
Super Jacket Modules are Jacket Modules that can only be granted by your ARC and do not count towards your maximum number of Jacket Modules. They serve to allow a Battle Jacket to keep up with the power of Transformations.
A Super Jacket Module can be a collection of Traits, rather than a singular Trait like a typical Jacket Module.
Super Jacket Module Prerequisites. Unlike typical Jacket Modules, a Super Jacket Module has prerequisites that must be met for a Battle Jacket to benefit from the Traits and effects of a Super Jacket Module. There are two types of Prerequisites:
- Jacket Tier. Only a Battle Jacket of the sufficient Jacket Tier or higher can obtain this Super Jacket Module.
- Required Module. This Super Jacket Module requires a Battle Jacket to possess a certain Jacket Module or Super Jacket Module.
Gaining a Super Jacket Module. Your ARC may allow you to gain a Super Jacket Module whenever they deem it fit. You may develop it as a genius engineer, buy it from a sketchy vendor, realize that it was sealed by a black box inside of your machine or any other concept that seems to fit! Remember, however, you need to meet their listed prerequisites to actually benefit from the effects of their Traits!
Stacking Super Jacket Modules. Some Super Jacket Modules have stacks, meaning they can be gained multiple times up to their maximum number of stacks. Each time a Super Jacket Module is applied again, it applies its Combat Boost (shown below) again. Among its effects, ‘Z’ is used to refer to the number of Stacks for this particular Super Jacket Module – for instance, Z(JT) for 2 stacks effectively means 2(JT).
Installing a Super Jacket Module. Unlike Transformations, Super Jacket Modules have to be installed into a Battle Jacket. To install a Super Jacket Module, you must spend a day trying to install it. Make a Craft (Vehicles) Skill Check, against the Difficulty Category listed by the Super Jacket Module.
Combat Boosts. A Super Jacket Module does not increase your Attribute Modifiers, but instead applies directly to your Battle Jacket’s Awareness, Defense Value, Soak Value, and Might.
Jacket Modes. Sometimes, a Super Jacket Module will enable a Battle Jacket to enter a ‘Jacket Mode’. A Jacket Mode serves a function akin to a Transformation, and is entered through the use of a Transformation Maneuver as such. For the Stress Test of a Jacket Mode, you do not use your usual Stress Bonus, but instead use the Jacket Level of your Battle Jacket (you still suffer a reduction of 1 to this value for each Health Threshold Penalty your Battle Jacket is suffering from).
Each Jacket Mode has its own Traits that you gain while it’s active, as well as its own Combat Boosts that apply in addition to whatever Super Jacket Module grants its access.
You can use two Jacket Modes at the same time. If you do, the Stress Test Requirement becomes the sum of the highest Stress Test Requirement between the two Jacket Modes added to 1/2 of the Stress Test Requirement of the Jacket Mode with the lower Stress Test Requirement. For example, if you were to combine Super Jacket Mode with Limit Over, the Stress Test Requirement would be 18 (13+5(1/2 of Limit Over’s 10)).
Jacket Modes do not count as Transformations for effects, but can be exited through the Revert Maneuver as if they were and, if your Battle Jacket is knocked through a Health Threshold and does not pass its Steadfast Check, you must make a Stress Test to maintain any Jacket Modes you are in.
Upgrade Module
- Category: Super Jacket Module
- Required Modules: N/A
- Maximum No of Stacks: 1(JT)
- Jacket Tier Requirement: 1+
- Installation Difficulty Category: Qualified (1~2 stacks), Expert (3 stacks), Master (4 stacks), Grandmaster (5~7 stacks)
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +1 | +1 | +1 | +1 |
Enhance: This Battle Jacket is stronger and faster, allowing it to operate with higher efficiency overall.
-[Passive]: Increase your Tier of Power Extra Dice by Z Dice Categories.
-[Triggered, 1/Round, Z/Encounter]: If you target an Opponent with an Attacking Maneuver, you may either:
- Increase this Battle Jacket’s Wound Roll by Z(JT) for the duration of that Attacking Maneuver.
- Increase this Battle Jacket’s Awareness by 1/2 of Z(JT) for the duration of that Attacking Maneuver.
Reinforced Hull: This Battle Jacket is more durable, allowing it to withstand stronger attacks.
-[Passive]: Increase this Battle Jacket’s Damage Reduction by Z.
-[Triggered, 1/Round, Z/Encounter]: If you are targeted by an Attacking Maneuver, you may either:
- Increase this Battle Jacket’s Soak Value by Z(JT) for the duration of that Attacking Maneuver.
