Vehicle Upgrades: Difference between revisions

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<div style="float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
<div style="float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>


==== Adaptive Coloration ====
== Adaptive Coloration ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module has a 50% chance to avoid a collision if it is at least 2 sizes smaller than the other vehicle or object involved in the collision.  If the collision fails to occur due to this miss chance, this vehicle is moved from its space per the collision rules (i.e. it cannot retain control of the space).
* '''Benefit:''' A vehicle with this module has a 50% chance to avoid a collision if it is at least 2 sizes smaller than the other vehicle or object involved in the collision.  If the collision fails to occur due to this miss chance, this vehicle is moved from its space per the collision rules (i.e. it cannot retain control of the space).
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==== Articulating Rudder ====
== Articulating Rudder ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed can make a 45-degree facing change as a swift action.
* '''Benefit:''' A vehicle with this module installed can make a 45-degree facing change as a swift action.
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==== Baffled Hull Patterns ====
== Baffled Hull Patterns ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module installed reduce the CMB bonus of enemy ships which have used the Take Aim action against it by -1.  This penalty cannot exceed the bonus granted by the enemy's Take Aim action, it can only serve to negate the bonus up to the amount of the bonus.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this upgrade module installed reduce the CMB bonus of enemy ships which have used the Take Aim action against it by -1.  This penalty cannot exceed the bonus granted by the enemy's Take Aim action, it can only serve to negate the bonus up to the amount of the bonus.  More than one of this module may be installed, and its benefits stack with itself.
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==== Boarding Axes ====
== Boarding Axes ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module gains a +1 bonus to its CMD versus a grapple check to board it.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this upgrade module gains a +1 bonus to its CMD versus a grapple check to board it.  More than one of this module may be installed, and its benefits stack with itself.
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==== Boarding Hooks ====
== Boarding Hooks ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module gains a +1 bonus to its CMB when making a grapple attempt to board another vehicle.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this upgrade module gains a +1 bonus to its CMB when making a grapple attempt to board another vehicle.  More than one of this module may be installed, and its benefits stack with itself.
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==== Cuprium Hull Coating ====
== Cuprium Hull Coating ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed can slide itself forward 1 square (in the same direction of its current facing) as a swift action.  Note that this is forced movement, not regular movement, and cannot be used to trigger abilities such as Ratcheted Steering.
* '''Benefit:''' A vehicle with this module installed can slide itself forward 1 square (in the same direction of its current facing) as a swift action.  Note that this is forced movement, not regular movement, and cannot be used to trigger abilities such as Ratcheted Steering.
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==== Gunnery Module, Minor ====
== Gunnery Module, Minor ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' This module increases the vehicle's siege damage during a Standard Attack action (but not a Quick Attack action, or an action which includes an attack) by +3 points.  This module may be taken multiple times, and its benefits stack with itself.
* '''Benefit:''' This module increases the vehicle's siege damage during a Standard Attack action (but not a Quick Attack action, or an action which includes an attack) by +3 points.  This module may be taken multiple times, and its benefits stack with itself.
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==== Heat Recycling ====
== Heat Recycling ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed grants the pilot 1 focus each time he performs a Double Move action.
* '''Benefit:''' A vehicle with this module installed grants the pilot 1 focus each time he performs a Double Move action.
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==== Hot Loads, Minor ====
== Hot Loads, Minor ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' This module increases the long range of the vehicle's weapons by +1 square (typically from "5 - 6" to "5 - 7").  If the vehicle already has an ability which improves the long range of its weapons, the benefit from this module stacks with that.
* '''Benefit:''' This module increases the long range of the vehicle's weapons by +1 square (typically from "5 - 6" to "5 - 7").  If the vehicle already has an ability which improves the long range of its weapons, the benefit from this module stacks with that.
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==== Hot Loads, Major ====
== Hot Loads, Major ==
* '''Requires:''' Hot Loads, Minor
* '''Requires:''' Hot Loads, Minor
* '''Benefit:''' This module increases the medium range of the vehicle's weapons by +1 square (typically from "3 - 4" to "3 - 5").  If the vehicle already has an ability which improves the medium range of its weapons, the benefit from this module stacks with that.  Note that, as a result of this module's effects, your vehicle's long range band will be pushed out 1 square (typically from "5 - 7" to "6 - 8").
