Mods

Name Description Type Restrictions
Charge Cells +2 Charge Capacity. Can be applied multiple times. None
Hardened Components This item cannot become Broken (it can still become SUNDERED). None
Integrity Field Tear 1 Charge to Resist a SUNDER call that hits this weapon, shield or device. None
Psi Crystal Battery
Requires Psionic Resonance [5]
+3 Charge Capacity. Can be applied multiple times. You must have the Weave Crystal psionic power to learn this Mod. None
Psi Crystal Capacitor
Requires Psionic Resonance [5]
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. None
Psi Crystal Matrix
Requires Psionic Resonance [5]
This mod infuses psi crystals through a devices mechanisms, allowing it to be manipulated with certain specific psionic abilities. You must have the Weave Crystal psionic power to learn this Mod. A melee weapon with a Psi Crystal Matrix can be used with the Resonant Blade psionic powers. None
Talisman
Requires Priestly Devotion
Known automatically by engineers with Priestly Devotion
Dominion characters with a Talisman item may call RESIST to one IMBUE call or roleplay effect each day. Engineers with at least one rank of Priestly Devotion automatically gain knowledge of this Mod in addition to their normal allocation. None
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. Energy Field
Field Strengthener Energy Field gains 1 Field Hit. Energy Field
Heavy Disruption Bolt Tear 1 charge to make a DISRUPT call. Heavy Energy Weapon
Heavy Overcharge Bolt Add the GLOBAL modifier to a call for 3x the normal Charge Cost (the basic STRIKE call of heavy energy weapons counts as having 1 Charge Cost for the purposes of this mod). This Mod only has an effect on calls that have a locational effect (DISARM, DISRUPT, REND, STRIKE, THROUGH). Heavy Energy Weapon
Heavy Ruin Bolt Tear 2 charges to make a SUNDER call. Heavy Energy Weapon
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 Energy Weapon
Heavy Shredder Bolt Tear 2 charges to make a REND call. Heavy Energy Weapon
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 Energy Weapon
Heavy Suppressing Fire Add the MASS modifier to a call for 3x the normal Charge Cost (the basic STRIKE call of heavy energy weapons counts as having 1 Charge Cost for the purposes of this mod). You must direct this MASS call in a 90-180 degree arc to the front of your weapon. Heavy Energy Weapon
Force Matrix Tear 1 charge to call STRIKE. Large Melee Weapon
Impact Matrix Tear 1 charge to call STRIKEDOWN. Large Melee Weapon
Ruination Matrix Tear 2 charges to call SUNDER. Large Melee Weapon
Shredder Matrix Tear 2 charges to call REND. Large Melee Weapon
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 Weapon
Convulsor Matrix Tear 1 charge to call DISARM. Medium Melee Weapon
Analysis Module Adds a Green Card to Examinations performed using the Scanner. Scanner
Corporeal Focus Grants 1 automatic success to Examine and Sample attempts performed on Corporeal Science Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Etheric or Life Science phenomena. A Scanner can only have one type of Focus Mod applied to it - after the first, different types of Focus Mod cannot be applied. If multiple Focus Mods of the same type are applied to a Scanner, they grant additional automatic successes, but only on odd-numbers of the same mod applied. So a Scanner with 1 or 2 of this Focus Mod gets 1 automatic success, one with 3 or 4 gets 2 auto-successes, one with 5 or 6 gets 3 auto-successes, and so on. Automatic Successes can only be used by the lead character while scanning, and only an amount of times equal to their Skill Rank. Scanner
Detection Module Increases the detection range for Surveys to a wider area. Scanner
Diagnostic Focus Grants 1 automatic success to Examine and Sample attempts performed on character-affecting Conditions using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on other phenomena. A Scanner can only have one type of Focus Mod applied to it - after the first, different types of Focus Mod cannot be applied. If multiple Focus Mods of the same type are applied to a Scanner, they grant additional automatic successes, but only on odd-numbers of the same mod applied. So a Scanner with 1 or 2 of this Focus Mod gets 1 automatic success, one with 3 or 4 gets 2 auto-successes, one with 5 or 6 gets 3 auto-successes, and so on. Automatic Successes can only be used by the lead character while scanning, and only an amount of times equal to their Skill Rank. Scanner
