Homebrewed attachments or mods... What have you got?

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

Have you got any homebrewed attachments or mods in your game?

I haven`t made any yet, but I am contemplating telling my players they can attach vibroknives, combatknives and other small weapons on their rifles and carbines, maybe even pistols, and eat up one HP from the gun and 1 from the melee weapon and restrict attachments that wouldn`t make sense while it is on the gun, serrated edges, superior, poison reservoir and stuff could still make sense... Is this already a thing in the game?

Or would you just fluff the bayonette, as you would withe attached gear on a droid character? Maybe a black die or two if done with duct tape :P

Please tell me about your own attachments and mods:)

Not an attachemnt or mod, but a cybernetic.

And I don't know if something like this is already in the books, but just today I made an artificial eye implant for one of my Nemeses wich allows him once per round to make an Aim maneuver as an incidental.

When it comes to bladed weapons, isn't there some kind of bayonette attachment?

Anyway if I were to houserule putting a vibroknife on a blaster I would probably handle it like the weapon-mounts for armor from Dangerous Covenants.

2 HP from the range weapon, 1 HP from the bladed weapon. Would probably also restrict it to Ranged(Heavy) weapons, and "one-handed" melee weapons, applying common sense.

I would probably not shy away from making my own mods for the things I need or want my NPCs to do. Altough you'd have to be fair and allow your PCs the same things, of course within reason.

Edited by RicoD

Special Modifications did add a Vibro-Bayonet attachment, which can only be applied to Ranged(Heavy) weapons and has no hard points itself (though it can be modded a little to improve its qualities). If a player asked me to let them mount a knife on a pistol, I'd probably ask them why they didn't just carry a knife in their other hand.

Special Modifications did add a Vibro-Bayonet attachment, which can only be applied to Ranged(Heavy) weapons and has no hard points itself (though it can be modded a little to improve its qualities). If a player asked me to let them mount a knife on a pistol, I'd probably ask them why they didn't just carry a knife in their other hand.

So I can punch while shooting someone in the face! MAHAHAHAHAHAHAH

I jest. Mostly.

The only homebrew mod I have used is a modification to the dueling pistol to make it a six shooter. Personally being a wild west setting in space, it felt right to have a very lethal limited ammo weapon in my hand. On one occasion it actually blew away my characters personal nemesis in a single hit after A-lessons, but considering the vibe was a tense quickdraw, it felt right. Plus since he had a similar weapon, if he had hit first it would have been curtains for me! XD

The other was basically a cybernetic between a cybernetic hand/eye that raised agility. My nemesis used this so he could have strength and agility enhancement within the same arm.

I avoid made up mods in my games. It's too easy to make OP combinations even with just regular mods. Having a new mod no one tested is guaranteed to produce interesting or powerful results.

I avoid made up mods in my games. It's too easy to make OP combinations even with just regular mods. Having a new mod no one tested is guaranteed to produce interesting or powerful results.

This isn`t D&D :P

Wow. So comment.

Wow. So comment.

Hahaha. I had to. I`m sorry! :P I understand it might be an issue in combat focused games. Thanks for your answer :)

Edited by RodianClone
Made for my group of intergalactic assassins.


Assassin's Arsenal:


Ship Modification:


Follows the rules for Cloaked Smuggling Compartment from Fly Casual. Uses both available mods to make the storage for Weapons and Equipment only. Gives one member of the party "Right tool for the Job" talent each time the party leaves the ship. May be a separate party member each time.


Talent: Right tool for the Job


When leaving the Arsenal player character can declare an encumbrance value that he/she is reserving for later use. The player counts as carrying that value for encumbrance purposes. Once during the session the player can use a destiny point to declare he/she is carrying an item from the arsenal in their "reserve encumbrance" portion of their inventory to reflect the assassin always having the right tool for the job on hand. The item declared must have an encumbrance equal to or less than the value reserved in inventory when the players left the arsenal. During searches or customs checks the DM can use a destiny point to force the player to declare what the item is for narrative purposes.


All items in the arsenal need to be purchased and maintained separately and actively placed in the arsenal prior to the declaration of encumbrance (ie. player 2 can't go off from the group, buy a missile tube, and return to the ship so player 1 can retrieve it).


In the event the reserve item is seized by Customs or destroyed by some means the player MUST declare an item from the arsenal to be lost (incentive to keep it stocked with un-modded generic weapons as well)

In my case, I home-brewed an attachment called a “Telescoping Shaft”. This allowed my Wookiee (melee tank) to use vibro-axes as one-handed weapons, in two-weapon combat.

They took one hard point, and all the did was give the item a telescopic shaft — you could set a “closed” position, and then at least a couple of different “open” positions, and switch between them at the press of a button (or other activation mechanism) as an Incidental.

I also home-brewed sheaths for them that provided the Quick Draw talent with regards to those weapons.

In closed mode while in their sheaths, the total overall length of the weapon was something like two feet — long enough for the blade, and enough handle/shaft to grab and pull them out of the sheath.

Obviously, these would work only for shafted weapons, like spears, vibro-axes, etc….

My next step was going to be to apply this same attachment to force pikes, so that I could launch into melee combat and be able to do lots of stun damage, instead of necessarily killing everything in sight.

In collapsed mode, the force pikes would look more like a stun baton than anything else. And they’d also be much less likely to be confiscated as dangerous weapons, if we were to find ourselves on planets with tougher laws on those sorts of things.

For ships, I've done "Backup Hyperdrive"

Sil Req: 3+

a x15 is a mod to a hyperdrive, or a 1 HP addition on Sil 3 or if no hyperdrive installed. Additional mods can up it to x12, x10, and x8.

In my case, I home-brewed an attachment called a “Telescoping Shaft”. This allowed my Wookiee (melee tank) to use vibro-axes as one-handed weapons, in two-weapon combat.

Did you reduce the damage of the axes, since they wouldn't be swung with two-handed power?

I dunno if already exist, but i'd like to create a Rifle Stock for Pistol, to transform Ranged (light) into Ranged (heavy).

something like

- can be added only to ranged light

- increase encumbrance by 1

- add 1-2 bonus dice (or upgrade skill) to everyone searching for the pistol (or add setback/upgrade difficulty to hiding)

- 1 HP

mod:

2x + 1 bonus dice Mod

1x brace Mod

or something similar...

If you install the "Dead in the Water" data set that comes with the generator, you'll get something I created called "Advanced Control Systems." This is a vehicle attachment that I made mainly to be able to modify an existing vehicle to conform to the beefed-up stats given in the adventure, rather than having to create a new vehicle just to match the stats. It basically adds 1 to Handling, with an option for one more, plus up to 2 more system strain. It may or may not be something you'd want to give your PCs access to :), although I priced it at 3000 credits to offset the paltry 1 HP cost.

As I said, I added it originally just to allow a stock vehicle to match the "customized" stats of a vehicle found in the adventure, but it could be used to give any vehicle a tricked-out suspension :) Use at your own risk, of course.

In my case, I home-brewed an attachment called a “Telescoping Shaft”. This allowed my Wookiee (melee tank) to use vibro-axes as one-handed weapons, in two-weapon combat.

Did you reduce the damage of the axes, since they wouldn't be swung with two-handed power?

I should have, but I didn’t. I was having my freakin’ huge Wookiee with a 5 Brawn swinging those things, so I figured he would be big enough and strong enough that he wouldn’t lose the leverage you would normally get when taking a two-handed weapon and using it one-handed.

But in retrospect, I should have reduced the damage.