Armor Upgrades

This page best viewed with the right sidebar hidden.
**General Equipment**   Communications   Computers   Surveillance   Implants   Life Support   Medical   Survival   Tools   Accessories   Templates
Weapon & Armor Accessories      Universal Upgrades      **Armor Upgrades**      Weapon Upgrades

The following off-the-shelf accessories can enhance weapons and armor in a variety of ways. Most pieces of equipment can have only one accessory, though in some cases Gamemasters might allow them to have more. Each weapon and armor accessory listing on the table below also lists the upgrade slot cost of each accessory (for use with the gear enhancement system in Scum and Villainy).

#### Aquatic Adaptation

      *Scum and Villainy*, page 44.      **Cost:** 500            **Availability:** Common      **Upgrade Slot Cost:** 1This upgrade seals your armor against the pressure of deep ocean travel, allows you to filter breathable air out of water indefinitely, and uses fins and small jets to allow swift and easy motion through liquids. When wearing this armor, you gain a swim speed of equal to one-half your armored walking speed and can breathe in water. Additionally, you can reroll a failed Swim check (keeping the better result) and can take 10 on Swim checks even when rushed or threatened.
#### Armor Reinforcement

      *Knights of the Old Republic*, page 75.      **Cost:** 3,000            **Availability:** Ask GM      **Upgrade Slot Cost:** 1The armor reinforcement accessory increases armor’s ability to harmlessly deflect incoming attacks by coating the interior of the armor with tough materials, adding an extra layer of defense. Reinforced armor grants the wearer DR 2 against piercing damage.
#### Armorplast

      *Scum and Villainy*, page 45.      **Cost:** 900            **Availability:** Common      **Upgrade Slot Cost:** oThis upgrades the standard durasteel or other defensive plates of armor with high-strength armorplast or a similar lightweight, high-cost material. This reduces the weight of the armor by 50%.
#### Climbing Claws

      *Scum and Villainy*, page 45.      **Cost:** 200            **Availability:** Common      **Upgrade Slot Cost:** 1Climbing claws are retractable spikes worked into the arms and legs of a suit of armor. When wearing this armor, you gain a climb speed equal to one-half your armored walking speed. Additionally, you can reroll a failed Climb check (keeping the better result) and can take 10 on Climb checks even when rushed or threatened.
      The wearer can use climbing claws to attack foes in melee. They count as being weapons two sizes smaller than the wearer, and they deal slashing damage equal to the base claw damage for a beast of that size (see Beast Natural Weapons (claws)). For example, a Medium character would have Tiny climbing claws that deal 1d2 slashing damage. If you are proficient with the suit of armor you’re wearing, you are proficient with any climbing claws installed on it.
#### Diagnostic Systems

      *Scum and Villainy*, page 45.      **Cost:** 500            **Availability:** Common      **Upgrade Slot Cost:** 1A diagnostics system is a series of sensors and simple computers that monitors both the armor and its wearer. Anyone making a Mechanics check on the armor or a Treat Injury check on its wearer gains a +2 equipment bonus from the diagnostics system.
#### Environmental Systems

      *Scum and Villainy*, page 45.      **Cost:** 600            **Availability:** Common      **Upgrade Slot Cost:** 1Environmental systems come in to varieties: cold-weather systems and warm-weather systems. It is possible to install both in the same suit, but doing so counts as two separate upgrades. An environmental system makes you immune to the effects of extreme cold or extreme heat, as appropriate.
#### Gyro

      *Scum and Villainy*, page 46.      **Cost:** 250            **Availability:** Common      **Upgrade Slot Cost:** 1A gyro helps keep armor upright and stable. While wearing armor with this upgrade, you gain a +5 stability bonus on checks and all defenses to resist attempts to knock you prone.
#### Helmet Packageid=helmetpackage

      *Core Rules*, page 140.      **Cost:** 4,000            **Availability:** Common      **Upgrade Slot Cost:** 0When installed in the helmet of a suit of armor, this electronic package allows the armor to grant the wearer a +2 equipment bonus on Perception checks as well as low-light vision. In addition, it includes an integrated hands-free comlink. Stormtrooper armor and its variants include such a system (MFTAS, or Multi-Frequency Target Aquisition System), already included in its statistics. Installing a helmet package takes 1 hour and a DC 20 Mechanics check.
#### Holoshroud

