Name
|
Attachment Type
|
Benefit
|
Mod Options
|
Cost
|
Hardpoints
|
Sourcebook
|
Amphibious Modification
|
Any armor that can logically have an air tank attached
|
Enough oxygen (or pplicable gas) for up to 5 hours of submersion or in an airless environment (Does not protect against vacuum); Remove from physical checks due to underwater conditions
|
+2 hours oxygen supply (x2)
|
500cr
|
1
|
SM p57
|
Armor Spikes
|
Any armor that covers arms or legs
|
Increase the armor's ENC by 2; When the wearer suffers a hit from a Melee, Brawl, or Lightsaber Combat check, after the attack is resolved, the character may spend or to automatically inflict one hit for 6 damage on the attacker.
|
Increase damage by +1 (x3); Innate Talent (Intimidating) (x1)
|
500cr
|
3
|
KtP p56
|
Automated Weapon Mounting
|
Any armor
|
Mount a single Ranged (light, heavy) or Melee weapon (1 hard point to weapon) of Encumbrance 3 or less. Once per encounter, may spend a maneuver to make a combat action without using hands or arms. Difficulty of combat checks with this weapon are Upgraded once.
|
Change Upgrade to + (x1) +1 allowable Encumbrance of weapon (x2)
|
3000cr/5R
|
2
|
FO53
|
Biofeedback System
|
Any full-body armor
|
Increase strain threshold by 4
|
Innate Talent (Rapid Recovery) (x1)
|
3,330cr
|
2
|
FaDCore p201
|
Comlink
|
Any helmet
|
A long-range comlink is integrated into the helmet
|
None
|
200cr
|
0
|
CD p53
|
Cortosis Weave
|
Any armor
|
Armor gains Cortosis quality
|
None
|
10,000cr
|
2
|
AoRCore p205; EoECore p194
|
Custom Fit
|
Any armor
|
Remove from Athletics and Stealth checks
|
+1 Remove from Athletics and Stealth checks (x1)
|
400cr
|
1
|
SM p57
|
Droid Brain Defense System
|
Powere armor
|
Defense +1 for wearer.
|
5000cr/6
|
3
|
FO53
|
Energy Dispersion System
|
Any armor
|
When reducing strain damage dealt to wearer, count soak value as 2 higher.
|
None
|
500cr
|
1
|
FaDCore p201
|
Enhanced Optics Suite
|
Helmet
|
Removes up to added to Perception, Vigilance, and Combat skill checks due to darkness, smoke, of other vision obscuring effects.
|
+1 Vigilance (x1)
|
1,750cr
|
1
|
AoRCore p206; EoECore p194
|
Hands-Free Weapon System
|
Any armor; Weapon must be modified costing 1 HP; Can mount any Ranged (Light) or Ranged (Heavy) weapon with ENC of 4 or less.
|
Mounts a single weapon to the armor that can be aimed and fired without using hands or arms.
|
None
|
1,000cr
|
2
|
DC p53
|
Hardened
|
Powered armor only
|
Prevents deactivation of power armor by electromagnetic or ion weapons
|
None
|
900cr
|
2
|
KtP p56
|
Heating System
|
Any armor that covers entire body and can be sealed
|
Reduces difficulty on extreme cold Resilience checks by 1; Removes up to added to checks due to extreme cold.
|
None
|
1,000cr
|
1
|
AoRCore p206; EoECore p194; FaDCore p201
|
In-Helmet Scanner
|
Any helmet
|
Remove imposed on checks due to darkness, smoke or fog; Allows user to detect heat sources and motion within medium range
|
Install a hands-free comlink
|
750cr
|
1
|
FaDCore p201
|
Integrated Ascension Gear
|
Any armor
|
As an action make an Average Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action. he may reel in the cord, pulling himself to the object (or, if the object is unsecured and lighter than he is, pulling it to him). May be used to pull another character with; must make an Easy Athletics check to avoid losing his grip on partner
|
None
|
350cr
|
2
|
SM p57
|
Integrated Holsters
|
Any armor
|
Increase ENC by 4. Character may holster up to 2 weapons of ENC 3 or lower, while holstered they do not count toward the character's ENC value.
