Movement

Leap

Level 1/3 (Standard) - 10GP

Allows the user to jump to a height equal to short range and to a distance of medium range. During the same turn as the leap the user can also perform a combat action. If a leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 6 damage.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous - 3

Level 2/3 (Standard) - 20GP

Allows the usr to jump to a height equal to medium range and to a distance of long range. Target destination at long range is reached on the following turn. While in midair, the character can still perform ranged attacks, at a penalty of -2 successes on their attack roll. They gain +2 to their reaction score while leaping. Upon landing on the turn after a long leap, the character may use their combat action and move action as usual. If a lvl 2 leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 9 damage.

Damages Violence Activation Duration Reach Energy
- - Move action 1 turn / 10 seconds - 3

Level 3/3 (Standard) - 20GP

Allows the user to jump to a height equal to long range and to a distance of far range (up to half a mile). Target destination at far range is reached 2 turns later (the activation turn is spent in the air, the following turn too, with the character landing on turn 3). While in midair, the character can still perform ranged attacks, at a penalty of -2 successes on their attack roll. They gain +2 to their reaction score while leaping. Upon landing 2 turns after a far range leap, the character may use their combat action and move action as usual. Changing direction while midair is possible, but to do so requires a Movement based skill check (difficulty to be determined by the GM). If a lvl 3 leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 12 damage.

Damages Violence Activation Duration Reach Energy
- - Move action 2 turn / 10 seconds - 3

Sprint

Level 1/3 (Standard) - 20GP

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.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous - 3

Level 2/3 (Standard) - 20GP

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.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous - 3

Level 3/3 (Standard) - 30GP

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.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous - 3

Steed Bike

(Standard) - 30GP

By powering the module and throwing it to the ground, the Knight unfolds an Avalon steed model combat motorbike (see Vehicles, on page 447). The motorbike’s price is included in the module’s GP cost. It takes fewer than 6 seconds to completely materialise. The Knight can fold the bike again by giving their AI a simple command. This takes fewer than 6 seconds, and can be done up to half a mile away.
Warning: if the motorbike is destroyed, so is the module. Its slot is freed, and a new one may be purchased for its full cost.

Damages Violence Activation Duration Reach Energy
- - Move action Until deactivated - 1

Wingsuit

(Standard) - 10GP

As long as the user pays the module’s activation cost, they take no damage from falling. While the wingsuit is deployed and the character is in midair, they can perform one ranged attack per turn at a penalty of -2 successes on their attack roll. They gain +2 to their reaction score while falling.

Damages Violence Activation Duration Reach Energy
- - Move action Until deactivated - 3

Grip module

Level 1/2 (Advanced) - 20GP

The character can stick to any surface, can climb sheer, smooth buildings and rock faces, and can even cling to glass ceilings. Grip duration may be extended by spending the activation cost as long as the character can afford it. Combat actions can be performed, but only with one-handed weapons.

Damages Violence Activation Duration Reach Energy
- - Move action 3 turns / 30 seconds - 3

Level 2/2 (Advanced) - 50GP

Grip duration is now unlimited. It can be activated and deactivated at will. Energy cost is only paid when the module is activated.

Damages Violence Activation Duration Reach Energy
- - Move action Until deactivated - 3

Sneak module

Level 1/2 (Advanced) - 10GP

The character moves quietly, their movements make almost no noise. They get a 2 dice bonus to Stealth combo Movement or combo Combat skill checks.

Damages Violence Activation Duration Reach Energy
- - Move action 1 turn / 6 seconds - 2

Level 2/2 (Advanced) - 20GP

The character now gets a 4-die bonus to Stealth combo Movement or combo Combat skill checks instead of 2.

Damages Violence Activation Duration Reach Energy
- - Move action 1 turn / 6 seconds - 2

Flight

Level 1/3 (Rare) - 30GP

Allows the character to fly up to short range in one move action (as much as a vehicle speed rating of 1). They can choose to go slower or just hover. Flight duration may be extended (without interruption) by spending the activation cost for as long as the character can afford it.

Damages Violence Activation Duration Reach Energy
- - Move action 3 turn / 30 seconds - 5

Level 2/3 (Rare) - 30GP

Allows the character to fly up to medium range in one move action (as much as a vehicle speed rating of 2). Duration increases to 5 turns / 50 seconds. Flight duration may be extended (without interruption) by spending the activation cost as long as the character can afford it.

Damages Violence Activation Duration Reach Energy
- - Move action 5 turns / 50 seconds - 5

Level 3/3 (Rare) - 50GP

Allows the character to fly up to long range in one move action (as much as a vehicle speed rating of 3). Duration increases to 10 turns / 100 seconds. Flight duration may be extended (without interruption) by spending the activation cost as for long as the character can afford it.

Damages Violence Activation Duration Reach Energy
- - Move action 10 turns / 100 seconds - 5

Phase module

Level 1/2 (Rare) - 50GP

The character can phase or pass through matter. Over the course of one action, they can travel (horizontally or vertically) through 20 inches of any solid matter except alpha element. To travel through thicker surfaces, they must pay additional energy at a cost of one activation per 20 inches of matter. If the character is stuck in solid matter, they are disintegrated and die outright.

Damages Violence Activation Duration Reach Energy
- - Move action Special - 1 action per 20 inches traveled - 5

Level 2/2 (Rare) - 50GP

A character with a phase module may now activate it to avoid a single attack. The attack deals no damage, as if it had missed.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 8

Teleportation

(Rare) - 100GP

The character may move instantly to any area at far distance, without traveling through the intervening space. A sharp clap of thunder and bluish light happen at both the point of departure and arrival (preventing any Stealth manoeuvres). When teleporting, the character must be able to see their intended destination

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Far 10

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Close C

Arm blade

Level 1/3 (Standard) - 10GP

A close combat blade module attached to the metaarmour’s forearm allows the character to perform well in melee without a weapon. Unsheathing the blade is a free action, but attacking with it requires a combat action as usual.

Damages Violence Activation Duration Reach Energy
2D6 (6) + Strength 1D6 (3) None Until deactivated Contact -

Level 2/3 (Standard) - 10GP

The weapon gains an additional effect–finecrafted or destructive, chosen when upgrading the module. It also gains + 1D6 damage.

Damages Violence Activation Duration Reach Energy
3D6 (9) + Strength 1D6 (3) None Until deactivated Contact -
  • Choice 1  : Destructive ; Destructive ; Finecrafted ; Finecrafted ; Destructive ; Destructive ; Finecrafted ; Finecrafted

Level 3/3 (Rare) - 30GP

The weapon gains an additional effect–armourpiercing 40 or radiance 4, chosen when upgrading the module. It also gains + 1D6 damage.

Damages Violence Activation Duration Reach Energy
4D6 (12) + Strength 2D6 (6) None Until deactivated Contact -
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Armour-piercing (40) ; Radiance (4) ; Armour-piercing (40) ; Radiance (4)
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Armour-piercing (40) ; Radiance (4) ; Armour-piercing (40) ; Radiance (4)

Fighting claws

Level 1/3 (Standard) - 10GP

A close combat claw module attached to the metaarmour’s glove allows the character to perform well in melee without a weapon. Unsheathing the claws is a free action, but attacking with them requires a combat action as usual.

Damages Violence Activation Duration Reach Energy
2D6 (6) + Strength 1D6 (3) None Until deactivated Contact -

Level 2/3 (Standard) - 10GP

The weapon gains an additional effect–wounding or stun 1, chosen when upgrading the module. It also gains + 1D6 damage.

Damages Violence Activation Duration Reach Energy
3D6 (9) + Strength 1D6 (3) None Until deactivated Contact -
  • Choice 1  : Stun (1) ; Wounding ; Stun (1) ; Wounding ; Stun (1) ; Wounding ; Stun (1) ; Wounding

Level 3/3 (Rare) - 30GP

The weapon gains an additional effect–weighted or penetration 5, chosen when upgrading the module. It also gains + 1D6 damage

Damages Violence Activation Duration Reach Energy
4D6 (12) + Strength 1D6 (3) None Until deactivated Contact -
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Weighted ; Penetration (5) ; Penetration (5) ; Weighted
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Weighted ; Penetration (5) ; Penetration (5) ; Weighted

Head mounted attack module

Level 1/2 (Standard) - 10GP

The character inflicts +1D6 damage in melee combat. This module can be used 6 times, when the user chooses, before needing to be reloaded in Camelot.

Damages Violence Activation Duration Reach Energy
1D6 (3) - None Instantaneous Contact -
  • Effect(s)  : Clip (6) ; Clip (6) ; Clip (6) ; Clip (6)

Level 2/2 (Standard) - 20GP

Damage bonus is now permanent, the module no longer needs to be reloaded.

Damages Violence Activation Duration Reach Energy
1D6 (3) - None Instantaneous Contact -

Cutter

(Advanced) - 50GP

This module, a favourite of Priest model wearers, is capable of cutting through nearly anything. It can be used for precision work like cutting the lock out of a door, or to open breaches in walls or cut the barrel off a gun. It can also be used as a melee weapon. It is not designed for that purpose, however, and its user suffers a 3-die penalty to their attack rolls. Using the cutter for its intended purpose requires a move action, attacking with it requires a combat action.

