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
  • 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: 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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