Equipment, Droids & Upgrades

=Weapons= http://img295.imageshack.us/img295/3158/weapons2by8.gif

Blasters
In mechanics, blasters are treated much like bows and other ranged weapons would be in d20. Damage from a blaster is considered to consist of 1 point of fire damage per each die of damage that the blaster deals, meaning that objects or creatures that are immune to fire can partially resist blaster damage. The rest of the damage, however, is considered to be energy of no particular type, and can't be blocked by any energy resistance.

In addition to their lethal properties, most blasters can be set to stun. A blaster set to stun does no damage, but forces victims to make a Fortitude save on a successful hit or be knocked unconscious for 1d4 minutes.

Small Blaster: This easily concealed blaster has only a small power cell, limiting its damage potential, range, and ammunition supply, but is a favorite of those who like to keep an easily-concealed, easy-to-grab weapon on their person at all times. The small blaster is a light weapon. You receive a +4 bonus to Sleight of Hand checks when trying to conceal this weapon.

Blaster: The standard model blaster, manufactured by hundreds of corporations across the galaxy. The blaster is a light weapon.

Blaster Rifle: Military-grade two-handed blaster with more damage and range than an ordinary blaster. The blaster rifle is illegal for civilians to possess or sell in most Republic-controlled systems.

Light-Repeating Blaster: The LRB is a large, rapid-fire hand-held cannon. Wielders must wear heavy power packs, which limit their mobility, to power the weapon. When firing an LRB, the wielder can switch to auto-fire. When auto-firing, the user can choose to make an extra attack at his highest base attack bonus, at a –4 to hit, but with a +2 increase to damage rolls. This ability cannot be used in conjunction with rapid shot or any other ability or feat that increases attacks per round.

The light-repeating blaster is illegal for civilians to possess or sell in virtually every core system, and its sale and manufacture is strictly controlled.

Blaster Cannon: The blaster cannon is a gun mounted on a tripod, typically used to mow down attacking infantry or to punch through small vehicles and ships. It takes 2 full rounds to set up a blaster cannon so that it is ready to fire. The blaster cannon is illegal for civilians to possess or sell in most Republic-controlled systems.

Bowcaster: A weapon favored largely by wookiees, the bowcaster has low accuracy, but uses more energy from its cell with each blast to inflict greater damage.

Blaster Crafting
Build Blaster

Check: Craft (Blasters) DC 20

Cost: 500

You can create a functioning small blaster or blaster from spare parts.

Build Blaster Rifle

Check: Craft (Blasters) DC 25

Cost: 3,000

You can create a functioning blaster rifle from spare parts.

Improved Range

Check: Craft (Blasters) DC 20

Cost: 2,000

The crafted blaster’s range increment increases by 20.

Increased Accuracy

Check: Craft (Blasters) DC 40

Cost: 7,000

The crafted blaster gains a +1 bonus on attack rolls.

Increased Charge

Check: Craft (Blasters) DC 30

Cost: 3,000

The crafted blaster deals out an additional +1 damage, but spends 2 shots worth of ammunition with each blast.

Increased Efficiency

Check: Craft (Blasters) DC 40

Cost: 5,000

The crafted blaster deals out an additional +1 damage.

Powerful Stun

Check: Craft (Blasters) DC 25

Cost: 3,000

The crafted blaster's stun DC improved by 2.

Snub-Nosed Blaster

Check: Craft (Blasters) DC 35

Cost: 3,000

The crafted blaster deals out an additional +1 damage, but its range increment decreases by 10.

Turbo-Charged Blaster

Check: Craft (Blasters) DC 40

Cost: 8,000

The blaster can fire more rapidly, but at the expense of accuracy, as it creates high recoil. During a full attack action, the wielder can fire the blaster an extra time per round at his highest attack bonus, but he takes a -2 penalty to all attack rolls with the blaster, including the extra attack.

Exotic Weapons
Flamethrower: The flamethrower attacks everything in a spread. At the wielder’s option, this is either a line, five feet wide and fifteen feet long, or a cone, ten feet long and ten feet wide at the end. Whenever you make a flamethrower attack roll, your total attack roll is the Reflex save DC that creatures in the field of effect must get to negate the fire damage.