      *Scum and Villainy*, page 46.      **Cost:** 5,000            **Availability:** Restricted, Rare      **Upgrade Slot Cost:** 1A holoshroud upgrade places small holographic projectors as key points around the armor. These projectors are linked together adn designed to place a holographic image over the armor (and its wearer). The image moves as the armor moves, making the illusion of a different appearance difficult to generate.
      The holoshroud can store only a single image, which must be of the same basic size and shape as the armor (generally humaoid).
      The holoshroud provides a +10 equipment bonus on Stealth checks to conceal items (underneath the image) as well as any Deception checks made to create a deceptive appearance matching the image. However the holoshroud doesn’t withstand scrutiny, so any observer who uses a full-round action to search the wearer gains a +10 circumstance bonus on the opposed Perception check. Furthermore, the holoshroud doesn’t have any tactile, auditory, or olfactory component, so observers with the scent species trait or using a sensor pack gain a +10 on their Perception checks.
      The holoshroud draws power from a standard energy cell, which gives enough power tor twenty rounds of use (drawn in any increment). Such armors are often upgraded with the Extra Power Source or Internal Generator modification to extend this operating time. You can turn a holoshroud on or off as a swift action.
#### Integrated Equipment, 1 Slot

      *Scum and Villainy*, page 46.      **Cost:** 200            **Availability:** Common      **Upgrade Slot Cost:** 1An integrated equipment upgrade attaches one piece of equipment to the armor. The equipment must be three or more sizes smaller than the armor itself. For example, armor for a Medium character is Medium size, so it can mount a piece of equipment up to Diminutive size (such as electromacrobinioculars, a glow rod, or a medpac) or a weapon up to Small size (such as a blaster pistol or vibroblade). This equipment is constantly ready for use and need not be drawn or prepared beofre being used. Once a suit of armor is rigged for integrated equipment, it becomes increasingly easy to add new pieces of equipment as built-in modules. As a result, prices and upgrade slot costs are given for 1, 2, 5, or 10 slots of integrated equipment.
      It is easy to swap out the equipment attached to armor with this upgrade. A single piece of integrated equipment can be swapped out for a different piece of gear in 10 minutes with a DC 10 Mechanics check. the price of any equipment attached to the armor is separate from the integrated equipment upgrade cost.
#### Integrated Equipment, 2 Slots

      *Scum and Villainy*, page 46.      **Cost:** 500            **Availability:** Common      **Upgrade Slot Cost:** 1See above. This cost is for 2 slots of integrated equipment.
#### Integrated Equipment, 5 Slots

      *Scum and Villainy*, page 46.      **Cost:** 1,000            **Availability:** Common      **Upgrade Slot Cost:** 1See above. This cost is for 5 slots of integrated equipment.
#### Integrated Equipment, 10 Slots

      *Scum and Villainy*, page 46.      **Cost:** 2,000            **Availability:** Common      **Upgrade Slot Cost:** 2See above. This cost is for 10 slots of integrated equipment.
#### Internal Generator

      *Scum and Villainy*, page 46.      **Cost:** 1,000            **Availability:** Common      **Upgrade Slot Cost:** 1A miniaturized version of a portable fusion generator, an internal generator can provide continuous power for different upgrades on a suit of armor, including any integrated equipment. The generator can be activated or deactivated as a swift action. As long as it’s active, an internal generator can simultaneously power up to ten different devices that have negligible power requirments (anything without a listed duration).
      For devices with specific power requirements, an internal generator can store four untis of energy (each the quivelent of an energy cell, power pack, or 20 rounds of power from a portable fusion generator), and it automatically recharges one such unit every hour. A suit of armor can receive this upgrade multiple times if more energy capacity is needed, but each internal generator adds 10 kg to the weight of the armor.
      The biggest drawback to a generator is its energy signature. If the generator powers anything but devices with negligible power requirements, any character attempting to detect the wearer with a sensor pack or vehicle sdensors gains a +5 circumstance bonus on the Perception or Use Computer check.
#### Jump Servos

      *Scum and Villainy*, page 46.      **Cost:** 100            **Availability:** Common      **Upgrade Slot Cost:** 1Jump servos are a repulsorlift-aided system that assists in making long jumps. When wering armor with this upgrade, you treat all jumps as running jumps. Additionally, you can reroll a failed Jump check (keeping the better result) and take 10 on Jump checks even when rushed or threatened.
#### Mesh Underlay

      *Knights of the Old Republic*, page 76.      **Cost:** 2,500            **Availability:** Ask GM      **Upgrade Slot Cost:** 2Designed with the same principles as mesh armor, the mesh underlay accessory helps channel certain types of energy away from the wearer’s body, reducing the effectiveness of a potentially devastating blow. A character wearing a suit of armor with the mesh underlay accessory gains a +5 equipment bonus to his damage threshold against stun damage.
#### Powered Exoskeleton