* '''Benefit:''' This module increases the medium range of the vehicle's weapons by +1 square (typically from "3 - 4" to "3 - 5").  If the vehicle already has an ability which improves the medium range of its weapons, the benefit from this module stacks with that.  Note that, as a result of this module's effects, your vehicle's long range band will be pushed out 1 square (typically from "5 - 7" to "6 - 8").
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==== Hot Loads, Greater ====
== Hot Loads, Greater ==
* '''Requires:''' Hot Loads, Major; Hot Loads, Minor
* '''Requires:''' Hot Loads, Major; Hot Loads, Minor
* '''Benefit:''' This module increases the close range of the vehicle's weapons by +1 square (typically from "1 - 2" to "1 - 3").  If the vehicle already has an ability which improves the close range of its weapons, the benefit from this module stacks with that.  Note that, as a result of this module's effects, your vehicle's medium and long range bands will be pushed out 1 square.
* '''Benefit:''' This module increases the close range of the vehicle's weapons by +1 square (typically from "1 - 2" to "1 - 3").  If the vehicle already has an ability which improves the close range of its weapons, the benefit from this module stacks with that.  Note that, as a result of this module's effects, your vehicle's medium and long range bands will be pushed out 1 square.
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==== Lateral Thrust ====
== Lateral Thrust ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' At the end of a Double Move action, a vehicle with this module can make one additional 45-degree facing turn without the need to expend focus.
* '''Benefit:''' At the end of a Double Move action, a vehicle with this module can make one additional 45-degree facing turn without the need to expend focus.
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==== Maneuver Module, Average ====
== Maneuver Module, Average ==
* '''Requires:''' Poor maneuverability
* '''Requires:''' Poor maneuverability
* '''Benefit:''' This module increases a vehicle's maneuverability profile from poor to average.  If the vehicle already has an average maneuverability profile, this module has no effect.
* '''Benefit:''' This module increases a vehicle's maneuverability profile from poor to average.  If the vehicle already has an average maneuverability profile, this module has no effect.
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==== Maneuver Module, Good ====
== Maneuver Module, Good ==
* '''Requires:''' Average maneuverability
* '''Requires:''' Average maneuverability
* '''Benefit:''' This module increases a vehicle's maneuverability profile from average to good.  If the vehicle only has poor maneuverability, this module has no effect.
* '''Benefit:''' This module increases a vehicle's maneuverability profile from average to good.  If the vehicle only has poor maneuverability, this module has no effect.
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==== Masterwork Module ====
== Masterwork Module ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' Each masterwork module reduces the effective size of the vehicle by one for purposes of its size modifiers (see [[Vehicle Combat#Vehicle Size|Vehicle Size]] for details).  Remember that the listed size modifiers are cumulative.   
* '''Benefit:''' Each masterwork module reduces the effective size of the vehicle by one for purposes of its size modifiers (see [[Vehicle Combat#Vehicle Size|Vehicle Size]] for details).  Remember that the listed size modifiers are cumulative.   
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==== Mothership Module ====
== Mothership Module ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' This upgrade module provides bays in which to transport, perform maintenance, and launch smaller vehicles.  One module provides space for up to 4 vehicles of one size category smaller than the vehicle into which the mothership module is installed, or 8 vehicles two size categories or smaller than the mothership.  More than one mothership module can be installed to provide additional bays, if desired.
* '''Benefit:''' This upgrade module provides bays in which to transport, perform maintenance, and launch smaller vehicles.  One module provides space for up to 4 vehicles of one size category smaller than the vehicle into which the mothership module is installed, or 8 vehicles two size categories or smaller than the mothership.  More than one mothership module can be installed to provide additional bays, if desired.
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==== Music Box, Minor ====
== Music Box, Minor ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed grants its pilot the ability to gain 1 focus as a swift action.
* '''Benefit:''' A vehicle with this module installed grants its pilot the ability to gain 1 focus as a swift action.
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==== Music Box, Major ====
== Music Box, Major ==
* '''Requires:''' Music Box, Minor
* '''Requires:''' Music Box, Minor
* '''Benefit:''' A vehicle with this module installed grants its pilot 1 focus each time he performs the Take Aim action.
* '''Benefit:''' A vehicle with this module installed grants its pilot 1 focus each time he performs the Take Aim action.
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==== Music Box, Greater ====
== Music Box, Greater ==
* '''Requires:''' Music Box, Major; Music Box, Minor
* '''Requires:''' Music Box, Major; Music Box, Minor
* '''Benefit:''' A vehicle with this module installed grants its pilot 1 focus each time he performs the Evasive Maneuvers action.
* '''Benefit:''' A vehicle with this module installed grants its pilot 1 focus each time he performs the Evasive Maneuvers action.
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==== Oblique Angles ====
== Oblique Angles ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' While using Evasive Maneuvers, any enemy that attempts to collide with you must roll its CMB )vs. your CMD) to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
