Modules list

Warp strike

Close C

Described in: Core book

Lightning coursing over the armour’s arms, character blurring when the module is activated

Slots requirements
1
1
Lvl. 1 : 30 GP

This high-tech system allows its user to strike distant enemies as if they were in contact range, using temporary wormholes that open for less than a second. These attacks can strike any enemy they can see (by any means, camera, scope, alternate vision module, etc.) up to long range. Warp strike modules are not without their dangers. To use them safely, the character needs to have an Acuity or a Dexterity score of 5. If neither score is high enough, they must roll a D6 each time they activate the module. If they roll a 1, the wormhole shuts early and the character’s arm is chopped off. This counts as a mangled arm grievous wound (naturally affecting the arm that held the weapon used to attack), and their armour and health points are both reduced to 0.

Activation Duration Reach Energy
Move action Instantaneous Long - ≤1,000ft 5
Energy 5
Duration Instantaneous
Reach Long - ≤1,000ft
Activation Move action
Lvl. 2 : 40 GP

Enemies can now be surprise attacked by the warp strike. Their defence rating is counted as 0 (unless the enemy has an exceptional Beast, Machine, or Mask aspect, in which case they ignore this effect).

Activation Duration Reach Energy
Move action Instantaneous Long - ≤1,000ft 5
Energy 5
Duration Instantaneous
Reach Long - ≤1,000ft
Activation Move action