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Mass Effect Armor Mods Exoskeletons

From Episode D6: Star Wars D6 Wiki

Exoskeletons

  • Medical Exoskeleton takes stubborness to a new level by incorporating not only Medigel nozzles, but also including servos that operate as muscles weaken and injectors for synthadrene which can keep a character sharp and active.
    Special: This mod requires a suit of armor with at least 2 Mod Slots, taking both to function.
  • Level 2: Twice be round, if you become Stunned; if you become Wounded I, gain +1D to all Dexterity and Strength skill rolls; if you become Wounded II, increase the same rolls by +2D
    Note: These bonuses only apply if you are injured, if you are healed they stop applying
  • Kinetic Exoskeleton the pinnacle of barrier mod design incorporates enhanced battery rechargers, stronger ion cores and smart computing to make an armor's KB even more efficient.
    Special: This Mod requires a suit of armor with at least 2 Mod Slot and taking both to function.
  • Level 3: +2D KB, +1D Shield Regen, your shields Regen each round regardless if damage is taken or not
  • Crusher Exoskeleton series of mods was designed for the Batarian Arenas to make matches more bloody and violent, and thus more exciting. It adds power sources to run stronger servos that are installed throughout the suit, making impacts from brawling attacks more lethal and allowing for easier movement.
    Special: This mod requires a suit of armor with at least 2 Mod Slots, taking both to function.
  • Level 3: +2D brawling damage, reduces the penalties to your Dex/Str skills by 2D and increases your movement rate by 2