Archives of Nethys

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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.

Tandem Vitality

SFS Note: This relic can be sold for 50% of its value instead of 10%. This armor upgrade must be installed in a suit of armor for 24 hours before it functions, and when removed, no other upgrade can use the vacated slot for 24 hours.The tandem translocator and tandem vitality upgrades are purchased in pairs using the listed prices. The effect of the tandem translocator is a teleportation effect.
Source Starfinder #33: Dominion’s End pg. 50
Item Level 17; Price 216,000
Slots 1; Armor Type Any; Bulk L
Capacity 1; Usage 1
This armor upgrade is purchased as a set of two, each of which is installed in a different suit of armor. A creature wearing armor equipped with tandem vitality can touch another creature also wearing armor with the same upgrade and take a standard action to attune the two creatures to each other. A tandem vitality upgrade can be attuned to only one other tandem vitality upgrade at a time. Once attuned, the two creatures become quantum entangled and can exchange their life force over vast distances. Once per day, a creature wearing armor with this upgrade can take a standard action to activate it, choose to take any amount of damage that doesn’t reduce the creature to 0 Hit Points, and then become staggered for 1 round. The creature to which they are attuned gains temporary Hit Points equal to half the damage taken.
In addition to the regular rules for armor upgrades, tandem upgrades function only if another ally possesses the same upgrade and both allies currently have the same tandem upgrade installed.