(Created page with "{{equipmentmenu}} {{equipmentsubmenu}} <div style="padding-top: 1.5em;"> <p class="single">Universal upgrades can be used on a wide range of gear. Most universal upgrades can be applied to any type of equipment, though some have limitations or special rules when applied to armor or weapons.</p> {| class="wikitable" style="width: 45%; float: right; margin-left: 0.5em; line-height: 100%;" ! style="background-color: #bbbbbb; text-align: left;" |Upgrade ! style="background-...") |
No edit summary |
||
Line 1: | Line 1: | ||
{{equipmentmenu}} | {{equipmentmenu}}<!-- | ||
{{equipmentsubmenu}} | -->{{equipmentsubmenu}}<!-- | ||
<div | --><div class="topdiv"><!-- | ||
<p class="single">Universal upgrades can be used on a wide range of gear. Most universal upgrades can be applied to any type of equipment, though some have limitations or special rules when applied to armor or weapons.</p> | |||
--><p class="single">Universal upgrades can be used on a wide range of gear. Most universal upgrades can be applied to any type of equipment, though some have limitations or special rules when applied to armor or weapons.</p><!-- | |||
--> | |||
{| class="wikitable" style="width: 45%; float: right; margin-left: 0.5em; line-height: 100%;" | {| class="wikitable" style="width: 45%; float: right; margin-left: 0.5em; line-height: 100%;" | ||
! style="background-color: #bbbbbb; text-align: left;" |Upgrade | ! style="background-color: #bbbbbb; text-align: left;" |Upgrade | ||
Line 104: | Line 107: | ||
| style="text-align: right;" |100 | | style="text-align: right;" |100 | ||
| style="text-align: center;" |0 | | style="text-align: center;" |0 | ||
|}</div> | |}<!-- | ||
-->{{genericitem|name=Cheater|id=cheater|book=Scum and Villainy|page=40|cost=500|availability=Illegal|upgrade=1|text=<p class="single nomargin">A cheater is a hand-held device designed to allow you to cheat at the popular gambling game of sabaac. Because they are illegal (and likely to get you killed to boot), cheaters are usually disguised and added to another piece of functional equipment.</p><!-- | |||
--><p class="single nomargin">{{indent}}While you use a cheater, you gain a +2 equipment bonus on the [[Wisdom]] check made to determine the outcome of [[gambling]] games. You have to make a [[Stealth]] check opposed by any observers’ [[Perception]] checks to [[Stealth#conceal|conceal]] the use of a cheater, but you gain a bonus on your check determined by the object’s size. (Generally, cheaters are placed in Fine-sized devices such as credit chips or [[comlink]]s, granting a +10 size bonus on Stealth checks to conceal their use.) However, if anyone ever beats your Wisdom check in a sabaac game by 6 or more, that person realizes you must be cheating somehow (though they won’t know exactly how—often leading to a demand for a search of your possessions).</p><!-- | |||
--><p class="single nomargin">{{indent}}A cheater installed into a rigged sabaac card is called a skifter.</p>}}<!-- | |||
-->{{genericitem|name=Cloaked|id=cloaked|book=Scum and Villainy|page=40|cost=750|availability=Licensed|upgrade=1|text=<p class="single nomargin">Cloaked equipment has its energy signatures baffled, any noises it makes muffled, and its appearance camouflaged and slenderized, and it comes with a case that allows it t be placed in an inconspicuous location. When not in use, such equipment imposes a −5 penalty on Perception or [[Use Computer]] check made to detect it. When in use, it imposes only a −2 penalty on such checks. Weapons are obvious when in use, even if cloaked. Cloaked armor does not help with Stealth checks made to [[Stealth#sneak|sneak]], but it applies when you make a [[Deception]] check to produce a [[Deception#deceptiveappearance|deceptive appearance]] (such as making the armor appear as ordinary clothing).</p>}}<!-- | |||
