Module Mods

One bolt-on system for a 🤖 robot chassis. Sensors, shielding, actuators, and the only way to add EMP Shielding to a chassis that lacks it.

ModBandFitsDCValueEffect
Cargo RackBasicRobot Chassis1040+6 🔳 Carry Capacity (at Tier 3)
Coolant SystemAdvancedRobot Chassis15120🔥 Burn stacks applied to this chassis are halved, rounded down. This stacks with a successful resist Test
Servo ActuatorsAdvancedRobot Chassis15120+2 Evasion
Behavioral Analysis ModuleAdvancedRobot Chassis15120+2 👄 Charisma
Diagnosis ModuleAdvancedRobot Chassis15120+3 ⚕ Medicine
Hacking ModuleAdvancedRobot Chassis15120−3 📊 DC on Hacking Tests
Hazard Detection ModuleAdvancedRobot Chassis15120−3 📊 DC on 👁 Perception Tests to detect traps and other hazards
Lockpicking ModuleAdvancedRobot Chassis15120You may attempt 🔏 Lockpick Tests even if you otherwise could not, and gain +2 🔏 Lockpick. The module counts as lockpicking tools — no bobby pins required
Recon Sensor ModuleAdvancedRobot Chassis15120−3 📊 DC on 👁 Perception Tests to detect hidden creatures
EMP ShieldingSuperiorRobot Chassis20350The chassis becomes EMP Shielded — immune to the ✨ Stun from EMP X, and taking half its bonus damage
Self-Repair UnitSuperiorRobot Chassis20350Regain 10 HP at the end of each 🏕 Long Rest without spending a charge (at Tier 3)
Radiation CoilsSuperiorRobot Chassis20350At the start of your turn you may toggle the coils on or off. While on, every creature in 🗡 Melee range takes 3 ☢ RADS damage
Sensor Array ModuleSuperiorRobot Chassis20350+2 👁 Perception
Targeting ComputerSuperiorRobot Chassis20350+2 🎯 Accuracy on Aimed attacks
Stealth Field ModuleMasterRobot Chassis25800Become 👤 Invisible for 2 turns in combat, or 1 scene out of combat. Recharges on a 🏕 Short Rest or 🏕 Long Rest
Tesla Coil ModuleMasterRobot Chassis25800At the start of your turn you may toggle the coils on or off. While on, every creature in 🗡 Melee range takes 8 ♨️ Energy damage and gains 🌩 Shock 1 at the end of your turn (at Tier 3)

See all: Modifications