Weapon Quality Question

By tyleredwards19, in Star Wars: Edge of the Empire RPG

Do weapon attachments that add qualities add to qualities that already exist on a weapon or do they add new instances.

Here's the specifics to this clarification: I have some shock gloves that I really like, love the RP moves I make with them when I use coercion and how very James Bond/Batman they feel in fights. They have a 1 in their hardpoints, so I went through a bunch of the books to find an attachment for it, but boy are there not a lot. The one I did find that'd work is the shock pulse emitter (No Disintegrations, p.51) that works pretty dang perfectly.

Now, I know i'd need to find a way to increase the HP of my shock gloves to make this all work to begin with, but there are talents that aren't to hard to get that can do it, so not too worried about that. If I attached the pulse emitter to the shock gloves, would that increase the stun quality already inherent in the gloves or add a new, separate instance of the stun quality? This would make the stun quality of the gloves stun 5, potentially 7 with mods, on top of the damage I already deal, and my GM wasn't sure on the answer either but didn't want to take the option away from me. What do you guys think, considering that I have to spend the money for the attachment plus a bit of XP for the talent?

Adding another variant of ztun just gives you two options of whether you want to trigger one or the othef.

Example, although this isnt to do with hard points, you have a brawl attack which when you make one with a brawl weapon you can choose to use the stats for your brawl attack or those of the weapon

so if you attack with vibroknucklers you can disorient (1) , knockdown , and when it comes to crits you can choose the weapons or your own natural crit rating

moving onto the more relevant brass knuckles which have disorient 3, this means you have the choice of triggering ,with 2 advantage, either disorient 3 or disorient 1 ,.

Similarly if you have the capability oc triggering stun damage from advantags on the weapon and the hard point you can trigger one or the other, although if stun isn't possible to trigger more than once (and it calls thiz out on the quality) , then it may be possible to trigger both with twice fhe advantage, check the wording and of course your GM.

10 hours ago, tyleredwards19 said:

If I attached the pulse emitter to the shock gloves, would that increase the stun quality already inherent in the gloves or add a new, separate instance of the stun quality?

Yes to the former, as per Edge of the Empire Core, page 187:

Quote

Weapon quality mods : This mod adds a listed quality to the weapon. Some qualities have values that can increase; if this is the case, then the mod lists it as "Quality (+1)" indicating that it can increase an existing quality if it is already present or adds the quality at rating 1 if it's not there.

It, however, would not stack with the Stun Setting quality.

Edited by panpolyqueergeek
grammar

You could also use the Stun Pulse attachment (F&D Core).

It gives the Stun 2 quality and has three Stun +1 mods. As panpolyqueergeek pointed out, you would only benefit from the three +1 mods, not from the "gets the Stun 2", but it requires only 1 HP.

So if you can get all the mods it comes down to:

Shock Pulse Emitter: Stun +4 for 2 HP

or

Stun Pulse: Stun +3 for only 1 HP.

Choose wisely :-)

Thanks for all the responses to this, my GM and I went over it and she agrees with panpolyqueergeek's findings. I'm getting me some super shock gloves!

I saw the stun pulse as well, but I like the disorient quality that can be applied to the shock pulse, and the RP aspect of using that attachment is really keen for me, my character is all about gadgets and making minor improvements to this gear.