Equipment Mods
[Equipment Mods] are a type of [Item]. [Equipment Mods] may be installed on your [Equipment] 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 [Equipment 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 | ||||
- Mod Name: The name of the [Mod].
- Archetype: The broad category a [Mod] falls into. Determines what [Items] a [Mod] may be installed in.
- Value: The [Value] in [Credits] to purchase the [Mod]. Unless specified through effects such as [Signature Range] this does not include other modifiers to price or the cost of installation. See [Modding] for more info.
- Requirements: The [Stat Requirement] of the [Mod]. When installed in an [Item], the higher of the two [Requirements] must be met to use the [Item].
- Traits: The [Mod's] [Traits]. When installed in an [Item] these [Traits] are applied to any [Checks], [Attacks], [Saves] or [Tests] the [Item] is involved in as [Appropriate].
- Effect: The [Mod's] effects. When installed in an [Item] these [Effects] are applied when the [Item] is used as [Appropriate].
- 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 | ||||
- Mod Name: The name of the [Mod].
- Archetype: The broad category a [Mod] falls into. Determines what [Items] a [Mod] may be installed in.
- Value: The [Value] in [Credits] to purchase the [Mod]. Unless specified through effects such as [Signature Range] this does not include other modifiers to price or the cost of installation. See [Modding] for more info.
- Requirements: The [Stat Requirement] of the [Mod]. When installed in an [Item], the higher of the two [Requirements] must be met to use the [Item].
- Mk: The [Mk] of the [Mod]. This determines how powerful the effects of a [Mod] are. An existing [Mod] can be [Augmented] to a higher [Mk]
- Traits: The [Mod's] [Traits]. When installed in an [Item] these [Traits] are applied to any [Checks], [Attacks], [Saves] or [Tests] the [Item] is involved in as [Appropriate].
- Effect: The [Mod's] effects. When installed in an [Item] these [Effects] are applied when the [Item] is used as [Appropriate].
- 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
[Mods] have restrictions on what types of [Item] they may be installed on, this is indicated by the [Mods's] [Archetype] and [Subtype], if a [Mod] shares an [Archetype] AND [Subtype] with the [Item] you wish to install it on, you may do so, if it does not share an [Archetype] or [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: An Underslung 'Nade Launcher has a Brawn Requirement of 6 and if installed in a Light Rifle, Which has a Brawn Requirement of 4, would increase the Requirement to 6.