      *Scum and Villainy*, page 46.      **Cost:** 4,000            **Availability:** Licensed      **Upgrade Slot Cost:** 2Much like the Corellian powersuit, other armor can be upgraded to include a powered exoskeletion that enhances the physical strength of the wearer. Because of the wieght and energy required, only medium and heavy armor can have the powered expskeleton upgrade.
      A powered exoskeleton operates for 20 rounds on a standard energy cell. (Suits of armor with a powered exoskeleton commonly have the internal generator upgrade; see above.) Turning an exoskeleton on or off is a swift action. When active, the exoskeleton gives the wearer a +2 equipment bonus to Strength. A powered exoskeleton adds 5 kg to the weight of the armor.
#### Radiation Shielding

      *Scum and Villainy*, page 46.      **Cost:** 400            **Availability:** Common      **Upgrade Slot Cost:** 1Radiation shielding is necessarily heavy and bulky. Only medium and heavy armor can be modified with radiation shielding, and it increases the armor’s weight by 10 kg. The shielding grants a +10 equipment bonus to your Fortitude Defense against radiation attacks, and it reduces any damage dealt by a successful radiation attack by 5 points. In addition, any time you would move −1 persistent step down the condition track as a reult of radiation damage while wearing this armor, you can make a DC 20 Endurance check to negate the persistent condition. You can make this check only the first time you move down the condition track due to a particular radiation hazard; if you fail, you must have the persistent condition cured normally.
#### Rangefinder

      *Scum and Villainy*, page 47.      **Cost:** 500            **Availability:** Licensed      **Upgrade Slot Cost:** 1A rangefinder built into a suit of armor works like a weapon rangefinder, but it applies only to ranged attacks made by weapons built into the armor on a weapon mount. Its benefits apply to other ranged weapons only if you aim immediately before making the attack.
      Any attack using a rangefinder takes no penalty when used against a target at short range. Thus, if your suit of armor had a rangefinder and a blaster pistol built into a wepon mount, you would take no range penalty on attacks against targets up to 40 squares away.
#### Ready Harness

      *Scum and Villainy*, page 47.      **Cost:** 500            **Availability:** Common      **Upgrade Slot Cost:** 1A ready harness is a series of hooks, straps, and clips distributed around the armor, designed to make equipment easily accessible and to settle its weight more comfortably on the wearer’s frame. A ready harness can hold two Small pieces of equipment (Large weapon size), five Tiny pieces of equpiment (Medium weapon size), or ten pieces of equipment up to Diminutive size (Small weapon size).
      Weight of equipment in the ready harness is halved for the purposes of determining your encumbrance, and such equipment can be retrieved or replaced as a move action.)
#### Repulsorlift

      *Scum and Villainy*, page 47.      **Cost:** 1,000            **Availability:** Common      **Upgrade Slot Cost:** 1This upgrade takes the same kind of hover repulsorlifts used by droids and modifies them to allow the armor to float up to 1 meter off the ground. The wearer can activate or deactivate the repulsorlift as a swift action. While the repulsorlift is operating, the wearer ignores the effects of difficult terrain and takes half damage from falls. A repulsorlift operates for 10 rounds on a single energy cell.
#### Shadowskin

      *Scum and Villainy*, page 47.      **Cost:** 5,000            **Availability:** Restricted      **Upgrade Slot Cost:** 1A matte black finish of light- and sensor-absorbing material, a shadowskin turns any armor coated with it into a stealth suit. Normally coupled with a sound damener (included in this modification cost), it is difficult to see, hear, or detect the armor with sensors. Armor with shadowskin grants a +5 equipment bonus on all Stealth checks made by the wearer.
#### Shadowskin, reflec

      *Scum and Villainy*, page 47.      **Cost:** 20,000            **Availability:** Military      **Upgrade Slot Cost:** 1A more advanced version of shadowskin uses the material reflec, which was developed by the Grand Army of the Republic and later used by various Iperial special forces units. Reflec is more effective but also more expensive than normal shadowskin. A suit of armor with reflec shadowskin adds a +10 equipment bonus on its wearer+s Stealth checks.
#### Shield Generator, SR 5