-->{{genericitem|name=Componentization|id=componentization|book=Galaxy of Intrigue|page=68|cost=Ask GM<ref name="nocost"/>|availability=Common|upgrade=1 or 2|text=<p class="single nomargin">Componentization is a process where a single piece of equipment or weapon is composed of several different pieces, each of which is disguised to appear as another type of equipment, such as a comlink, a datapad, or even a vibroshaver. Componentization is a common upgrade for assassins, smugglers, and nobles who want to carry weapons or other equipment into a location secretly.</p><!-- | |||
--><p class="single nomargin">{{indent}}The basic componentization upgrade (one upgrade slot) breaks the item or weapon into two component parts, each one size category smaller than the original item. An item or weapon with the deluxe upgrade (two upgrade slots) breaks down into four items, each two size categories smaller than the original item. For example, a Medium sporting blaster rifle can break down into two Small objects with the basic upgrade or into four Tiny objects with the deluxe upgrade.</p><!-- | |||
--><p class="single nomargin">{{indent}}A full round is required to assemble a componentized item from two parts. Two full rounds are required to assemble a componentized item from four parts. Identifying a component as part of this upgrade package requires a DC 30 Perception or DC 25 [[Knowledge#technology|Knowledge [technology]]] check.</p>}}<!-- | |||
-->{{genericitem|name=Droidification|id=droidification|book=Scum and Villainy|page=40|cost=2,000|availability=Licensed|upgrade=2|text=<p class="single nomargin">Droidification is an extensive process that turns a common piece of equipment into a fully functioning droid. The equipment can either act as a droid with access to the equipment it was built from, or conceal itself as a normal piece of equipment. While concealing itself as normal equipment, the droid can’t take any actions and a DC 25 Perception check is required to realize the equipment is unusual.</p><!-- | |||
--><p class="single nomargin">{{indent}} The droidified equipment uses the statistics of an [[ASP_Labor_Droid|ASP labor droid]] with the following modifications determined by the equipment’s size: −3 [[Strength]], +1 [[Dexterity]], and −2 squares of movement per size smaller than Medium, but no score can be reduced to less than 1. (This is actual size, not weapon size; see “[[Outlaw_Tech#equipmentsizes|Equipment Sizes]]”). Apply all modifiers to the statistics for the object’s size as normal. the droid is automatically considered to have (and be profficient with) the equipment it is built out of, and although it does not automatically gain any [[skills]] needed to use itself as equipment, owners commonly program the droid’s unspent [[feat]] on an appropriate [[Skill Training (feat)|Skill Training]] feat.</p><!-- | |||
--><p class="single nomargin">{{indent}}Only devices can receive this upgrade. Weapons, armor, and vehicles cannot be droidified.</p><!-- | |||
--><p class="single nomargin">{{indent}}''Example:'' Deel Surool owns a [[Computers_&_Storage_Devices#standardpad|datapad]] he’d like to be able to call (like a pet). Since a datapad has only one upgrade slot, he increases its size to Diminutive (due to its weight, it is a Fine item; see [[Table: Equipment Size]]). He then pays to have it droidified. This makes it the equivelent of an ASP labor droid with Strength 8, Dexterity 15, and speed 1 square. Since it is a walking datapad, Deel programs it to use its unassigned feat for Skill Training in Use Computer (giving it Use Computer +3), enough to download data from an unprotected system.</p><!-- | |||
--><p class="single nomargin">{{indent}}If any additional droid equipment or systems are added to the droidified equipment, it becomes obvious that the device is a droid rather than the original item.</p>}}<!-- | |||
