In order to use an armor upgrade, you must meet the minimum strength of the armor being worn.
Modification Upgrade Slots Cost
Aquatic adaptation 1 500
Armor holoshroud 1 5,000
Armor reinforcement 1 3,000
Armorplast 0 900
Climbing claws 1 200
Diagnostics system 1 500
Environmental systems 1 600
Gyro 1 250
Helmet package 0 4,000
Integrated equipment, 1 slot 1 200
Integrated equipment, 2 slots 1 500
Integrated equipment, 5 slots 1 1,000
Integrated equipment, 10 slots 2 2,000
Internal generator 1 1,000
Jump servos 1 100
Mesh underlay 2 2,500
Powered exoskeleton 2 4,000
Propulsion pack 1 200
Radiation shielding 1 400
Rangefinder 1 500
Ready harness 1 500
Repulsorlift 1 1,000
Shadowskin 1 5,000
Shadowskin, reflec 1 20,000
Shield generator (1) 2 5,000
Shield generator (2) 3 10,000
Shockweb 1 6,000
Vacuum seals 0 2,000
Vacuum seals, improved 1 5,000
Weapon mount 1 1,000
This 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 can swim at Pace 4 and can breathe in water. Additionally, you can reroll Athletics rolls made to swim, keeping the better result.
A holoshroud upgrade places small holographic projectors as key points around the armor. These projectors are linked together and 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 penetrate.
The holoshroud can store only a single image, which must be of the same basic size and shape as the armor (generally humanoid). The image can be changed in 1 hour with an Electronics roll, a raise halves the time.
The holoshroud provides a +4 bonus on Thievery rolls to conceal items (underneath the image) as well as any Persuasion rolls made to create a deceptive appearance matching the image. However, the holoshroud doesn't withstand scrutiny, so any observer who takes the time to search the wearer gains a +4 bonus on the opposed Notice check. Furthermore, the holoshroud doesn't have any tactile, auditory, or olfactory component, so observers with other senses or using a Sensor Pack gain a +4 bonus on their Notice checks.
The holoshroud draws power from a standard Energy Cell, which gives enough power for 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 free action.
The 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 a +1 bonus to Toughness.
This 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 half and decreases the minimum strength by one die type (minimum of d4).
Climbing claws are retractable spikes worked into the arms and legs of a suit of armor. When wearing this armor, you can climb at Pace 4. Additionally, you can reroll Athletics rolls made to climb, keeping the better result.
The wearer can use climbing claws to attack foes in melee. The claws cause Strength+d4 damage.
A diagnostics system is a series of sensors and simple computers that monitor both the armor and its wearer. Anyone making a Repair roll on the armor or a Healing roll on its wearer gains a +2 bonus from the diagnostic system.
Environmental systems come in two varieties: cold-weather systems and warm-weather systems. It is possible to install both in the same suit of armor, but doing so counts as two separate upgrades. An environmental system provides a +4 bonus to resist cold or heat effects, and damage from those sources are reduced by 4.
A gyro helps keep armor upright and stable. While wearing armor with this upgrade, you ignore Recoil and Unstable Platform penalties.
When installed in the helmet of a suit of armor, this electronic package allows the armor to grant the wearer a +2 bonus on Notice rolls as well as low-light vision. In addition, it includes an integrated hands-free comlink. Stormtrooper Armor and its variants includes such a system. Installing a helmet package takes 1 hour with a successful Repair roll, a raise halves the time.
An integrated equipment upgrade attaches one piece of equipment to the armor. The equipment must be smaller than the armor itself. This equipment is constantly ready for use and need not be drawn or prepared before 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 successful Repair roll, a raise halves the time. The price of any equipment attached to the armor is separate from the integrated equipment upgrade cost.
A miniaturized version of a portable Power 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 free action. As long as it is active, an internal generator can simultaneously power up to ten different devices that have negligible power requirements (anything without a listed duration).