This weapon can cut almost any material (other than alpha element) at a rate of 4 inches per urn for very durable substances

Damages Violence Activation Duration Reach Energy
3D6 (9) + Strength 1 Move action Until deactivated Contact 1
  • Effect(s)  : Anti-vehicle ; Anti-vehicle ; Ignore armour ; Ignore armour ; [Penalty] (3) * ; [Penalty] (3) * ; Anti-vehicle ; Anti-vehicle ; Ignore armour ; Ignore armour ; [Penalty] (3) * ; [Penalty] (3) *

Dart

Level 1/3 (Advanced) - 20GP

A discreet tool designed to pierce through any protection and allow its user to inject an adversary with foreign substances –neurotoxins, sedatives, destructive nanomachines –chosen when purchasing this module. Unsheathing the dart is a free action, but attacking with it requires a move action.

Damages Violence Activation Duration Reach Energy
Strength 1 Move action Instantaneous Contact -
  • Effect(s)  : Clip (3) ; Clip (3) ; Silencer ; Silencer
  • Choice 1  : Stun (2) * ; Continuous damage (3) * ; Continuous damage (3) * ; Damages +2D6 * ; Damages +2D6 * ; Ignore armour * ; Ignore armour * ; Stun (2) *
  • Effect(s)  : Clip (3) ; Clip (3) ; Silencer ; Silencer
  • Choice 1  : Stun (2) * ; Continuous damage (3) * ; Continuous damage (3) * ; Damages +2D6 * ; Damages +2D6 * ; Ignore armour * ; Ignore armour * ; Stun (2) *

Level 2/3 (Advanced) - 15GP

The weapon now has 3 additional charges (clip 3 becomes clip 6).

Damages Violence Activation Duration Reach Energy
Strength 1 Move action Instantaneous Contact -
  • Effect(s)  : Clip (6) ; Clip (6) ; Silencer ; Silencer
  • Choice 1  : Choiced effect in choice 1 of level 1
  • Effect(s)  : Clip (6) ; Clip (6) ; Silencer ; Silencer
  • Choice 1  : Choiced effect in choice 1 of level 1

Level 3/3 (Advanced) - 15GP

Neurotoxin, sedative, and nanomachine effects can be used simultaneously.

Damages Violence Activation Duration Reach Energy
Strength 1 Move action Instantaneous Contact -
  • Effect(s)  : Clip (6) ; Stun (2) * ; Clip (6) ; Continuous damage (3) * ; Continuous damage (3) * ; Damages +2D6 * ; Damages +2D6 * ; Ignore armour * ; Ignore armour * ; Silencer ; Silencer ; Stun (2) * ; Clip (6) ; Stun (2) * ; Clip (6) ; Continuous damage (3) * ; Continuous damage (3) * ; Damages +2D6 * ; Damages +2D6 * ; Ignore armour * ; Ignore armour * ; Silencer ; Silencer ; Stun (2) *

Strike intensifier

Level 1/3 (Advanced) - 20GP

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 Violence Activation Duration Reach Energy
1D6 (3) - None Instantaneous - 1
  • Effect(s)  : [Backlash] (5) ; [Backlash] (5) ; [Backlash] (5) ; [Backlash] (5)

Level 2/3 (Advanced) - 20GP

The first 3D6 deal no backlash damage.

Damages Violence Activation Duration Reach Energy
1D6 (3) - None Instantaneous - 1
  • Effect(s)  : [Backlash] (3) ; [Boost] (2) * ; [Boost] (2) * ; [Backlash] (3) ; [Backlash] (3) ; [Boost] (2) * ; [Boost] (2) * ; [Backlash] (3)

Level 3/3 (Advanced) - 30GP

The module no longer deals any backlash damage

Damages Violence Activation Duration Reach Energy
1D6 (3) - None Instantaneous - 1
  • Effect(s)  : [Boost] (5) * ; [Boost] (5) * ; [Boost] (5) * ; [Boost] (5) *

Nova

Level 1/3 (Rare) - 20GP

This module produces a powerful shockwave capable of stunning enemies in contact range with he armour’s wearer. Adversaries (not including bands) with a Flesh score lower than 10 automatically suffer a stun 1 effect. Adversaries with a higher Flesh score are unaffected.

Damages Violence Activation Duration Reach Energy
- - Combat action Instantaneous Contact 6
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Level 2/3 (Rare) - 20GP

Adversaries (not including bands) with a Flesh score lower than 14 automatically suffer a stun 1 effect. Adversaries with a higher Flesh score are unaffected.

Damages Violence Activation Duration Reach Energy
- - Combat action Instantaneous Contact 6
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Level 3/3 (Rare) - 20GP

Adversaries up to short range with a Flesh score lower than 18 automatically suffer a stun 1 effect. Bands with a Flesh score lower than 18 are also affected, and do not deal overrun damage this turn.

Damages Violence Activation Duration Reach Energy
- - Combat action Instantaneous Short 6
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Warp strike

Level 1/2 (Rare) - 30GP

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.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Long 5

Level 2/2 (Rare) - 40GP

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).

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Long 5

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Ranged

Balder-cannon

(Standard) - 30GP

This small beam cannon fires a high-density laser capable of cutting through flesh, stone, and metal.

Damages Violence Activation Duration Reach Energy
1D6 (3) 1D6 (3) Move action Instantaneous Medium 1
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; [Overclock] (3) ; [Overclock] (3) ; Anti-Anathema ; Anti-Anathema ; [Overclock] (3) ; [Overclock] (3)

Grappling hook module

(Standard) - 20GP

A grappling hook attached to the armour’s forearm allows its user to climb tricky surfaces, to draw small enemies close, and to save themselves from fall damage.
1 automatic success on climb checks for heights of 150 feet or less / Grappling hook prevents critical failures on climb checks / Can drag an enemy with a Flesh aspect lower than 8 closer by one range increment. A target at medium range would therefore be dragged to short range. If the enemy has a Flesh aspect of 14 or higher, the user pulls themselves one range increment closer with the grappling hook.

Damages Violence Activation Duration Reach Energy
- - Combat action Instantaneous - 1
  • Effect(s)  : [Automatic success] (1) * ; [Convergence] * ; [Convergence] * ; [Automatic success] (1) * ; [Safety] * ; [Safety] * ; [Automatic success] (1) * ; [Convergence] * ; [Convergence] * ; [Automatic success] (1) * ; [Safety] * ; [Safety] *

Non-lethal attack

Level 1/3 (Standard) - 10GP

A non-lethal attack module attached to the metaarmour’s forearm allows the character to knock out their enemies without killing them. If this module’s attack reduces an enemy’s health to 0, they are rendered unconscious for 1D6 hours. Once this time has passed they wake up with 1 HP.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short 1
  • Effect(s)  : Clip (6) ; Stun (1) ; Clip (6) ; Stun (1) ; [Non lethal] ; [Non lethal] ; Clip (6) ; Stun (1) ; Clip (6) ; Stun (1) ; [Non lethal] ; [Non lethal]

Level 2/3 (Standard) - 10GP

The module’s stun 1 effect is upgraded to a stun 2 effect.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short 1
  • Effect(s)  : Clip (6) ; Stun (2) ; Clip (6) ; Stun (2) ; [Non lethal] ; [Non lethal] ; Clip (6) ; Stun (2) ; Clip (6) ; Stun (2) ; [Non lethal] ; [Non lethal]

Level 3/3 (Standard) - 10GP

The weapon no longer has a clip limit.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 1 Combat action Instantaneous Short 1
  • Effect(s)  : Stun (2) ; Stun (2) ; [Non lethal] ; [Non lethal] ; Stun (2) ; Stun (2) ; [Non lethal] ; [Non lethal]

Arm cannon

Level 1/3 (Advanced) - 30GP

A lightweight cannon attached to one of the meta-armour’s arms provides an always available weapon for emergencies and surprises.

Damages Violence Activation Duration Reach Energy
3D6 (9) + 3 3D6 (9) + 3 Combat action Instantaneous Medium 1
  • Choice 1  : Destructive ; Destructive ; Wounding ; Ultraviolence ; Ultraviolence ; Wounding ; Destructive ; Destructive ; Wounding ; Ultraviolence ; Ultraviolence ; Wounding

Level 2/3 (Advanced) - 30GP

The weapon gains one additional effect, to be chosen from the following when the upgrade is purchased: scatter 3, radiance 2, assisted aim. The weapon also gains either 1D6 damage or 1D6 violence (chosen when the upgrade is purchased).

Damages Violence Activation Duration Reach Energy
3D6 (9) + 3 3D6 (9) + 3 Combat action Instantaneous Medium 1
  • Choice 1  : Choiced effect in choice 1 of level 1
  • Choice 2  : Assisted aim ; Assisted aim ; Scatter (3) ; Radiance (2) ; Radiance (2) ; Scatter (3)
  • Choice 3  : Violence +1D6 ; Damages +1D6
  • Choice 1  : Choiced effect in choice 1 of level 1
  • Choice 2  : Assisted aim ; Assisted aim ; Scatter (3) ; Radiance (2) ; Radiance (2) ; Scatter (3)
  • Choice 3  : Damages +1D6 ; Violence +1D6

Level 3/3 (Rare) - 30GP

The weapon gains one additional effect, to be chosen from the following when the upgrade is purchased: ignore armour, ignore FF, anti-vehicle. The weapon also gains either 1D6 damage or 1D6 violence (chosen when the upgrade is purchased).