      *Scum and Villainy*, page 47.      **Cost:** 5,000            **Availability:** Restricted      **Upgrade Slot Cost:** 2A deflector shield generator can be built into a suit of medium or heavy armor, giving it the same kind of protection starships and some battle droids enjoy. Due to their bulk and power requirements, it is not possible to install anything but the smallest of generators into a suit of armor.
      Shield generators operate for 10 rounds on a standard energy cell. (Suits of armor with shield generators commonly have the internal generator upgrade; see above.) Turning a shield generator on or off is a swift action. When active, reduce the damage you take by the armor’s shield rating. If the damage is equal to or greater than the armor’s shield rating, the shield rating is reduced by 5. By spending three swift actions on the same or consecutive rounds, the wearer can make a DC 20 Mechanics check to restore lost shield power. If the check succeeds, the armor’s shield rating increases by 5 points (up to its maximum shield rating).
#### Shield Generator, SR 10

      *Scum and Villainy*, page 47.      **Cost:** 10,000            **Availability:** Military      **Upgrade Slot Cost:** 3See above. Only heavy armor of at least Medium size can carry a shield generator with SR 10.
#### Shockweb

      *Scum and Villainy*, page 47.      **Cost:** 6,000            **Availability:** Military      **Upgrade Slot Cost:** 1A shockweb is a powerful electrified field that can encase the entire surface of the armour. It runs off an energy cell, which can power it for 20 minutes. Turning the shockweb on or off is a swift action. While the shockweb is active, any time you are the target of a successful melee attack, grab attack, or grapple attack, the attacker takes 1d6 electrical damage and 2d6 electrical stun damage. Each time an attacker is damaged this way, the shockweb discharges 1 minute of duration off its energy cell.
#### Vacuum Seals, Basic

      *Scum and Villainy*, page 47.      **Cost:** 2,000            **Availability:** Common      **Upgrade Slot Cost:** 0Any armor can be upgraded with vacuum seals, which include airtight gaskets around all joints and simple life support equipment that adds 2 kg of weight. This allows the armor’s wearer to survive for 10 hours in the vacuum of space or any other hostile environment.
#### Vacuum Seals, Improved

      *Scum and Villainy*, page 47.      **Cost:** 5,000            **Availability:** Common      **Upgrade Slot Cost:** 1See above. Medium and Heavy armor can have improved life suppoert that lasts up to 24 hours, addiing 10 kg of weight.
#### Weapon Mounts

      *Scum and Villainy*, page 47.      **Cost:** 1,000            **Availability:** Restricted      **Upgrade Slot Cost:** 1Armor can add any equipment using the integrated equipment upgrade (see above), but dedicatted weapon mounts allow weapons to be added more efficiently. The number of weapon mounts gained for each upgrade slot spent is a function of the class of armor upgraded: Light armor gains 2 weapon mounts, medium armor gains 3 mounts, and heavy armor gains 4 mounts.
      A two-handed weapon requires 2 mounts, a one-handed weapon requires 1 mount, and a light weapon requires only half of a mount. You must be proficient with both the weapon and the armor on which it is mounted to be considered proficient with a mounted weapon. (Any weapon described as gloves or gauntlets, such as combat gloves, can be worn with armor without a weapons mount, but only one such weapon can be worn at a time.)
      This upgrade does not include the cost of the weapons to be mounted. Such weapons are designed only for mount use, and can’t be fired as hand-held weapons. It takes 10 minutes and a DC 10 Mechanics check to change weapons in a mount. A mounted weapon can’t be disarmed, and it need not be drawn to be used. Weapons in mounts are obvious unless the weapon mount is concealed (multiply upgrade cost by 3), in which case it takes a DC 25 Perception check to notice the weapon when it is not in use. A mounted weapon does not gain any benefit from the armor if the weapon takes damage.
      If an autonomous weapon is mounted to a suit of armor, it is automatically considered seated (and thus can make attacks while the armor’s wearer takes other actions). However, autonomous weapons can distract and unbalance the wearer due to their recoil, though heavier armors are betterat absorbing this shock. For every autonomous mounted weapon that has made an attack within the last round (that is, wince the wearer’s last turn), the wearer must spend a swift action to regain balance; furthermore, the wearer takes a penalty on all attack rolls and Dexterity- or Strength-basked skill checks determined by the class of armor worn: light −10, medium −5, heavy −2.

Weapon & Armor Accessories      Universal Upgrades      **Armor Upgrades**      Weapon Upgrades
**General Equipment**   Communications   Computers   Surveillance   Implants   Life Support   Medical   Survival   Tools   Accessories   Templates

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 1.3 No availability was listed for this upgrade. This contributor recommends a Common availability but always check with the gamemaster.
2. ↑ The Scum and Villainy rulebook lists this damage as 1d4, but in the Core Rules page 274 it lists Tiny as 1d2. There is no official errata but this contributor feels that it was a typo and the Core Rules takes precedence. Always consult your GM for clarification.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.