SWURPG

Droid Chassis Upgrades

58 upgrades across three categories. Plating — chassis armor, AC bonuses, damage resistance, regeneration. Armament — integrated wrist blasters, vibroclaws, flamethrowers, grenade launchers. Utility — servomotors, cognition modules, sensors, holoprojectors, stim-injectors, cloaking fields. See Playing as a Droid for how chassis upgrades replace worn armor and biological healing.

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Plating · 15

NameCompatibilityCostRecommendedEffect
Bronzium Shellall chassis1,500 crLv 1+Legacy alloy used on older destroyer-class droids.
Plasteel Platingall chassis600 crLv 1+Mass-produced lightweight chassis reinforcement.
Durasteel Plating Iall chassis2,000 crLv 3+Standard mass-produced military-grade plating.
Duravlex Shellall chassis2,500 crLv 3+Damage Resistance 2 vs Fire damage. Heat-resistant alloy used on smelter and mining droids.
Durasteel Plating IIall chassis5,000 crLv 6+Heavy military durasteel.
Laminanium Plating Iall chassis7,000 crLv 6+Regeneration 1. Tendrando self-repairing qellan alloy.
Quadanium Platingall chassis6,000 crLv 6+Damage Resistance 2 vs Energy damage. Battle-droid-grade alloy.
Durasteel Plating IIIall chassis11,000 crLv 9+Heaviest mass-produced durasteel.
Laminanium Plating IIall chassis16,000 crLv 10+Regeneration 2.
Duranium Platingall chassis20,000 crLv 11+Heavy-duty industrial chassis reinforcement.
Laminanium Plating IIIall chassis32,000 crLv 14+Regeneration 3.
Cortosis-Durasteel Alloy✦ Legendaryall chassis14,000 crLv 8+Damage Resistance 3 vs Energy damage. Lightsabers do not gain critical-hit bonuses against you.
Phrik Alloy Plating✦ Legendaryall chassis18,000 crLv 11+Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you.
Neutronium Plating✦ Legendaryall chassis36,000 crLv 13+Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Assassin-droid grade; extreme density.
Beskar Plating✦ Legendaryall chassis42,000 crLv 15+Damage Resistance 5 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you. Mandalorian iron.

Armament · 16

NameCompatibilityCostRecommendedEffect
Charge Armall chassis800 crLv 1+Chassis-mounted electric prod. 5 ft melee, 1d4 Energy + Stun on a failed CON save. Short-range defensive arm.
Electro-Shock Prodall chassis1,000 crLv 1+Astromech defensive prod. 5 ft melee, 1d4 Energy + Stun on a failed CON save. Non-lethal — cannot reduce a target below 1 HP.
Integrated Blowtorchall chassis500 crLv 1+Mounts a Blowtorch on your chassis. 5 ft range, 1d6 Fire damage. Industrial cutting tool, also effective vs droids in close combat.
Wrist Blaster Mk Iall chassis1,500 crLv 1+Standard chassis-mounted blaster. 50 ft range, 1d8 Energy + Stun setting.
Vibroclaw Mk Iall chassis1,200 crLv 2+Retractable claw integrated into a droid limb. 5 ft melee, 1d6 Slashing, finesse.
Mini Grenade Launcherall chassis3,000 crLv 4+Fires energy concussion grenades. 20 ft range, 2d6 Bludgeoning + Energy in a 10-ft (2x2) blast radius. DEX save halves. Limited ammo: 3 charges, recharge after a Short Rest.
Sonic Stunner Mk Iall chassis2,500 crLv 4+Cone-shaped sonic blast. 5-ft cone at 30 ft range, 1d8 Sonic + Stun on failed CON save. Save halves damage and negates Stun.
Buzz Saw Armall chassis3,000 crLv 5+Industrial buzz saw. 5 ft melee, 2d4 Slashing + 1 bleed at the start of target's next turn. B2 buzzsaw droid signature.
Integrated Flamethrowerall chassis4,500 crLv 6+Hidden internal flamethrower. 10-ft cone at 20 ft range, 2d6 Fire (DEX save halves). Limited ammo: 4 charges, recharge after a Short Rest.
Wrist Blaster Mk IIall chassis4,500 crLv 6+Improved chassis-mounted blaster. 50 ft range, 1d10 Energy + Stun setting.
Ion Projectorall chassis5,500 crLv 7+Anti-droid weapon. 50 ft range, 2d8 Ion damage; +2d6 Ion vs droids and electronics. Ion damage functions as Stun damage to other droids.
Vibroclaw Mk IIall chassis6,000 crLv 8+Reinforced retractable claw with vibro-edge. 5 ft melee, 1d10 Slashing, finesse.
Grenade Launcherall chassis8,500 crLv 9+Full-size energy-grenade launcher. 50 ft range, 3d6 Bludgeoning + Energy in a 20-ft (4x4) blast radius. DEX save halves. Limited ammo: 5 charges, recharge after a Short Rest.
Sonic Stunner Mk IIall chassis7,000 crLv 9+Improved cone-shaped sonic blast. 10-ft cone at 30 ft range, 1d12 Sonic + Stun on failed CON save.
Wrist Rocket Launcherall chassis9,000 crLv 10+Single-rocket chassis launcher. 80 ft range, 3d8 Slashing in a 10-ft blast radius. DEX save halves. Limited ammo: 2 charges, recharge after a Short Rest. B2 SBD signature ordnance.
Heavy Repeating Wrist Cannonall chassis14,000 crLv 12+IG-series heavy repeater. 60 ft range, 2d8 Energy + Stun. Autofire option: target a 10-ft square; all creatures take 2d8 (DEX save halves).

