage (rounded down) back to the attacker.
Reminder: Note that a Knight with this module and a Movement overdrive may use their move action to move up to medium range, and then immediately perform an additional short-range movement due to the overdrive.

Activation Duration Energy
Move action Instantaneous 3
Energy 3
Duration Instantaneous
Activation Move action
Lvl. 2 : 20 GP

Allows the character to move up to long range in one move action (as much as a vehicle speed rating of 3). This increased run speed can be prolonged without stopping by paying the energy cost again each move action, and can be done as often as the user wants and can pay. If the user performs a melee combat action while running at increased speed against an adversary slower than them, they deal 9 additional damage to their target. The force of the impact deals half the attack’s damage (rounded down) back to the attacker.

Activation Duration Energy
Move action Instantaneous 3
Energy 3
Duration Instantaneous
Activation Move action
Lvl. 3 : 30 GP

Allows the character to move up to far range in one move action (as much as a vehicle speed rating of 4). This increased run speed can be prolonged without stopping by paying the energy cost again each move action, and can be done as often as the user wants and can pay. If the user performs a melee combat action while running at increased speed against an adversary slower than them, they deal 12 additional damage to their target. The force of the impact deals half the attack’s damage (rounded down) back to the attacker.

Activation Duration Energy
Move action Instantaneous 3
Energy 3
Duration Instantaneous
Activation Move action
How does the Movement OD affect sprint modules, exactly? – pages 430 and 441
Q&A > Arsenal questions > Overdrives - Jan. 17, 2025, 12:31 p.m.

A Knight with a sprint module and a Movement Overdrive may use their move action to move up to medium range (thanks to the sprint module), and then immediately perform an additional short-range movement (thanks to the OD).

Distance recap:

Movement method With level 1 Movement OD With level 3 Movement OD
Move action 50 feet: short range instead of the usual 30 feet 150 feet: medium range instead of the usual 30 feet
Level 1 Sprint module 200 feet: medium range from module + 50 feet from OD, in a single move action 300 feet: medium range from module + 150 feet from OD, in a single move action
Level 2 Sprint module 1000 feet: long range from module + 50 feet from OD, in a single move action 1150 feet: long range from module + 150 feet from OD, in a single move action
Level 3 Sprint module 16500 feet: far range from module (vehicle speed limit) + 50 feet from OD, in a single move action 16600 feet: far range from module (vehicle speed limit) + 150 feet from OD, in a single move action
Regarding movement modules, range and speed values appear to be different for vehicles, which ones are correct? – page 430
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

Speed and range are two distinct measures that are meant to be used in specific situations. Module distances are based on range, and are commonly used in conflict phases and scenes with limited, measured distances. Vehicles in these situations are either stationary or have reduced movement capabilities due to having to take into account weaving and dodging, not going in straight lines. In general, range should be considered over other mentioned distances.

Can a sprint module’s backlash damage deal more than half the target’s remaining HP/AP? – page 430
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

The sprint module’s text reads “half the attack’s damage (rounded down),” in other words, half the damage dealt after rolling damage dice and adding bonuses. Even if the target only has 6 HP left, for instance, an attack that deals 40 damage with a sprint module will deal 20 points back to the attacker.