-->{{genericitem|name=Dual Gear|id=dualgear|book=Scum and Villainy|page=41|cost=1,000|availability=Common|upgrade=1|text=<p class="single nomargin">One piece of equipment can be built into another as an upgrade, but it is impossible to place a larger piece of gear into a smaller piece—you can’t cram a [[Cannon_Weapons#Blaster|blaster cannon]] into a [[Lightsaber_Weapons|lightsaber]]. Dual gear can act as either piece of component gear without penalty. For example, a [[Detection_%26_Surveillance_Devices#glowrod|glow rod]] that has been upgraded to include a [[Blaster_Pistol#Hold-Out|hold‑out blaster]] can illuminate or shoot, as the user desires. Normally, such equipment can’t act as both pieces of equipment at once. You must pay the full price for the piece of equipment being added to the primary object as dual gear.</p>}}<!-- | |||
-->{{genericitem|name=Electrograpple Handle|id=electrograpplehandle|book=Scum and Villainy|page=41|cost=1,000|availability=Licensed|upgrade=1|text=<p class="single nomargin">An electrograpple handle is a magnetized section of equipment designed to fly toward a specially attuned grapple gauntlet (the cost of which is included in the upgrade cost). A piece of equipment with an electrograpple handle can be retrieved by a character wearing the attuned grapple gauntlet as a move action out to a range of 6 squares. If the equipment is held or strapped down, the grapple gauntlet allows a Strenght check with a +5 bonus to rip it free. This is used as on opposed Strength check (to remove it from someone holding it) or against the break DC of the straps restraining it.</p><!-- | |||
--><p class="single nomargin">{{indent}}This is most often used on a weapon. This allows a character to throw down a weapon to “prove” they are disarmed, only to retrieve it at range when trouble starts.</p>}}<!-- | |||
-->{{genericitem|name=Environmental Sealing|id=environmentalsealing|book=Scum and Villainy|page=41|cost=400|availability=Common|upgrade=1|text=<p class="single nomargin">Environmental sealing places gaskets, protective coatings, nonreactive materials, and airtight seals throughout a piece of equipment to ensure that it soes not fail because of environmental conditions. The equipment works normally in a vacuum, underwater, after being packed in dirt or sand, or in a snowstorm. It does not take damage from corrosive or toxic atmospheres, extreme temperatures, normal fires (as opposed to fire-based weapons, which deal damage normally), or radiation (see [[Hazards]] for more information.</p>}}<!-- | |||
-->{{genericitem|name=Extra Power Source|id=extrapowersource|book=Scum and Villainy|page=41|cost=200|availability=Common|upgrade=1|text=<p class="single nomargin">Any equipment that runs on [[energy cell]]s or [[power pack]]s can be modified to have two such power sources, doubling the duration the device will function (or the number of shots a weapon can make before being recharged). It’s possible to make this modification more than once, adding an additional energy cell or power pack each time. the energy celss or power packs are typical ofr the device upgraded, and each is replaced at the normal cost.</p>}}<!-- | |||
-->{{genericitem|name=Ion Shielding|id=ionshielding|book=Galaxy at War|page=50|cost=1,000|availability=Ask GM<ref name="noavail"/>|upgrade=1|text=<p class="single nomargin">Ion shielding is a new cybernetic prosthesis upgrade for the Scum and Villainy upgrade system. It can be added only to a cybernetic prosthesis, and it requires 1 upgrade slot. The upgrade has a cost of 1,000 credits, and when installed it protects the host from ion damage. If all of a creature’s cybernetic enhancements have the ion shielding upgrade, the host is not treated as being cybernetically enhanced for the purposes of taking [[ion damage]]. However, if even one cybernetic enhancement does not have this shielding, the host gains no benefit.</p>}}<!-- | |||
--><div id="memoryupgrade" class="spacerhalf"><!-- | |||
--><h4 class="headline">Memory Upgrade</h4><!-- | |||
