Star wars D6 Equipment
Upgrading rules
Upgrading
Beyond the modifications listed in REUP, gear can be modified with various upgrades. Any stock piece of equipment usually has one standard upgrade slot left by the manufacturer.
Gaining upgrade slots:
To gain additional upgrade slots you may either strip a piece of gear, or increase the size of its housing.
Stripping gear:
Stripping gear requires a eight hours, and Moderate Technical roll or associated skill roll (i.e., blaster repair, armor repair, computer programming/repair, etc.). Also, there is a materials cost of 50% of the original item cost. lf the skill roll fails, then the gear is not successfully stripped, and it no longer functions properly. The character may make another attempt to restore the gear to working order and strip it requiring an additional one hour of work and an additional cost with a Moderate difficulty. A successful attempt at stripping the gear allows for a single upgrade slot.
Stripping weapons:
Weapons can be stripped in one of five ways
Damage: Reduce the damage by -ID.
Range: Reduce the range by 10%
Design: The design of the weapon can be modified so that it greatly varies from its original intended operation. The difficulty of the weapon would then increase by +5.
Stun Setting: A weapon with a stun setting may have that function removed to gain an upgrade slot.
Stripping armor:
Armor may be stripped in one of two ways Defensive materials: Armor can have sections of defensive padding and some rigid materials removed. Doing so will reduce the armor’s physical damage resistance by -2, and its energy Resistance by -1
Joint bracing: Armor generally makes use of more fragile, but more flexible material to cover the joints. Such joint materials can be removed and replaced with more rigid materials to house the upgrade components. The armor maintains its defensive abilities by the Dexterity penalties increase by 2 pips.
Equipment size:
A piece of gear may receive an upgrade point by increasing its size. By changing the housing of the datapad, blaster, etc., the equipment cost is now doubled. However, increasing the size has no bearing on the effectiveness of the equipment. If armor undergoes this change it simply becomes bulkier, and increases the Dexterity penalty by 2 pips. Weapons that are increased in size incur a +2 to the weapon’s difficulty. No piece of gear can gain more than one upgrade slot by increasing size.
Upgrading
Beyond the modifications listed in REUP, gear can be modified with various upgrades. Any stock piece of equipment usually has one standard upgrade slot left by the manufacturer.
Gaining upgrade slots:
To gain additional upgrade slots you may either strip a piece of gear, or increase the size of its housing.
Stripping gear:
Stripping gear requires a eight hours, and Moderate Technical roll or associated skill roll (i.e., blaster repair, armor repair, computer programming/repair, etc.). Also, there is a materials cost of 50% of the original item cost. lf the skill roll fails, then the gear is not successfully stripped, and it no longer functions properly. The character may make another attempt to restore the gear to working order and strip it requiring an additional one hour of work and an additional cost with a Moderate difficulty. A successful attempt at stripping the gear allows for a single upgrade slot.
Stripping weapons:
Weapons can be stripped in one of five ways
Damage: Reduce the damage by -ID.
Range: Reduce the range by 10%
Design: The design of the weapon can be modified so that it greatly varies from its original intended operation. The difficulty of the weapon would then increase by +5.
Stun Setting: A weapon with a stun setting may have that function removed to gain an upgrade slot.
Stripping armor:
Armor may be stripped in one of two ways Defensive materials: Armor can have sections of defensive padding and some rigid materials removed. Doing so will reduce the armor’s physical damage resistance by -2, and its energy Resistance by -1
Joint bracing: Armor generally makes use of more fragile, but more flexible material to cover the joints. Such joint materials can be removed and replaced with more rigid materials to house the upgrade components. The armor maintains its defensive abilities by the Dexterity penalties increase by 2 pips.
