Modifications

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

I am trying to get a Handle on how the Modifications work in the book as the explanation seems a bit lacking.

So lets take the Augmented Spin Barrel on page 188.

you have

"Base Modifiers"

"Modification Options"

Hard Points

Price.

Now if a Player pays the Price to have the mods done by a dealer, does he get ALL the "Modification Options" for 2 hard points?

Or does he only get "2" options from that list of options because it is 2 Hard points? ie. each option costs a certain amount of Hard points. (so in this example he could take 2 +1 damage mods, or a +1 damage and Pierce +1?, or a +1 Damage and Accurate +1?

Now I think I understand that if a Player wants to use his Mechanics skill to Make the Mods himself, he pays 100 credits for the first modification "option"? and then an additional 100 credits x the number of modifications additional it is ( so the second mod option costs 200 credits, the third cost 300 and so forth) Until he has added all the Options to the gun?

Is this correct?

You buy an "Attachment"

That attachment always takes up xHP and provides you with all of the base modifications just by saying "I install <gizmo> on <whozit>."

You can "buy" any of the optional mods for 100cr and a hard Mechanics check for the first one, 200cr & a formidable check for the second & it keeps getting harder. 1 shot each - failure expends the mod with no benefit.

The additional mods do not take up any hard points because they are tweaks of the base attachment not actual additions to the item the attachment is added to.

Edited by tinkerghost

The base attachment cost x hard point. and costs y credits. can be attached no roll.
Then you can buy the 1st mod 100 creds. make a hard mechanics check. If successful you modified it. no further hardpoints.
Buy second mod 200 creds. Make a daunting mechanic check. if successful. second modification is done. . No furthwe hardpoints.

thanks guys

Consider the Answer from Sam Stewart.

Cost of Mods

Question asked by Dakkar98 :

The wording concerning mods changed slightly from EotE to AoR. In EotE page 187, Section Installing Mods, paragraph 3, it says ... cost an additional 100 credits beyond the base cost. In AoR, page 199, same Section, Same paragraph, it simply states ... cost an additional 100 credits. I am of the belief that if you install, say an augmented spin barrel, and successfully activate all 4 mods that the total cost would be 2,150 credits, the attachment cost of 1,750 plus 400 for the 4 mods (4 x 100). The odd wording in EotE has raised the question as to whether the cost scales with each additional mod. Some interpret it that the cost for that attachment with all 4 mods would be 2,750, the attachment cost of 1,750 plus 1,000 for the 4 mods (1st mod 100, 2nd mod 200, 3rd mod 300, 4th mod 400). Which interpretation is accurate?

Answered by Sam Stewart:

Every mod you install costs 100 credits to do so. I agree that it could be worded slightly clearer, and apologize for the confusion.

To have an NOC do the work of modding has not come up in the rules yet, but having to do at least 1 check to find that NPC and pay a lot extra is probably what would be required

Hey all, not to resurrect a dead thread, but it says concerning modifications

If he succeeds, he successfully installs the mod on his gear, and now benefits from the bonus provided by the mod. If he fails, however, the mod is not installed, and he may not attempt to install that mod again.

Now what about mods like "Blaster Actuating Module" that have modification options:

2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.

Does this mean that if I fail my first damage mod can I not attempt another damage mod because of:

and he may not attempt to install that mod again

Or are the damage mods separate mods? Which means if I fail my first damage mod, that I can attempt another damage modification?

Thanks! :)

Woops, found the developer's response in the FAQ :)

Failing at modding attachments

Question asked by Evileyore :

The rules, EotE pg 187: "If he succeeds, he successfully installs the mod on his gear, and the item now benefits from the bonus provided by the mod. If he fails, however, the mod is not installed, and he may not attempt to install that mod again. If he failed and his check generated at least one [Despair], the attachment is also rendered useless by his tinkering.

The part I'm curious about is this line: "If he fails, however, the mod is not installed, and he may not attempt to install that mod again."

I have encountered two interpretations, I'll give an example:

PC buys a Balanced Hilt mod for his Vibro-Axe and installs it. The Axe gets the Accurate +1 Quality from the Attachment and has 2 Mods available. PC buys the first mod (100 creds) and tries to install the Decrease Encumbrance by 1 mod. He fails.

By one interpretation that Attachment can never have the Decrease Encumbrance Mod. It's a "ruined slot".

By another, the PC spends another 100 credits and tries again.

Which interpretation is the correct one?

Answered by Sam Stewart :

In your example, if he attempts to install the Decrease Encumbrance mod and fails, he may not attempt to install the Decrease Encumbrance mod again. He may attempt to install the Accurate +1 Quality mod, however.

In another example, let's look at the Augmented Spin Barrel. The Spin Barrel has two "Damage +1" Mods. If the PC attempts to install one Damage +1 mod and fails, he does not install that mod and may not install it again. However, he may attempt install the other Damage +1 mod.