Modules list

Strike intensifier

Close C

Described in: Core book

Elbow rocket, elbow-mounted energy detonator

Possible slots requirements
2
2
Lvl. 1 : 20 GP

A power-enhancing mechanism that increases striking power in exchange for some self-inflicted damage. During a melee combat action, the user may activate this module to add + 1D6 to their damage. Additional dice may be added, up to 6D6 in total, but for each D6 after the first, the user suffers a backlash of 2 points of damage to their armour (bypassing their force field). Damage inflicted to the armour in this manner cannot harm the Knight inside it.

Damages Activation Duration Energy
1D6 (3) None Instantaneous 1
Effect(s) Damages Violence Informations / Condition
[Backlash] (5) [Backlash] (5) - -
Damages 1D6 (3)
Energy 1
Duration Instantaneous
Activation None
Effect(s) Damages Violence
[Backlash] (5) [Backlash] (5) - -
Lvl. 2 : 20 GP

The first 3D6 deal no backlash damage.

Damages Activation Duration Energy
1D6 (3) None Instantaneous 1
Effect(s) Damages Violence Informations / Condition
[Backlash] (3) [Backlash] (3) - -
[Boost] (2) [Boost] (2) - -
Usable for damage only
Damages 1D6 (3)
Energy 1
Duration Instantaneous
Activation None
Effect(s) Damages Violence
[Backlash] (3) [Backlash] (3) - -
[Boost] (2) [Boost] (2) - -
Informations / Condition: Usable for damage only
Lvl. 3 : 30 GP

The module no longer deals any backlash damage

Damages Activation Duration Energy
1D6 (3) None Instantaneous 1
Effect(s) Damages Violence Informations / Condition
[Boost] (5) [Boost] (5) - -
Usable for damage only
Damages 1D6 (3)
Energy 1
Duration Instantaneous
Activation None
Effect(s) Damages Violence
[Boost] (5) [Boost] (5) - -
Informations / Condition: Usable for damage only
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.

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.