Armor Attachments



About Armor Attachments

As with weapons, a fair amount of common sense on the part of the players and GM is required when modifying armor. For example, most suits of armor can only hold one environmental system, such as cold or heat resistance, or one type of optical enhancement in the helmet.

(GM:) Attachments that require a helmet or visor can add a helmet or visor to that armor, within reason.


Universal Armor Attachments

AttachmentPriceEncum.H.P. RequiredRarity
p. 189
Cortosis Weave10000-28
Enhanced Optics Suite1750-13
Optical Camouflage System5500-26
Superior Armor Customization5000-16
BH-ND p. 51
Micro-Rocket Armor Mounting(R) 800+326
Tracking System1000-17
HG-DC p.52
Comlink200-01
Integrated Scanner1000-14
Range Finder1500-16
Targeting System3000-17
T-SM p.57
Amphibious Modification500-14
Custom Fit400-13
Integrated Ascension Gear350-23
Integrated Slicer Gear750-36
Ion Shielding2000-17
Reinforced Gauntlets250-22

Cortosis Weave

p. 194

Some armorers specially equip protective gear with an underlying weave of rare cortosis. This does tend to make the armor more resistant to being penetrated (especially by energy weapons).

This attachment can be added to any full-body armor.

  • Base Modifiers: The armor gains the Cortosis Quality.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 10000 credits

Enhanced Optics Suite

p. 194

Built into a helmet, this system provides an individual with a host of specialized optical and audio sensors. Each system is equipped with passive light amplification, thermal signature readers, ultrasound pickups, millimeter wave emitters, video capture, and common optical enhancements.

This attachment can be added to any armor with a helmet or visor.

  • Base Modifiers: Removes up to added to all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision.
  • Modification Options: 1 Skill (Vigilance) Mod.
  • Hard Points Required: 1.
  • Price: 1750 credits.

Optical Camouflage System

p. 195

Using a series of phased array optical projectors combined with sound baffling equipment and thermal and radiation shielding, OCS can render a wearer nearly invisible to the naked eye. The PAO projectors allow the wearer to blend in with their surroundings by mimicking them, similar to an animal with active camouflage abilities, and the different radiation shields hide the wearer's body heat as well as any electromagnetic radiation from other sensors or communications gear. For all of its utility, however, this system is incredibly fragile and is not recommended for combat.

This attachment can be equipped on any type of armor, but is nearly useless on laminate and plastoid heavy armor, which is often too bulky and loud to mask properly.

  • Base Modifiers: Upgrades the ability of all Stealth checks twice while wearing this armor.
  • Modification Options: 1 Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod.
  • Hard Points Required: 2.
  • Price: 5500 credits.

Superior Armor Customization

p. 195

Any piece of armor can benefit from retooling at the hands of a superior craftsman.

  • Base Modifiers: Gives the armor the Superior Quality.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 5000 credits.

Micro-Rocket Armor Mounting

BH-ND p. 52

See: Micro Rockets

This attachment can be installed on any armor.

  • Base Modifiers: Enables user to fire 1 loaded micro-rocket without needing to perform a maneuver to draw. Increases Encumbrance by 3. Micro-Rockets loaded in the Attachment do not count toward the character's Encumbrance value.
  • As micro-rockets are Limited Ammo 1 weapons, the launcher has the Limited Ammo 1 Quality, and thus must be reloaded with a new micro-rocket to be fired again.
  • Modification Options: 5 Mount 1 additional micro-rocket Mods, 1 Remove from checks to fire micro-rockets from this attachment Mod.
  • Hard Points Required: 2.
  • Price: (R) 800 credits.

Tracking System

BH-ND p. 52

Through a series of specialized computer systems and sensors, this attachment collects and processes data from the wearer's surroundings to follow and predict the movements of designated targets. A heads-up display integrated into a helmet or visor feeds the wearer this information onto an overlay of their surroundings. The systems are not limited to local targets, either, but can follow signals from distant communicators or tags and process optimal routes towards them.