--><p class="single nomargin">Any device that has an [[Intelligence]] score (such as a computer) can have its memory upgraded, improving its performance and storage capacity. Unless otherwise specified, an unmodified computer holds a number of memory units equal to 5 × the square of the computer’s Intelligence bonus. (A single memory unit holds the same amount of data as a recording rod, and 10 memory units are enough to hold coordinates for a single hyperspace jump.)</p><!-- | |||
--><p class="single nomargin">{{indent}}Memory upgrades cannot be installed on droids (including droidified equipment).</p><!-- | |||
--><div style="margin-left: 2em;"><!-- | |||
-->{{genericitem|name=Memory Upgrade, Basic|id=basicupgrade|book=Scum and Villainy|page=41|cost=4,000|availability=Common|upgrade=1|text=<p class="single nomargin">The basic memory upgrade increases the device’s Intelligence by +2 and doubles the device’s storage capacity.</p>}}<!-- | |||
-->{{genericitem|name=Memory Upgrade, Advanced|id=advancedupgrade|book=Scum and Villainy|page=41|cost=16,000|availability=Common|upgrade=2|text=<p class="single nomargin">An advanced memory upgrade is also available, which increases Intelligence by +4 and multiples the device’s storage capacity by 5. (This replaces the benefit of the standard memory upgrade.)</p>}}<!-- | |||
--></div><!-- | |||
--></div><!-- | |||
-->{{genericitem|name=Miniaturized|id=minaturized|book=Scum and Villainy|page=41|cost=500|availability=Common|upgrade=1|text=<p class="single nomargin">Equipment with the miniturized upgrade weighs half as much, and is one size smaller. A melee weapon that is miniaturized has its damage dice reduced by one step (d6s become d4s, d4s become d3s, and so on) because it lacks the mass and striking surface area to deal more damage.</p>}}<!-- | |||
-->{{genericitem|name=Recognition System|id=recognitionsystem|book=Scum and Villainy|page=41|cost=200|availability=Common|upgrade=1|text=<p class="single nomargin">Equipment with a recognition system can identify its owner and wont function for anyone else. Fooling a recognition system takes 1 minute and a DC Use Computer check. The owner of gear with this upgrade can deactivate it as a [[free action]] (before passing a weapon to an unarmed ally, for example); optionally, the recognition system can have a code phrase that allows anyone to deactivate it.</p>}}<!-- | |||
-->{{genericitem|name=Remote Activation|id=remoteactivation|book=Scum and Villainy|page=41|cost=100|availability=Common|upgrade=0|text=<p class="single nomargin">This upgrade allows a piece of equipment to be activated with a signal from a comlink or similar communications device. Although typically associated with explosives or security systems, remote activation can be used to set a droid to activate, a fusion lantern to flare to life, a computer to start running a program, or a holoprojector to begin a recorded projection. Activating a remote is a [[swift action]], which includes entering the special command code (allowing a single comlink to activate multiple pieces of remote gear, one swift action per item activated).</p><!-- | |||
--><p class="single nomargin">{{indent}}The range of remote activation is determined by the commlink or other communication device used. Any commlink can be used to activate the gear, sending a signal with a specific code along a specific frequency. A character aware of a piece of remotely activated gear can find the necessary freequency and activation code with a DC Use Computer check.</p>}}<!-- | |||
