Question for Mods on Starships

By Midnight_X2, in Star Wars: Edge of the Empire RPG

Just a few weeks into my EotE group and a question had come up.

1. For starship attachments, is any roll required for the initial attachment?

2. For mods on those attachments, is the check always a hard check (CRB pg. 187)? Or does it get harder if you try further mods?

3. For the cost of mods for starships, it says it costs 10 times the amount to mod. So does that mean it always costs 1000 credits because CRB page page 187 says standard mods only require 100 credits?

Thanks for the insights!

I'd say... think of the ship as a massive gun. All the mods and attachments work the same way, just at 10 times the cost. So

1) That one is GM discretion. The book says that weapon attachments are relatively simple and take five or so minutes and do not require a roll, so ship attachments should be the same way.

But if you wanted it to be a way to show off skill, or they're trying to do it quickly, or in the middle of a desert, you could make your mechanic roll it.

Personally, I'd narrative time it and say something like "after a day or so underneath the operating console, and losing your hydro spanner in the turbine at least three times, you bring the shield core is online. Maybe you should have fleeced the smuggler you bought it from for some installation instructions." Which adds a bit of flavour but doesn't slow the game down with unnecessary rolling.

2) Modding works like Gun Modding. First Mod to an attachment is Hard (DDD). Second is Daunting (DDDD), third is Formidable(DDDDD), fourth is impossible, etc etc.

3) as above: 1st: 1000, 2nd: 2000, 3rd: 3000.

Yep, so easy it's hard.

Good luck with the modding, let us know if you need help picking out systems. (Hint: If it's Sil 4 or smaller, Ion Turbine Upgrade is probably a go-to).