Wrist Rocket: This rare weapon allows you to fire small rockets out of gauntlets on your arms. When the wrist rocket hits its targeted area, it explodes in a five-foot radius. Your attack roll is the Reflex save DC that creatures in the field of effect must get to negate the damage.

Lightsabers
The weapon of the Jedi, lightsabers are not available on the open market and only those with levels in the Jedi classes are ever trained in their construction. Lightsabers come in many colors, depending on the crystals used in their construction: Blue, gold, green, orange, purple, pink, red, and even just white. Most Jedi favor blue or green sabers, but there is no recognized difference between most of the colors, save for red, which is the symbolic color of a Sith lightsaber.

The lightsaber is a light weapon.

Lightsabers ignore almost all damage reduction and hardness, though there are a few rare materials that can resist them.

You can dual-wield lightsabers, but this is a flawed tactic in comparison to using a double saber. Because it's more difficult to parry and make forceful blows with two sabers, opponents get a +2 bonus on checks to disarm dual-wielding characters, and a Jedi with two sabers applies only half his Strength bonus to damage rolls.

Curved Hilt Lightsaber
A character with at least 7 ranks in Force Mastery and Knowledge (Jedi Lore), as well as the Craft Lightsaber class ability, can construct a lightsaber with a curved hilt. This form of hilt is far more efficient for the Djem So and Makashi forms of lightsaber combat, providing a +1 bonus to hit. However, the curved hilt is a poor design for blaster bolt deflection, causing the wielder to suffer a -2 penalty to AC against blaster attacks when wielding it. In addition, the curved lightsaber is ineffective for other combat forms, causing the wielder to suffer a -2 penalty to hit when not in Djem So or Makashi form.

Exotic Lightsabers
Double Lightsaber: The double lightsaber is a rare weapon used by some Jedi, designed for more offensive capability at the expense of accuracy. As a double weapon, it can be used to make off-hand attacks. The wielder can also choose to ignite one end of the blade and not the other. The double lightsaber is considered exotic and is a light weapon.

Unlike when using two lightsabers, the wielder of a double saber cannot be so easily disarmed and suffers no penalty to damage rolls.

Saber Staff: The saber staff is a long-hilted lightsaber. It is a reach weapon, allowing the wielder to strike opponents up to 10 feet away. However, the saber is poorly designed for close combat, meaning that the wielder takes a -4 penalty to attack rolls against adjacent targets. Moving five feet away from a target in order to better strike them is possible, but provokes an attack of opportunity. The saber staff is considered exotic and is a light weapon.

If you ready an action against a charge with a saber staff and score a successful hit, you deal double damage.

Tonfa Lightsaber: The tonfa lightsaber is a short-bladed saber with a perpendicular hand-grip. This allows the wielder to potentially put great force in his strikes, as well as defend himself very well in close combat. If dual-wielded, the tonfa blades provide a +1 shield bonus to AC. The tonfa lightsaber is considered exotic and is a light weapon.

Explosives
Concussion Grenade: The concussion grenade is a simple explosive designed to kill and repel clustered and entrenched enemies. The weapon can be configured to detonate on a 1-3 round delay, or be configured to go off as soon as it impacts off of a surface (this is an incredibly dangerous application of the weapon). To use the weapon, the wielder makes an attack roll against an AC of the GM’s choice to hit a specific square on the battlefield (usually 10 or 15, but higher if the throw would be more difficult). Anyone in the area of effect when the weapon detonates must make a DC 20 Reflex save. Those who fail the save take the damage and are automatically knocked prone. On a successful save, only half damage is taken and the victim is not knocked prone.

The concussion grenade is illegal for civilians to possess or sell in most Republic-controlled systems.

Thermal Detonator: The big brother to the concussion grenade, the thermal detonator is a high explosive capable of destroying buildings and small vehicles. The weapon can be configured to detonate on a 1-5 round delay, or be configured to go off as soon as it impacts off of a surface (this is an incredibly dangerous application of the weapon). To use the weapon, the wielder makes an attack roll against an AC of the GM’s choice to hit a specific square on the battlefield (usually 10 or 15, but higher if the throw would be more difficult). Anyone in the area of effect when the weapon detonates must make a DC 20 Reflex save. Those who fail the save take the damage and are automatically knocked prone. On a successful save, only half damage is taken and the victim is not knocked prone.