- Increase this Battle Jacket’s Defense Value by 1/2 of Z(JT) for the duration of that Attacking Maneuver.
Core Upgrade
- Category: Super Jacket Module
- Required Modules: Upgrade Module
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 4+
- Installation Difficulty Category: Master
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +4 | +4 | +4 | +4 |
Frame Enhancement: With superior upgrades, this Battle Jacket has reached superior levels of combat readiness.
-[Passive]: This is considered a stack of Upgrade Module for calculating Z for the effects of Upgrade Module.
-[Passive]: Increase this Battle Jacket’s Maximum Life Points by 2 for each Jacket Level reached.
-[Passive]: Depending on which Unique Jacket Module Trait your Battle Jacket possesses due to its Jacket Frame, benefit from one of the below effects:
- All-Round Frame [Passive]: Increase your Combat Rolls by 1(JT) while your Battle Jacket is above the Injured Health Threshold.
- Heavy Frame [Triggered, 5/Round]: If you are targeted by an Attacking Maneuver, increase your Battle Jacket’s Soak Value by 10(JT) for the duration of that Attacking Maneuver. If you do, decrease your Battle Jacket’s Soak Value by 2(JT) until the start of your next turn after concluding that Attacking Maneuver.
- High-Speed Frame [Triggered, 5/Round]: If you are targeted by an Attacking Maneuver, increase your Battle Jacket’s Defense Value by 5(JT) for the duration of that Attacking Maneuver. If you do, decrease your Battle Jacket’s Defense Value by 1(JT) until the start of your next turn after concluding that Attacking Maneuver.
Engine Enhancement: Through careful optimization of this Battle Jacket’s engine, it has achieved newfound levels of energy efficiency.
-[Passive]: Increase this Battle Jacket’s Maximum Ki Points by 2 for each Jacket Level reached.
-[Passive]: Depending on which Unique Jacket Module Trait your Battle Jacket possesses due to its Jacket Engine, benefit from one of the below effects:
- Balanced Output [1/Round]: You may use the Power Up Maneuver as an Instant Maneuver.
- Power to the Frame [Triggered, 3/Round]: Each time your Battle Jacket regains Ki Points, increase its Might by 1(JT) until the start of your next turn.
- Power to the Thrusters [1/Round]: You may use the Movement Maneuver as an Instant Maneuver. If you do, increase your Defense Value by 1(JT) until the start of your next turn or until you have concluded an Attacking Maneuver that targets you (whichever happens first).
Integrated Power Armor
- Category: Super Jacket Module
- Required Modules: Power Armor
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 2+
- Installation Difficulty Category: Expert
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +2 | +2 | +1 | +1 |
In the Action: This Battle Jacket is smaller than average power armor, making it more agile. However, it retains the strength boosting properties of larger models.
-[Passive]: This Battle Jacket is considered Medium for the Punching Up Rules or when calculating the modification to its Defense Value from its Size Category.
-[Triggered]: Upon entering this Battle Jacket, select one of your Body-Category Racial Traits. You benefit from the effects of that Body-Category Racial Trait while you are Piloting this Battle Jacket. Any effect that would allow you to regain Life or Ki Points still does not apply to this Battle Jacket’s Life or Ki Points.
-[Triggered/Power, 1/Round, 3/Encounter]: You may spend any number of the Pilot’s Ki Points up to the Pilot’s Capacity (this does not affect the Battle Jacket’s Capacity). This Battle Jacket regains an equal number of Ki Points.
Freedom of Movement: Due to the smaller frame of this Battle Jacket, your range of mobility is more natural.
-[Passive]: While you are above the Bruised Health Threshold, increase your Combat Rolls by 1(JT).
-[1/Round]: As an Instant Maneuver, you may increase your Awareness and Defense Value by 2(JT) until the end of the next Attacking Maneuver you make or that targets you this Combat Round.
Super Robot
- Category: Super Jacket Module
- Required Modules: Giant Robot
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 2+
- Installation Difficulty Category: Expert
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +1 | +1 | +2 | +2 |
Supreme Robotics: This Battle Jacket is especially designed for large-scale warfare, allowing it greater mobility and durability than others of its ilk.
-[Passive]: This Battle Jacket is considered Large for the Punching Up Rules and for calculating the modification to its Defense Value from its Size Category.
-[Passive]: Increase the Soak Value gained from your Size Category by 2(JT).
-[Passive]: While you are above the Bruised Health Threshold, increase your Combat Rolls by 1(JT).
-[Triggered/Start of Combat Round]: Regain 3(JT) Ki Points.
Combat on a Different Scale: Between the sheer size of this Battle Jacket and its many individual moving parts, you are able to land stronger blows with greater precision and control.
