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(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)


Level 1 (Pack: 1)

T01 — Baseline Flow Governor

  • Max Momentum +2.
  • If you would lose Momentum from “not moving 3m”, lose 0 instead.

Level 2 (Pack: 2)

T02 — Kinetic Starter Motor

  • At the start of combat, gain +3 Momentum.
  • If you roll initiative with 0 Momentum, gain +1 additional.

T03 — Charge Recovery Valves

  • Once per round, when you gain 2 or more Momentum in a round, regain +1 Ether.

Level 3 (Pack: 1)

T04 — Momentum Persistence Core

  • The first time each round you would lose Momentum for any reason except being staggered, lose 1 less instead (minimum 0).

Level 4 (Pack: 2)

T05 — Pressure Harvester

  • When you deal 4+ Posture damage in a single hit, gain +1 Momentum (1/round).

T06 — Riposte Servo Alignment

  • Your Ripostes deal +1d8 damage (same type as the weapon used).
  • If you personally broke the target’s Posture, also gain +1 Momentum.

Level 5 (Pack: 1)

T07 — Expanded Ether Reservoir

  • Max Ether +6.

Level 6 (Pack: 2)

T08 — Posture Reclaimer

  • Max Posture +4.
  • Posture regain increases by +0.5.

T09 — Velocity Plating

  • If you moved 6m or more on your turn, gain +5 Blunt/Slash/Pierce AC until the start of your next turn.
    • Reduce the first Physical hit you take before next turn by 1d4.

Level 7 (Pack: 1)

T10 — Orb Shock Casing

  • In Orb State, your AC is increased by +3.
  • The first time each combat you enter Orb State, you immediately gain +2 Ether.
  • While in Orb State, hover speed +3m.

Level 8 (Pack: 2)

T11 — Execution Window

  • Targets you posture-break take +2 Posture damage from the next hit they suffer (anyone).
  • If that next hit is a Riposte, it gains +5% Penetration.

T12 — Reflex Gain

  • The first time each round you successfully Parry or Dodge, gain +1 Momentum.

Level 9 (Pack: 1)

T13 — Dual-Tool Synchronizer

  • If you hit a target with both Primary and Secondary in the same round:
    • Deal +2 Posture damage on the second hit.
    • Reduce the Ether cost of the second hit by 1 (min 0).
    • If target is blocking, +1 additional Posture Damage.

Level 10 (Pack: 2)

T14 — Armor-Piercing Calibration

  • All your weapon attacks gain +5% Penetration.

T15 — Posture Predator

  • When you posture-break an enemy, regain +2 Posture and +2 Ether.

Level 11 (Pack: 1)

T16 — Destabilization Fail-Safe

  • While in Destabilization:
    • You no longer suffer -2 to attack rolls (removed).
    • Posture loss becomes -1 per round (instead of -2 per round).
    • Gain +1 Momentum at the start of your turn.

Level 12 (Pack: 2)

T17 — Heavy Discharge Stabilizers

  • Your Primary attacks gain +1 Posture damage.
  • If Primary hits twice in a round:
    • +1 additional Posture Damage
  • Your Rail Cannon gains +5% Penetration.

T18 — Block Shredder

  • When you hit a target that is blocking, deal +2 Posture damage (1/round).

Level 13 (Pack: 1)

T19 — Momentum Apex

  • Max Momentum +3.
  • When you reach max Momentum, immediately gain 2 Temporary Ether (1/encounter). Your next attack this round gains +1d8 damage.

Level 14 (Pack: 2)

T20 — Ether Disruption Amplifier

  • Your Ether Pulse Emitter’s “hit twice” effect becomes:
    • Target loses 2 Ether (instead of 1).
    • If target hits 0 Ether due to your disruption:
      • They also lose 2 Posture.

T21 — Oscillation Edge Tuning

  • Your Precision Oscillation Blade gains:
    • +10% Chip Damage
    • +1 Posture damage

Level 15 (Pack: 1)

T22 — Emergency Ether Lock

  • The first time each combat you would hit 0 Ether, you instead remain at 1 Ether.

Level 16 (Pack: 2)

T23 — Impact Driver Overseat

  • Your Impact Driver gains:
    • +2 Posture damage
    • When hitting a blocking target, add +1d6 Blunt Chip Damage (1/round).

T24 — Retrieval Brutality

  • After a successful Retrieval Cable pull:
    • Your next melee hit against that target this round deals +2d8 damage (same type as the melee hit).
    • Gain +2 Momentum.

Level 17 (Pack: 1)

T25 — Reassembly Certainty

  • Emergency Reassembly Protocol (self-reconstruction):
    • Each attempt costs 0 Ether the first time you try in Orb State (1/combat).
    • If reassembly succeeds:
      • Gain +2 Momentum.

Level 18 (Pack: 2)

T26 — Coin Vector Math

  • Kinetic Reflection Coin:
    • Max active coins becomes 2.
    • Coin shot ignores 10 AC (instead of 5).

T27 — Marked Target Exploit

  • While Seeker Drone mark is active:
    • Marked target takes +10% more Posture damage from all sources.
    • First hit against marked target each round gains +1d8 damage (anyone).

Level 19 (Pack: 1)

T28 — Overheat Management

  • Rail Cannon:
    • Base cooldown becomes 0 (still limited by your actions/ether).
    • Kinetic Overdrive overheat cooldown becomes 2 rounds (instead of 3).

Level 20 (Pack: 2)

T29 — Prime Toolchain

  • At the start of each combat, choose one equipped module (Primary/Secondary):
    • That module gains +10% Penetration and +2 Posture damage for the encounter.

T30 — Synthetic Refusal

  • The first time each long rest you would be Executed, you instead:
    • Survive with 1 HP,
    • Gain +6 Ether,
    • And your recovery timer does not reset from the triggering hit.