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Mass Effect Armor Mods Modules
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'''Modules''' *'''Glider '''adds a pair of hardened DuraTanium wings to the back of the suit, when activated they extend allowing for limited flight for a short amount of time by dramatically lowering your overall mass. Without any means of propulsion however, this can only be used to move downwards. The mass effect generators require 1 hour of recharging before they can be used again. :*Level 2: Spend an action to deploy; when deployed, allows for 50m of Gliding before the mass effect generators fail. *'''Motorized Joints''' through the addition of micro-servos at prime locations such as the elbows, shoulders and knees, this modification increases the force applied with a punch or kick, it also helps the character compensate for the weight and rigidity of the armor so they can move easier. :*Level 1: +1D Brawling Damage :*Level 2: +2D Brawling Damage; reduces the penalties to your Dex/Str skills by 1D *'''Jet Pack''' much as the name implies, includes twin ion boosters which can lift a character into the air, giving them controllable flight for a few minutes before being refueled with eezo. This requires an action to ignite and the skill jet pack operation to use.<br />''Special'': Refueling cost of the level 2 variant is 500 credits and the level 3 cost is 2,000. Each use burns 30 secs of fuel even if you do not fly that long. Also, both versions require a suit of armor with at least 2 mod slots, but only use 1 to function. :*Level 2: Up to 2min of flight :*Level 3: Up to 5min of flight *'''Scout Rotors''' compensate for different gravities while simultaneously taking advantage of it with micro jets for lower grav worlds and motors for high grav worlds. :*Level 2: +10 Movement on Low Grav worlds, .80G or less; +5 Movement on High Grav worlds, 1.20G or more *'''Platform Stabilizers''' have actuators grafted to the armor's back, shoulders and legs to allow for more stable firing on the move. The character gains the bonus only if they begin the round by taking a movement action.<br />''Special'': the Level 3 mod requires a weapon with 2 Mod Slots and both of them to function. :*Level 2: +1D to ranged attacks :*Level 3: +2D to ranged attacks and +2 damage
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