The thermal detonator is illegal for civilians to possess or sell in virtually every core system, and its sale and manufacture is strictly controlled.

Vibro-Weapons
Vibro-weapons are electronic melee weapons that use thousands of moving, microscopic “teeth” to cut and wound with greater force than an ordinary blade could. While not as powerful or durable as a lightsaber, they are good secondary weapons when without a blaster. The weapons are battery powered, their energy cells only lasting for a number of strikes.

Vibro-Dagger: This vibro-weapon is more easily concealed than the longer blade. You receive a +4 bonus to Sleight of Hand checks when trying to conceal this weapon.

Vibro-Blade: This larger blade is of equivalent dimension to a lightsaber, though it is wider and much heavier.

=Armor=

Mark I Armor
Damage Reduction: 1/lightsaber

Max Dex Bonus: +6

Weight: 6 lbs.

Cost: 6,000

Mark II Armor
Damage Reduction: 2/lightsaber

Max Dex Bonus: +5

Weight: 8 lbs.

Cost: 8,000

Mark III Armor
Damage Reduction: 3/lightsaber

Max Dex Bonus: +4

Weight: 10 lbs.

Cost: 10,000

Mark IV Armor
Damage Reduction: 4/lightsaber

Max Dex Bonus: +3

Weight: 30 lbs.

Cost: 12,000

Mark V Armor
Damage Reduction: 5/lightsaber

Max Dex Bonus: +2

Weight: 50 lbs.

Cost: 14,000

Armor Crafting
Hardened Alloy

Check: Craft (Armor) DC 25

Cost: 5,000

The armor's DR rating improves by 1.

Increased Mobility

Check: Craft (Armor) DC 30

Cost: 5,000

The weight of the armor is decreased by two thirds (round up) and the maximum Dex bonus is increased by +1.

=Equipment= http://img243.imageshack.us/img243/6266/equipmentzi4.gif

Bacta Tank
A character placed in a bacta tank is cured of all natural diseases in a week, and most poisons in his body are neutralized after 12 hours. In addition, for each day spent in the tank, the character recovers 20 additional lost hero points, in addition to natural healing (the character is considered to be at rest).

Decoder Bolt
Decoder bolts are illegal items used by skilled slicers to facilitate their work. When affixed to a computer terminal, the slicer gains a +2 competence bonus to Computer Use checks.

State of the Art Decoder

Check: Craft (Electronics) DC 25

Cost: 1,000

The decoder bolt is improved with the latest technology, increasing its competence bonus by +4.

Electrobinoculars
Electrobinoculars are high-powered viewing devices capable of displaying the distance and elevation of nearby targets. They function in low-light conditions and as such make a useful addition to any combat unit’s arsenal. They provide a +2 circumstance bonus to Spot checks when used at a distance over 60 feet.

Augmented Binoculars

Check: Craft (Electronics) DC 25

Cost: 3,000

The electrobinoculars’ sighting technology is improved to provide a clearer picture that is more sensitive to light. This improves the binoculars’ circumstance bonus on Spot checks to +4.

Energy Cell
Equipping a blaster pack or fuel cell to an energy cell restores the energy to the item over a period of 48 hours.

Efficient Energy

Check: Craft (Electronics) DC 25

Cost: 4,000

The energy cell can refuel items in 12 hours.

Grapple Gun
A grapple gun is a small rifle fitted with a durable cord and grappling hook. The weapon’s head can lodge itself into most surfaces (using a combination of its hooks and magnetism) on a successful attack roll, and then fasten to the opposite surface, allowing characters to climb it. It has a length of 50 feet.

Jet Pack
A jet pack is a sustained booster rocket that allows for a limited (and dangerous) form of flying. Characters using Jet Packs gain a Fly speed of 30 with Good maneuverability. They can sustain this flight for up to twenty rounds on the same fuel cell before it runs out and needs to be replaced or recharged. A character operating a jet pack is considered to have a max Dex bonus of +3. If the Jet Pack is hit by a called shot, it fails for 1d4 rounds (if it isn’t destroyed), and the user takes 3d6 points of damage.

