Vehicle Upgrades: Difference between revisions

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[[Category:Vehicles]]
[[Category:Vehicles]]
<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>
Vehicles can be improved with upgrade modules, granting them specific improvements to stats, additional actions, or other bonuses.  The number of upgrades a given vehicle can accept is determined by the size of the vehicle (see [[Vehicle Combat#Vehicle Size|Vehicle Size]].  Medium-sized vehicles can only accept a single upgrade module, while larger vehicles can accept more.
Upgrade modules take up a number of upgrade module slots based on the vehicle class into which they are being installed.  Vehicle classes which specialize in movement, for example, will nearly always accept movement-improving upgrades as single-slot modules.  However, in a more defensive ship class, movement upgrades might require two or more slots.  It is important to note, however, that any upgrade module can be installed on any vehicle class, assuming that vehicle has enough upgrade module slots to fit it in. 
No more than one of each upgrade module may be installed in a vehicle unless the module description explicitly states otherwise.
The upgrade modules are a one-time cost when installed into a vehicle, based on the total number of slots it will occupy, not the quantity of upgrades.  That is, an upgrade which requires two slots to install (due to being less congruent with the ship class it is being installed in to) would cost the same as installing two single-slot upgrades.  Refer to the table below to see the cost for the total number of upgrade slots. 
To add additional upgrade modules to a vehicle which already has one or more modules already installed, you need only pay the difference between the current total cost and the new total cost.  Note that the cost of module slots is completely independent of vehicle level.  It costs the same to put your first 1-slot module into a level 1 vehicle as it does to put it into a level 35 vehicle.
Modules can be moved between vehicles if desired, though the cost to install them in the new vehicle is based on the total number of slots used.  If you wish to move all of your existing modules to a new vehicle which has no modules in it yet, the total number of slots filled (assuming both vehicles have the minimum number of slots to install all of the upgrade modules in question) is unchanged, so there is no cost to do this.
::{| class="ep-default" style="text-align:center"
|+ '''Module Cost By Total Slots Used'''
! width="100" | Total Slots Used || width="100" | Cost (in GP)
|-
| 1 || align="right" | 1,100
|-
| 2 || align="right" | 3,800
|-
| 3 || align="right" | 7,500
|-
| 4 || align="right" | 12,500
|-
| 5 || align="right" | 20,000
|-
| 6 || align="right" | 32,000
|-
| 7 || align="right" | 50,000
|-
| 8 || align="right" | 80,000
|-
| 9 || align="right" | 140,000
|-
| 10 || align="right" | 300,000
|-
| 11 || align="right" | 700,000
|-
| 12 || align="right" | 1,450,000
|-
| 13 || align="right" | 3,000,000
|-
| 14 || align="right" | 6,000,000
|-
| 15 || align="right" | 12,000,000
|-
| 16 || align="right" | 22,000,000
|-
| 17 || align="right" | 35,000,000
|-
| 18 || align="right" | 56,000,000
|-
| Each additional slot || align="right" | +56,000,000
|}


== Adamantine Trim ==
== Adamantine Trim ==
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== Baffled Hull Patterns ==
== Baffled Hull Patterns ==
* '''Requires:''' -
* '''Requires:''' -
* '''Benefit:''' A vehicle with this upgrade module installed reduces 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 reduces the Maneuver Offense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Defense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Offense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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|-
|-
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1
|}
== Customized Interface ==
* '''Requires:''' -
* '''Benefit:''' A vehicle with this module installed enables its pilot to choose any ability modifier they wish to use for that vehicle, instead of the ship stat normally indicated for the chosen class.
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! width="10%" | Host-class || width="10%" | Stout-class || width="10%" | Verity-class || width="10%" | Ardent-class || width="10%" | Picket-class || width="10%" | Vanguard-class || width="10%" | Foment-class || width="10%" | Witness-class || width="10%" | Spree-class
|-
| - || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1
|}
|}


