Modular Armor Upgrades
Table of Modular Armor Upgrades:
Note each upgrade is only a single tier, a modular armor can have the same upgrade multiple times. Additionally higher quality modules can be used, giving higher stats at a further increased cost. For each additional module installed in a modular armor the upgrade cost increases by 50% rounded to the nearest 5gp.| Name of upgrade: | Description: | Cost |
| Stability enhancers | Gain one additional attack with a ranged weapon per tier, note: melee attacks using this arm (both one and two handed) incur a -1 to hit. | 250gp |
| Accuracy enhancers | Ranged weapons get +1 on hit rolls | 150gp |
| Force enhancers | Unarmed attacks gain +1 damage per tier | 25gp |
| Shoulder mounted weapon | A carbine (+50% cost if laser) or hand cannon (H-C) is mounted on the shoulder and is thus always equipped. This weapon will have the pistol rule. | Carbine:120gp H-C: 150gp |
| Light weight plating | Add one to the maximum AC bonus the modular armor gains from dexterity | 100gp |
| Additional plating | Increase the AC of the modular armor by one | 200gp |
| Backup slot | A compartment is added to the armor that allows for the quick equipping of a weapon or item | 30gp |
| Concealed weapon | A small hidden weapon is added to the wrist of the armor, a single hidden attack can be made with it per combat. The weapon can be either a dagger or a pistol | 60gp |
| Flight thrusters | Gain 30 ft of flight for one turn, recharges on short rest (not usable on heavy armor) | 80gp |
| Combat taser | Enemy makes a roll against your dex, on a fail they are stunned for a turn, resets on a long rest | 110gp |
| Smoke canister | When used grants a free disengage action or makes ranged attacks have disadvantage on you for the next three turns. recharges after long rest. | 90gp |
| Detection sensors | Raises passive awareness by five and gives Darkvision | 75gp |
Type
Manual, Military
Remove these ads. Join the Worldbuilders Guild




Comments