Equipment size:
A piece of gear may receive an upgrade point by increasing its size. By changing the housing of the datapad, blaster, etc., the equipment cost is now doubled. However, increasing the size has no bearing on the effectiveness of the equipment. If armor undergoes this change it simply becomes bulkier, and increases the Dexterity penalty by 2 pips. Weapons that are increased in size incur a +2 to the weapon’s difficulty. No piece of gear can gain more than one upgrade slot by increasing size.
Universal Upgrades:
The following upgrades may be added to weapons, armor, or any piece of gear such as datapads, glowrods, etc. (unless otherwise specified in the upgrade’s description).
Cheater
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, X
Upgrade slot cost: 1
Game Notes: Cheaters are devices that aid in games of chance, often installed in comlinks, credit chips, or sabbac cards. They add +2 to any gambling roll. However, each use of a cheater requires a hide roll versus an opponents Perception check. Further, anyone who beats the character’s gambling roll by 10 or more, realizes that the character is cheating, though they may not realize how. Such NPCs will likely demand to search the character, or relieve the character of their equipment, possessions, or breathing privileges.
Cloaked
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 750
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Cloaking a piece of equipment installs sensor baffles to distort the equipments energy signatures. Also, the equipment itself is modified to be more camouflaged, or allow it to be hidden in a more inconspicuous location on the body. Anyone attempting to search a character with a cloaked piece of equipment receives a - lD+2 penalty to their search or sensors roll to detect the equipment. Note that even cloaked equipment is obvious when it is in use. Armor given a cloaked upgrade does not assist in sneak rolls, but only provides a bonus to conceal the armor and make it less conspicuous or appear as normal clothing.
Droidification
Skill: droid repair (to install)
Difficulty: to install: Difficult
Cost: 2,000
Availability: 3, F
Upgrade slot cost: 2
Game Notes: Droidification is a lengthy and involved process of turning a normal piece of gear into a functioning droid. The modified equipment can either act as a droid with access to the equipment from which it was built, or it may conceal itself as a normal piece of equipment. While being concealed as normal equipment, it requires a Difficult Perception or search check to recognize that the equipment is unusual.
The droidefied equipment uses the following
statistics:
DEXTERITY ID+I
KNOWLEDGE ID
MECHANICAL ID
PERCEPTION ID
Search 2D
STRENGTH ID
TECHNICAL ID
Equipped With:
-One photoreceptor
-One auditory receptors
Story Factors:
Basic Programming: programmed only for the most menial or basic of tasks. Such programming is often out of place in other settings where more specialized droids would be used, such as starship engineering bays, medical suites and battlefields. They can be upgraded with improved programming and more attachments and equipments at an additional cost.
Restricted Vocabulary: The basic unit can only reply with the words “affirmative” or “negative”, despite any question asked or
situation encountered.
Move: 4
Size: Varies
The droidefied equipment may have an added +ID to a single skill that is specifically associated with its use. For example, a droidefied datapad may gain a + l D to computer programming/repairnly equipment can be droidefied. Armor, vehicles, and weapons may not be droidefied.
Dual Gear
Skill: computer programming/repair or blaster repair (to install)
Difficulty: to install: Moderate
Cost: 1,000
Availability: l
Upgrade slot cost: I
Game Notes: One piece of equipment can be hard wired into another piece of equipment as an upgrade. However, it is impossible to place a larger piece of gear into a smaller piece (you may not cram an E-Web blaster into a lightsaber). Dual gear may function as either component piece without penalty. For example, a glowrod and blaster may either shoot or illuminate. However, it may not perform both functions simultaneously. You must pay full price for both pieces of gear that you are combining into a single piece of dual gear.
Electrograpple Handle
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 1,000
Availability: 2, F
Upgrade slot cost: I
Game Notes: An electrograpple handle is essentially a magnetized section of the equipment that is designed to fly towards a specially attuned grapple gauntlet (the cost of which is included in the upgrade). A pice of equipment with an electrograpple handle can be retneved by a character wearing the attuned grapple gauntlet as an action, so long as the item is within 6 meters. If the equipment is held or strapped down then the gauntlet allows a Strength check of 3D to rip it free. This type of upgrade is most often used on weaponry, whereby a character may throw down a weapon to prove he is disarmed, and then retrieve his weapon.
