Armor Mods

The following special features are used in armor upgrades:

  • C/D reduction – you may reduce your C/D by 1 once per mission per use. This is a free action and may be used an unlimited number of times in a round.
  • Hardening – grants a bonus to armor that only applies to biotic and tech abilities.
  • Health Regen/Mission – Once per mission you can regenerate. This is a free action taken on your turn. You may attempt to regenerate even if you are shaken. To regenerate you make a vigor roll. If the vigor dice rolls a 1 you fail regardless of the wild dice. If you have a success you can remove a single wound or the shaken condition. On a raise you can remove up to 2 wounds, or one shaken and one wound. Additional raises do nothing. Additional Ranks of regenerate grant one additional use per day.
  • Physics Threshold – powers and abilities that allow a roll to avoid, gain a bonus equal to the +. You also gain this as a bonus to avoid being Knocked prone or pushed.
  • Shield Recharge/Mission – Once per mission you can recharge your shields. This is a free action taken on your turn. To recharge your shields you make a smarts roll. If the smarts dice rolls a 1 you fail regardless of the wild dice. If you have a success you can recharge a single shield unit. On a raise you can recharge up to 2 shield units. Additional raises do nothing. Additional Ranks of shield recharge grant one additional use per day.
  • Toxic Resist Bonus – Bonus to resist toxins and poisons.

Cooldown Reduction

Armor Mod Cost Shield Units Bonus Mobile Accuracy Bonus (reduces penalty to hit while running) C/D Reduction
Stimulant Pack 800 - - 1
Kinetic Buffer 4500 - 1 2
Kinetic Exoskeleton 15000 1 2 3

Damage Protection

Armor Mod Cost Armor Bonus
Armor Plating 400 +1
Ablative Coating 1900 +2
Energized Plating 6200 +3

Equipment Capacity

Armor Mod Cost Equipment Bonus
Equipment bonus 1 300 +1 Thermal Clip & Medi-gel capacity
Equipment bonus 2 1500 +2 Thermal Clip & Medi-gel capacity
Equipment bonus 3 4500 +3 Thermal Clip & Medi-gel capacity
Equipment bonus 4 13500 +4 Thermal Clip & Medi-gel capacity

Hard Shields

Armor Mod Cost Hardened Weave Shield Strength Bonus Notes
Hard Weave 600 +2 -
Hard Shields 4900 - - Shields ignore AP from non-heavy weapons
Hard Shield Weave 17000 +2 +1 Shields ignore AP from non-heavy weapons

Hazard Protection

Armor Mod Cost Environmental Protection Toxic Resist Bonus Shield Strength Bonus
Toxic Seal 300 - +2 -
Hazard Seal 1000 +2 +3 -
Pressurized Seal 6200 +3 +4 +1

Health Regeneration

Armor Mod Cost Health Regen/Mission Toxic Resist Bonus C/D Reduction
First Aid Interface 700 1 - -
Medical Interface 4800 2 +1 -
Medical Exoskeleton 12000 3 +2 1

Mechanical Augmentation

Armor Mod Cost Smash Damage Bonus (Melee) Physics Threshold Hardening
Motorized Joints 300 +1 - -
Exoskeleton 1500 +2 +1 -
Combat Exoskeleton 4900 +3 +2 +1

Medi-gel Capacity

Armor Mod Cost Medi-gel Bonus Notes
Medi-gel bonus 1 100 +1 Medi-gel capacity
Medi-gel bonus 2 500 +2 Medi-gel capacity
Medi-gel bonus 3 1500 +3 Medi-gel capacity
Medi-gel bonus 4 4500 +4 Medi-gel capacity
Medi-gel bonus 5 9000 +5 Medi-gel capacity
Trauma Module 24000 +6 Medi-gel capacity On a successful first aid roll the target also recovers one Shield unit

Shields

Armor Mod Cost Shield Unit Bonus Shield Strength Bonus
Shield Battery 400 - +1
Shield Modulator 1700 +1 -
Shield Interface 4700 +1 +1

Shield Recharge

Armor Mod Cost Shield Recharge/Mission
Shield Regenerator 500 1
Emergency Shielding 2100 2
Redundant Shield Generator 6400 3

Thermal Clip Capacity

Armor Mod Cost Thermal Clip Bonus
Thermal Clip bonus 1 100 +1 Thermal Clip capacity
Thermal Clip bonus 2 500 +2 Thermal Clip capacity
Thermal Clip bonus 3 1500 +3 Thermal Clip capacity
Thermal Clip bonus 4 4500 +4 Thermal Clip capacity

Armor Mods

Mass Effect - Savage Worlds underableedingsun