d20 Redshirts

Index > Equipment > Armour Mods

Armour Mods

While there are a large number of options available, not all upgrades can be attached to all items. Generally speaking, a degree of common sense is suggested. If you're not sure, consult with your DM.

Heavy Armour: Increase the protection of armour by adding extra layers of plating to it. Increase the weight and cost of the armour by 50%, the DR and AC of the armour by 2, and skill check penalty of the armour by 1. Reduce the maximum dex bonus of the armour by 1.

Extra Armour: Increase the protection of armour by adding external plates to cover vulnerable areas, such as the neck and groin. Increase the weight and cost of the armour by 50%, the AC and DR of the armour by 2, and skill check penalty of the armour by 1. Reduce the maximum dex bonus of the armour by 1.

Lightened Armour: Reduce the weight of armour by replacing the standard plates with experimental lightweight materials. Double the cost of the armour, and reduce it's AC and DR by 1. Reduce the armour's skill check by 2, and increase it's max dex bonus by 2. Reduce the armour's weight by half.

Reduced Armour: Increase the mobility of armour by replacing the armouring plates with units custom cut to have extra space around joints. Reduce the armour's weight by 10%, and increase it's cost by 50%. Reduce it's AC and DR by 1. Reduce the armour's skill check by 2, and increase it's max dex bonus by 2.

Magazine Belt, 50: A specially designed belt to carry magazines externally and in an easily reachable position. It has 4 pouches for carrying standard sized magazines.  It lets you draw one magazine per round as a swift action, instead of as a move action as normal for drawing equipment from your person.

Grenade Belt, 50: A specially designed belt to carry grenades externally and in an easily reachable position. It has 4 pouches for carrying standard sized grenades.  It lets you draw one grenade per round as a swift action, instead of as a move action as normal for drawing equipment from your person.

Combat Helmet, 250: While included with most armours (and their stats) by default, Combat Helmets do not come with vests (Tactical or Flak) or Utility Exoskeletons.  Wearing a Combat Helmet increases the AC bonus of your armour by 1, and removing it from armour that normally includes it decreases the AC bonus of your armour by 1.

Operator Helmet, 800: Designed to integrate wirelessly with vehicles and aircraft, this helmet has a built in HUD that displays critical vehicle information.  While the wearer gains no AC bonus from using it, he gains a +2 bonus to drive, pilot or fly checks made to operate any equipment with which the helmet is compatible.

Hard Hat, 65: Normally used by construction workers, Hard Hats provide the wearer 10 damage reduction against damage from objects that fall on them.

Gas Mask, 175: Gas Masks provide their wearer with a +4 bonus on their saving throws against gas-based attacks, such as tear gas and hallucinogen grenades.

AV Dampener Mask, 950: Designed for for use by heavy equipment operators, these masks provide a +4 bonus to the wearer on his saving throws against light/noised based effects, such as flashbang or stun grenades.

Diagnostic Goggles, 400:  These simple computerized goggles are designed to interface with the onboard computer equipment of personal vehicles and aircraft, and aid the mechanic with repairs.  The wearer gains a +2 bonus on skill checks to diagnose and repair a vehicle.

Targetting Goggles, 1800c:  These goggles are designed to aid the wearer hit his target effectively.  When making a range attack with a firearm, each time you miss your attack you gain a cumulative +2 bonus on your next attack.  This bonus resets at the start of your turn, if you hit the target, or if you change targets.

Blast Mask, 800:  This smooth mask attachment for a standard combat helmet is designed to help protect the wearer's face against shrapnel and similar threats.  Whil equipped, the DR of the wearer's armour increases by 1, but the wearer takes a -2 penalty to his perception checks.

Low Light Goggles, 400:  When worn, these goggles grant the Low Light Vision ability to the wearer.

Infrared Goggles, 900:  When worn, these goggles grant the ability to see in the infrared spectrum.  While this can allow the wearer to see creatures and objects in smoke and in complete darkness, since the vision ONLY shows heat levels it generally eliminates the ability to tell friend from foe when the goggles are in use.

Shocker Gauntlets, 1400:  This combined glove/bracer set is designed to help unarmed combattants subdue their opponents.  While equipped, you deal an additional 1d6 nonlethal electric damage with your unarmed attacks.

Safety Boots, 220:  Designed for construction workers, these heavily reinforced boots are optimized to protect the wearer's feet.  The wearer gains a +4 bonus to AC and saves against effects that target his feet (such as caltrops), but takes a -2 penalty to his base speed.

Athletic Shoes, 200:  These soft and supple shoes are lightweight, and designed to aid the wearer's movements.  The wearer gains a +2 bonus on athletics and acrobatics skill checks.  Due to the soft materials from which they are made, however, the wearer does not gain any defensive bonuses he would normally gain from wearing footwear  (such as the AC bonus against caltrops).

Hiking Boots, 150:  These boots are sturdy, and designed to be comfortable during long walks.  When making a forced march, the wearer of hiking boots only has the DC of his constitution check increase by +1 per extra hour of marching instead of +2, and takes d4 damage per failed check instead of d6.