Environmental Sealing
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 400
Availability: 2
Upgrade slot cost: I
Game Notes: Environmental sealing places gaskets, coatings, nonreactive materials, and seals throughout a piece of equipment to ensure that it does not fail because of certain environmental conditions. The equipment may work normally after being placed in a vacuum, underwater, after being packed with sand, or in a snowstorm. lt does not take damage from corrosive or toxic atmospheres, extreme temperatures, radiation, or most building fires (the equipment is not immune to fire-based damage, explosions, or attack).
Extra Power Source
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 1
Upgrade slot cost: I
Game Notes: An extra power source will allow a device to function twice as long as it normally would. If it is a weapon that exclusively uses power packs (and not blaster gas), then it may be fired twice as many times without a recharge. It is possible to perform this modification more than once. Each time the cost of the additional upgrade is the same.
Memory Upgrade
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 4,000
Availability: 2
Upgrade slot cost: l
Game Notes: Any piece of gear that has databanks can increase its storage capacity. The basic memory can be doubled by this upgrade. An advanced upgrade is also available that quadruples the storage space. The advanced memory upgrade doubles the number of upgrade points, requires is Very Difficult to install, and costs 16,000. This upgrade may not be used on droids, as they have different upgrade guidelines available in Cynabar’s Fantastic Technology.
Miniaturized
Skill: computer programming/repair or appropriate weapon repair skill (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2
Upgrade slot cost: 1
Game Notes: Equipment with the miniaturized upgrade weighs half as much. A melee weapon that is miniaturized has its damage reduced by ID.
Recognition System
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2
Upgrade slot cost: l
Game Notes: Equipment with a recognition system can identify its owner and will not function for anyone else. Fooling a recognition system takes one minute and a Very Difficult computer programming/repair roll. The owner of the equipment with this upgrade can deactivate it as an action before passing it to an ally. Optionally, the recognition system can have a code phrase that allows anyone to deactivate it.
Remote Activation
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Easy
Cost: 500
Availability: 1
Upgrade slot cost: 0
Game Notes: This upgrade allows a piece of equipment to be activated with a signal from a comlink or similar device. Though this is usually associated with explosives or security systems, a remote activator can be used to activate a droid, a fusion lantern, or other such devices. It can also set a computer to start running a certain program, or start a holoprojector to start playing a particular recording. Activating the remote is one action (which includes entering the activation command code) per piece of gear activated. The range of the activation is determined by the comlink or other communication device used. Any comlink can be used to activate the equipment, sending a signal with a specific doe along al specific frequency. A character who is aware of the remote activation can attempt to find the frequency with a Very Difficult security roll.
Secret Compartment
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 600
Availability: 2
Upgrade slot cost: l
Game Notes: Like storage capacity (see below), this upgrade allows a piece of equipment to carry a smaller piece of gear within it. However, the gear carried within the compartment is concealed. It takes a Very Difficult Perception or search roll to notice the compartment.
Silverplate
Skill: computer programming/repair, melee
weapons repair, armor repair, or blaster repair
Difficulty: to install: Moderate
Cost: 2,500
Availability: 2
Upgrade slot cost: l
Game Notes: Silverplate is a tough chroming process that adds a layer of material (usually a dallorian alloy) over the surface of a piece of equipment. ln addition to giving the gear a stylish look, it also adds a + lD to the body strength of the item. The silverplate may be applied to weapons, general equipment, and armor. Any silverplate applied to armor does not grant any additional armor bonus to the wearer, but only preserves the functionality of the armor when taking damage. Likewise, it protects against damage that is targeting the armor itself, and not the wearer (such as when the armor may have been removed). Source: Scum and Villainy (page 42)
Spring Loaded
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 300
Availability: 2
Upgrade slot cost: 1
Game Notes: Any equipment that is designed to be held in a single hand can be spring-loaded. Readying a spring-loaded piece of equipment
Storage Capacity
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: l
Upgrade slot cost: 0
Game Notes: The upgrade allows gear to carry smaller items of gear within or on it. However, this is an obvious compartment and offers no concealment. Equipment with the storage capacity upgrade can hold multiple items that are reasonably smaller than the piece of gear, insofar as the total weight is less than the equipment with the storage capacity.
