Armor Mods

Back to Equipment

### General Info

In general, players can purchase attachments to customize their gear. Attachments are physical items that attach to or are installed in items, vehicles, and weapons to add capabilities or improve performance. Attachments have a set of base modifiers that they automatically grant when installed. Installing an attachment is a fairly simple process (as they are designed for easy installation) and simply requires a few minutes of uninterrupted work.

Attachments slot into the hard points listed in a piece of equipment's stat block. Each attachment gives the ship, vehicle, or weapon some sort of bonus or edge (an extra point or two of speed for a hot-rod ship engine, or more soak for a suit of armor, for instance). In most cases, that's as far as it goes. The player spends his money for his new attachment and he is left with an improved and unique piece of equipment specifically tailored to his needs. However, if the player wishes to further customize and personalize a piece of equipment, he uses the mod system.

#### Modification Info

Most attachments have a listed series of mods. These are additional modifications that a skilled user can make to the attachment to further improve the weapon or item's performance. These are listed under each attachment's modification options All of these modification options are potential mods for gear. Some of the modification options have a number listed before them, indicating that the option can be installed multiple times. Otherwise, each option can only be installed once. Modifications represent dedicated owner's ability to tweak and customize their gear. They are potential customizations available to those skilled with devices and gear. Of course, even the most talented user can only do so much with a particular piece of tech, which is why each attachment has a discrete list of modification options.

#### Installing Mods

The check required to modify equipment depends on the weapon. The more familiar with the armor the user is, the more likely they are to succeed. When making a armor modification check, use either a Intelligence (Hardware) check, or an Brawn (Resilience) check. If you make a Brawn (Resilience) check, you may add a boost die per tier of armor that your character is able to use. Light (1), Medium (2), Heavy (3)

To install a mod, the user selects one uninstalled modification option. They then spends 100 credits on components and supplies, makes sure they has a toolkit, spends a couple hours at a work bench, and makes a hard check If he succeeds, he successfully installs the mod on his gear, and the item now benefits from the bonus provided by the mod. If he fails, however, the mod is not installed, and he may not attempt to install that mod again. If he failed and his check generated at least one despair, the attachment is also rendered useless by their tinkering. Each additional mod installed in an attachment beyond the first increases the difficulty of the check by one, and costs an additional 100 credits beyond the base cost.

## Amor VI's

### Targeting VI

Add a boost die to all Ranged attacks at long or extreme range.

Modification Options:

* Talent Natural Marksman.

### Range Finder VI

Talent Sniper Shot 1

Modification Options:

* Talent Sniper Shot 1

### Defensive VI

Increase defense by 1

Modification Options:

* Increase Defense by 1 when taking guarded stance maneuver.

### Self Repairing VI

Once per encounter as a maneuver, can have armor attempt to repair itself or assist in a repair. Counts as Intellect 2 and Mechanics 2. There is no cost to repair armor, whether using the automatic feature, or personally repairing.

### Medical VI

Once per session, may apply Medigel as incidental. All Medicine checks made to heal wearer gain a boost die.

Modification Options:

* Successful Medicine checks on the wearer heal +1 wound
* Successful Medicine checks on the wearer heal +1 wound

### Threat Monitoring VI

Add 1 advantage to initiative checks.

Modification Options:

* Talent (Quick Strike)
* Add 1 advantage to initiative checks.
* Add 1 advantage to initiative checks.

## External Attachments

External Attachments
 Automated Weapon Mount
 Reactive Plating
 Localized Mass Effect Field Generator

### Mini Missile Pack

May use the stats of a ML-77 Missile Launcher once per encounter with 5 less base damage and no guided mods. Increases the encumbrance by 1. Adds 2 Encumbrance.

Modification Options:

* Adds 1 ammo
* Adds 1 ammo
* Adds 1 ammo
* Guided 1
* Guided 1

### Automated Weapon Mount

1 Mount 1 Weapon(s) up to Encumbrance 3 Mod. Once per encounter, may spend maneuver to make a combat action with mounted weapon. Difficulty of check is upgraded once.

Modification Options:

* Add a setback die to combat check instead of upgrading difficulty.
* Increase Allowable Weapon Encumbrance by 1.
* Increase Allowable Weapon Encumbrance by 1.

### Reactive Plating

First time wearer is hit each encounter, reduce damage by 10. After, armor suffers minor damage and must be repaired to function again. Adds 4 Encumbrance.

Modification Options:

* Decrease Encumbrance by 1
* Decrease Encumbrance by 1
* Decrease Encumbrance by 1

### Localized Mass Effect Field Generator

Increase Brawn for Determining Encumbrance Threshold by 5.

Modification Options:

* Increase Brawn for determining encumbrance threshold by
* Increase Brawn for determining encumbrance threshold by
* Skill (Athletics)
* Skill (Athletics)

## Internal Modifications

### Enhanced Visors

3/1000/1

Removes up to two setback die added to all Perception, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision.

Modification Options:

* 1 Skill (Vigilance).

### Custom Fit

3/400/1

Removes a setback die from Athletics and Stealth checks.

Modification Options:

* Removes a setback die from Athletics and Stealth checks.

### Improved Communicator

1/200/0

A long-range communicator is integrated into the helmet

### Insulated Coating

7/2500/1

+1 soak vs. cold and flame attacks

Modification Options:

* Decrease the difficulty of Resilience checks made to resist the effects of extreme cold and extreme heat by 1.

### Low Friction Coating

5/750/1

1 Increases Melee Defense value by 1. Reduce Biotic defence by 2

Modification Options:

* 1 Skill Coordination
* 1 Biotic defence

### Radiation Shielding

3/500/1

Adds two boost die to Resilience checks to resist radiation.

Modification Options:

* 2 Increase armor's soak by 1 against damage caused by radiation.

### Superior Customization

6/5000/1

Adds the Superior Quality.

### Vacuum Sealed

3/1000/1

Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes. 1 Armor is Sealed.

Modification Options:

* May last an additional 30 minutes
* May last an additional 30 minutes