Can you buy the same ship upgrade more than once?

By Kirdan Kenobi, in Star Wars: Edge of the Empire RPG

I've been looking over this again, and I'm having some mixed feelings on duplicating Attachments. I don't believe it's supposed to be legal. However, in the case of Attachments that have a built-in negative and no Mod options (like Enhanced Carbon-Durasteel Armor and High-Output Ion Turbine), it might be acceptable.

I do see how having high Armor or Speed might be very attractive, but it is at the cost of versatility and stacking negatives (Handling penalty or reduced SST), so I'm not sure it would be abusive.

To me it makes sense that you can only have one barrel, scope, etc. on a gun, but I'm not asking about personal scale attachments, I'm specifically asking about starship upgrades.

Only 1 barrel/scope/etc isn't the RAW (nor has it been clarified to be the RAI) and I can't see ship mods being treated substantially differently than personal scale attachments.

IMO, if you want to take two blaster rifles and strap them together and slave them to a single trigger mechanism (i.e., make them "Linked"), then you should be able to do that. Of course, there is a monetary cost, and there is an encumbrance cost, etc....

I would apply the same logic to starship modifications. In fact, with starship weapons, we already have rules for how that kind of thing is handled, and they get a better deal than personal weapons do. Sure, you have to pay by spending an extra HP, but it's just that one extra HP no matter how many additional weapons you want to include.

To me it makes sense that you can only have one barrel, scope, etc. on a gun, but I'm not asking about personal scale attachments, I'm specifically asking about starship upgrades.

Only 1 barrel/scope/etc isn't the RAW (nor has it been clarified to be the RAI) and I can't see ship mods being treated substantially differently than personal scale attachments.

IMO, if you want to take two blaster rifles and strap them together and slave them to a single trigger mechanism (i.e., make them "Linked"), then you should be able to do that. Of course, there is a monetary cost, and there is an encumbrance cost, etc....

I would apply the same logic to starship modifications. In fact, with starship weapons, we already have rules for how that kind of thing is handled, and they get a better deal than personal weapons do. Sure, you have to pay by spending an extra HP, but it's just that one extra HP no matter how many additional weapons you want to include.

Starships may be a different story, but in the Attachments section of the Gear chapter in the CRB, it does say that items should only have one of each kind of attachment (barrel, underbarrel, scope, etc.). RAW specifically calls out using common sense to determine if two attachments would take up the same spot, and then disallowing that.

Though, if you want to go like Brad said, you could jury-rig (not the talent) up a crazy gun with Linked, but it should have significant penalties also associated. Since Linked would do the same thing as dual-wielding (use 2 adv to have another shot), and that comes with +D to the roll, I'd either use roughly the same ruling (increase or upgrade difficulty) or have something like the OK-98 Carbine from DC (the one with 2 ammo packs) that explodes on Despair.

More on-topic, for starships, you might allow multiples of the same attachment. As noted, ships have more space, and the HP cost (and potential strain/handling/etc.) do add up fast.

Or, you could create custom attachments that do the same thing as multiples of the book ones, but come with extra setbacks (not the dice).

Or for those attachments that don't have mods, create a similar attachment (maybe a bit more expensive) that does have mods, but the mods come with more than just the added financial price and Mechanics check. So for instance, you want to upgrade your engine speed? Add 500cr to the HOIT and allow a mod to increase Speed again, but at the cost of system strain threshold (say -2), and maybe it overheats and shuts down on a Despair or many threat.

As has been discussed on these boards many times, use the rules to make the narrative fun. "yes, but" and all that jazz.

I've been looking over this again, and I'm having some mixed feelings on duplicating Attachments. I don't believe it's supposed to be legal. However, in the case of Attachments that have a built-in negative and no Mod options (like Enhanced Carbon-Durasteel Armor and High-Output Ion Turbine), it might be acceptable.

I do see how having high Armor or Speed might be very attractive, but it is at the cost of versatility and stacking negatives (Handling penalty or reduced SST), so I'm not sure it would be abusive.

This makes sense. I might allow these for starships, especially the armour increase.

I've been looking over this again, and I'm having some mixed feelings on duplicating Attachments. I don't believe it's supposed to be legal. However, in the case of Attachments that have a built-in negative and no Mod options (like Enhanced Carbon-Durasteel Armor and High-Output Ion Turbine), it might be acceptable.

I do see how having high Armor or Speed might be very attractive, but it is at the cost of versatility and stacking negatives (Handling penalty or reduced SST), so I'm not sure it would be abusive.

This makes sense. I might allow these for starships, especially the armour increase.

If I was making some kind of boarding assault ship from scratch I'd sure want to stack the armor.