The following upgrades may be added to weapons, armor, or any piece of gear such as datapads, glowrods, etc. (unless otherwise specified in the upgrade’s description).
Cheater
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, X
Upgrade slot cost: 1
Game Notes: Cheaters are devices that aid in games of chance, often installed in comlinks, credit chips, or sabbac cards. They add +2 to any gambling roll. However, each use of a cheater requires a hide roll versus an opponents Perception check. Further, anyone who beats the character’s gambling roll by 10 or more, realizes that the character is cheating, though they may not realize how. Such NPCs will likely demand to search the character, or relieve the character of their equipment, possessions, or breathing privileges.
Cloaked
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 750
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Cloaking a piece of equipment installs sensor baffles to distort the equipments energy signatures. Also, the equipment itself is modified to be more camouflaged, or allow it to be hidden in a more inconspicuous location on the body. Anyone attempting to search a character with a cloaked piece of equipment receives a - lD+2 penalty to their search or sensors roll to detect the equipment. Note that even cloaked equipment is obvious when it is in use. Armor given a cloaked upgrade does not assist in sneak rolls, but only provides a bonus to conceal the armor and make it less conspicuous or appear as normal clothing.
Droidification
Skill: droid repair (to install)
Difficulty: to install: Difficult
Cost: 2,000
Availability: 3, F
Upgrade slot cost: 2
Game Notes: Droidification is a lengthy and involved process of turning a normal piece of gear into a functioning droid. The modified equipment can either act as a droid with access to the equipment from which it was built, or it may conceal itself as a normal piece of equipment. While being concealed as normal equipment, it requires a Difficult Perception or search check to recognize that the equipment is unusual.
The droidefied equipment uses the following
statistics:
DEXTERITY ID+I
KNOWLEDGE ID
MECHANICAL ID
PERCEPTION ID
Search 2D
STRENGTH ID
TECHNICAL ID
Equipped With:
-One photoreceptor
-One auditory receptors
Story Factors:
Basic Programming: programmed only for the most menial or basic of tasks. Such programming is often out of place in other settings where more specialized droids would be used, such as starship engineering bays, medical suites and battlefields. They can be upgraded with improved programming and more attachments and equipments at an additional cost.
Restricted Vocabulary: The basic unit can only reply with the words “affirmative” or “negative”, despite any question asked or
situation encountered.
Move: 4
Size: Varies
The droidefied equipment may have an added +ID to a single skill that is specifically associated with its use. For example, a droidefied datapad may gain a + l D to computer programming/repairnly equipment can be droidefied. Armor, vehicles, and weapons may not be droidefied.
Dual Gear
Skill: computer programming/repair or blaster repair (to install)
Difficulty: to install: Moderate
Cost: 1,000
Availability: l
Upgrade slot cost: I
Game Notes: One piece of equipment can be hard wired into another piece of equipment as an upgrade. However, it is impossible to place a larger piece of gear into a smaller piece (you may not cram an E-Web blaster into a lightsaber). Dual gear may function as either component piece without penalty. For example, a glowrod and blaster may either shoot or illuminate. However, it may not perform both functions simultaneously. You must pay full price for both pieces of gear that you are combining into a single piece of dual gear.