|
Add to Perception checks to find weapons holstered (x2); Holser 1 additional weapon of ENC 3 or lower in armor (x3); Innate Talent (Quick Draw) (x1)
|
300cr
|
2
|
ND p52
|
Integrated Med-Systems
|
Any armor that covers the majority of the body
|
Activate once per session as an incidental, counts as one stimpack; All Medicine checks to heal wearer gain
|
Successful Medicine checks to heal wearer heal 1 additional wound (x2)
|
2,500cr
|
2
|
DC p53
|
Integrated Scanner
|
Any Helmet
|
Grants benefits of a general purpose scanner. ; Adds to Perception checks made to detect movement or hidden enemies
|
+1 Perception (x1)
|
1,000cr
|
1
|
DC p54
|
Integrated Slicer Gear
|
Any armor
|
Counts as having Slicer Gear controlled by gesturing or vocalization.; Add to all checks made by others to correctly identify that the character is slicing.
|
Innate Talent (Technical Aptitude) (x1)
|
750cr
|
3
|
SM p58
|
Integrated Targeting Computer
|
Any Helmet (some models also gloves/gauntlets)
|
Add to all Ranged attacks at long or extreme range
|
Innate Talent (Natural Marksman) (x1)
|
3,000cr
|
1
|
DC p54
|
Ion Shielding
|
Any armor with soak 2 or higher
|
Increase soak by 3 against weapons with Ion quality
|
+1 Ranged and Melee defense against weapons with Ion quality (x1)
|
2,000cr
|
1
|
SM p58
|
Kiirium Coating
|
Laminate armor, Heavy battle armor, armor with solid plates or parts
|
Adds +1 soak to armor against blaster and flame attacks
|
Decrease the difficulty of Resilience checks to resist the effects of fire and exteme heat by 1 (x2)
|
2,500cr
|
2
|
KtP p56
|
Low-Friction Coating
|
Heavy battle armor or powered armor
|
Increase armor's melee defense by +1; Add to Mechanics checks to modify or maintain the armor.
|
+1 Coordination (x1)
|
750cr
|
1
|
KtP p57
|
Micro-Rocket Armor Mounting
|
Any armor
|
Enables weapon to fire 1 loaded micro-rocket; Increases Encumbrance by 3; Micro-Rocket has Limited Ammo 1
|
Mount 1 additional micro-rocket (x5); Remove from checks to fire micro-rockets (x1)
|
800cr (R)
|
2
|
ND p52
|
Optical Camouflage System
|
Any armor; useless on laminate and plastiod heavy armor
|
Upgrades the ability of all Stealth checks twice
|
Innate Talent (Master of Shadows) (x1); +1 Stealth (x1)
|
5,500cr
|
2
|
AoRCore p206; EoECore p195; SS p51
|
Passive Foliage Suit
|
Any armor that could logically integrate it
|
Adds to any Perception or Vigilance checks made to detect character in appropriate environment.
|
None
|
75cr
|
1
|
SS p51
|
Quick Shed
|
Only armor with ENC of 3 or higher
|
Shed armor as a maneuver.; Must be reassembled before worn again, requires several minutes and an Average Mechanics check.
|
None
|
650cr
|
1
|
KtP p57
|
Radiation Shielding
|
Laminate armor, Heavy Battle Armor, any other armor that can be fully sealed
|
Add to Resilience checks to resist radiation.