* '''Benefit:''' While using Evasive Maneuvers, any enemy that attempts to collide with you must roll its CMB )vs. your CMD) to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
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==== Pattern Recognition Module ====
== Pattern Recognition Module ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module installed reduce the CMD bonus of enemy ships which have used the Evasive Maneuvers action by -1.  This penalty cannot exceed the bonus granted by the enemy's Evasive Maneuvers action, it can only serve to negate the bonus up to the amount of the bonus.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this upgrade module installed reduce the CMD bonus of enemy ships which have used the Evasive Maneuvers action by -1.  This penalty cannot exceed the bonus granted by the enemy's Evasive Maneuvers action, it can only serve to negate the bonus up to the amount of the bonus.  More than one of this module may be installed, and its benefits stack with itself.
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==== Raised Quarterdeck ====
== Raised Quarterdeck ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module grants the pilot a +3 to bonus to CMB versus the target of Take Aim, instead of the standard +2 bonus.  If the vehicle already has a feature which grants a larger bonus to CMB for the Take Aim action, this module increases that bonus by +1 instead.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this module grants the pilot a +3 to bonus to CMB versus the target of Take Aim, instead of the standard +2 bonus.  If the vehicle already has a feature which grants a larger bonus to CMB for the Take Aim action, this module increases that bonus by +1 instead.  More than one of this module may be installed, and its benefits stack with itself.
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==== Ramming Prow, Minor ====
== Ramming Prow, Minor ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' Any time you initiate a collision, you deal an additional +1d6 points of damage, in addition to the speed you moved.
* '''Benefit:''' Any time you initiate a collision, you deal an additional +1d6 points of damage, in addition to the speed you moved.
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==== Ramming Prow, Major ====
== Ramming Prow, Major ==
* '''Requires:''' Ramming Prow, Minor
* '''Requires:''' Ramming Prow, Minor
* '''Benefit:''' Any time you are involved in a collision (whether you initiated it or not), you deal an additional +1d6 points of damage, in addition to the speed you moved. This bonus damage replaces (does not stack with) the bonus damage from Ramming Prow.
* '''Benefit:''' Any time you are involved in a collision (whether you initiated it or not), you deal an additional +1d6 points of damage, in addition to the speed you moved. This bonus damage replaces (does not stack with) the bonus damage from Ramming Prow.
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==== Reinforced Hull ====
== Reinforced Hull ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' This module provides 2 points of DR vs. collision damage. This DR stacks with any other DR on the vehicle.  This module may be purchased more than once, and its benefits stack with itself.
* '''Benefit:''' This module provides 2 points of DR vs. collision damage. This DR stacks with any other DR on the vehicle.  This module may be purchased more than once, and its benefits stack with itself.
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==== Semaphore Signaling ====
== Semaphore Signaling ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module enables its pilot to grant 1 focus to an ally in close range as a swift action.
* '''Benefit:''' A vehicle with this upgrade module enables its pilot to grant 1 focus to an ally in close range as a swift action.
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==== Shoulder Bumpers ====
== Shoulder Bumpers ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed can slide one ally or enemy (vehicle or creature) 1 square as a swift action.  If an enemy is chosen, the vehicle's pilot must make a CMB roll against the target's CMD.  This this module is installed on a vehicle which has one or more features which cause forced movement, this module also adds +1 to the distance of that forced move.
* '''Benefit:''' A vehicle with this module installed can slide one ally or enemy (vehicle or creature) 1 square as a swift action.  If an enemy is chosen, the vehicle's pilot must make a CMB roll against the target's CMD.  This this module is installed on a vehicle which has one or more features which cause forced movement, this module also adds +1 to the distance of that forced move.
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==== Sleek Lines ====
== Sleek Lines ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module gains a +3 bonus to CMD when using the Evasive Maneuvers action.  If the vehicle already has a feature which grants a larger bonus to CMD for the Evasive Maneuvers action, this module increases that bonus by +1 instead.  More than one of this module may be installed, and its benefits stack with itself.
* '''Benefit:''' A vehicle with this upgrade module gains a +3 bonus to CMD when using the Evasive Maneuvers action.  If the vehicle already has a feature which grants a larger bonus to CMD for the Evasive Maneuvers action, this module increases that bonus by +1 instead.  More than one of this module may be installed, and its benefits stack with itself.
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==== Speed Module ====
== Speed Module ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' This module grants +1 speed to the vehicle into which it is installed.  This module may be purchased multiple times, and its benefits stack with itself.
* '''Benefit:''' This module grants +1 speed to the vehicle into which it is installed.  This module may be purchased multiple times, and its benefits stack with itself.