Electrograpple Handle
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 1,000
Availability: 2, F
Upgrade slot cost: I
Game Notes: An electrograpple handle is essentially a magnetized section of the equipment that is designed to fly towards a specially attuned grapple gauntlet (the cost of which is included in the upgrade). A pice of equipment with an electrograpple handle can be retneved by a character wearing the attuned grapple gauntlet as an action, so long as the item is within 6 meters. If the equipment is held or strapped down then the gauntlet allows a Strength check of 3D to rip it free. This type of upgrade is most often used on weaponry, whereby a character may throw down a weapon to prove he is disarmed, and then retrieve his weapon.
Environmental Sealing
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 400
Availability: 2
Upgrade slot cost: I
Game Notes: Environmental sealing places gaskets, coatings, nonreactive materials, and seals throughout a piece of equipment to ensure that it does not fail because of certain environmental conditions. The equipment may work normally after being placed in a vacuum, underwater, after being packed with sand, or in a snowstorm. lt does not take damage from corrosive or toxic atmospheres, extreme temperatures, radiation, or most building fires (the equipment is not immune to fire-based damage, explosions, or attack).
Extra Power Source
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 1
Upgrade slot cost: I
Game Notes: An extra power source will allow a device to function twice as long as it normally would. If it is a weapon that exclusively uses power packs (and not blaster gas), then it may be fired twice as many times without a recharge. It is possible to perform this modification more than once. Each time the cost of the additional upgrade is the same.
Memory Upgrade
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 4,000
Availability: 2
Upgrade slot cost: l
Game Notes: Any piece of gear that has databanks can increase its storage capacity. The basic memory can be doubled by this upgrade. An advanced upgrade is also available that quadruples the storage space. The advanced memory upgrade doubles the number of upgrade points, requires is Very Difficult to install, and costs 16,000. This upgrade may not be used on droids, as they have different upgrade guidelines available in Cynabar’s Fantastic Technology.
Miniaturized
Skill: computer programming/repair or appropriate weapon repair skill (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2
Upgrade slot cost: 1
Game Notes: Equipment with the miniaturized upgrade weighs half as much. A melee weapon that is miniaturized has its damage reduced by ID.
Recognition System
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2
Upgrade slot cost: l
Game Notes: Equipment with a recognition system can identify its owner and will not function for anyone else. Fooling a recognition system takes one minute and a Very Difficult computer programming/repair roll. The owner of the equipment with this upgrade can deactivate it as an action before passing it to an ally. Optionally, the recognition system can have a code phrase that allows anyone to deactivate it.
Remote Activation
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Easy
Cost: 500
Availability: 1
Upgrade slot cost: 0
Game Notes: This upgrade allows a piece of equipment to be activated with a signal from a comlink or similar device. Though this is usually associated with explosives or security systems, a remote activator can be used to activate a droid, a fusion lantern, or other such devices. It can also set a computer to start running a certain program, or start a holoprojector to start playing a particular recording. Activating the remote is one action (which includes entering the activation command code) per piece of gear activated. The range of the activation is determined by the comlink or other communication device used. Any comlink can be used to activate the equipment, sending a signal with a specific doe along al specific frequency. A character who is aware of the remote activation can attempt to find the frequency with a Very Difficult security roll.
Secret Compartment
Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Cost: 600
Availability: 2
Upgrade slot cost: l
Game Notes: Like storage capacity (see below), this upgrade allows a piece of equipment to carry a smaller piece of gear within it. However, the gear carried within the compartment is concealed. It takes a Very Difficult Perception or search roll to notice the compartment.
