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Shield Mods

[Shield Mods] are a type of [Item]. [Shield Mods] may be installed on your [Shield] with the help of merchants or with a [Character's] own skill through the process of [Modding].

On this page you will find a list of all [Shield Mods] sorted by [Subtype]. Each [Mod] is delivered in the format below:

Mod Name
[Giga-Corp Name] - Giga-Corp Slogan
Archetype Archetype Name Subtype Subtype Name
Requirement Hardpoint Tax Value Upkeep
Brawn: 0 0 0c 0c
Traits
Traits
Effects
Effects and their descriptions
  • Giga-Corp Name: Which [Gigacorp] primarily makes the Mod. Most Mods are produced by nearly all of the [Corps], the manufacturer listed is usually the brand most associated with that Mod, you should feel empowered to personalise your Mods however you see fit, including which [Corp] made it.
  • Subtype: A more narrow descriptor of the Mods type. Determines what Items a Mod may be installed in.
  • Upkeep: The Value in Credits to maintain the Mod. Upkeep is paid each 10 [Period] [Cycle], if you cannot or choose not to pay the Upkeep for a Mod, it becomes functionally useless. Any benefits such as Traits and effects are inactive until you pay its Upkeep. Unpaid Upkeep can be paid at anytime to restore the functions of a Mod as Appropriate.
  • Hardpoint Tax: The total Hardpoints required by a Mod to be installed on an Item. An Item must have an equal or greater amount of Hardpoints than the Hardpoint Tax of a Mod to install it.

Mod Name
[Giga-Corp Name] - Giga-Corp Slogan
Archetype Archetype Name Subtype Subtype Name
Mk Requirement [Hardpoint Tax] Value Upkeep
Mk.1 Brawn: 0 0 0c 0c
Mk.2 Brawn: 0 0 0c 0c
Traits
Traits
Effects
Effects and their descriptions
  • Giga-Corp Name: Which [Gigacorp] primarily makes the Mod. Most Mods are produced by nearly all of the [Corps], the manufacturer listed is usually the brand most associated with that Mod, you should feel empowered to personalise your Mods however you see fit, including which [Corp] made it.
  • Subtype: A more narrow descriptor of the Mods type. Determines what Items a Mod may be installed in.
  • Upkeep: The Value in Credits to maintain the Mod. Upkeep is paid each 10 [Period] [Cycle], if you cannot or choose not to pay the Upkeep for a Mod, it becomes functionally useless. Any benefits such as Traits and effects are inactive until you pay its Upkeep. Unpaid Upkeep can be paid at anytime to restore the functions of a Mod as Appropriate.
  • Hardpoint Tax: The total Hardpoints required by a Mod to be installed on an Item. An Item must have an equal or greater amount of Hardpoints than the Hardpoint Tax of a Mod to install it.

Restrictions

All Mods have restrictions on what types of Item they may be installed on, this is indicated by the Mod's Archetype and Subtype. Should a Mod share an Archetype and Subtype with the Item you wish to install it on, you may do so. If it does not share an Archetype and Subtype then you may not.

Requirements

Both Mods and Items have Brawn Requirements. when adding a Mod to an Item, the greater of the two Brawn Requirements is the Item's new Brawn Requirement

Example: A Mk.2 Catch Plate has a Brawn Requirement of 5 and if installed in a Buckler, Which has a Brawn Requirement of 3, would increase the Requirement to 5.

List of Shield Mods

Light Shield Mods

Medium Shield Mods

Heavy Shield Mods

Industrial Shield Mods

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