Efficient Fuel Usage

Check: Craft (Engineering) DC 25

Cost: 5,000

The jet pack can sustain flight for up to 30 rounds.

Super Jetting

Check: Craft (Engineering) DC 35

Cost: 10,000

The fly speed granted by the jet pack is increased to 60.

Jet Fuel Cell
A single jet fuel cell sustains one jet pack for twenty rounds.

Medical Kit
Medical kits are an important battlefield tool, allowing you to administer bandages and various medicinal, fast-acting drugs to the wounded. Every medical kit comes with enough equipment inside for five uses. Whenever you use a medical kit, make a Heal check and correspond the result with the Heal skill (see Skills) to check how many hero points you restore. You must wait eight hours between Heal checks to restore lost hero points to the same character.

It takes three un-interrupted full-round actions to use a medical kit.

Rebreather
A rebreather allows its user to breathe and see comfortably even in toxic environments.

Remote
“Remote” is a generic term for any radio-based control that can start or operate another mechanical device. Most are used for door operation or for other simple tasks, but more advanced remotes can operate ships (to a limited degree).

Ship Control

Check: Craft (Electronics) DC 30

Cost: 15,000

The remote can power up or power down your ship. If your ship is within sight, you can also over-ride the cockpit controls and control it with the remote, causing it to go upward or downward, juke left and right slowly, or go forward or backward.

Firing Control

Check: Craft (Electronics) DC 35

Prerequisite: Ship Control feature.

Cost: 10,000

You can operate the blaster cannons, missiles, or bombs on your ship remotely, though you cannot aim them anywhere other than straight ahead.

Repair Tools
This all-around tool kit provides a +2 bonus to Craft checks made to repair a damaged, item, ship, or droid. Repair tools are required in order to administer Repair checks on droids to restore lost hero points.

Restraining Bolt
When affixed to a droid, a restraining bolt allows its owner to command greater control over it using a remote. A droid with a restraining bolt cannot willingly go beyond a radius of 600 feet from the controlling remote, and must make a Will save (DC 20) each round it is outside of this radius, or be compelled to immediately return. Furthermore, each time the owner gives the droid a command, the droid must obey, or make a Will save (DC 25) to resist. A droid equipped with a bolt cannot remove it, nor can it remove restraining bolts on other droids.

Improved Restraining Bolt

Check: Craft (Electronics) DC 30

Cost: 10,000

The DC of the Will saves needed to resist the restraining bolt increase by 5.

Rocket Pack
Rocket packs allow a limited form of transportation by accelerating movement. A character equipped with a rocket pack gains a +15 circumstance bonus to Jump checks and is not limited by his height when jumping. However, the character can only make ten such jumps before the fuel cell wears out.

Efficient Fuel Use

Check: Craft (Engineering) DC 25

Cost: 5,000

You can make twenty jumps with the rocket pack instead of ten.

Rocket Fuel Cell
This fuel cell provides ten rocket pack jumps.

Zero-G Suit
The Zero-G suit allows a character to exist comfortably in outer space or other environments of extreme cold. Any damage to the suit ruins it, however.

Armored Suit

Check: Craft (Armor) DC 25

Cost: 5,000

You can build light, medium, heavy, or super-class armor into the zero-G suit to make it safer, bestowing upon it the indicated damage reduction. This requires a set of armor of the type you intend to use.

=Droids= Note: Droid PCs use none of these rules. The mechanics of the droid "upgrading" are covered in the leveling process and in feats.

Astromech
Type: Small Construct

Hit Dice: 1d10 (10 hp)

Initiative: -2

Speed: 15

Armor Class: 9 (+1 Size, -2 Dex)

Base Attack/Grapple: +0, Grapple -6

Attacks: -

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref –2, Will +0

Abilities: Str 6, Dex 6, Con -, Int 20, Wis 10, Cha 8

Skills: -

Feats: -

Craft Check To Build: Craft (Droids) DC 25

Cost To Create: 5,000

Cost To Buy: 10,000

Astromech droids are powerful utility droids, especially prized for their computers, which can greatly enhance the functionality of starfighters. Outside of a starfighter, an astromech is slow and somewhat bulky for its size, but still has a wide variety of uses thanks to its large brain, which can be programmed for a number of functions.