This attachment can be added to any armor with a helmet or visor.

  • Base Modifiers: Upgrade the ability of checks to track a designated target once. The wearer may designate a target by spending a maneuver while maintaining line of sight to the target, or through sensor and communication equipment such as a Surveillance Tagger. Only a single target can be designated at a time.
  • Modification Options: 1 Skill (Vigilance) Mod, 1 Skill (Survival) Mod.
  • Hard Points Required: 1.
  • Price: 1000 credits.

HG-DC p. 53

Many military or otherwise advanced helmets include a Comlink as standard, and it is a fairly simple procedure to attach one to nearly any helmet. Some helmet Comlinks are activated by tapping a button on the exterior of the helmet or somewhere else on the armor, while others are activated by voice or even a particular head motion.

This attachment can be added to any armor.

  • Base Modifiers: A Comlink (long-range) is integrated into the helmet.
  • Modification Options: None.
  • Hard Points Required: 0.
  • Price: 200 credits.

Integrated Scanner

HG-DC p. 54

Most Integrated Scanner systems utilize a heads-up display, projected on the inside of the helmet's visor. Some systems include a retractable mono-visor that extends only while the scanner is in use.

This attachment can be added to any armor with a helmet or visor.

  • Base Modifiers: While wearing their helmet, the user benefits from a General Purpose Scanner and adds to Perception checks made to detect movement or hidden enemies.
  • Modification Options: 1 Skill (Perception) Mods.
  • Hard Points Required: 1.
  • Price: 1000 credits.

Range Finder

HG-DC p. 54

A system incorporating a simple computer and visual sensors, a Range Finder calculates the distance to any spot in the user's field of vision, feeding precise information to a visor HUD.

This attachment can be added to any armor with a helmet or visor.

  • Base Modifiers: Innate Talent (Sniper Shot).
  • Modification Options: 1 Innate Talent (Sniper Shot) Mod.
  • Hard Points Required: 1.
  • Price: 1500 credits.

Targeting System

HG-DC p. 54

Targeting Systems integrate an advanced targeting computer and sensor suite, providing a constant stream of data to the user. Depending on the model, this information may be delivered by audio or on a visor HUD. Some particularly advanced systems incorporate small vibro-motors installed in the armor's gloves or gauntlets and wired to the helmet system, which subtly adjust the user's hands to enhance accuracy.

This attachment can be added to any armor with a helmet or visor.

  • Base Modifiers: The user adds to all Ranged attacks at long or extreme range.
  • Modification Options: 1 Innate Talent (Natural Marksman) Mod.
  • Hard Points Required: 1.
  • Price: 3000 credits.

Amphibious Modification

T-SM p. 57

With the addition of a sealed helmet and oxygen (or other appropriate gas) supply, nearly any suit of armor can be converted into an amphibious suit. Retractable flippers provide humanoids with improved mobility in water and other liquids.

This attachment can be applied to any armor that could logically have an air tank, helmet, and retractable flippers attached.

  • Base Modifiers: The armor provides enough oxygen (or applicable gas) for up to five hours of submersion or in an airless environment (although it does not protect against vacuum). In addition, the user removes from physical checks due to underwater conditions.
  • Modification Options: 2 Increase oxygen supply by two hours Mods.
  • Hard Points Required: 1.
  • Price: 500 credits.

Custom Fit

T-SM p. 57

This attachment can be applied to any armor.

  • Base Modifiers: Remove from Athletics and Stealth checks while wearing the armor.
  • Modification Options: 1 Remove an additional from Athletics and Stealth checks while wearing the armor Mod.
  • Hard Points Required: 1.
  • Price: 400 credits.

Integrated Ascension Gear

T-SM p. 57

Incorporating a grapnel launcher, line, clips, and other climbing and rappelling equipment directly into a set of armor ensures that the user is always prepared to ascend or descend sheer surfaces in a hurry.

