ST Modules

Synchronize Hub
When both shoulders are equipped with the same weapon type, DMG +20%.

Aim Afar Mod
When there are no enemies within the adjacent (2 tiles) area, DMG +4%.

DMG Taken Mod
DMG Taken -5%.
Ex-Ether Rats ace hacker. Competitive rebel who cracked codes to expose truth. Got tangled in Obsidian/UNCS plots while running Skynet intel. Natalia helped her escape to GSA.
Don't let the punk student look fool you—she's a digital wizard no one dares ignore.
When both shoulders are equipped with the same weapon type, DMG +20%.
When there are no enemies within the adjacent (2 tiles) area, DMG +4%.
DMG Taken -5%.
When both shoulders are equipped with Missile Launchers, you can use the Salvo code to launch an attack, dealing 2* 0.7x DMG to the hit part and 0.5x Splash DMG to other parts.
When both shoulders are equipped with Missile Launchers, able to use the Salvo code to launch attack, deal 2*0.7x DMG to the hit part and 0.5x Splash DMG to other parts;
Salvo-style skill DMG +15%
Tactical Weapon Magazine Capacity +1.
AP Regen +1.
Initial AP +1.
Tactical Weapons Reload CD -1.
AP Regen +1.
AP Cap +2.
After the first attack with a Tactical Weapon each turn, Re-ATK can be triggered, with Final DMG -30%, effective up to 1 time per turn. Unable to move before attacking.
AP Cap +1.
When Auto Load is complete, restore 1 AP.
When attacking with a Tactical Weapon for the first time each turn, for every 1 AP cost, DMG +4%, up to 20%.
When Re-ATK is triggered, allow continued moving with the remaining movement.
After triggering Re-ATK, it no longer reduces final damage.
The damage multiplier for Salvo is increased to 2 * 0.75x.
AP Cap +1.
When destroying a target, additionally restore 1 AP after combat, effective up to 2 times per turn.
Arm's HP +30%.
When attacking with the first Ammo in the Missile Launcher magazine, DMG +20%.
When cast Salvo-style skill, 50% chance to trigger, not consuming any Ammo