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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 Second Move action.
* '''Module slots required:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Second Move action, a vehicle with this module can make one additional 45-degree facing turn without the need to expend focus.
* '''Module slots required:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Offense vs. your Maneuver Defense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Defense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Offenses 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 Maneuver Offenses 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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) within close range 1 square as a swift action.  If an enemy is chosen, the vehicle's pilot must make a Maneuver Offense roll against the target's Maneuver Defense.  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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
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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 Maneuver Defense when using the Evasive Maneuvers action.  If the vehicle already has a feature which grants a larger bonus to Maneuver Defense 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:'''
* '''Module slots required:'''
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"

Latest revision as of 14:03, 16 May 2017

Vehicles can be improved with upgrade modules, granting them specific improvements to stats, additional actions, or other bonuses. The number of upgrades a given vehicle can accept is determined by the size of the vehicle (see Vehicle Size. Medium-sized vehicles can only accept a single upgrade module, while larger vehicles can accept more.

Upgrade modules take up a number of upgrade module slots based on the vehicle class into which they are being installed. Vehicle classes which specialize in movement, for example, will nearly always accept movement-improving upgrades as single-slot modules. However, in a more defensive ship class, movement upgrades might require two or more slots. It is important to note, however, that any upgrade module can be installed on any vehicle class, assuming that vehicle has enough upgrade module slots to fit it in.

No more than one of each upgrade module may be installed in a vehicle unless the module description explicitly states otherwise.

The upgrade modules are a one-time cost when installed into a vehicle, based on the total number of slots it will occupy, not the quantity of upgrades. That is, an upgrade which requires two slots to install (due to being less congruent with the ship class it is being installed in to) would cost the same as installing two single-slot upgrades. Refer to the table below to see the cost for the total number of upgrade slots.

To add additional upgrade modules to a vehicle which already has one or more modules already installed, you need only pay the difference between the current total cost and the new total cost. Note that the cost of module slots is completely independent of vehicle level. It costs the same to put your first 1-slot module into a level 1 vehicle as it does to put it into a level 35 vehicle.

Modules can be moved between vehicles if desired, though the cost to install them in the new vehicle is based on the total number of slots used. If you wish to move all of your existing modules to a new vehicle which has no modules in it yet, the total number of slots filled (assuming both vehicles have the minimum number of slots to install all of the upgrade modules in question) is unchanged, so there is no cost to do this.


Module Cost By Total Slots Used
Total Slots Used Cost (in GP)
1 1,100
2 3,800
3 7,500
4 12,500
5 20,000
6 32,000
7 50,000
8 80,000
9 140,000
10 300,000
11 700,000
12 1,450,000
13 3,000,000
14 6,000,000
15 12,000,000
16 22,000,000
17 35,000,000
18 56,000,000
Each additional slot +56,000,000

Adamantine Trim

  • Requires: -
  • Benefit: A vehicle with this module increases its maximum durability by +8. 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
2 1 2 1 2 1 2 1 2

Adaptive Coloration

  • Requires: -
  • Benefit: A vehicle with this module has a 50% chance to avoid a collision if it is at least 1 size category 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 reduces the Maneuver Offense 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 Maneuver Defense 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 Maneuver Offense 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

Customized Interface

  • Requires: -
  • Benefit: A vehicle with this module installed enables its pilot to choose any ability modifier they wish to use for that vehicle, instead of the ship stat normally indicated for the chosen class.
  • 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

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 Second 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

Labeled Controls

  • Requires: -
  • Benefit: A vehicle with this module installed grants its pilot +3 to his maximum focus. 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

Lateral Thrust

  • Requires: -
  • Benefit: At the end of a Second 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 Maneuver Offense vs. your Maneuver Defense 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 Maneuver Defense 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 Maneuver Offenses 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 Maneuver Offenses 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) within close range 1 square as a swift action. If an enemy is chosen, the vehicle's pilot must make a Maneuver Offense roll against the target's Maneuver Defense. 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 Maneuver Defense when using the Evasive Maneuvers action. If the vehicle already has a feature which grants a larger bonus to Maneuver Defense 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