This attachment can be applied to any armor.

  • Base Modifiers: As an action. a character may make an Average () Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action, they may reel in the cord, pulling themself to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
  • A character may use the grappling hook to pull another character aloft with them; if they do, they must make an Easy () Athletics check to avoid losing their grip on their partner.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 350 credits.

Integrated Slicer Gear

T-SM p. 58

By integrating a customized computer, dataports, and gesture interface circuitry into worn armor, a slicer can ensure that the tools of the trade are always at hand and almost impossible to lose. A visor-mounted heads-up display or holographic image streams the data the slicer needs, while specially designed gloves or gauntlets allow the slicer to manipulate code using nothing more than gestures and brief voice commands.

This attachment can be applied to any armor.

  • Base Modifiers: The wearer counts as having a Slicer Gear which can be controlled simply by gesturing or vocalization. Add to all checks made by others to correctly identify that the character is slicing.
  • Modification Options: 1 Innate Talent (Technical Aptitude) Mod.
  • Hard Points Required: 3.
  • Price: 750 credits.

Ion Shielding

T-SM p. 58

Rarely encountered in body armor and more commonly (and usually illegally) applied directly to droid chassis, Ion Shielding provides protection against ionization blasters.

This attachment can be applied to any armor with soak 2 or higher.

  • Base Modifiers: Increase the armor's soak by 3 against weapons with the Ion Quality.
  • Modification Options: 1 Increase ranged and melee defense by 1 against weapons with the Ion Quality Mod.
  • Hard Points Required: 1.
  • Price: 2000 credits.

Reinforced Gauntlets

T-SM p. 58

This attachment can be applied to any armor with soak 2 or higher.

  • Base Modifiers: The character can use the gauntlets as a weapon with the following profile: Melee; Dmg +1; Crit 4; Range [Engaged]; Disorient 3.
  • Modification Options: 1 Innate Talent (Durable) Mod.
  • Hard Points Required: 2.
  • Price: 250 credits.

Specialized Utility and Hard Armor Attachments

AttachmentPriceEncum.H.P. RequiredRarity
p. 189
Heating System1000-13
Strength Enhancing System5500-24
Thermal Shielding System1000-13
Vacuum Sealed1000-13
BH-ND p. 51
Integrated Holsters300+424
Repulsor-Assisted Lifting1000-23
HG-DC p.52
Comlink200-01
Hands-Free Weapon System1000-26
Integrated Med-Systems2500+127
T-SM p.57
Radiation Shielding500-13
Self-Repair Systems3000-26

Heating System

p. 194

This attachment can be installed on any armor that covers the entire body and can be sealed.

  • Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects of extreme cold by one. Removes up to added to checks due to extreme cold.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 1000 credits.

Strength Enhancing System

p. 194

Strength Enhancing Systems convert a suit of full armor into a power-assisted suit.

This attachment can only be used with laminate armor or similar full-body hard armor suits.

  • Base Modifiers: Increases wearer's Brawn by one point while wearing this armor. This does not increase soak or wound threshold.
  • Modification Options: 2 Skill (Athletics) Mods, 2 Innate Talent (Brace) Mods.
  • Hard Points Required: 2.
  • Price: 5500 credits.

Thermal Shielding System

p. 194

This attachment can be installed on any armor that covers the entire body and can be sealed.

  • Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects of extreme heat and fire by one. Removes up to added to checks due to extreme heat or fire.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 1000 credits.

Vacuum Sealed

p. 195

Full body armor can be designed to be sealed against a vacuum, allowing the user to operate in space and adverse atmospheric environments.

This attachment can only be applied to laminate or battle armor.

  • Base Modifiers: Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 1000 credits.

Integrated Holsters

BH-ND p. 52

Not only does the wearer have easy access to holstered weapons at all times, but powered servos and other systems can be set up to assist the wearer in drawing or stowing these weapons more rapidly.