Revision as of 21:41, 31 January 2017

Adaptive Coloration

  • Requires: -
  • Benefit: A vehicle with this module has a 50% chance to avoid a collision if it is at least 2 sizes smaller than the other vehicle or object involved in the collision. If the collision fails to occur due to this miss chance, this vehicle is moved from its space per the collision rules (i.e. it cannot retain control of the space).
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Articulating Rudder

  • Requires: -
  • Benefit: A vehicle with this module installed can make a 45-degree facing change as a swift action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Baffled Hull Patterns

  • Requires: -
  • Benefit: A vehicle with this upgrade module installed reduce the CMB bonus of enemy ships which have used the Take Aim action against it by -1. This penalty cannot exceed the bonus granted by the enemy's Take Aim action, it can only serve to negate the bonus up to the amount of the bonus. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Boarding Axes

  • Requires: -
  • Benefit: A vehicle with this upgrade module gains a +1 bonus to its CMD versus a grapple check to board it. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Boarding Hooks

  • Requires: -
  • Benefit: A vehicle with this upgrade module gains a +1 bonus to its CMB when making a grapple attempt to board another vehicle. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Cuprium Hull Coating

  • Requires: -
  • Benefit: A vehicle with this module installed can slide itself forward 1 square (in the same direction of its current facing) as a swift action. Note that this is forced movement, not regular movement, and cannot be used to trigger abilities such as Ratcheted Steering.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Gunnery Module, Minor

  • Requires: -
  • Benefit: This module increases the vehicle's siege damage during a Standard Attack action (but not a Quick Attack action, or an action which includes an attack) by +3 points. This module may be taken multiple times, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Heat Recycling

  • Requires: -
  • Benefit: A vehicle with this module installed grants the pilot 1 focus each time he performs a Double Move action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 2 1 1 1 1 1 1 1

Hot Loads, Minor

  • Requires: -
  • Benefit: This module increases the long range of the vehicle's weapons by +1 square (typically from "5 - 6" to "5 - 7"). If the vehicle already has an ability which improves the long range of its weapons, the benefit from this module stacks with that.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Hot Loads, Major

  • Requires: Hot Loads, Minor
  • Benefit: This module increases the medium range of the vehicle's weapons by +1 square (typically from "3 - 4" to "3 - 5"). If the vehicle already has an ability which improves the medium range of its weapons, the benefit from this module stacks with that. Note that, as a result of this module's effects, your vehicle's long range band will be pushed out 1 square (typically from "5 - 7" to "6 - 8").
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 2 1 1 1 2 1 1 1

Hot Loads, Greater

  • Requires: Hot Loads, Major; Hot Loads, Minor
  • Benefit: This module increases the close range of the vehicle's weapons by +1 square (typically from "1 - 2" to "1 - 3"). If the vehicle already has an ability which improves the close range of its weapons, the benefit from this module stacks with that. Note that, as a result of this module's effects, your vehicle's medium and long range bands will be pushed out 1 square.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 2 1 1 1 2 1 1 1

Lateral Thrust

  • Requires: -
  • Benefit: At the end of a Double Move action, a vehicle with this module can make one additional 45-degree facing turn without the need to expend focus.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Maneuver Module, Average

  • Requires: Poor maneuverability
  • Benefit: This module increases a vehicle's maneuverability profile from poor to average. If the vehicle already has an average maneuverability profile, this module has no effect.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
3 3 2 2 1 3 2 2 1