{{genericitem|name= | -->{{genericitem|name=Secret Compartment|id=secretcompartment|book=Scum and Villainy|page=41|cost=600|availability=Common|upgrade=1|text=<p class="single nomargin">Like [[#storage|storage capacity]], this upgrade allows gear to carry smaller gear within it, However, the gear carried in a secret compartment is concealed. It takes a DC 30 Perception check to notice the compartment when it is used, and a DC 25 Perception check to find with a close, hands-on examination. Equipment with a secret compartment upgrade can hold a single item one size smaller than the equipment itself. (This is actual size, not weapon size; see [[Outlaw_Tech#equipmentsizes|Equipment Sizes]].) Thus a blaster pistol (Small weapon, Diminutive object) with a secret compartment can hold a Fine-sized object (such as a comlink or [[Grenades#frag|frag grenade]]).</p>}}<!-- | ||
{{genericitem|name= | -->{{genericitem|name=Silverplate|id=silverplate|book=Scum and Villainy|page=42|cost=2,500|availability=Common|upgrade=1|text=<p class="single nomargin">Silverplate is a special chrooming process that adds a layer of though composite material (often dallorian alloy) across the surface of any piece of gear. In addition to looking stylish, this gives the gear a +2 DR (maximum 20). Armor with silverplate does not grant its DR to its wearer, but does gain it against attacks directed specifically at the armor. If you have the [[Quick Draw (feat)|Quick Draw]] feat, you may draw the item as a free action once per turn.</p>}}<!-- | ||
{{genericitem|name= | -->{{genericitem|name=Spring-Loaded|id=springloaded|book=Scum and Villainy|page=42|cost=300|availability=Common|upgrade=1|text=<p class="single nomargin">Any equipment that can be held and used ine one hand can be spring-loaded. Readying a spring-loaded piece of equipment is a swift action. It is most common for [[Weapon_Group:_Pistols|pistols]] to be springloaded, but anything from [[Grenades|grenades]] to [[Computers_&_Storage_Devices#standardpad|datapads]] can use this upgrade.</p>}}<!-- | ||
{{genericitem|name= | -->{{genericitem|name=Storage Capacity|id=storage|book=Scum and Villainy|page=42|cost=100|availability=Common|upgrade=0|text=<p class="single nomargin">This upgrade allows gear to carry smaller gear within or on it, in an obvious compartment. Equipment with the storage capacity upgrade can hold multiple items at least one size smaller than the equipment itself, as long as their total weight is less than the equipment with storage capacity. Thus, a [[Blaster_Rifle|blaster rifle]] (Medium weapon, Tiny object, 4.5 kg) with storage capacity might hold eight frag grenades (Fine object, 0.5 kg) and five [[Tools#powerpack|power packs]] (Fine object, 0.1 kg) securely in external straps and pouches</p>.}}<!-- | ||
--></div><!-- | |||
{{ | -->{{equipmentsubmenu}}<!-- | ||
< | -->{{equipmentmenu}}<!-- | ||
-->{{referencesection}}<!-- | |||
-->{{endbar}} | |||
__NOTOC__ | __NOTOC__ | ||
__NOEDITSECTION__ | __NOEDITSECTION__ |
Latest revision as of 02:25, 10 August 2025
Universal upgrades can be used on a wide range of gear. Most universal upgrades can be applied to any type of equipment, though some have limitations or special rules when applied to armor or weapons.
Upgrade | Availability | Cost | Upgrade Slot Cost |
---|---|---|---|
Cheater | Illegal | 500 | 1 |
Cloaked | Licensed | 750 | 1 |
Componentization | Common | Ask GM[1] | 1 or 2 |
Droidification | Licensed | 2,000 | 2 |
Dual Gear | Common | 1,000 | 1 |
Electrograpple Handle | Licensed | 1,000 | 1 |
Environmental Sealing | Common | 400 | 1 |
Extra Power Source | Common | 200 | 1 |
Ion Shielding | Ask GM[2] | 1,000 | 1 |
Memory Upgrade | |||
Basic Upgrade | Common | 4,000 | 1 |
Advanced Upgrade | Common | 16,000 | 2 |
Miniaturized | Common | 500 | 1 |
Recognition System | Common | 200 | 1 |
Remote Activation | Common | 100 | 0 |
Secret Compartment | Common | 600 | 1 |
Silverplate | Common | 2,500 | 1 |
Spring Loaded | Common | 300 | 1 |
Storage Capacity | Common | 100 | 0 |
Cheater
Scum and Villainy, page 40.
Cost: 500 Availability: Illegal Upgrade Slot Cost: 1
A cheater is a hand-held device designed to allow you to cheat at the popular gambling game of sabaac. Because they are illegal (and likely to get you killed to boot), cheaters are usually disguised and added to another piece of functional equipment.
