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
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Bronzium Shell | all chassis | 1,500 cr | Lv 1+ | Legacy alloy used on older destroyer-class droids. |
| Plasteel Plating | all chassis | 600 cr | Lv 1+ | Mass-produced lightweight chassis reinforcement. |
| Durasteel Plating I | all chassis | 2,000 cr | Lv 3+ | Standard mass-produced military-grade plating. |
| Duravlex Shell | all chassis | 2,500 cr | Lv 3+ | Damage Resistance 2 vs Fire damage. Heat-resistant alloy used on smelter and mining droids. |
| Durasteel Plating II | all chassis | 5,000 cr | Lv 6+ | Heavy military durasteel. |
| Laminanium Plating I | all chassis | 7,000 cr | Lv 6+ | Regeneration 1. Tendrando self-repairing qellan alloy. |
| Quadanium Plating | all chassis | 6,000 cr | Lv 6+ | Damage Resistance 2 vs Energy damage. Battle-droid-grade alloy. |
| Durasteel Plating III | all chassis | 11,000 cr | Lv 9+ | Heaviest mass-produced durasteel. |
| Laminanium Plating II | all chassis | 16,000 cr | Lv 10+ | Regeneration 2. |
| Duranium Plating | all chassis | 20,000 cr | Lv 11+ | Heavy-duty industrial chassis reinforcement. |
| Laminanium Plating III | all chassis | 32,000 cr | Lv 14+ | Regeneration 3. |
| Cortosis-Durasteel Alloy✦ Legendary | all chassis | 14,000 cr | Lv 8+ | Damage Resistance 3 vs Energy damage. Lightsabers do not gain critical-hit bonuses against you. |
| Phrik Alloy Plating✦ Legendary | all chassis | 18,000 cr | Lv 11+ | Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you. |
| Neutronium Plating✦ Legendary | all chassis | 36,000 cr | Lv 13+ | Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Assassin-droid grade; extreme density. |
| Beskar Plating✦ Legendary | all chassis | 42,000 cr | Lv 15+ | Damage Resistance 5 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you. Mandalorian iron. |
Armament · 16
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Charge Arm | all chassis | 800 cr | Lv 1+ | Chassis-mounted electric prod. 5 ft melee, 1d4 Energy + Stun on a failed CON save. Short-range defensive arm. |
| Electro-Shock Prod | all chassis | 1,000 cr | Lv 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 Blowtorch | all chassis | 500 cr | Lv 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 I | all chassis | 1,500 cr | Lv 1+ | Standard chassis-mounted blaster. 50 ft range, 1d8 Energy + Stun setting. |
| Vibroclaw Mk I | all chassis | 1,200 cr | Lv 2+ | Retractable claw integrated into a droid limb. 5 ft melee, 1d6 Slashing, finesse. |
| Mini Grenade Launcher | all chassis | 3,000 cr | Lv 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 I | all chassis | 2,500 cr | Lv 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 Arm | all chassis | 3,000 cr | Lv 5+ | Industrial buzz saw. 5 ft melee, 2d4 Slashing + 1 bleed at the start of target's next turn. B2 buzzsaw droid signature. |
| Integrated Flamethrower | all chassis | 4,500 cr | Lv 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 II | all chassis | 4,500 cr | Lv 6+ | Improved chassis-mounted blaster. 50 ft range, 1d10 Energy + Stun setting. |
| Ion Projector | all chassis | 5,500 cr | Lv 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 II | all chassis | 6,000 cr | Lv 8+ | Reinforced retractable claw with vibro-edge. 5 ft melee, 1d10 Slashing, finesse. |
| Grenade Launcher | all chassis | 8,500 cr | Lv 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 II | all chassis | 7,000 cr | Lv 9+ | Improved cone-shaped sonic blast. 10-ft cone at 30 ft range, 1d12 Sonic + Stun on failed CON save. |
| Wrist Rocket Launcher | all chassis | 9,000 cr | Lv 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 Cannon | all chassis | 14,000 cr | Lv 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
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Cognition Module Mk I | all chassis | 2,500 cr | Lv 1+ | +1 to Intelligence. |
| Servomotor Mk I | all chassis | 2,500 cr | Lv 1+ | +1 to Strength. |
| Stim-Injector Mk I | all chassis | 2,000 cr | Lv 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 Toolkit | all chassis | 1,200 cr | Lv 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 Footpads | all chassis | 1,500 cr | Lv 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 I | all chassis | 2,000 cr | Lv 4+ | +5 temporary HP that depletes before your regular HP. Recovers after a Short Rest. |
| Hydraulic Joints Mk I | all chassis | 3,000 cr | Lv 4+ | +1 to Dexterity. |
| Infrared Vision Module | all chassis | 1,800 cr | Lv 4+ | You gain darkvision out to 60 feet. |
| Sensor Suite | all chassis | 2,500 cr | Lv 4+ | Advantage on Perception checks. |
| Holographic Projector | all chassis | 4,000 cr | Lv 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 Processor | all chassis | 4,000 cr | Lv 5+ | +1 to Wisdom. Tactical pattern-recognition routine. |
| Translator Unit | all chassis | 3,000 cr | Lv 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 II | all chassis | 6,000 cr | Lv 6+ | +2 to Intelligence. |
| Servomotor Mk II | all chassis | 6,000 cr | Lv 6+ | +2 to Strength. |
| Stim-Injector Mk II | all chassis | 5,000 cr | Lv 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 II | all chassis | 5,500 cr | Lv 8+ | +10 temporary HP that depletes before your regular HP. Recovers after a Short Rest. |
| Hydraulic Joints Mk II | all chassis | 8,000 cr | Lv 8+ | +2 to Dexterity. |
| Magnetic Stabilizer | all chassis | 4,500 cr | Lv 8+ | Advantage on checks and saves to resist being shoved, tripped, knocked prone, or grappled. |
| Targeting Computer | all chassis | 7,000 cr | Lv 9+ | Once per turn, you may take a single attack with Advantage. Targeting solutions reset on a Short Rest. |
| Self-Repair Diagnostics | all chassis | 8,000 cr | Lv 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 III | all chassis | 12,000 cr | Lv 10+ | +3 to Strength. |
| Repulsorlift Pack | all chassis | 10,000 cr | Lv 11+ | Fly speed 30 ft for up to 10 minutes per use. Limited charges: 2, recharge after a Short Rest. |
| Tactical Battle Computer | all chassis | 12,000 cr | Lv 11+ | +2 to Initiative rolls. Advantage on Knowledge: Tactics checks. |
| Cognition Module Mk III | all chassis | 14,000 cr | Lv 12+ | +3 to Intelligence. |
| Energy Shield Mk III | all chassis | 12,000 cr | Lv 12+ | +15 temporary HP that depletes before your regular HP. Recovers after a Short Rest. |
| Stim-Injector Mk III | all chassis | 12,000 cr | Lv 13+ | As a Bonus Action, heal a creature within 5 ft for 3d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest. |
| Cloaking Field✦ Legendary | all chassis | 25,000 cr | Lv 14+ | As an Action, become Invisible for up to 1 minute (concentration). Limited use: 1 per Long Rest. |