Maneuver Module, Good

  • Requires: Average maneuverability
  • Benefit: This module increases a vehicle's maneuverability profile from average to good. If the vehicle only has poor maneuverability, this module has no effect.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
3 3 2 3 1 3 2 3 2

Masterwork Module

  • Requires: -
  • Benefit: Each masterwork module reduces the effective size of the vehicle by one for purposes of its size modifiers (see Vehicle Size for details). Remember that the listed size modifiers are cumulative.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Mothership Module

  • Requires: -
  • Benefit: This upgrade module provides bays in which to transport, perform maintenance, and launch smaller vehicles. One module provides space for up to 4 vehicles of one size category smaller than the vehicle into which the mothership module is installed, or 8 vehicles two size categories or smaller than the mothership. More than one mothership module can be installed to provide additional bays, if desired.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Music Box, Minor

  • Requires: -
  • Benefit: A vehicle with this module installed grants its pilot the ability to gain 1 focus as a swift action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Music Box, Major

  • Requires: Music Box, Minor
  • Benefit: A vehicle with this module installed grants its pilot 1 focus each time he performs the Take Aim action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Music Box, Greater

  • Requires: Music Box, Major; Music Box, Minor
  • Benefit: A vehicle with this module installed grants its pilot 1 focus each time he performs the Evasive Maneuvers action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Oblique Angles

  • Requires: -
  • Benefit: While using Evasive Maneuvers, any enemy that attempts to collide with you must roll its CMB )vs. your CMD) to determine whether or not it hits. If it misses, you retain control of the space, and the enemy is stopped in the space just prior to the collision.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 2 1 2 1 1 2 1 1

Pattern Recognition Module

  • Requires: -
  • Benefit: A vehicle with this upgrade module installed reduce the CMD bonus of enemy ships which have used the Evasive Maneuvers action by -1. This penalty cannot exceed the bonus granted by the enemy's Evasive Maneuvers action, it can only serve to negate the bonus up to the amount of the bonus. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Raised Quarterdeck

  • Requires: -
  • Benefit: A vehicle with this module grants the pilot a +3 to bonus to CMB versus the target of Take Aim, instead of the standard +2 bonus. If the vehicle already has a feature which grants a larger bonus to CMB for the Take Aim action, this module increases that bonus by +1 instead. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Ramming Prow, Minor

  • Requires: -
  • Benefit: Any time you initiate a collision, you deal an additional +1d6 points of damage, in addition to the speed you moved.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 1 2 1 2 1 2 1 2

Ramming Prow, Major

  • Requires: Ramming Prow, Minor
  • Benefit: Any time you are involved in a collision (whether you initiated it or not), you deal an additional +1d6 points of damage, in addition to the speed you moved. This bonus damage replaces (does not stack with) the bonus damage from Ramming Prow.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 1 2 1 2 1 2 1 2

Reinforced Hull

  • Requires: -
  • Benefit: This module provides 2 points of DR vs. collision damage. This DR stacks with any other DR on the vehicle. This module may be purchased more than once, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 2 1 2 1 2 1 2

Semaphore Signaling

  • Requires: -
  • Benefit: A vehicle with this upgrade module enables its pilot to grant 1 focus to an ally in close range as a swift action.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 2 1 1

Shoulder Bumpers

  • Requires: -
  • Benefit: A vehicle with this module installed can slide one ally or enemy (vehicle or creature) 1 square as a swift action. If an enemy is chosen, the vehicle's pilot must make a CMB roll against the target's CMD. This this module is installed on a vehicle which has one or more features which cause forced movement, this module also adds +1 to the distance of that forced move.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 1 2 1 2 1 2 1 1

Sleek Lines

  • Requires: -
  • Benefit: A vehicle with this upgrade module gains a +3 bonus to CMD when using the Evasive Maneuvers action. If the vehicle already has a feature which grants a larger bonus to CMD for the Evasive Maneuvers action, this module increases that bonus by +1 instead. More than one of this module may be installed, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
1 1 1 1 1 1 1 1 1

Speed Module

  • Requires: -
  • Benefit: This module grants +1 speed to the vehicle into which it is installed. This module may be purchased multiple times, and its benefits stack with itself.
  • Module slots required:
Host-class Stout-class Verity-class Ardent-class Picket-class Vanguard-class Foment-class Witness-class Spree-class
2 2 1 2 1 2 1 1 1