Damages Violence Activation Duration Reach Energy
3D6 (9) + 3 3D6 (9) + 3 Combat action Instantaneous Medium 1
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Choiced effect in choice 2 of level 2
  • Choice 3  : Choiced effect in choice 3 of level 2
  • Choice 4  : Anti-vehicle ; Anti-vehicle ; Ignore armour ; Ignore armour ; Ignore FF ; Ignore FF
  • Choice 5  : Violence +1D6 ; Damages +1D6
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Choiced effect in choice 2 of level 2
  • Choice 3  : Choiced effect in choice 3 of level 2
  • Choice 4  : Anti-vehicle ; Anti-vehicle ; Ignore armour ; Ignore armour ; Ignore FF ; Ignore FF
  • Choice 5  : Violence +1D6 ; Damages +1D6

Chest cavitiy weapon

Level 1/2 (Advanced) - 20GP

The armour’s chest has a cavity filled with enough ammunition for a single powerful final recourse attack.

Damages Violence Activation Duration Reach Energy
7D6 (21) + 6 7D6 (21) + 6 Combat action Instantaneous Short 8
  • Effect(s)  : Clip (1) ; Clip (1) ; Scatter (6) ; Scatter (6) ; Ultraviolence ; Ultraviolence ; Clip (1) ; Clip (1) ; Scatter (6) ; Scatter (6) ; Ultraviolence ; Ultraviolence

Level 2/2 (Advanced) - 30GP

The weapon now contains enough ammunition to fire three times before the clip has to be reloaded in Camelot.

Damages Violence Activation Duration Reach Energy
7D6 (21) + 6 7D6 (21) + 6 Combat action Instantaneous Short 8
  • Effect(s)  : Clip (3) ; Clip (3) ; Scatter (6) ; Scatter (6) ; Ultraviolence ; Ultraviolence ; Clip (3) ; Clip (3) ; Scatter (6) ; Scatter (6) ; Ultraviolence ; Ultraviolence

Defensive cannon

Level 1/3 (Advanced) - 30GP

A small AI-controlled cannon designed to protect the Knight at short range or closer. Once per turn, a brute, badass, or boss who performs a melee attack on the PC at a distance of 10 feet or less automatically takes 2D6 damage from the cannon’s defensive fire. It also adds 1D6 violence to weapons used to attack a band at short range or closer.

Damages Violence Activation Duration Reach Energy
2D6 (6) - None Instantaneous Contact -
  • Effect(s)  : Violence +1D6 * ; Violence +1D6 *

Level 2/3 (Advanced) - 20GP

The cannon now fires defensively at enemies who attack the PC with melee and ranged attacks at a distance of 10 feet or less, dealing 3D6 damage.

Damages Violence Activation Duration Reach Energy
3D6 (9) - None Instantaneous Short -
  • Effect(s)  : Violence +1D6 * ; Violence +1D6 *

Level 3/3 (Advanced) - 20GP

The cannon now fires up to medium range when the PC is attacked, inflicting 4D6 damage.

Damages Violence Activation Duration Reach Energy
4D6 (12) - None Instantaneous Medium -
  • Effect(s)  : Violence +1D6 * ; Violence +1D6 *

Missile pod

(Advanced) - 30GP

Shoulder-mounted guided anti-tank or anti-air missile launcher. Must be reloaded in Camelot. Missile pods only work if an enemy has been holo-targeted.

Damages Violence Activation Duration Reach Energy
6D6 (18) + 3 1D6 (3) + 6 Move action Instantaneous Long 1
  • Effect(s)  : Anti-vehicle ; Anti-vehicle ; Artillery ; Artillery ; Clip (3) ; Clip (3) ; Anti-vehicle ; Anti-vehicle ; Artillery ; Artillery ; Clip (3) ; Clip (3)

Rocket pod

Level 1/3 (Advanced) - 30GP

A launcher capable of firing dozens of small antipersonnel scattering rockets.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 6D6 (18) + 12 Move action Instantaneous Long 1
  • Effect(s)  : Clip (3) ; Clip (3) ; Ultraviolence ; Ultraviolence ; Clip (3) ; Clip (3) ; Ultraviolence ; Ultraviolence

Level 2/3 (Advanced) - 20GP

The module loses the ultraviolence effect, gaining + 2D6 to its violence in exchange.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 8D6 (24) + 12 Move action Instantaneous Long 1
  • Effect(s)  : Clip (3) ; Clip (3) ; Clip (3) ; Clip (3)

Level 3/3 (Rare) - 30GP

The weapon gains the demoralising effect. Clip 3 increases to clip 6.

Damages Violence Activation Duration Reach Energy
1D6 (3) + 6 8D6 (24) + 12 Move action Instantaneous Long 1
  • Effect(s)  : Clip (6) ; Clip (6) ; Demoralising ; Demoralising ; Clip (6) ; Clip (6) ; Demoralising ; Demoralising

Sol invictus cannon

(Rare) - 80GP

The Sol invictus cannon is a more powerful version of the Balder, complete with multiple tubes capable of firing powerful coherent light blasts.

Damages Violence Activation Duration Reach Energy
3D6 (9) 3D6 (9) Combat action Instantaneous Medium 1
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; Ignore FF ; Ignore FF ; Radiance (6) ; Radiance (6) ; [Boost] (8) ; [Boost] (8) ; Anti-Anathema ; Anti-Anathema ; Ignore FF ; Ignore FF ; Radiance (6) ; Radiance (6) ; [Boost] (8) ; [Boost] (8)

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Sight

Alternative vision

Level 1/3 (Standard) - 10GP

This module adds an alternate mode of sight to the armour,

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 2
  • Choice 1  : [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision] ; [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision]

Level 2/3 (Standard) - 10GP

Adds a second alternate vision type.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 2
  • Choice 1  : Choiced effect in choice 1 of level 1
  • Choice 2  : [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision]
  • Choice 1  : Choiced effect in choice 1 of level 1
  • Choice 2  : [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision]

Level 3/3 (Standard) - 20GP

Adds a third alternate vision type.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 2
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Choiced effect in choice 2 of level 2
  • Choice 3  : [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision]
  • Choice 1  : Choiced effect in choice 1 of level 2
  • Choice 2  : Choiced effect in choice 2 of level 2
  • Choice 3  : [Heartbeat vision] ; [Heat vision] ; [Magnetic vision] ; [Predator vision] ; [Heartbeat vision] ; [Magnetic vision] ; [Predator vision] ; [Heat vision]

Holo-targeting

Level 1/3 (Standard) - 10GP

This module allows its user to holo-target a target at long range or nearer (see the holo-targeting effect)

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Long 2
  • Effect(s)  : Holo-targeting ; Holo-targeting ; Holo-targeting ; Holo-targeting

Level 2/3 (Standard) - 20GP

The module can now holo-target a band and an additional 2 brutes, badasses, bosses, or behemoths each time it is activated.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Long 2
  • Effect(s)  : Holo-targeting ; Holo-targeting ; Holo-targeting ; Holo-targeting

Level 3/3 (Standard) - 30GP

The module can now holo-target a band and an additional 3 brutes, badasses, bosses, or behemoths each time it is activated.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Long 2
  • Effect(s)  : Holo-targeting ; Holo-targeting ; Holo-targeting ; Holo-targeting

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Defence

Flash

(Standard) - 15GP

This module emits a strong blinding flash designed to disorient targets in contact range. If the enemy’s Flesh aspect is lower than 8, they automatically suffer a stun 1 effect (no attack roll required).

Damages Violence Activation Duration Reach Energy
- - None 1 turn / 10 seconds Contact 2
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Radiance (2) ; Radiance (2) ; Radiance (2) ; Radiance (2) ; Stun (1) * ; Stun (1) *

Smokescreen

(Standard) - 10GP

The user and all PCs and NPCs at short range gain 2 defence and 2 reaction points, but also a–3D penalty to ranged attacks. Exceptional Beast, Machine, and Mask aspects (or an appropriate alternate vision module) allow PCs and NPCs to ignore these penalties.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Short 2
  • Effect(s)  : Defence (2) ; Defence (2) ; Reaction (2) ; Reaction (2) ; [Penalty] (3) * ; [Penalty] (3) * ; Defence (2) ; Defence (2) ; Reaction (2) ; Reaction (2) ; [Penalty] (3) * ; [Penalty] (3) *

Countermeasures

Level 1/3 (Advanced) - 20GP

By expending one countermeasure charge, the user may cancel the damage and effects of one missile or rocket aimed at them (see missile and rocket pods).