-[Passive]: Increase the Dice Category of the Extra Dice gained from Punching Down by 1 Category.
-[Triggered]: When you make an Attacking Maneuver, you may ignore the second effect of Giant Strike.
-[Triggered, 1/Round]: If you target an Opponent with an Attacking Maneuver, you may apply Punching Down to that target regardless of their Size Category.
-[Triggered/Power, 1/Round]: You may use any Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
Advanced Targeting
- Category: Super Jacket Module
- Required Modules: Data Input
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 3+
- Installation Difficulty Category: Master
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +3 | +3 | – | – |
Combat Processing: This Battle Jacket’s automated data processing systems calculate the optimal strategies in real time and present them to the Pilot.
-[Triggered, Resource]: Each time you use the first effect of Data Input, gain a stack of Processing (max. JT).
-[Triggered]: When you target a Scanned Opponent with an Attacking Maneuver, you may spend any number of Processing stacks to increase the Wound Roll of that Attacking Maneuver by 1(JT) for each stack spent.
-[Triggered]: If you are targeted by an Attacking Maneuver made by a Scanned Opponent, you may spend any number of Processing stacks to increase your Awareness or Defense Value by 1(JT) for each stack spent for the duration of that Attacking Maneuver.
-[Passive]: Increase your Damage Reduction and Wound Rolls against Scanned Opponents by 1(JT).
High-Speed Data Reading: This Battle Jacket can keep track of several targets at once.
-[Triggered/Power, 3/Encounter]: Trigger the first effect of Data Input, but you cannot select an already Scanned Opponent.
-[Triggered]: If you use an Attacking Maneuver with an Area of Effect that targets at least one Scanned Opponent, you may stop targeting any number of Characters with that Attacking Maneuver except a Scanned Opponent. For every Character you stopped targeting, increase the Strike and Wound Rolls of that Attacking Maneuver by 1(JT) (max. 5(JT)).
Limit-Testing Battle Jacket
- Category: Super Jacket Module
- Required Modules: N/A
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 2+
- Installation Difficulty Category: Expert
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +2 | +2 | +2 | +2 |
Revving the Engine: This Battle Jacket is able to push its engines temporarily beyond the safety limitations.
-[Passive]: You have access to the Limit Over Jacket Mode.
-[Triggered, Resource]: If you hit an Opponent(s) with an Attacking Maneuver, gain 1 stack of Momentum (max. 6) while you are piloting this Battle Jacket.
-[Passive]: For each Momentum, increase your Wound Rolls by 1(JT).
-[Automatic/Start of Combat Round]: Reduce this Battle Jacket’s Life Points by x(JT), where x is equal to the current number of Momentum stacks you possess.
-[Triggered]: If you target an Opponent with an Attacking Maneuver, you can spend 2 Momentum to gain an Energy Charge on that Attacking Maneuver.
-[Triggered]: If you are hit by an Opponent’s Attacking Maneuver, you can spend 2 Momentum to gain 2(JT) Damage Reduction for the duration of that Attacking Maneuver.
-[Triggered/Power]: Spend any number of Momentum to regain 3(JT) Ki Points for each Momentum spent.
Limit Over
- Category: Jacket Mode
- Required Super Jacket Module: Limit-Testing Battle Jacket
- Stress Test Requirement: 10+
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +1(JT) | +1(JT) | +1(JT) | +1(JT) |
Red Comet: Surrounded by an ominous, flaming red glow, this Battle Jacket’s power skyrockets as the battle progresses, but it comes closer and closer to destruction with each passing moment.
-[Passive]: For each Health Threshold your Battle Jacket is below, increase your Combat Rolls by 1(JT).
-[Passive]: For every 2 Momentum you possess, increase your Tier of Power Extra Dice by 1 Dice Category.
-[Triggered]: Each time you gain a stack of Momentum, regain 2(JT) Ki Points.
-[Automatic]: At the end of your turn, reduce this Battle Jacket’s Life Points by x(JT), where x is equal to the current number of Momentum stacks you possess.
Engine Overdrive: As this Battle Jacket’s engine reaches maximum output, ignoring all safe operating limits, it starts to burn out.
-[Passive]: While you possess 4+ stacks of Momentum, increase your Strike Roll and Dodge Rolls by 1(JT).
-[Triggered/Start of Turn]: Regain 1(JT) Ki Points for each stack of Momentum you possess.
-[Triggered/Power, 1/Encounter]: Set your Momentum to 6. Until the end of your next turn, increase your Combat Rolls by 1(JT) and you may spend any amount of Momentum without reducing your Momentum. Additionally, you do not lose any Life Points by the effects of Limit Over or Limit-Testing Battle Jacket. At the end of your next turn, immediately leave this Jacket Mode. If you leave this Jacket Mode through this effect, reduce this Battle Jacket’s Life Points by 10(JT) and until this Battle Jacket is Repaired:
- You cannot enter Limit Over.
- You do not benefit from the effects of your Jacket Engine’s Unique Jacket Module.
- Reduce the Maximum Life Points of this Battle Jacket to 3/4 of its previous value.
Super Battle Jacket
- Category: Super Jacket Module
- Required Modules: N/A
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 3+
- Installation Difficulty Category: Master
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +2 | +2 | +2 | +2 |
Robotic Power: This Battle Jacket’s performance enhancements give it increased combat prowess and endurance, allowing it to outshine its competitors.
-[Passive]: You have access to the Super Jacket Mode Jacket Mode.
-[Passive]: Increase your Tier of Power Extra Dice by 1 Dice Category.
-[Passive]: Increase your Battle Jacket’s Maximum Ki Point Pool by 1/2.
-[Triggered/Power]: Make a Might Clash against all Opponents within a Large Sphere AoE (centered on you). If you win, reduce their Life Points by your Battle Jacket’s Might.
-[Triggered, 1/Round]: If you use the Energy Charge Maneuver, you may spend 3(JT) Ki Points to gain an additional Energy Charge.
Super Jacket Mode
- Category: Jacket Mode
- Required Super Jacket Module: Super Jacket Module
- Stress Test Requirement: 13+
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +2(JT) | +2(JT) | +2(JT) | +2(JT) |
Gold Coating: A golden sheen shimmers over this Battle Jacket, indicating the magnitude of power that it has gained.
-[Passive]: Apply your Tier of Power Extra Dice an additional time.
-[Passive]: Increase the Dice Category of your Energy Charge’s Extra Dice by 1 Category.
-[Passive]: Increase your Battle Jacket’s Max Capacity by 1/2.
-[Triggered]: Increase your Attacking Maneuver’s Wound Roll by 1/4 (rounded up) of any Ki Points spent on that Attacking Maneuver’s Ki Wager.
-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that possesses a Ki Wager of 5(JT) or more, increase the Damage Category of that Attacking Maneuver by 1 Category.
-[Triggered, 1/Round]: If you are targeted by an Attacking Maneuver, you may either:
- Increase your Strike and Dodge Rolls for the duration of that Attacking Maneuver by 2(JT).
- Increase your Damage Reduction for the duration of that Attacking Maneuver by 3(JT).
Divine Machine
- Category: Super Jacket Module
- Required Modules: N/A
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 4+
- Installation Difficulty Category: Grandmaster
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +5 | +5 | +5 | +5 |
Replicated Divine Power: Through scientific advancements, this Battle Jacket as managed to emulate the mysterious power of God Ki.
-[Passive]: You have access to the Godly Machine Jacket Mode.
-[Passive]: While you are Piloting this Battle Jacket, you are in the God Ki Special State. Any effects of the God Ki Special State are applied directly to the Battle Jacket, meaning you may use your Divine Ki Points while Piloting this Battle Jacket.
-[Passive]: Upon gaining this Super Jacket Module, select 2 God Maneuvers. You have access to those God Maneuvers while Piloting this Battle Jacket.
-[Passive]: While you possess at least 8(JT) Divine Ki Points, double the Combat Boosts of this Super Jacket Module.
-[Passive]: Double the bonus to your Wound Rolls from using your Divine Ki Points to Ki Wager.
-[1/Round]: You may spend 4(JT) Divine Ki Points to use the Basic Attack Maneuver as an Instant Maneuver.
-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver, spend 3(JT) Divine Ki Points. All Opponents within a Large Sphere AoE (centered on that Opponent) lose Life Points equal to your Might.
Godly Machine
- Category: Jacket Mode
- Required Super Jacket Module: Divine Machine
- Stress Test Requirement: 22+
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +4(JT) | +4(JT) | +4(JT) | +4(JT) |
God Frame: Reinforced to withstand the might of the replicated godly energies running through it, this Battle Jacket’s frame has become stronger and more durable.
-[Permanent, Passive]: Upon gaining access to this Jacket Mode, select an additional God Maneuver. You have access to that God Maneuver while in this Jacket Mode.
-[Passive]: Increase your Damage Reduction by 1(JT).
-[Passive]: Increase your Combat Rolls by 1(JT) for every Health Threshold you are above.
-[1/Round]: As an Instant Maneuver, the Pilot of this Battle Jacket may spend up to 10(JT) Ki Points. This Battle Jacket regains Life Points equal to the amount of Ki Points spent.