While you use a cheater, you gain a +2 equipment bonus on the Wisdom check made to determine the outcome of gambling games. You have to make a Stealth check opposed by any observers’ Perception checks to conceal the use of a cheater, but you gain a bonus on your check determined by the object’s size. (Generally, cheaters are placed in Fine-sized devices such as credit chips or comlinks, granting a +10 size bonus on Stealth checks to conceal their use.) However, if anyone ever beats your Wisdom check in a sabaac game by 6 or more, that person realizes you must be cheating somehow (though they won’t know exactly how—often leading to a demand for a search of your possessions).
A cheater installed into a rigged sabaac card is called a skifter.
Cloaked
Scum and Villainy, page 40.
Cost: 750 Availability: Licensed Upgrade Slot Cost: 1
Cloaked equipment has its energy signatures baffled, any noises it makes muffled, and its appearance camouflaged and slenderized, and it comes with a case that allows it t be placed in an inconspicuous location. When not in use, such equipment imposes a −5 penalty on Perception or Use Computer check made to detect it. When in use, it imposes only a −2 penalty on such checks. Weapons are obvious when in use, even if cloaked. Cloaked armor does not help with Stealth checks made to sneak, but it applies when you make a Deception check to produce a deceptive appearance (such as making the armor appear as ordinary clothing).
Componentization
Galaxy of Intrigue, page 68.
Cost: Ask GM[1] Availability: Common Upgrade Slot Cost: 1 or 2
Componentization is a process where a single piece of equipment or weapon is composed of several different pieces, each of which is disguised to appear as another type of equipment, such as a comlink, a datapad, or even a vibroshaver. Componentization is a common upgrade for assassins, smugglers, and nobles who want to carry weapons or other equipment into a location secretly.
The basic componentization upgrade (one upgrade slot) breaks the item or weapon into two component parts, each one size category smaller than the original item. An item or weapon with the deluxe upgrade (two upgrade slots) breaks down into four items, each two size categories smaller than the original item. For example, a Medium sporting blaster rifle can break down into two Small objects with the basic upgrade or into four Tiny objects with the deluxe upgrade.
A full round is required to assemble a componentized item from two parts. Two full rounds are required to assemble a componentized item from four parts. Identifying a component as part of this upgrade package requires a DC 30 Perception or DC 25 Knowledge [technology] check.
Droidification
Scum and Villainy, page 40.
Cost: 2,000 Availability: Licensed Upgrade Slot Cost: 2
Droidification is an extensive process that turns a common piece of equipment into a fully functioning droid. The equipment can either act as a droid with access to the equipment it was built from, or conceal itself as a normal piece of equipment. While concealing itself as normal equipment, the droid can’t take any actions and a DC 25 Perception check is required to realize the equipment is unusual.
The droidified equipment uses the statistics of an ASP labor droid with the following modifications determined by the equipment’s size: −3 Strength, +1 Dexterity, and −2 squares of movement per size smaller than Medium, but no score can be reduced to less than 1. (This is actual size, not weapon size; see “Equipment Sizes”). Apply all modifiers to the statistics for the object’s size as normal. the droid is automatically considered to have (and be profficient with) the equipment it is built out of, and although it does not automatically gain any skills needed to use itself as equipment, owners commonly program the droid’s unspent feat on an appropriate Skill Training feat.
Only devices can receive this upgrade. Weapons, armor, and vehicles cannot be droidified.
Example: Deel Surool owns a datapad he’d like to be able to call (like a pet). Since a datapad has only one upgrade slot, he increases its size to Diminutive (due to its weight, it is a Fine item; see Table: Equipment Size). He then pays to have it droidified. This makes it the equivelent of an ASP labor droid with Strength 8, Dexterity 15, and speed 1 square. Since it is a walking datapad, Deel programs it to use its unassigned feat for Skill Training in Use Computer (giving it Use Computer +3), enough to download data from an unprotected system.
If any additional droid equipment or systems are added to the droidified equipment, it becomes obvious that the device is a droid rather than the original item.
Dual Gear
Scum and Villainy, page 41.