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 2
  • Effect(s)  : Clip (3) ; Clip (3) ; Clip (3) ; Clip (3)

Level 2/3 (Advanced) - 10GP

Clip 3 increases to clip 6.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 2
  • Effect(s)  : Clip (6) ; Clip (6) ; Clip (6) ; Clip (6)

Level 3/3 (Advanced) - 10GP

Clip 6 increases to clip 10.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 2
  • Effect(s)  : Clip (10) ; Clip (10) ; Clip (10) ; Clip (10)

NLD cannon

Level 1/3 (Advanced) - 10GP

This AI activated non-lethal damage cannon is designed to repel close enemies. Each turn, the armour’s wearer may choose one target in short range. If the enemy’s Flesh aspect is lower than 10, they automatically suffer a stun 1 effect (no attack roll required)

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Short 1
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Level 2/3 (Advanced) - 10GP

The cannon’s stun 1 can affect enemies with a Flesh aspect of 12 or lower.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Short 1
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Level 3/3 (Advanced) - 10GP

The cannon’s stun 1 can affect enemies with a Flesh aspect of 14 or lower.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Short 1
  • Effect(s)  : Stun (1) * ; Stun (1) * ; Stun (1) * ; Stun (1) *

Drone shielding

Level 1/2 (Rare) - 30GP

This module is separate from the meta-armour it is installed on, zipping around it to prevent damage.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase - 6
  • Effect(s)  : Defence (2) ; Defence (2) ; [Force field] (2) ; [Force field] (2) ; Defence (2) ; Defence (2) ; [Force field] (2) ; [Force field] (2)

Level 2/2 (Rare) - 30GP

FF increases to +4 points, defence increases to +3 points in total.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase - 6
  • Effect(s)  : Defence (3) ; Defence (3) ; [Force field] (4) ; [Force field] (4) ; Defence (3) ; Defence (3) ; [Force field] (4) ; [Force field] (4)

Force accumulator

Level 1/2 (Rare) - 50GP

When they activate this module, the character’s force field becomes visible to the naked eye and seems to grow thicker and swell with each blow it absorbs, until it finally bursts in a tremendous gout of energy strong enough to stagger or kill even the hardiest foe.
In game terms, each time the character’s force field absorbs damage (completely or partially) they set aside 1D6 for every 6 full points of damage prevented by the FF. Up to 8D6 can be kept next to the player’s character sheet. Whenever they choose, by expending a move action, the character unleashes the force field’s pent-up power. The player then rolls all the dice set aside, and deals that amount of damage (or violence, whichever they prefer) to all enemies in contact range. These dice are lost. The explosion has the ignore FF effect, and inflicts an automatic stun 1 effect on enemies with a Flesh aspect lower than 14.
For the next 1D6 turns following the burst, the character’s force field is disabled. Their FF is reduced to 0, and returns to normal after the 1D6 turns have passed. The module itself serves no purpose while the force field is deactivated. Once the FF returns, the module must be reactivated and its EP cost paid once more if the character wants to use it again.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Contact 8
  • Effect(s)  : Damages +8D6 * ; Stun (1) * ; Ignore FF ; Ignore FF ; Stun (1) * ; Damages +8D6 * ; Stun (1) * ; Ignore FF ; Ignore FF ; Stun (1) *

Level 2/2 (Rare) - 50GP

The module can now accumulate up to 12D6. The character only remains without their FF for one turn after releasing any amount of accumulated damage.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Contact 8
  • Effect(s)  : Damages +12D6 * ; Stun (1) * ; Ignore FF ; Ignore FF ; Stun (1) * ; Damages +12D6 * ; Stun (1) * ; Ignore FF ; Ignore FF ; Stun (1) *

Interception

Level 1/2 (Rare) - 50GP

With this module, a character entering a combat situation can ready themselves for anything and react in the blink of an eye. It allows them to use a move action (limited to one move action per turn) at any time during the turn, interrupting all other actions.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 4

Level 2/2 (Rare) - 50GP

The interception module now allows its user to spend 8 EP to perform a combat action (limited to one combat action per turn) at any time during the turn, interrupting all other actions.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 8

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Tactical

Cameraman module

(Standard) - 10GP

The armour’s helmet is equipped with a HD camera and a HF microphone. These may be activated at will, at no cost.

Damages Violence Activation Duration Reach Energy
- - None Until deactivated - -

Enemy analysis

(Standard) - 30GP

This module is an advanced onboard database containing multiple Avalon mission reports and intel on creatures of the Anathema, along with a network link to Camelot allowing it to update in real time. It functions as a quick enemy analysis system, allowing its user to detect enemies’ strengths and weaknesses. The module’s main downside is that it needs to be activated in close proximity to the target, and takes a whole turn to process information and deliver its report.

Possible analysis (1 per activation) :

  • Learn all of an NPC’s aspects
  • Learn an NPC’s reaction and defence scores
  • Learn all of an NPC’s exceptional aspects
  • Learn an NPC’s weak point(s)
  • Learn an NPC’s weapons (and their statistics)
  • Learn an NPC’s health, armour and shield values
  • Learn an NPC’s abilities
  • Learn a band’s aspects and substats
Damages Violence Activation Duration Reach Energy
- - One turn Instantaneous Medium 8

Satellite relay

Level 1/3 (Standard) - 10GP

Grants access to Avalon’s satellite network, providing topographic maps and recent aerial images (several minutes to one day old).

Damages Violence Activation Duration Reach Energy
- - None None - 4

Level 2/3 (Standard) - 10GP

The module now gives access to a location’s thermal and magnetic readings.

Damages Violence Activation Duration Reach Energy
- - None None - 4

Level 3/3 (Standard) - 10GP

Readings are now all in high definition and allow realtime tracking of enemy troop movements

Damages Violence Activation Duration Reach Energy
- - None None - 4

TacCom Relay

(Standard) - 20GP

Allows constant communication with Camelot, even in remote areas or areas with strong interference, and even in the Anathema. The line is perfectly secure.

Damages Violence Activation Duration Reach Energy
- - None Until deactivated - 1

Tactical interface

(Standard) - 20GP

This module is an advanced onboard database and contains numerous Avalon mission reports, plus valuable training and performance reports on the strengths and weaknesses of the Knight’s teammates. There is also a network link to Camelot allowing for realtime updates. It functions as a quick situation analysis system, allowing its user to issue helpful advice and tactical commands to their banner with smoothly integrated AR notifications and AI-to-AI communication.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Medium 4
  • Effect(s)  : Damages +1D6 * ; Damages +1D6 *

Additional nodes

(Advanced) - 25GP

This module is a storage space for additional nodes chosen from: 3 healing nodes, 3 energy nodes, 3 armour nodes, or one of each (this must be chosen when installing the module). It is recharged each mission and can be purchased several times.

Damages Violence Activation Duration Reach Energy
- - - - - -

Additional smart grenade

(Advanced) - 15GP

This module expands the RACK, allowing it to have one additional smart grenade without changing the number of weapons it can house. Grenades are recharged each mission as usual, and this module can be purchased up to three times.

Damages Violence Activation Duration Reach Energy
- - - - - -

Incandescent flechettes

Level 1/3 (Advanced) - 20GP

This small flechette launcher is almost identical to the flare rocket pod launcher, but rather than flares, it fires small UV flechettes that explode in bursts of burning light.

Hits all NPCs in short range.

Damages Violence Activation Duration Reach Energy
3D6 (9) + 6 1 Move action Instantaneous Short 3
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; Clip (3) ; Clip (3) ; Shadowpurge ; Shadowpurge ; Anti-Anathema ; Anti-Anathema ; Clip (3) ; Clip (3) ; Shadowpurge ; Shadowpurge

Level 2/3 (Advanced) - 25GP

Modification of the effects and the violence

Damages Violence Activation Duration Reach Energy
3D6 (9) + 6 1D6 (3) Move action Instantaneous Short 3
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; Clip (6) ; Clip (6) ; Radiance (2) ; Radiance (2) ; Shadowpurge ; Shadowpurge ; Anti-Anathema ; Anti-Anathema ; Clip (6) ; Clip (6) ; Radiance (2) ; Radiance (2) ; Shadowpurge ; Shadowpurge

Level 3/3 (Advanced) - 25GP

Modification of the effects, of the damages and the violence

Damages Violence Activation Duration Reach Energy
4D6 (12) + 6 2D6 (6) Move action Instantaneous Short 3
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; Clip (9) ; Clip (9) ; Radiance (2) ; Radiance (2) ; Shadowpurge ; Shadowpurge ; Anti-Anathema ; Anti-Anathema ; Clip (9) ; Clip (9) ; Radiance (2) ; Radiance (2) ; Shadowpurge ; Shadowpurge

NanoM injectors

Level 1/2 (Advanced) - 20GP

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.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 5
  • Effect(s)  : [Automatic heal] (1) ; [Automatic heal] (1) ; [Automatic heal] (1) ; [Automatic heal] (1)

Level 2/2 (Advanced) - 10GP

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

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 5
  • Effect(s)  : [Automatic heal] (2) ; [Automatic heal] (2) ; [Automatic heal] (2) ; [Automatic heal] (2)

Node delivery drone

(Advanced) - 30GP

This small detachable drone can fly or scuttle to an ally at medium range, deliver an energy, healing, or armour node, then return to the Knight and reattach to their armour. The drone has enough room for 3 nodes (in addition to the Knight’s standard issue number of nodes), which can be any of: 3 healing nodes, 3 energy nodes, 3 armour nodes, or one of each (this must be chosen when installing the module). With only 10 AP, the drone is fragile but is also small enough to go mostly unnoticed and avoid some attacks. It has a defence and reaction score of 5, and enemies must succeed at an Acuity/Mask check at arduous (5) difficulty to spot it in combat. This difficulty can be adjusted as the GM sees fit, depending on the Knight’s use of the module (such as too often, in a clever manner, and so on).