All astromech droids come with seven skills, chosen by their creator. These can be any of the following:

Computer Use

Craft (Droids)

Knowledge (History)

Knowledge (Medicine)

Knowledge (Technology)

Knowledge (World Lore)

Listen

Open Lock

Speak Language (Astromechs can understand any language, but only speak Astromech)

Spot

Swim

A starting astromech is considered to have 4 ranks in any skill it has.

A pilot in a starfighter with an astromech gains a +2 circumstance bonus to his Pilot skill.

Astromech Upgrades
Additional Skill

Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade imparts the knowledge of one additional skill on the above list to the astromech, at max ranks for its hit dice.

Enhance Astromech

Check: Craft (Droids) DC 25

Cost: 10,000

This upgrade gives the droid a +2 bonus to three of its skills.

Hyperdrive Calculator

Check: Craft (Droids) DC 35

Cost: 35,000

When the astromech is onboard a starfighter, the starfighter takes one less round to go into hyperspace. This upgrade doesn’t stack with the Improved Hyperdrive upgrade.

Install Jetpack

Check: Craft (Droids) DC 30

Cost: 5,000 (Requires Jet-Pack)

This upgrade allows the astromech to fly with an internal jetpack.

Repair Unit

Check: Craft (Droids) DC 35

Cost: 20,000

This upgrade allows your astromech to repair 1d4 lost hero points to a starfighter in-flight once per day. This takes three rounds.

Shocker

Check: Craft (Droids) DC 20

Cost: 3,000

This upgrade gives the droid, via a special node, a melee touch attack that deals 1d8 points of electrical damage.

Battle Droid
Type: Medium Construct

Hit Dice: 1d10 (10 hp)

Initiative: +3

Speed: 20

Armor Class: 13 (+3 Dex)

Base Attack/Grapple: +0, Grapple -1

Attacks: Blaster +3

Damage: Blaster 3d6

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref +3, Will +2

Abilities: Str 8, Dex 16, Con -, Int 16, Wis 14, Cha 8

Skills: Knowledge (Tactics) +7, Listen +6, Pilot +7, Search +7, Spot +6

Feats: -

Craft Check To Build: Craft (Droids) DC 30

Cost To Build: 10,000

Cost To Buy: 20,000

While not as reliable or free-thinking as a living creature, battle droids are still used throughout the galaxy for military endeavors and personal defense. They have the least programming functions of any droid, their internal computers devoted entirely to combat functionality. Battle droids obey any orders given without question, and have no sense of self-preservation. The most expensive battle droids can become deadly assassins!

All battle droids possess the following five skills:

Knowledge (Tactics)

Listen

Pilot

Search

Spot

They are considered to have max ranks in all these skills.

Battle Droid Upgrades
Communicator

Check: Craft (Droids) DC 20

Cost: 3,000

A battle droid fitted with a communicator can keep in contact with similarly-equipped battle droids, as well as its master, to a distance of 15 miles.

Personal Droid
Type: Tiny Construct

Hit Dice: 1d10

Initiative: +3

Speed: Fly (Perfect) 30

Armor Class: 15 (+3 Dex, +2 Size)

Base Attack/Grapple: +0, Grapple -11

Attacks: -

Damage: -

Space/Reach: 5x5, 0

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref +3, Will -1

Abilities: Str 4, Dex 16, Con -, Int 20, Wis 8, Cha 8

Skills: -

Feats: -

Craft Check To Create: Craft (Droids) DC 25

Cost To Create: 5,000

Cost To Buy: 10,000

Personal droids are metal spheres powered by a tiny repulsorlift engine that allows them to freely float about. By default, personal droids enthusiastically follow their master around, helping him in any way they can. They make excellent scouts, can give emergency medical attention, and are smart and quiet enough to hide away somewhere when instructed to do so. Certain unscrupulous organizations are known to use personal droids as assassins.

All personal droids come with seven skills chosen by their creator. These are:

Computer Use

Disable Device

Heal

Hide

Knowledge (Medicine)

Knowledge (Technology)

Listen

Move Silently

Open Lock

Search

Speak Language (Personal droids can understand any language, but only speak Astromech)

Spot

The droid begins with 4 ranks in its chosen skills.