Cost: 1,000 Availability: Common Upgrade Slot Cost: 1
One piece of equipment can be built into another as an upgrade, but it is impossible to place a larger piece of gear into a smaller piece—you can’t cram a blaster cannon into a lightsaber. Dual gear can act as either piece of component gear without penalty. For example, a glow rod that has been upgraded to include a hold‑out blaster can illuminate or shoot, as the user desires. Normally, such equipment can’t act as both pieces of equipment at once. You must pay the full price for the piece of equipment being added to the primary object as dual gear.
Electrograpple Handle
Scum and Villainy, page 41.
Cost: 1,000 Availability: Licensed Upgrade Slot Cost: 1
An electrograpple handle is a magnetized section of equipment designed to fly toward a specially attuned grapple gauntlet (the cost of which is included in the upgrade cost). A piece of equipment with an electrograpple handle can be retrieved by a character wearing the attuned grapple gauntlet as a move action out to a range of 6 squares. If the equipment is held or strapped down, the grapple gauntlet allows a Strenght check with a +5 bonus to rip it free. This is used as on opposed Strength check (to remove it from someone holding it) or against the break DC of the straps restraining it.
This is most often used on a weapon. This allows a character to throw down a weapon to “prove” they are disarmed, only to retrieve it at range when trouble starts.
Environmental Sealing
Scum and Villainy, page 41.
Cost: 400 Availability: Common Upgrade Slot Cost: 1
Environmental sealing places gaskets, protective coatings, nonreactive materials, and airtight seals throughout a piece of equipment to ensure that it soes not fail because of environmental conditions. The equipment works normally in a vacuum, underwater, after being packed in dirt or sand, or in a snowstorm. It does not take damage from corrosive or toxic atmospheres, extreme temperatures, normal fires (as opposed to fire-based weapons, which deal damage normally), or radiation (see Hazards for more information.
Extra Power Source
Scum and Villainy, page 41.
Cost: 200 Availability: Common Upgrade Slot Cost: 1
Any equipment that runs on energy cells or power packs can be modified to have two such power sources, doubling the duration the device will function (or the number of shots a weapon can make before being recharged). It’s possible to make this modification more than once, adding an additional energy cell or power pack each time. the energy celss or power packs are typical ofr the device upgraded, and each is replaced at the normal cost.
Ion Shielding
Galaxy at War, page 50.
Cost: 1,000 Availability: Ask GM[2] Upgrade Slot Cost: 1
Ion shielding is a new cybernetic prosthesis upgrade for the Scum and Villainy upgrade system. It can be added only to a cybernetic prosthesis, and it requires 1 upgrade slot. The upgrade has a cost of 1,000 credits, and when installed it protects the host from ion damage. If all of a creature’s cybernetic enhancements have the ion shielding upgrade, the host is not treated as being cybernetically enhanced for the purposes of taking ion damage. However, if even one cybernetic enhancement does not have this shielding, the host gains no benefit.
Memory Upgrade
Any device that has an Intelligence score (such as a computer) can have its memory upgraded, improving its performance and storage capacity. Unless otherwise specified, an unmodified computer holds a number of memory units equal to 5 × the square of the computer’s Intelligence bonus. (A single memory unit holds the same amount of data as a recording rod, and 10 memory units are enough to hold coordinates for a single hyperspace jump.)
Memory upgrades cannot be installed on droids (including droidified equipment).
Memory Upgrade, Basic
Scum and Villainy, page 41.
Cost: 4,000 Availability: Common Upgrade Slot Cost: 1
The basic memory upgrade increases the device’s Intelligence by +2 and doubles the device’s storage capacity.
Memory Upgrade, Advanced
Scum and Villainy, page 41.
Cost: 16,000 Availability: Common Upgrade Slot Cost: 2
An advanced memory upgrade is also available, which increases Intelligence by +4 and multiples the device’s storage capacity by 5. (This replaces the benefit of the standard memory upgrade.)
Miniaturized
Scum and Villainy, page 41.