Silverplate
Skill: computer programming/repair, melee
weapons repair, armor repair, or blaster repair
Difficulty: to install: Moderate
Cost: 2,500
Availability: 2
Upgrade slot cost: l
Game Notes: Silverplate is a tough chroming process that adds a layer of material (usually a dallorian alloy) over the surface of a piece of equipment. ln addition to giving the gear a stylish look, it also adds a + lD to the body strength of the item. The silverplate may be applied to weapons, general equipment, and armor. Any silverplate applied to armor does not grant any additional armor bonus to the wearer, but only preserves the functionality of the armor when taking damage. Likewise, it protects against damage that is targeting the armor itself, and not the wearer (such as when the armor may have been removed). Source: Scum and Villainy (page 42)
Spring Loaded
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Moderate
Cost: 300
Availability: 2
Upgrade slot cost: 1
Game Notes: Any equipment that is designed to be held in a single hand can be spring-loaded. Readying a spring-loaded piece of equipment
Storage Capacity
Skill: computer programming/repair or blaster
repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: l
Upgrade slot cost: 0
Game Notes: The upgrade allows gear to carry smaller items of gear within or on it. However, this is an obvious compartment and offers no concealment. Equipment with the storage capacity upgrade can hold multiple items that are reasonably smaller than the piece of gear, insofar as the total weight is less than the equipment with the storage capacity.
Weapons: modifications
Characters may wish to improve the fire control and damage for certain weapons, including personal sidearms (blaster pistols) and ordnance mounted on vessels. (The cost is based on the original cost of the weapon itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
Character may also improve the ranges of their weapons, see the chart below:
Range Increase Difficulty Cost Mishap Modifier
+5% Easy 5% +1
+10% Moderate 10% +1
+15% Difficult 15% +1
+20% Very Difficult 20% +2
+25% Heroic 25% +3
A failed modification repair roll could result in the weapon’s destruction, or might cause a recurring quirk (weapon loses power after each shot), reduced damage or fire control. Blaster repair can modify all character-, speeder- or walker- scale blasters. Capital ship weapon repair is required for capital- scale weapons, while starship weapon repair is required for starfighter-scale weapons. Bows, slugthrowers, flamethrowers, vibroblades and other non-blaster weapons are modified by using the equipment repair skill. Lightsabers are modified by using the lightsaber repair/engineering skill.
engineering does it at one difficulty level lower with no mishap modifier
Characters may wish to improve the fire control and damage for certain weapons, including personal sidearms (blaster pistols) and ordnance mounted on vessels. (The cost is based on the original cost of the weapon itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
Character may also improve the ranges of their weapons, see the chart below:
Range Increase Difficulty Cost Mishap Modifier
+5% Easy 5% +1
+10% Moderate 10% +1
+15% Difficult 15% +1
+20% Very Difficult 20% +2
+25% Heroic 25% +3
A failed modification repair roll could result in the weapon’s destruction, or might cause a recurring quirk (weapon loses power after each shot), reduced damage or fire control. Blaster repair can modify all character-, speeder- or walker- scale blasters. Capital ship weapon repair is required for capital- scale weapons, while starship weapon repair is required for starfighter-scale weapons. Bows, slugthrowers, flamethrowers, vibroblades and other non-blaster weapons are modified by using the equipment repair skill. Lightsabers are modified by using the lightsaber repair/engineering skill.
engineering does it at one difficulty level lower with no mishap modifier
Armor:modidfications
The rules for modifying weapons also apply for improving personal armor (using the armor repair skill) Use the charts below to determine the difficulty and cost to boost armor and equipment die codes
(The cost is based on the original cost of the armor itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the armor’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier
The rules for modifying weapons also apply for improving personal armor (using the armor repair skill) Use the charts below to determine the difficulty and cost to boost armor and equipment die codes
(The cost is based on the original cost of the armor itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the armor’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier
Equipment:modifications
The rules for modifying weapons also apply for improving personal equipment (using the equipment repair skill) Use the charts below to determine the difficulty and cost to boost equipment die codes
(The cost is based on the original cost of the equipment itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the equipments’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier
The rules for modifying weapons also apply for improving personal equipment (using the equipment repair skill) Use the charts below to determine the difficulty and cost to boost equipment die codes
(The cost is based on the original cost of the equipment itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the equipments’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier