
Ward Module C
Xenosuit module. Cast ward on anyone during your turn and that targets life support damage received will be reduced by 1 point. This action is nullified when the crewmate has been attacked. Costs 10 essence to cast

Xenosuit Module
Ward Module B
Xenosuit module. Cast ward on anyone during your turn and that targets damage received will be reduced by 2 points. This action is nullified when the crewmate has been attacked. Must own Ward Module C before upgrading to this one. Costs 10 essence to cast

Xenosuit Module
Ward Module A
Xenosuit module. Cast ward on anyone during your turn and that targets damage received will be reduced by 4 points. This action is nullified when the crewmate has been attacked. Must own Ward Module B before upgrading to this one. Costs 10 essence to cast

Xenosuit Module
Reflect Module
Reflects 1 point of damage back to the attacking enemies life support IF you receive life support damage.
Lasts the full fight

Xenosuit Module
Healing Module C
Out of combat you can heal your health. Costs 15 essence per 1 life support point restored.

Xenosuit Module
Healing Module B
Out of combat you can heal your health. Costs 10 essence per 1 life support point restored. Must own Healing Module C before upgrading to this one.

Xenosuit Module
Healing Module A
Out of combat you can heal your health. Costs 7 essence per 1 life support point restored. Must own Healing Module B before upgrading to this one.

Xenosuit Module
Healing Module S
Out of combat you can heal your health. Costs 4 essence per 1 life support point restored. Must own Healing Module A before upgrading to this one.

Xenosuit Module
Angel of Fortune Module
Unlock health criticals. You may roll 1d20 each time you've been attacked by an enemy. If you roll a 20, then the enemy attack will instantly be halved.

Xenosuit Module