Etheric Focus Grants 1 automatic success to Examine and Sample attempts performed on Etheric Science Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Life or Corporeal Science phenomena. A Scanner can only have one type of Focus Mod applied to it - after the first, different types of Focus Mod cannot be applied. If multiple Focus Mods of the same type are applied to a Scanner, they grant additional automatic successes, but only on odd-numbers of the same mod applied. So a Scanner with 1 or 2 of this Focus Mod gets 1 automatic success, one with 3 or 4 gets 2 auto-successes, one with 5 or 6 gets 3 auto-successes, and so on. Automatic Successes can only be used by the lead character while scanning, and only an amount of times equal to their Skill Rank. Scanner
Flexible Energy Containment Grants an additional slot for Exotic Substances. Can only be applied once. Scanner
Life Focus Grants 1 automatic success to Examine and Sample attempts performed on Life Science Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Etheric or Corporeal Science phenomena. A Scanner can only have one type of Focus Mod applied to it - after the first, different types of Focus Mod cannot be applied. If multiple Focus Mods of the same type are applied to a Scanner, they grant additional automatic successes, but only on odd-numbers of the same mod applied. So a Scanner with 1 or 2 of this Focus Mod gets 1 automatic success, one with 3 or 4 gets 2 auto-successes, one with 5 or 6 gets 3 auto-successes, and so on. Automatic Successes can only be used by the lead character while scanning, and only an amount of times equal to their Skill Rank. Scanner
Sampling Module Adds a Green Card to Sampling performed using the Scanner. Scanner
Compensator Matrix You may move at full speed while under fire using this shield. Shield
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. Shield
Force Absorption Matrix You may call RESIST to STRIKEDOWN and REPEL attacks that strike this shield. Shield
Reflection Matrix Tear 2 charges to call SUNDER to a melee weapon that strikes this shield. Shield
Repulsor Matrix Tear 2 charges to call REPEL to a character that strikes this shield with a melee weapon. Shield
Resistance Matrix Tear 1 charge to call RESIST to a Call that strikes this shield. Shield
Disruption Matrix Tear 1 charge to make a DISRUPT call. Small Melee Weapon
Disruption Bolt Tear 2 charges to make a DISRUPT call. Light Energy Weapon Medium Energy Weapon
Force Bolt Tear 1 charge to make a STRIKE call. Light Energy Weapon Medium Energy Weapon
Impact Bolt Tear 1 charge to make a STRIKEDOWN call. Light Energy Weapon Medium Energy Weapon
Kill Bolt Tear 4 charges to make a LETHAL call. Light Energy Weapon Medium Energy Weapon
Penetrator Bolt Tear 1 charge to make a THROUGH call. Light Energy Weapon Medium Energy Weapon
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. Light Energy Weapon Medium Energy Weapon
Penetrator Matrix Tear 1 charge to make a THROUGH call. Small Melee Weapon Medium Melee Weapon Large Melee Weapon
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. Small Melee Weapon Medium Melee Weapon Large Melee Weapon
Ablative Layers Adds 1 Armour Hit to the armour. Can be applied once for Light, twice for Medium, 3 times for Heavy, and 4 times for Assault Armour. Light Armour Medium Armour Heavy Armour Assault Armour
Deflection Generator Tear 4 charges to activate for 30 seconds. While active, you may call RESIST to all attacks at no cost, but cannot make attacks or use any abilities that affect any other characters or external objects (you may still use abilities that affect you and your carried or worn equipment, or allow you to RESIST other effects). After use, this Mod cannot be used again for another 30 seconds. Light Armour Medium Armour Heavy Armour Assault Armour
Integrity Pattern Tear 1 charge to call RESIST(REND). Light Armour Medium Armour Heavy Armour Assault Armour
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 1 Charge 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. Light Armour Medium Armour Heavy Armour Assault Armour
Shock Distributors Reduce FREEZE duration by 2 seconds. Can be applied multiple times. Light Armour Medium Armour Heavy Armour Assault Armour
Stabilisers Tear 1 charge to call RESIST(STRIKEDOWN). Light Armour Medium Armour Heavy Armour Assault Armour
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. Light Armour Medium Armour Heavy Armour Assault Armour