Cost: 500 Availability: Common Upgrade Slot Cost: 1
Equipment with the miniturized upgrade weighs half as much, and is one size smaller. A melee weapon that is miniaturized has its damage dice reduced by one step (d6s become d4s, d4s become d3s, and so on) because it lacks the mass and striking surface area to deal more damage.
Recognition System
Scum and Villainy, page 41.
Cost: 200 Availability: Common Upgrade Slot Cost: 1
Equipment with a recognition system can identify its owner and wont function for anyone else. Fooling a recognition system takes 1 minute and a DC Use Computer check. The owner of gear with this upgrade can deactivate it as a free action (before passing a weapon to an unarmed ally, for example); optionally, the recognition system can have a code phrase that allows anyone to deactivate it.
Remote Activation
Scum and Villainy, page 41.
Cost: 100 Availability: Common Upgrade Slot Cost: 0
This upgrade allows a piece of equipment to be activated with a signal from a comlink or similar communications device. Although typically associated with explosives or security systems, remote activation can be used to set a droid to activate, a fusion lantern to flare to life, a computer to start running a program, or a holoprojector to begin a recorded projection. Activating a remote is a swift action, which includes entering the special command code (allowing a single comlink to activate multiple pieces of remote gear, one swift action per item activated).
The range of remote activation is determined by the commlink or other communication device used. Any commlink can be used to activate the gear, sending a signal with a specific code along a specific frequency. A character aware of a piece of remotely activated gear can find the necessary freequency and activation code with a DC Use Computer check.
Secret Compartment
Scum and Villainy, page 41.
Cost: 600 Availability: Common Upgrade Slot Cost: 1
Like storage capacity, this upgrade allows gear to carry smaller gear within it, However, the gear carried in a secret compartment is concealed. It takes a DC 30 Perception check to notice the compartment when it is used, and a DC 25 Perception check to find with a close, hands-on examination. Equipment with a secret compartment upgrade can hold a single item one size smaller than the equipment itself. (This is actual size, not weapon size; see Equipment Sizes.) Thus a blaster pistol (Small weapon, Diminutive object) with a secret compartment can hold a Fine-sized object (such as a comlink or frag grenade).
Silverplate
Scum and Villainy, page 42.
Cost: 2,500 Availability: Common Upgrade Slot Cost: 1
Silverplate is a special chrooming process that adds a layer of though composite material (often dallorian alloy) across the surface of any piece of gear. In addition to looking stylish, this gives the gear a +2 DR (maximum 20). Armor with silverplate does not grant its DR to its wearer, but does gain it against attacks directed specifically at the armor. If you have the Quick Draw feat, you may draw the item as a free action once per turn.
Spring-Loaded
Scum and Villainy, page 42.
Cost: 300 Availability: Common Upgrade Slot Cost: 1
Any equipment that can be held and used ine one hand can be spring-loaded. Readying a spring-loaded piece of equipment is a swift action. It is most common for pistols to be springloaded, but anything from grenades to datapads can use this upgrade.
Storage Capacity
Scum and Villainy, page 42.
Cost: 100 Availability: Common Upgrade Slot Cost: 0
This upgrade allows gear to carry smaller gear within or on it, in an obvious compartment. Equipment with the storage capacity upgrade can hold multiple items at least one size smaller than the equipment itself, as long as their total weight is less than the equipment with storage capacity. Thus, a blaster rifle (Medium weapon, Tiny object, 4.5 kg) with storage capacity might hold eight frag grenades (Fine object, 0.5 kg) and five power packs (Fine object, 0.1 kg) securely in external straps and pouches
.Footnotes and References
Please see the following pages or sites for further information:
- ↑ 1.0 1.1 No cost was listed for this upgrade. This contributor recommends 50% of weapon or item cost multiplied by upgrade points used but always consult with the gamemaster.
- ↑ 2.0 2.1 No availability was listed for this upgrade. This contributor recommends Licensed or stricter given the type of upgrade but always consult with the gamemaster.