-[Passive]: Depending on which Unique Jacket Module Trait your Battle Jacket possesses due to its Jacket Frame, benefit from one of the below effects:
- All-Round Frame [Triggered]: If you pay the Ki Point Cost of an Attacking Maneuver with Divine Ki Points, increase the Damage Category of that Attacking Maneuver by 1 Category.
- Heavy Frame [Triggered]: If you are hit by an Attacking Maneuver, you may spend up to 3(JT) Divine Ki points to increase your Damage Reduction by an equal amount.
- High-Speed Frame [Triggered]: If you are targeted by an Attacking Maneuver, you may spend up to 3(JT) Divine Ki points to increase your Defense Value by an equal amount.
God Engine: With higher grade wiring and a more powerful generator, this Battle Jacket’s engine is optimized to handle the flow of its artificial divine power.
-[Passive]: Increase your maximum amount of Divine Ki Points by 1/2.
-[Passive]: Increase the Wound Rolls of any Attacking Maneuver that had its Ki Point Cost paid with Divine Ki Points by 3(JT).
-[Triggered/Start of Combat Round]: Regain 3(JT) Divine Ki Points.
-[Triggered/Power, 1/Round]: Gain an additional stack of Power.
-[Passive]: Depending on which Unique Jacket Module Trait your Battle Jacket possesses due to its Jacket Engine, benefit from one of the below effects:
- Balanced Output [Passive]: While you have 2+ stacks of Power, reduce the Ki Point Cost of all Maneuvers by 2(JT).
- Power to the Frame [Passive]: While you have 2+ stacks of Power, increase this Battle Jacket’s Might by 1(JT).
- Power to the Thrusters [Passive]: While you have 2+ stacks of Power, increase this Battle Jacket’s Speed and Defense Value by 1(JT).
Machine of the Destroyer
- Category: Super Jacket Module
- Required Modules: Divine Machine
- Maximum No of Stacks: 1
- Jacket Tier Requirement: 6+
- Installation Difficulty Category: Grandmaster
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +10 | +10 | +10 | +10 |
Genesic Destroyer: This Battle Jacket wields the power of artificially recreated Destruction Energy.
-[Passive]: You gain access to the Robo-God of Destruction Jacket Mode.
-[Passive]: While you are Piloting this Battle Jacket, you possess the Hakai Unique Ability and all of its Advancements.
-[Passive]: Increase the Tier of Power Extra Dice for your Strike and Wound Rolls by 2 Dice Categories.
-[Passive]: Your Battle Jacket’s Soak Value cannot be reduced while your Divine Ki Points exceed 1/2 of the amount of Divine Ki Points you possessed at the start of the Combat Encounter. This effect doesn’t apply to reductions from Damage Categories or the effects of Exceed Traits.
-[Triggered]: When making an Attacking Maneuver, you may spend 2(JT) Divine Ki Points to enter the Superior State for the duration of that Attacking Maneuver.
Robo-God of Destruction
- Category: Jacket Mode
- Required Super Jacket Module: Machine of the Destroyer
- Stress Test Requirement: 12+
| Awareness | Defense Value | Soak Value | Might |
|---|---|---|---|
| +2(JT) | +2(JT) | +3(JT) | +3(JT) |
Great Inheritance ~ God of Destruction: The full might of this Battle Jacket’s Destruction Energy is brought to bear on your enemies, rendering your Opponents all but helpless in the face of your manufactured divinity.
-[Permanent]: You can only enter this Jacket Mode if you are already in another Jacket Mode.
-[Passive]: If this Jacket Mode is used in conjunction with another Jacket Mode whose Super Jacket Module has a Tier of Power Requirement less than 4+, increase its Stress Test Requirement by 4 and its Combat Rolls by 2(JT).
-[Passive]: Increase your Wound Rolls by 1d4(JT).
-[Triggered/Power]: You may increase the Stress Test Requirement of this Transformation by 4 to increase its Combat Rolls by 2(JT). This effect can stack up to 3 times. You may stop benefiting from its effect at any point as an Instant Maneuver.
-[Triggered, 1/Round]: When making a Wound Roll, maximize the result of all Extra Dice rolled for that Wound Roll.
-[Triggered]: If you are targeted by an Attacking Maneuver, you may spend 5(JT) Divine Ki Points to use the Power Flare option of the Defend Maneuver without spending a Counter Action.
-[Triggered/Power, 1/Encounter]: Enter the Superior and Egotistical States until the end of your next turn. Ignore the third effect from Egotistical upon leaving the State through this effect.