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mods

Mods

Mods (short for modifications) are tech that can be added to gear to improve its function or give it more abilities. Mods are specific to item type.

Adding more mods increases the cost of both adding further mods and maintenance.

Generic Mods

These mods are widely applicable to a range of items and devices.

  • Increase Charge Capacity - +2 Charge Capacity. Can be applied multiple times.
  • Integrity Field - Tear 1 Charge to Resist a SUNDER call that hits this weapon, shield or device.

Cultural Mods

These mods can generally be applied to any item, but can only be learned by characters who have certain cultural prerequisite skills.

  • Talisman - Dominion characters with a Talisman item may call RESIST to one EFFECT call or roleplay effect each day. Engineers with at least one rank of the Priestly Devotion automatically gain knowledge of this Mod in addition to their normal allocation.
  • Psi Crystal Battery - +3 Charge Capacity. Can be applied multiple times. You must have the Weave Crystal psionic power to learn this Mod.
  • Psi Crystal Capacitor - You may spend psi points in place of Charges when using this item. You must have the Weave Crystal psionic power to learn this Mod.
  • Psi Crystal Matrix - A weapon with this mod can be used with the Resonant Blade psionic powers. You must have the Weave Crystal psionic power to learn this Mod.

Energy Weapons

All energy weapons can have these mods applied to them, apart from the ones that include the word “heavy” in the title. Heavy abilities can only be delivered by large “Mega” size darts fired from Heavy Energy Weapons.

  • Shock Bolt - Tear 1 charge to make a FREEZE(5) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 5.
  • Penetrator Bolt - Tear 1 charge to make a THROUGH call.
  • Disruption Bolt - Tear 2 charges to make a DISRUPT call.
  • Kill Bolt - Tear 4 charges to make a LETHAL call.
  • Impact Bolt - Tear 1 charge to make a STRIKEDOWN call.
  • Heavy Force Bolt - Tear 1 charge to make a STRIKE call.
  • Heavy Shock Bolt - Tear 1 charge to make a FREEZE(10) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 10.
  • Heavy Stun Bolt - Tear 1 charges to make a KNOCKOUT(10) call. Can be applied multiple times, each time allowing an extra 1 charge to be torn to increase the KNOCKOUT duration by 10.
  • Heavy Shredder Bolt - Tear 2 charges to make a REND call.
  • Heavy Ruin Bolt - Tear 2 charges to make a SUNDER call.

Melee Weapons & Shields

General Mods

  • Penetrator Matrix - Tear 1 charge to make a THROUGH call. Weapons only.
  • Shock Matrix - Tear 1 charge to make a FREEZE(5) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 5. Weapons only.

Type-specific Mods

  • Disruption Matrix - Tear 1 charge to make a DISRUPT call. Small Melee Weapons only.
  • Convulsor Matrix - Tear 1 charge to call DISARM. Medium Melee Weapons only.
  • Force Matrix - Tear 1 charge to call STRIKE. Large Melee Weapons only.
  • Impact Matrix - Tear 1 charge to call STRIKEDOWN. Large Melee Weapons only.
  • Stun Matrix - Tear 2 charges to make a KNOCKOUT(10) call. Can be applied multiple times, each time allowing an extra 1 charge to be torn to increase the KNOCKOUT duration by 10. Large Melee Weapons only.
  • Shredder Matrix - Tear 2 charges to call REND. Large Melee Weapons only.
  • Ruination Matrix - Tear 2 charges to call SUNDER. Large Melee Weapons only.
  • Reflection Matrix - Tear 2 charges to call SUNDER to a melee weapon that strikes this shield. Shields only.
  • Compensator Matrix - You may move at full speed while under fire using this shield. Shields only.
  • Force Absorption Matrix - You may call RESIST to STRIKEDOWN and REPEL attacks that strike this shield. Shields only.
  • Energy Absorption Matrix - Reduce the duration of FREEZE and KNOCKOUT attacks that strike this shield by 10 seconds for each time this mod is applied. Shields only.
  • Resistance Matrix - Tear 1 charge to call RESIST to a Call that strikes this shield. Shields only.
  • Repulsor Matrix - Tear 2 charges to call REPEL to a character that strikes this shield with a melee weapon. Shields only.

Armour

  • Shock Distributors - Reduce FREEZE duration by 2 seconds. Can be applied multiple times.
  • Reinforcement Pattern - Tear 1 charge to restore 1 lost hit on a location. Can be applied multiple times to restore more hits per Charge expended (so armour with 2 of these mods can tear 2 charges to restore 2 hits on a location). Regardless of how many of these Mods are on armour, the Reinforcement Pattern ability can only be triggered once every 30 seconds.
  • Ablative Layers - Adds 1 Armour Hit to the armour. Can be applied once for Light, twice for Medium, and 3 times for Heavy armour.
  • Integrity Pattern - Tear 1 charge to call RESIST(REND).
  • Stabilisers - Tear 1 charge to call RESIST(STRIKEDOWN).
  • Weave Solidifier - Tear 2 charges to activate for 30 seconds. While active, you may call RESIST(THROUGH) at no cost. Can be applied multiple times - each application after the first increases the activation duration by 15 seconds.
  • Deflection Generator - Tear 4 charges to activate for 30 seconds. While active, you may call RESIST to all attacks at no cost. After 30 seconds, this Mod cannot be used again for another 30 seconds.

Energy Fields

  • Field Strengthener - Energy Field gains 1 Field Hit.
  • Combat Repower - Tear 1 charge to initiate a 30-second recharge cycle. After 30 seconds all field hits are restored. If you are struck during this period then the recharge fails and the charges spent are wasted. This mod may be applied multiple times, allowing you to tear 1 extra charge to reduce the recharge cycle by 10 seconds.

Science Devices

  • Amplified Gain - Improves device effectiveness. Extractors harvest more samples, Detectors work over wider areas, Analysers grant more detail.
  • Flexible Energy Containment - Grants an additional slot for Exotic Substances. Can only be applied once.
  • Etheric Focus - Changes an extractor into an Energy Interface (charges anything), and an Analyser into a Field Transducer (maximum detail on Etheric phenomena).
  • Corporeal Focus - Changes a Detector into a Mineral Scanner (detects mineral deposits over wide area), and an Analyser into a Spectrometer (maximum detail on Corporeal phenomena).
  • Life Focus - Changes a Detector into a Lifesigns Detector (detects lifesigns over local area), and an Analyser into a Diagnosis Module (allows diagnosis of most Conditions).
mods.txt · Last modified: 2019/08/13 16:55 (external edit)