This attachment can be applied to any hard armor that could logically have Integrated Holsters attached.

  • Base Modifiers: Increases Encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count toward the character's Encumbrance value.
  • Modification Options: 2 Add to other characters' Perception checks to find weapons stored in the armor Mods, 3 holster Mods, 1 Innate Talent (Quick Draw) Mod.
  • (GM:) Let's make the additional holster mods cumulative.
    • For example, a single Mod would add storage for one Encumbrance 1 weapon.
    • With three Mods, you could store one Encumbrance 3 weapon, or add multiple slots to store one Encumbrance 2 weapon and one Encumbrance 1 weapon (or even 3 Encumbrance 1 weapons).
  • Hard Points Required: 2.
  • Price: 300 credits.

Repulsor-Assisted Lifting

BH-ND p. 52

Repulsor-Assisted Lifting systems operate through a series of miniaturized repulsorlift generators placed at key joints throughout the armor, easing the weight of attached suits, as well as any loads they might support.

This attachment can only be used with laminate armor and other full-body hard armor suits.

  • Base Modifiers: Add 5 to wearer's Brawn score for the purposes of determining Encumbrance threshold.
  • Modification Options: 2 Add 1 to wearer's Brawn score for the purposes of determining Encumbrance threshold Mods, 2 Skill (Athletics) Mods.
  • Hard Points Required: 2.
  • Price: 1000 credits.

Hands-Free Weapon System

HG-DC p. 53

The user of a Hands-Free Weapon System activates the weapon using voice-activation, a pressure-sensitive glove, certain hand movements, or even a direct neural link. Such systems almost always incorporate a sophisticated targeting computer or retinal tracking mechanism. The most common location for the weapon mount is on the shoulder, though other areas are possible.

A weapon must also be modified in order to be armor-mounted, requiring one hard point. This attachment can mount any Ranged (Light) or Ranged (Heavy) weapon with an Encumbrance of 4 or less, subject to the GM's discretion.

This attachment can be applied to any hard armor that could logically have a Hands-Free Weapon System attached.

  • Base Modifiers: Mounts a single weapon on the armor, allowing the wearer to aim and fire it without using their hands or arms.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 1000 credits.

Integrated Med-Systems

HG-DC p. 53

Integrated Med-Systems range from automated stim-injectors to sophisticated medical computers and full-body bacta baths.

This attachment can be added to any armor that covers the majority of the wearer's body, subject to the GM's discretion.

  • Base Modifiers: Once per session, the user may activate the attachment as an incidental, counting as one use of a stimpack. Additionally, all Medicine checks made to heal the wearer gain .
  • Modification Options: 2 All successful Medicine checks made to heal wounds, the wearer is suffering, heal one additional wound Mods.
  • Hard Points Required: 2.
  • Price: 2500 credits.

Radiation Shielding

T-SM p. 58

A variety of polymers, reflective coatings, and energy dampeners can be fitted or applied to armor to provide protection from radiation.

This attachment can only be applied to laminate armor, heavy battle armor, and any other any armor that can be fully sealed.

  • Base Modifiers: Add to Resilience checks to resist radiation.
  • Modification Options: 2 Increase armor's soak by 1 against damage caused by radiation mods.
  • Hard Points Required: 1.
  • Price: 500 credits.

Self-Repair Systems

T-SM p. 58

Smart materials, laminate extruders, electromagnetic assemblers, and other systems work to keep the armor in one piece even under the greatest duress.

This attachment can be applied to any hard armor with melee or ranged defense 1 or higher.

  • Base Modifiers: Once per encounter, as a maneuver, the wearer can have the armor attempt to repair itself or provide assistance to a character on a check to repair it; it counts as having an Intellect of 2 and 2 ranks in the Mechanics skill for the check. In addition, there is no cost to repair the armor, whether utilizing only the automatic repair functionality or performing the repair personally.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 3000 credits.