Nodes can be used at medium range, up to one node per turn.

3 additional nodes are supplied at the beginning of each mission.

Damages Violence Activation Duration Reach Energy
- - Move action 1 turn Medium 3

Portable force field

Level 1/3 (Advanced) - 15GP

Based on the same design as Steed motorbike deployment modules, this module is a supply of small flat pucks or balls containing nanites programmed to assemble into a temporary force field generator. The puck or ball is thrown like a grenade, instantaneously deploying a working force field with a six-foot radius. The generator cannot be moved for the duration of its effect. While this module is perfect for protecting allies and covering fleeing civilians, Knights can also use it to increase their own defences. All they need to do is throw one down at their feet.

Short (or medium if 1 OD in Strength, long if 2 OD in Strength, far if 3 OD or more in Strength).

Damages Violence Activation Duration Reach Energy
- - Move action 1 minute or 6 turns during a conflict phase Contact -
  • Effect(s)  : Clip (3) ; Clip (3) ; [Force field] (4) * ; [Force field] (4) * ; Clip (3) ; Clip (3) ; [Force field] (4) * ; [Force field] (4) *

Level 2/3 (Advanced) - 15GP

Increased use before recharging.

Damages Violence Activation Duration Reach Energy
- - Move action 1 minute or 6 turns during a conflict phase Contact -
  • Effect(s)  : Clip (6) ; Clip (6) ; [Force field] (4) * ; [Force field] (4) * ; Clip (6) ; Clip (6) ; [Force field] (4) * ; [Force field] (4) *

Level 3/3 (Advanced) - 15GP

Maximum use before recharging.

Damages Violence Activation Duration Reach Energy
- - Move action 1 minute or 6 turns during a conflict phase Contact -
  • Effect(s)  : Clip (9) ; Clip (9) ; [Force field] (4) * ; [Force field] (4) * ; Clip (9) ; Clip (9) ; [Force field] (4) * ; [Force field] (4) *

Sonar beads

(Advanced) - 20GP

These beads can be propelled up to medium range. Once they have been deployed in a room, a location, or behind cover, they act as sonars and detect living beings–including invisible ones –at short range around them. Living beings in range are treated as if they were holo-targeted when using ranged weapons against them (see the holo-targeting effect).

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Medium -
  • Effect(s)  : Clip (9) ; Clip (9) ; Holo-targeting * ; Holo-targeting * ; Clip (9) ; Clip (9) ; Holo-targeting * ; Holo-targeting *

Spy drone

(Advanced) - 20GP

This small four-rotor helicopter looks like a toy but is in fact a sophisticated spy drone. It comes equipped with a camera and microphone linked to its user’s helm. Its battery lasts up to 2 hours and it can travel 15 miles from its user before the signal becomes too poor to be useful. Its four rotors can turn into wheels if needed, for better manoeuvrability.
Spy drones have a simplified stat block.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Far -

Warbanner

(Advanced) - 10GP

All enemies with a Machine aspect lower than 8 up to long range are attracted towards the user. Attracted enemies can only attack the user, and head towards them alone. If two or more Warbanner modules are activated at once, multiple enemies split up into equal groups and head towards as many Warbanners as they can.

Damages Violence Activation Duration Reach Energy
- - Move action Special–Warbanner effects last until the enemies’ attention is drawn away by something else Long 3
  • Effect(s)  : [Primary target] * ; [Primary target] * ; [Primary target] * ; [Primary target] *

Capsule

(Rare) - 25GP

Based on the same design as Steed motorbike deployment modules, this module is a supply of small flat pucks or balls containing nanites programmed to assemble into all manner of useful tools, somewhat like the Priest armour’s nanoC mode, but with a preprogrammed list of items. Knights decide between missions what the contents of each capsule shall be for their next deployment.

Capsule contents list

  • Any standard Avalon weapon with a lower GP cost than the cost of this module (including additional capsules, i.e. 35 GP at most)
  • A ram
  • A chest-high wall
  • A net that can change into a spherical cage for 1 EP
  • An advanced medical station that provides a 3D bonus to medical checks
  • An advanced repair station that provides a 3D bonus to repair checks
  • 2 ammunition for a weapon with the clip effect
  • A powerful UV floodlight capable of inflicting radiance 1 on an area equal to medium range
  • A high quality mini camera and microphones
  • An effective GPS tracker and two attachable locator-emitters
  • A roll of spiked caltrops for piercing tyres or slowing enemies
  • A small maglev trolley with a 350 lb carrying capacity
Damages Violence Activation Duration Reach Energy
- - Move action 10 minutes + 10 minutes per 2 EP spent (max. 1 hour), whole amount spent upon activation - 4

Disguise

(Rare) - 50GP

Some armours can be enhanced to replicate a portion of the powerful abilities the Bard meta-armour’s Changeling mode has to offer. This only applies to armours with roughly human proportions, however, rendering it unusable for Warriors or Paladins, for example.

Warrior, Paladin, and Bard meta-armours cannot purchase this module.

Damages Violence Activation Duration Reach Energy
- - Move action Varies - 8
  • Effect(s)  : [Ersatz Bard] ; [Ersatz Bard]

Mega-armour deployment module

(Rare) - 60GP

After the successful launch of the Steed motorbike deployment module, Giant division Priest users started to work on developing a module that could allow them to measure up to a Barbarian meta-armour in melee combat, even if just for a couple of minutes. By taking cues from the Nodachi’s giant combat mechs, they started to figure out a way to create massive battleexoskeletons that can be deployed around a metaarmour, temporarily enhancing its toughness and striking ability. The downside is that this consumes a great deal of power. As soon as the mega-armour reaches 0 AP (or the meta-armour’s energy reserves reach 0 EP), it folds.

Knights using this module can continue using their weapons and modules as usual.

Cannot be miniaturised

30 added to the meta-armour’s AP

Barbarian and Paladin meta-armours cannot purchase this module.

The cost on energy is by turn

Damages Violence Activation Duration Reach Energy
- - One turn One scene or one conflict phase - 6
  • Effect(s)  : [Ersatz Barbarian] ; [Ersatz Barbarian]

Optical camouflage

(Rare) - 60GP

Some armours can be enhanced to replicate a portion of the powerful abilities the Rogue meta-armour’s Ghost mode has to offer. This does come with a prerequisite of at least one Stealth overdrive (either from the armour’s starting ODs or acquiredlater with GP) and unlike the Rogue armour, optical camouflage always drops when the user attacks or performs other aggressive actions.

Cannot be miniaturised

Cannot be deactivated and reactivated in the same turn

Rogue and Paladin meta-armours (so long as they have the ‘slow and heavy’ disadvantage) cannot purchase this module.

Damages Violence Activation Duration Reach Energy
- - Move action Varies - 4
  • Effect(s)  : [Ersatz Rogue] * ; [Ersatz Rogue] *

Portable cover

Level 1/3 (Rare) - 20GP

Beads filled with nanomachines provide temporary cover when thrown on the ground. Once deployed, these portable covers cannot be recovered or moved and act like regular cover for any PC who hides behind them (see Chapter 4: Game mechanics, on page 87).

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Short -
  • Effect(s)  : Clip (3) ; Clip (3) ; Reaction (2) ; Reaction (2) ; Clip (3) ; Clip (3) ; Reaction (2) ; Reaction (2)

Level 2/3 (Rare) - 10GP

Clip 3 increases to clip 6. Cover design is improved and provides an additional 1 reaction point.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Short -
  • Effect(s)  : Clip (6) ; Clip (6) ; Reaction (3) ; Reaction (3) ; Clip (6) ; Clip (6) ; Reaction (3) ; Reaction (3)

Level 3/3 (Rare) - 10GP

Clip 6 increases to clip 9. Cover design is improved and provides an additional 1 reaction point.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase Short -
  • Effect(s)  : Clip (9) ; Clip (9) ; Reaction (4) ; Reaction (4) ; Clip (9) ; Clip (9) ; Reaction (4) ; Reaction (4)

Wolfpack

(Rare) - 10GP

No matter the circumstances, the PC always knows wheretheir teammates are. This effect works up to 50 miles away.

Damages Violence Activation Duration Reach Energy
- - None Until deactivated Far -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Utility

Flare rocket pod

Level 1/3 (Standard) - 10GP

This module allows the character to fire a dazzling white flare into the sky (making it more useful outdoors, or at least from somewhere with an opening outside).
In game terms, the flare lights up the sky for 1D6 turns. Flare rockets deal no actual damage or violence, and firing several at once gives no additional effect.
Human characters in the area (scene or conflict phase) not wearing meta-armour are dazzled, gaining a -1 D penalty to all their skill checks. Creatures of the Anathema suffer a -2D to all their rolls as well as radiance 2.

Damages Violence Activation Duration Reach Energy
- - Move action 1D6 turns - 2
  • Effect(s)  : Clip (3) ; Clip (3) ; Radiance (2) ; Radiance (2) ; [Penalty] (2) * ; [Penalty] (1) * ; [Penalty] (1) * ; [Penalty] (2) * ; Clip (3) ; Clip (3) ; Radiance (2) ; Radiance (2) ; [Penalty] (2) * ; [Penalty] (1) * ; [Penalty] (2) * ; [Penalty] (1) *

Level 2/3 (Standard) - 30GP

In addition to the above effects, flares now inflict radiance 4. Clip 3 increases to clip 6.