Personal Droid Upgrades
Alarm

Craft Check: Craft (Droids) DC 20

Cost: 3,000

This upgrade allows you to set the personal droid on Watch, at which point will emit a loud, high-pitched alarm whenever an unrecognized or specified creature comes within thirty feet (that it detects with a Spot check).

Blaster

Craft Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade equips the personal droid with a small recharging blaster that deals 2d6 points of damage. This blaster can be calibrated to deal subdual damage.

Medical Unit

Craft Check: Craft (Droids) DC 25

Cost: 5,000

This upgrade allows you to equip the personal droid with a medical kit. As soon as a combat ends, the droid will attempt a Heal check on an injured ally to restore lost hero points. The droid can also be fitted with poisons and other drugs with this upgrade in place.

Personal Droid Enhancement

Craft Check: Craft (Droids) DC 20

Cost: 4,000

This upgrade gives the droid a +1 bonus to two of its skills.

Protocol Droid
Type: Medium Construct

Hit Dice: 1d10

Initiative: -1

Speed: 20

Armor Class: 9 (-1 Dex)

Base Attack/Grapple: +0, Grapple -1

Attacks: -

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref –1, Will -2

Abilities: Str 8, Dex 8, Con -, Int 22, Wis 6, Cha 12

Skills: -

Feats: -

Craft Check To Build: Craft (Droids) DC 20

Cost To Create: 4,000

Cost To Buy: 8,000

All protocol droids come with eight skills, as chosen by their creator. These can be any of the following:

Appraise

Diplomacy

Knowledge (Aliens)

Knowledge (History)

Knowledge (Medicine)

Knowledge (Politics)

Knowledge (Technology)

Knowledge (World Lore)

Perform

Sense Motive

Speak Language

A starting protocol droid is considered to have 4 ranks in any skill it has.

In addition, they gain Skill Focus in the skill of the creator’s choice.

Protocol Droid Upgrades
Additional Skill

Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade imparts the knowledge of one additional skill on the above list to the astromech, at max ranks for its hit dice.

Enhance Protocol Droid

Check: Craft (Droids) DC 25

Cost: 10,000

This upgrade gives the droid a +3 bonus to four of its skills.

Miscellaneous Droid Upgrades
Chassis Upgrade I

Check: Craft (Droids) DC 25

Cost: 15,000

This powerful upgrade greatly increases the durability and functionality of the droid. The droid gains the following bonuses:


 * +20 hero points.
 * +3 to all attack rolls.
 * +1 to the ability score of your choice.
 * +4 bonus to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade II

Check: Craft (Droids) DC 30

Cost: 16,000

Prerequisite: Chassis Upgrade I

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +1 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade III

Check: Craft (Droids) DC 35

Cost: 17,000

Prerequisite: Chassis Upgrade II

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +1 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade IV

Check: Craft (Droids) DC 40

Cost: 18,000

Prerequisite: Chassis Upgrade III

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +2 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Extra Feat

Check: Craft (Droids) DC 20

Cost: 5,000

The droid gains a bonus feat. Pick from any of the following:


 * Alertness
 * Droid Expertise
 * Great Fortitude
 * Improved Initiative
 * Improved Toughness
 * Skill Focus
 * Weapon Finesse
 * Weapon Focus

The droid need not meet the prerequisites of these feats to take them.

You may apply this upgrade multiple times. Each time you do, the craft DC increases by 2 and the cost by 1,000.

Improved Alloy I

Check: Craft (Droids) DC 20

Cost: 5,000

The droid gains a +1 natural armor bonus.

Improved Alloy II

Check: Craft (Droids) DC 25

Cost: 5,000

Prerequisite: Improved Alloy I

The droid's natural armor bonus increases to +3.

Improved Alloy III

Check: Craft (Droids) DC 30

Cost: 5,000

Prerequisite: Improved Alloy II

The droid's natural armor bonus increases to +5.

Plating I

Check: Craft (Droids) DC 30

Cost: 5,000

The droid gains DR 2/lightsaber.

Plating II

Check: Craft (Droids) DC 35

Cost: 6,000

Prerequisite: Plating I

The droid gains DR 4/lightsaber.

Plating III

Check: Craft (Droids) DC 40

Cost: 7,000

Prerequisite: Plating II

The droid gains DR 6/lightsaber.