|
Increase soak by 1 against damage caused by radiation (x2)
|
500cr
|
1
|
SM p58
|
Range Finder
|
Any Helmet
|
Innate Talent (Sniper Shot)
|
+1 Innate Talent (Sniper Shot) (x1)
|
1,500cr
|
0
|
DC p54
|
Reactive Plating
|
Armor with Soak 2 or higher
|
Increase the armor's ENC by 4. The first time the wearer of this armor is hit by an attack each encounter, reduce the damage he suffers by 10; the armor suffers minor damage and loses this benefit until fully repaired.
|
Reduce ENC by 1 (x3)
|
2,000
|
2
|
KtP p57
|
Reflec Shadowskin
|
Armor with Soak 2 or higher
|
Adds automatic to Stealth checks
|
Innate Talent (Stalker) (x1); Add to Perception checks to see wearer (x2)
|
1,200cr (R)
|
1
|
KtP p57
|
Reinforced Gauntlets
|
Any armor with soak 2 or higher
|
Can be used as a melee weapon: (Melee; Dam +1; Crit 4; Range [Engaged]; Disorient 3)
|
Innate Talent (Durable) (1)
|
250cr
|
2
|
SM p58
|
Repulsor-Assisted Lifting
|
Laminate armor and other full-body hard armor suits
|
Add 5 to wearer's Brawn score for the purposes of determining ENC threshold
|
+1 to wearer's Brawn score for ENC threshold (x2); +1 Athletics (x2)
|
1,000cr
|
2
|
ND p52
|
Repulsor Pack
|
Any armor
|
Allows user to function as a vehicle (Speed 1 • Handling -1 • System Strain 2) in atmosphere, with same Silhouette as user. Maximum altitude 75 meters, Coordination used for checks.
|
Handling +1 (x1)
|
2500cr/4
|
2
|
FO53
|
Self-Repair Systems
|
Any armor with melee or ranged defense 1 or higher
|
Once per encounter, as a maneuver, can have the armor repair iteself; Has Intellect 2 and Mechanics 2 for skill check.; No cost to repair armor.
|
None
|
3,000cr
|
2
|
SM p58
|
Strength Enhancing System
|
Laminate armor or similar full-body hard armor
|
Increases wearer's Brawn by 1; does not increase soak or wound threshold
|
+1 Athletics (x2); Innate Talent (Brace) (x2)
|
5,500cr
|
2
|
AoRCore p206; EoECore p194
|
Stun Matrix
|
Any armor that could logically benefit
|
Increase the armor's ENC by 1.; When the wearer suffers a hit from a Melee, Brawl, or Lightsaber Combat check, after the attack is resolved, the character may spend or to disorient the attacker for 2 rounds.
|
Wearer may spend or from the Combat check to immobilize the attacker for 1 round (x1); 1 wearer may spend from the Combat check to stagger the attacker for 1 round (x1)
|
1,750cr
|
3
|
KtP p57
|
Superior Armor Customization
|
Any
|
Gives Superior quality
|
None
|
5,000CR
|
1
|
AoRCore p206; EoECore p195; FaDCore p201
|
Thermal Shielding System
|
Any medium or heavy armor that covers the entire body and can be sealed.
|
Reduces the difficulty of Resilience checks for fire and extreme heat by 1; Removes up to added to checks due to extreme heat or fire
|
None
|
1,000cr
|
1
|
AoRCore p207; EoECore p194; FaDCore p201
|
Threat Monitor
|
Typically integrated into the helmet, visor, or another place where the user can easily see it at all times.
|
Adds automatic to Initiative checks
|
Innate Talent (Quick Strike) (x1); Add automatic to Initiative checks (x2)
|
750cr
|
1
|
LNH p106
|
Tracking System
|
Any armor
|
Upgrade ability of checks to track a designated target once; Target designated as a maneuver while maintaining line of sight, or through sensor and communication equipment; Only one target can be designated at a time
|
+1 Vigilance (x1); +1 Survival (x1)
|
1,000cr
|
1
|
ND p52
|
Utility Arm
|
Any armor
|
Additional mechanical arm that functions as a normal limb. Adds to Mechanics checks and possibly other checks.
|