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).
| Upgrade | Availability | Cost | Upgrade Slot Cost |
|---|---|---|---|
| Aquatic Adaptation | Common | 500 | 1 |
| Armor Reinforcement | Ask GM[1] | 3,000 | 1 |
| Armorplast | Common | 900 | 0 |
| Cimbing Claws | Common | 200 | 1 |
| Diagnostic Systems | Common | 500 | 1 |
| Environmental Systems | Common | 600 | 1 |
| Gyro | Common | 250 | 1 |
| Helmet Package | Common | 4,000 | 0 |
| Holoshroud | Restricted, Rare | 5,000 | 1 |
| Integrated Equipment, 1 slot | Common | 200 | 1 |
| Integrated Equipment, 2 slots | Common | 500 | 1 |
| Integrated Equipment, 5 slots | Common | 1,000 | 1 |
| Integrated Equipment, 10 slots | Common | 2,000 | 2 |
| Internal Generator | Common | 1,000 | 1 |
| Jump Servos | Common | 100 | 1 |
| Mesh Underlay | Ask GM[1] | 2,500 | 2 |
| Powered Exoskeleton | Licensed | 4,000 | 2 |
| Radiation Shielding | Common | 400 | 1 |
| Rangefinder | Licensed | 500 | 1 |
| Ready Harness | Common | 500 | 1 |
| Repulsorlift | Common | 1,000 | 1 |
| Shadowskin | Restricted | 5,000 | 1 |
| Shadowskin, reflec | Military | 20,000 | 1 |
| Shield Generator, SR 5 | Restricted | 5,000 | 2 |
| Shield Generator, DR 10 | Military | 10,000 | 3 |
| Shockweb | Military | 6,000 | 1 |
| Vacuum Seals, Basic | Common | 2,000 | 0 |
| Vacuum Seals, Improved | Common | 5,000 | 1 |
| Weapon Mounts | Restricted | 1,000 | 1 |
Aquatic Adaptation
Scum and Villainy, page 44.
Cost: 500 Availability: Common Upgrade Slot Cost: 1
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 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[1] Upgrade Slot Cost: 1
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 DR 2 against piercing damage.
Armorplast
Scum and Villainy, page 45.
Cost: 900 Availability: Common Upgrade Slot Cost: o
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 50%.
Climbing Claws
Scum and Villainy, page 45.
Cost: 200 Availability: Common Upgrade Slot Cost: 1
Climbing 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[2] 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: 1
A 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: 1
Environmental 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: 1
A 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
Saga Edition Core Rulebook, page 140.
Cost: 4,000 Availability: Common Upgrade Slot Cost: 0
When 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: 1
A 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: 1
An 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: 1
See 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: 1
See 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: 2
See 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: 1
A 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: 1
Jump 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[1] Upgrade Slot Cost: 2
Designed 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: 2
Much 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: 1
Radiation 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: 1
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 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: 1
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 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: 1
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 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: 1
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 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: 1
A 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: 2
A 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: 3
See 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: 1
A 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: 0
Any 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: 1
See 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: 1
Armor 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.
Footnotes and References
Please see the following pages or sites for further information:
- ↑ 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.
- ↑ The Scum and Villainy rulebook lists this damage as 1d4, but in the Saga Edition Core Rulebook page 274 it lists Tiny as 1d2. There is no official errata but this contributor feels that it was a typo and the Core Rulebook takes precedence. Always consult your GM for clarification.