Damages Violence Activation Duration Reach Energy
- - Move action 1D6 turns - 2
  • Effect(s)  : Clip (6) ; Clip (6) ; Radiance (4) ; Radiance (4) ; [Penalty] (2) * ; [Penalty] (1) * ; [Penalty] (1) * ; [Penalty] (2) * ; Clip (6) ; Clip (6) ; Radiance (4) ; Radiance (4) ; [Penalty] (2) * ; [Penalty] (1) * ; [Penalty] (2) * ; [Penalty] (1) *

Level 3/3 (Standard) - 50GP

In addition to the above effects, flares now inflict anti-Anathema. Clip 6 increases to clip 9.

Damages Violence Activation Duration Reach Energy
- - Move action 1D6 turns - 2
  • Effect(s)  : Anti-Anathema ; Anti-Anathema ; Clip (9) ; Clip (9) ; Radiance (4) ; Radiance (4) ; [Penalty] (1) * ; [Penalty] (2) * ; [Penalty] (2) * ; [Penalty] (1) * ; Anti-Anathema ; Anti-Anathema ; Clip (9) ; Clip (9) ; Radiance (4) ; Radiance (4) ; [Penalty] (1) * ; [Penalty] (2) * ; [Penalty] (1) * ; [Penalty] (2) *

RIGG sensory interface

(Standard) - 30GP

Allows the user to control drones, vehicles, and systems by interfacing mentally with them. They no longer need to use their hands to drive or use a computer, but must be at medium range at the most. PCs cannot take control of vehicles or computers already in use, but can power them up, use, and shut them down from a distance. If the computer or vehicle is password or key protected, the PC must make a Tech based skill check against a difficulty determined by the GM.

Damages Violence Activation Duration Reach Energy
- - None - Medium -

Traveller

(Standard) - 10GP

The user does not need to eat or drink over the course of an average mission, and can spend 30 days without having to resupply for food or water.

Damages Violence Activation Duration Reach Energy
- - None - - -

Miniaturisation

(Advanced) - 20GP

The chosen module occupies one less slot, and only one (even if it takes up slots in several areas of the armour). A module can occupy no slot at all after miniaturisation.

Damages Violence Activation Duration Reach Energy
- - None - - -

Thunder security

(Advanced) - 50GP

PCs with this module are immune to the following effects: energy drain, interference X, and EMPs.

Damages Violence Activation Duration Reach Energy
- - None - - -

Accelerator

Level 1/2 (Rare) - 50GP

Avalon’s movement accelerator allows meta-armour wearers to act almost twice as fast as a normal human being. Activating the accelerator module provides its user with an additional move action. It can only be activated once per turn.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 5

Level 2/2 (Rare) - 100GP

In addition to the move action, activating the accelerator module now provides its user with an extra combat action. It can only be activated once per turn.

Damages Violence Activation Duration Reach Energy
- - None Instantaneous - 5

Babel interface

(Rare) - 50GP

This linguistics module provides near instantaneous translation (for both parties) of all known languages via the armour’s headpiece. The armour’s AI selects the language output depending on their audience and knowledge of the recipient’s spoken languages. When a PC speaks to an NPC who speaks a different language than theirs, their meta-armour automatically sets itself to the most appropriate language output.

Damages Violence Activation Duration Reach Energy
- - None - - -

Mass redistributor

Level 1/3 (Rare) - 50GP

Adds an additional slot to all armour locations.

Damages Violence Activation Duration Reach Energy
- - None - - -

Level 2/3 (Rare) - 30GP

Adds an additional slot to all armour locations.

Damages Violence Activation Duration Reach Energy
- - None - - -

Level 3/3 (Rare) - 30GP

Adds an additional slot to all armour locations.

Damages Violence Activation Duration Reach Energy
- - None - - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Enhancement

Improved energy

Level 1/3 (Advanced) - 30GP

Improved reactor provides an additional 10 energy points, increasing the meta-armour’s total EP, regardless of the armour’s model.

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 2/3 (Advanced) - 30GP

Improved reactor provides an additional 10 energy points, increasing the meta-armour’s total EP, regardless of the armour’s model (adding to the previous level’s 10 points, for a total of +20 EP above the armour’s base value).

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 3/3 (Rare) - 30GP

Improved reactor provides an additional 10 energy points, increasing the meta-armour’s total EP, regardless of the armour’s model (adding to the previous level’s 10 points, for a total of +30 EP above the armour’s base value).

Damages Violence Activation Duration Reach Energy
- - - - - -

Improved force field

Level 1/3 (Advanced) - 40GP

Improved force field, or IFF, provides an additional 3 FF, increasing the meta-armour’s total force field, regardless of the armour’s model.

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 2/3 (Advanced) - 40GP

The IFF provides an additional 3 FF, increasing the meta-armour’s total force field regardless of the armour’s model (for a total of +6 FF above the armour’s base value)

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 3/3 (Rare) - 40GP

The IFF provides an additional 3 FF, increasing the meta-armour’s total force field, regardless of the armour’s model (for a total of +9 FF above the armour’s base value).

Damages Violence Activation Duration Reach Energy
- - - - - -

Improved shielding

Level 1/3 (Advanced) - 30GP

Improved shielding provides an additional 10 armour points, increasing the meta-armour’s total AP, regardless of the armour’s model.

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 2/3 (Advanced) - 30GP

Improved shielding provides an additional 10 armour points, increasing the meta-armour’s total AP, regardless of the armour’s model (adding to the previous level’s 10 points, for a total of +20 AP above the armour’s base value).

Damages Violence Activation Duration Reach Energy
- - - - - -

Level 3/3 (Rare) - 30GP

Improved shielding provides an additional 10 armour points, increasing the meta-armour’s total AP, regardless of the armour’s model (adding to the previous level’s 10 points, for a total of +30 AP above the armour’s base value).

Damages Violence Activation Duration Reach Energy
- - - - - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Automated

Automated turret

(Standard) - 10GP

The user may deploy a ranged weapon of their choice mounted on a small security turret. The weapon’s cost must be paid at the same time as the module. The turret comes equipped with a sonar and fires on the enemies as instructed by its owner. It can also be set to overwatch mode, firing at anything other than Knights. The turret has one combat action per turn. It is treated as an NPC with a very simplified stat block.

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase - -

Shoulder turret

(Advanced) - 30GP

The user has a compact version of one of Avalon’s ranged weapons mounted on their meta-armour’s shoulder. The weapon’s cost must be paid at the same time as the module. Only weapons without the heavy effect can be mounted on a shoulder turret. Weapons can be switched out in Camelot. The PC may use a move action instead of a combat action to fire their shoulder turret.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous - 2

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Bear Prestige

Bear's endurance

(Prestige) - 30GP

The meta-armour is always less damaged than it should be. Its inner workings are abuzz with nanomachines scurrying around constantly repairing it. Even in the heat of battle, blows taken by the armour seem lessened. The presence of latest generation nanomachines in the metaarmour allows its wearer to run diagnostic and repair routines with just a thought, at the cost of some of the reactor‘s energy.

Effect: Once per turn during a conflict phase or every ten seconds in a scene, the PC rolls 3D6. Their meta-armour recovers points equal to the highest dice roll of the 3.

Damages Violence Activation Duration Reach Energy
- - None One turn - 2

Bear's might

(Prestige) - 40GP

The meta-armour‘s gauntlets and vambraces are slightly thicker and hum with the kinetic energy of a localised force field, rendering weapons and other held items lighter. With this module the character can spend energy to wield heavy weapons as if they were one-handed weapons.

Effect: For the duration of a scene or conflict phase, the character can use weapons with the two-handed effect as if they were one-handed weapons and use them in Akimbo or Ambidextrous style (with the usual negative modifiers for those styles). The character is unaffected by the heavy weapon trait. Furthermore, the character multiplies their carrying and lifting weight by 2 while this module is active. Damage bonuses added by Strength ODs are also doubled.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 12

Bear's rage

(Prestige) - 30GP

The meta-armour now seems to have a will of its own. Its Knightly wearer still commands it, but its AI can now take over its movements with surprisingly protective results. This can include shielding its wearer, or lashing out at an enemy without its Knight‘s authorisation. This increased freedom allows it to carry on fighting, even when the wearer is unconscious.

Effect: When the Knight reaches 0 HP in a conflict phase and their armour is still deployed, they fall unconscious as usual and suffer a grievous wound. The armour itself carries on the fight, mimicking its wearer‘s usual reflexes and attitude. The PC carries on playing the armour as if their character were still conscious inside. The following restrictions apply: the armour can only act to protect its wearer or attack nearby enemies; the armour can only use weapons and modules, not other equipment (such as nodes); when the armour acts, it cannot perform actions using the Beast or Lady aspects.

Each turn after its user falls unconscious, the armour spends 3 EP to keep running. If the armour runs out of EP, it goes into standby mode and stops acting until its user is healed.

Once the conflict phase ends, the character is treated like any other character at death‘s door and their armour goes into standby mode (assuming it has not already done so) and stops acting until its user is healed.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase , or until its EP run out - 3

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Serpent Prestige

Serpent's reflexes

(Prestige) - 20GP

The character‘s armour allows them to be much faster and make snap decisions beyond those of mere mortals.

Effect: When the character rolls for initiative, they roll 3 dice and add 10 to the total in addition to their initiative score. Furthermore, they now have one additional move action that they can only use to move

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - -

Serpent's sense

(Prestige) - 20GP

The armour has a powerful sonar capable of detecting all enemies in their vicinity, even if they are invisible, ethereal, or otherwise concealed.

Effect: When the character activates the module, they can detect all enemies up to medium range. Only NPCs with a major exceptional Machine or Mask aspect are immune to this effect. In order to detect an enemy, the character must concentrate on the sonar device and ask the GM if any are present.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 3

Serpent's skin

(Prestige) - 30GP

The meta-armour always seems translucent and hard to focus on, as if reality around it were constantly shifting and warping. The wearer can even choose to make it become effectively invisible. Enemies in combat have a harder time hitting the wearer, and even allies find it hard to look straight at them for more than ten seconds.

Effect: The character‘s reaction score is increased by 2. This effect lasts for a whole scene or conflict phase. Furthermore, so long as the wearer remains immobile against a single-coloured background, they become completely undetectable to enemies without an exceptional Machine aspect score.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 6
  • Effect(s)  : Reaction (2) ; Reaction (2) ; Reaction (2) ; Reaction (2)

Serpent's touch

(Prestige) - 30GP

The meta-armour secretes a powerful nanotoxin from the palms of its gauntlets. This toxin is made from synthetic nanomachines, and can affect creatures that are normally immune to such things. The Knight can let it flow across their weapons or they can use it with their bare hands.

Effect: All the character‘s melee attacks are treated as now having the wounding and continuous damage 6 effects. If their weapons already have a similar effect, the effect is increased to 4D6 instead of 2D6 for wounding and a duration of 2D6 turns instead of 1D6 for continuous damage.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -
  • Effect(s)  : Continuous damage (6) * ; Continuous damage (6) * ; Wounding * ; Wounding * ; Continuous damage (6) * ; Continuous damage (6) * ; Wounding * ; Wounding *

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Falcon Prestige

Hawk's radiance

(Prestige) - 40GP

Blinding, radiant light shines from cracks and slits in the armour, weakening and burning creatures of the darkness. Thus bathed in light, the Knight and their allies can stand toe to toe with the worst minions of the Anathema.

Effect: All the character’s attacks with ranged and melee weapons or unarmed strikes now have the radiance 6 effect, regardless of range from their target. This only applies to weapons held by the character; if they hand them to an ally, they lose this effect.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -
  • Effect(s)  : Radiance (6) ; Radiance (6) ; Radiance (6) ; Radiance (6)

Hawk's strength

(Prestige) - 60GP

All the character‘s weapons and ammunition are now enhanced to be even more effective against creatures of the Anathema.

Effect: The PC‘s weapons and those of their allies within short range gain the anti-Anathema effect. Allies using ranged weapons only get this effect if their targets are also in short range.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 8
  • Effect(s)  : Anti-Anathema * ; Anti-Anathema * ; Anti-Anathema * ; Anti-Anathema *

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Boar Prestige

Boar's stubbornness

(Prestige) - 40GP

The meta-armour‘s AI now has just the right words at the right times to give its Knight hope and reassurance. Even when they are supposed to be terrified, stressed, and worn out, the PC keeps fighting, keeps moving forward.

*Effect: Now, when the PC rolls to resist fear or despair, hey can always roll twice and keep the better of the two results.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

Boar's viciousness

(Prestige) - 60GP

The meta-armour shudders almost imperceptibly, as if struggling to contain copious amounts of energy. Upon activation, the wearer unleashes a torrent of bestial violence, lending untold heights of mindless savagery to their attacks.

Effect: For the cost of some EP, the character can add their Aggression characteristic, as well as its ODs, to all their combos for the remainder of the scene. This means all their combos will be done with three characteristics. If Aggression is already the base characteristic of a test, they can add two others of their choice to bring it up to three.

In return, all their actions have to be cruel, violent, savage, and noisy. As these are far from chivalrous traits and actions, no acts performed while this module is running can lead to the Knight gaining heroism points.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 6

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Dragon Prestige

Dragon's aura

(Prestige) - 40GP

An additional force field of crackling white sparks is added to the meta-armour‘s regular force field. Every so often, when weapons or shots glance off it, arcing tendrils of excess energy collide in mid-air around the Knight.

Effect: The PC adds 3 additional points to their force field. Whenever they suffer damage, they may spend energy to increase their force field by 1 for 1 EP (up to a maximum of 10 EP per attack). This increase only lasts long enough for one attack, and disappears immediately afterward. All damage can be reduced with this FF increase, except damage dealt by weapons or attacks with the ignore FF effect.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -
  • Effect(s)  : [Force field] (3) * ; [Force field] (3) * ; [Force field] (3) * ; [Force field] (3) *

Dragon's breath

(Prestige) - 40GP

The meta-armour can spew forth a jet of pure, blue energy. This powerful spray can come from its gauntlets or its helm. Its range isn‘t far, but it is strong enough to send an armoured vehicle flying or tear a suit of meta-armour wide open.

Effect: This module works the same way as combat modules, but does not require a free hand or module slots.

Damages Violence Activation Duration Reach Energy
2D6 (6) 2D6 (6) Move action Instantaneous Short -
  • Effect(s)  : Anti-vehicle ; Anti-vehicle ; Destructive ; Destructive ; Wrath ; Ignore FF ; Ignore FF ; Wrath ; [Boost] (8) ; [Boost] (8) ; Anti-vehicle ; Anti-vehicle ; Destructive ; Destructive ; Wrath ; Ignore FF ; Ignore FF ; Wrath ; [Boost] (8) ; [Boost] (8)

Dragon's scale

(Prestige) - 20GP

The meta-armour is about 1.5 feet taller, is larger and more impressive than before, and is also a bit heavier. Much tougher plating replaces the weaker parts of the armour and makes it more impervious to blows than before.

Effect: 10 armour points are added to the meta-armour‘s AP total.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Horse Prestige

Horse's fidelity

(Prestige) - 80GP

The meta-armour is now capable of synchronising its actions with those of its allies, working in perfect harmony with them, and complementing their efforts. The Knight‘s AI can interface with their allies‘ AIs to coordinate their assaults.

Effect: This module allows the banner to perform a group attack. During their initiative turn (and only once per whole turn), the user can activate this module at the cost of one combat action. Upon activation, the other PCs involved in the fight (not the user themselves) may perform one ranged or melee attack action against one (and only one) target designated by the Knight using the module. This does not cost the attacking Knights any actions, and allows them to attack outside their initiative order, during the initiative of the module-using Knight. These attacks are simultaneous and each one requires an attack roll as usual.

When it comes to their initiative turn, the other PCs resume play as normal.

Damages Violence Activation Duration Reach Energy
- - Combat action One turn - 10

Horse's loyalty

(Prestige) - 20GP

The character‘s meta-armour can tweak other armours‘ settings in much the same way as a Warmaster metaarmour, improving some of their allies‘ abilities at the expense of their own.

Effect: For the duration of one scene or a conflict phase and for a cost of 6 EP, the character may transfer some or all of their meta-armour‘s overdrives to an ally PC‘s meta-armour. One or more overdrives can be temporarily donated in this manner (but only to one ally per module activation). The targeted ally gains the overdrive bonuses to dice rolls but none of their other abilities or effects. Overdrives donated in this manner must be added to characteristics belonging to the same aspect as the original overdrives, and they can all be added to the same characteristics. Needless to say, the character donating their overdrives can no longer use them until the end of the scene or conflict phase. Overdrives obtained via the Warrior meta-armour‘s Stances cannot be donated.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 6

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Eagle Prestige

Eagle's agility

(Prestige) - 40GP

The armour‘s AI now has cutting edge anti-projectile evasion enhancements. It forewarns its user of enemy lock-ons, calculates projectile trajectories, and suggests evasive manoeuvres.

Effect: The meta-armour adds 4 points to the character‘s reaction score.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -
  • Effect(s)  : Reaction (4) ; Reaction (4) ; Reaction (4) ; Reaction (4)

Eagle's claws

(Prestige) - 30GP

Two clawlike blades spring from the meta-armour‘s vambraces on command. Attached to thin cables, they can be aimed at nearby enemies and snap back to the wielder with a flick of the arm.

Effect: The character can perform an additional attack each turn with their claws. This attack can be made with either a Combat or Ranged based roll. They are considered a single weapon for gameplay purposes, whether the user attacks with one or both of the claws. They also possess the same special effects as the grappling hook module.

Damages Violence Activation Duration Reach Energy
3D6 (9) 3D6 (9) Move action One scene / one conflict phase Short -
  • Effect(s)  : Ignore armour ; Ignore armour ; [Automatic success] (1) * ; [Convergence] * ; [Convergence] * ; [Automatic success] (1) * ; [Safety] * ; [Safety] * ; Ignore armour ; Ignore armour ; [Automatic success] (1) * ; [Convergence] * ; [Convergence] * ; [Automatic success] (1) * ; [Safety] * ; [Safety] *

Eagle's eye

(Prestige) - 30GP

The meta-armour‘s AI now has cutting edge aiming software enhancements allowing it to optimise projectile trajectories, compensating for factors such as wind, and overall ensure the farthest reach for their weapons.

Effect: The PC may now ignore any penalties due to range on ranged attack rolls. They suffer no penalty for firing at long range with a short-range weapon, for instance. This effect does not apply to flamethrower-type weapons.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Raven Prestige

Raven's cackle

(Prestige) - 40GP

The meta-armour now radiates dark energy. When attacked, the armour‘s alpha energy reactor can activate to selectively disperse part of the incoming damage of the impact.

Effect: When the character sustains damage from any source (after FF reduction), they can choose to redirect half of the damage or less to their EP reserves. If, for example, they were to suffer 20 damage to their AP, they could decide to lose 10 AP and 10 EP instead. Note that when their EP reserves are empty, the Knight can no longer do this, and their AP takes all damage as usual until they regain some of their energy.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

Raven's hunger

(Prestige) - 40GP

The meta-armour now has several minuscule, jet black energy receivers, doubtless made from alpha element, that allow it to siphon power from nearby targets.

Effect: When the wearer attacks a target with an EP score at medium range or less, the PC can choose to use this module to drain a portion of their energy.

On a successful attack, the player rolls 1D6. The target loses that many EP, and the character gains the amount lost. A target with 0 EP cannot lose any, and the character cannot gain any from them. This module does not allow the character to gain more EP than their EP total. They can carry on draining EP from a target in such a situation, however any excess EP is lost.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

Raven's longevity

(Prestige) - 20GP

The armour now has a darkly glowing secondary alpha energy reactor core on its back, adding to the main reactor‘s power supply.

Effect: 20 energy points are added to the meta-armour‘s EP total.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Stag Prestige

Stag's authority

(Prestige) - 40GP

Pheromone emitters on the meta-armour‘s helm now allow the character to subject others to their will, from petty criminals to heads of state, or both.

Effect: The character can spend some EP to give an order to a human NPC (with a Machine score of 12 or less) in medium range or less. The NPC must obey, without really knowing why. The order must be simple (in a few words at most), straightforward (no complex series of tasks), and not put the NPC‘s life in danger. The listed EP cost is for a single order; additional EP can be spent to issue the order to more than one target.

Each additional target needs 2EP

Damages Violence Activation Duration Reach Energy
- - None Special: duration depends on the order given Medium 4

Stag's nobility

(Prestige) - 40GP

This meta-armour is a work of beauty, its fine engravings backed up by pheromone emitters designed to fluster and confuse its enemies. When worn, the Knight becomes so charismatic and so unnaturally attractive that even the worst scum of the Earth thinks twice before attacking them.

Effect: By spending energy points, the character radiates a powerful aura of charisma and command. In game terms, this means that human enemies, regardless of their usual tactics, will always target other PCs first.

Should an enemy have no choice but to attack the PC, they must succeed at a Machine based roll against the PC‘s Aura score. If they fail, they are charmed and do nothing for the turn. If they succeed, the PC gains 3 points in both defence and reaction for that attack.

Finally, if the PC is fighting a band of human enemies, they only take half the usual overrun damage each turn.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase - 8

Stag's splendour

(Prestige) - 20GP

In battle, the Knight‘s armour shines with dazzling light, confusing nearby enemies. In addition to this, the PC‘s every movement is filled with confidence and grace.

Effect: The character adds 3 points to their defence score.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -
  • Effect(s)  : Defence (3) ; Defence (3) ; Defence (3) ; Defence (3)

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Lion Prestige

Lion's courage

(Prestige) - 30GP

This module allows the armour to play convincingly moving music and display beautiful artwork on its plating, making it a wonder to behold. Reassuring lights often also filter through its gaps and joints.

Effect: Through spending energy points, the Knight can become a bulwark against despair for a scene or conflict phase. For the rest of the scene or conflict phase, all hope point losses they, their allied PCs, and their allied NPCs suffer while in short range are reduced by 1, in addition to any other hope point loss reductions.

Damages Violence Activation Duration Reach Energy
- - None One scene / one conflict phase Short 8
  • Effect(s)  : [Hardened] (1) * ; [Hardened] (1) * ; [Hardened] (1) * ; [Hardened] (1) *

Lion's ferocity

(Prestige) - 50GP

The armour is lighter and more flexible, and its servos and power relays hum with barely contained energy ready to be unleashed on the wearer‘s adversaries. This newfound vigour allows the Knight to act almost twice as fast as usual.

Effect: By spending some EP during a conflict phase, the Knight can gain one additional combat action (and only one per turn thanks to this module). This additional attack is performed during the character‘s initiative_ turn.

If this module and the movement accelerator are used in the same turn, this module‘s additional attack is treated as a third combat action.

Damages Violence Activation Duration Reach Energy
- - None One turn - 3

Lion's pride

(Prestige) - 20GP

The meta-armour‘s AI provides its wearer with constant reassurance. Their bond deepens and the two form a more reliable partnership than most Knights and their AI, with the AI gaining some measure of independence. It acts as a sibling or a loving parent, and is utterly devoted to its user.

Effect: Whenever the Knight would regain hope between missions or while on a mission, if they are able to hear their AI they can gain 2 additional hope points.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Bull Prestige

Bull's hide

(Prestige) - 50GP

The character‘s meta-armour is thicker and appears more muscular, and its AI has improved user protection capabilities. It does all in its power to protect the armour‘s wearer, even to the detriment of the suit‘s physical condition if necessary.

Effect: While the meta-armour is deployed, any damage the Knight would take to their HP (from any source) is redirected to the armour‘s AP. This means that the ignore armour and armour piercing X effects no longer affect the character while they are wearing their meta-armour. This does not apply to the health points lost when a character takes multiples of 5 points of damage to their AP, as per usual. If the Knight runs out of AP, all remaining damage carries over to their health.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

Bull's presence

(Prestige) - 30GP

The meta-armour now has several funnels and vents allowing it to spread a cloud of nanoMs to heal nearby allies. It is said that a Knight with this module can bring people back from the brink of death with nothing more than a modest expenditure of energy.

Effect: The character can spend 3 EP to restore 1D6 health points to allied PCs and NPCs in short range.

Damages Violence Activation Duration Reach Energy
- - Move action Instantaneous Short 3

Bull's vigor

(Prestige) - 20GP

Several injectors inside the meta-armour implant a cocktail of specially made nanomachines designed to render the user tougher, more resilient, and less susceptible to pain. While under the effects of these nanomachines, the character gains incredible endurance and vigour.

Effect: While carrying their meta-armour (folded or deployed), the character gains a number of total health points equal to half their normal amount (rounded down). If, for example, a character has 20 HP, they add 10 HP (half their current total) to their total HP. So long as the character is in possession of their meta-armour, their total HP is increased.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

* Effects and choice marked may have conditions or informations, see the module page for more informations.

Wolf Prestige

Wolf's instinct

(Prestige) - 50GP

Most of the meta-armour‘s interior and exterior parts are now laced with adaptive nanomachines which can instantaneously shift its density, shape, matter, and response to external stimuli. The suit‘s AI can now automatically detect negative impairments and respond on a case-by-case basis. With this module installed, the wearer is able to shrug off many effects that would otherwise disable them.

Effect: When they acquire this module, the character chooses two of the following effects: stun X, continuous damage X, armour piercing X, fear X.

Then they choose one of the following effects: ignore armour, ignore FF, energy drain, or domination.

While the PC is wearing their meta-armour, they ignore the chosen effects.

Damages Violence Activation Duration Reach Energy
- - None Permanent - -

Wolf's pack

(Prestige) - 30GP

The belt of the Knight‘s meta-armour now has several small drones they can deploy to aid them in battle. These drones can take the shape of antigravity spheres the size of an orange armed with small calibre firearms, or meld into one larger sphere shaped drone equipped with a heavy weapon.

Effect: For 6 EP, the Knight activates a pack of independent drones. They do not need to be actively commanded to act, and have one move action and one combat action.

They can be used in two configurations:

  • A drone band can provide light support. It acts the same as any other band, attacking all enemies in the combat phase, and has a relatively basic configuration.

  • The spheres can become a single, larger drone equipped with a heavy automatic shotgun. The drone then becomes an allied NPC. It has all the effects of a level 3 flight module with no energy cost.It ignores all domination and fear X effects

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase - 6

Wolf's protection

(Prestige) - 20GP

The character‘s armour can now deploy small drones, similar to flying shields, to hover around it. These dozen or so drones help protect them from enemy attacks, and some can be sent to shore up an ally‘s defence if needed.

Effect: By spending energy, the PC can add 2 points to their current force field score for the duration of a scene or conflict phase. They can pay a further EP cost to allow allies to receive this bonus as well (2EP per selected ally.)

Damages Violence Activation Duration Reach Energy
- - Move action One scene / one conflict phase - 3
  • Effect(s)  : [Force field] (2) ; [Force field] (2) ; [Force field] (2) ; [Force field] (2)

* Effects and choice marked may have conditions or informations, see the module page for more informations.