Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials

Light Armor | Heavy Armor | Powered Armor
Armor Upgrades

Armor Upgrades

A creature can personalize armor by purchasing and installing armor upgrades, described below, which add bonuses or customized abilities to armor. Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades’ statistics follow.
Click here for the remaining rules on Armor Upgrades.

Attractor Field (Hybrid)

Source Starfinder Armory pg. 80
Item Level 11; Price 24,000
Slots 1; Armor Type Any; Bulk
Capacity 5; Usage 1
This module employs a combination of magnetic fields and magical energies that cause melee weapons that strike you to get stuck. It must be installed in a suit of armor for 24-hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for a 24-hour cool-down period. When an enemy hits you with a melee weapon, as a reaction you can activate this upgrade, which grants you a +4 circumstance bonus to disarm combat maneuvers to disarm the enemy of that weapon before the beginning of the enemy’s next turn. An attractor field’s charges replenish each day.