Utility · 27

NameCompatibilityCostRecommendedEffect
Cognition Module Mk Iall chassis2,500 crLv 1++1 to Intelligence.
Servomotor Mk Iall chassis2,500 crLv 1++1 to Strength.
Stim-Injector Mk Iall chassis2,000 crLv 1+As a Bonus Action, heal a creature within 5 ft (self or ally) for 1d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest. (BD-Series Supporter Droid ships with this baseline.)
Tool Mount: Mechanic's Toolkitall chassis1,200 crLv 1+Built-in Mechanic's Toolkit — tools always at hand, no item-interaction needed to deploy. Functions identically to a hand-held Mechanic's Toolkit.
Magnetic Footpadsall chassis1,500 crLv 2+Climb speed equal to your walking speed on metal surfaces. Advantage on saves to resist being shoved or knocked prone while standing on a metallic surface.
Energy Shield Mk Iall chassis2,000 crLv 4++5 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Hydraulic Joints Mk Iall chassis3,000 crLv 4++1 to Dexterity.
Infrared Vision Moduleall chassis1,800 crLv 4+You gain darkvision out to 60 feet.
Sensor Suiteall chassis2,500 crLv 4+Advantage on Perception checks.
Holographic Projectorall chassis4,000 crLv 5+As an Action, project a 1-minute disguise of any humanoid you have seen. Visual only — does not change your size or your voice. Limited use: 1 per Short Rest.
Insight Processorall chassis4,000 crLv 5++1 to Wisdom. Tactical pattern-recognition routine.
Translator Unitall chassis3,000 crLv 5+You understand all common languages and can read any common script. For uncommon or rare languages, make a DC 12 INT (Investigation) check to comprehend. (Already granted by RA-7 Protocol Droid as a species trait.)
Cognition Module Mk IIall chassis6,000 crLv 6++2 to Intelligence.
Servomotor Mk IIall chassis6,000 crLv 6++2 to Strength.
Stim-Injector Mk IIall chassis5,000 crLv 7+As a Bonus Action, heal a creature within 5 ft for 2d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest.
Energy Shield Mk IIall chassis5,500 crLv 8++10 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Hydraulic Joints Mk IIall chassis8,000 crLv 8++2 to Dexterity.
Magnetic Stabilizerall chassis4,500 crLv 8+Advantage on checks and saves to resist being shoved, tripped, knocked prone, or grappled.
Targeting Computerall chassis7,000 crLv 9+Once per turn, you may take a single attack with Advantage. Targeting solutions reset on a Short Rest.
Self-Repair Diagnosticsall chassis8,000 crLv 10+As a Bonus Action, regain 1d6 + Proficiency Bonus HP. Limited use: 1 per Short Rest. Onboard repair routine — not biological healing, so it functions on droids despite §13.7.
Servomotor Mk IIIall chassis12,000 crLv 10++3 to Strength.
Repulsorlift Packall chassis10,000 crLv 11+Fly speed 30 ft for up to 10 minutes per use. Limited charges: 2, recharge after a Short Rest.
Tactical Battle Computerall chassis12,000 crLv 11++2 to Initiative rolls. Advantage on Knowledge: Tactics checks.
Cognition Module Mk IIIall chassis14,000 crLv 12++3 to Intelligence.
Energy Shield Mk IIIall chassis12,000 crLv 12++15 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Stim-Injector Mk IIIall chassis12,000 crLv 13+As a Bonus Action, heal a creature within 5 ft for 3d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest.
Cloaking Field✦ Legendaryall chassis25,000 crLv 14+As an Action, become Invisible for up to 1 minute (concentration). Limited use: 1 per Long Rest.