For devices with specific power requirements, an internal generator can store four units of energy (each the equivalent of an Energy Cell, Power Pack, or 20 rounds of power from a portable Power 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 1 bulk 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 deflect the wearer with a Sensor Pack or vehicle sensors gains a +4 bonus on Electronics or Notice rolls.
Jump servos are a repulsorlift-aided system that assists in making long jumps. When wearing armor with this upgrade, you treat all jumps as running jumps. Additionally, you can reroll an Athletics roll to jump, keeping the better result.
Designed with the same principles as mesh armor, the mesh underlay upgrade 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 mesh underlay gains a +2 bonus on Vigor rolls against Stun effects.
Armor can be upgraded to include a powered exoskeleton that enhances the physical strength of the wearer. Because of the weight and energy required, only heavy armors can have the powered exoskeleton 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). Turning an exoskeleton on or off is a free action. When active, the exoskeleton gives the wearer a +2 bonus to Strength and any Skills linked to Strength. A powered exoskeleton adds 1 bulk to the weight of the armor.
Designed to enhance underwater movement, a propulsion pack allows its wearer to swim much faster. Activating a propulsion pack is an action, and you gain a swim pace of 8 until the end of your turn. A propulsion pack has 10 charges and can run continuously, so no action is required to activate the propulsion pack on subsequent rounds of use. Each round consumes 1 charge.
The packs are designed to be worn with seatrooper armor; wearing them without the accompanying stabilization finds reduces the swim pace to 6.
Radiation shielding is necessarily heavy and bulky. Only heavy armor can be modified with radiation shielding, and it increases the armor's weight by 1 bulk. The shielding grants a +4 bonus to Vigor rolls against radiation.
A 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 in 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 Weapon Mount, you would take no range penalty on attacks against targets up to 15 squares away.
A 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 equipment (medium weapon size), or ten diminutive pieces of equipment (small weapon size).
Weight of equipment in the ready harness is halved for purposes of determining your Encumbrance, and such equipment can be retrieved or replaced as a free action.
This 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 free action. While the repulsorlift is operating, the wearer ignores the effects of difficult ground and halves any falling damage. A repulsorlift operates for 10 rounds on a single Energy Cell.
A 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 dampener (included in this modification cost), it is difficult to see, hear or detect the armor with sensors. Armor with shadowskin grants a +2 bonus on all Stealth roll made by the wearer.
A more advanced version of shadowskin uses the material reflec, which is more effective but also more expensive than normal shadowskin. A suit of armor with reflec shadowskin adds a +4 bonus on its wearer's Stealth rolls.
A deflector shield generator can be built into a suit of 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). Turning a shield generator on or off is a free action. When active, a shield generator provides additional Wounds. Shield Wounds are lost before normal Wounds, and may not be Soaked. Shields automatically recharge one Wound every 10 minutes.
A shockweb is a powerful electrified stun field that can encase the entire surface of the armor. It runs off an Energy Cell, which can power it for 20 minutes. Turning the shockweb on or off is a free action. While the shockweb is active, any time a melee attack hits you, the attacker takes 2d6 electrical damage and must make a Vigor roll or be Stunned. Each time an attacker is damaged in this way, the shockweb discharges 1 minute of duration off its Energy Cell.
Any armor can be upgraded with vacuum seals, which includes airtight gaskets around all joints and simple life support equipment that adds 1 bulk of weight. This allows the armor's wearer to survive for 10 hours in the vacuum of space or any other hostile environment. Heavy armor can have improved life support that lasts up to 24 hours, adding 2 bulk of weight.
Armor can add any equipment using the Integrated Equipment upgrade, but dedicated 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, and heavy armor gains 4 mounts. Two-handed weapons require 2 mounts, and one-handed weapons require 1 mount.
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 with a successful Repair roll to change weapons in a mount, a raise halves the time. 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 a successful Notice roll with a -4 penalty is needed to detect it when not in use. A mounted weapon does not gain any benefit from the armor if the weapon takes damage.