Attachment Encumbrance

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

Hey,

for lack of a general thread (as far as I'm aware of) I'm creating one for my question.

Which is: There are two armor attachments I find to be a little confusing. These are integrated holsters and the micro rocket armor mounting. Both say "increases encumbrance by 4/3" respectively.
Does that mean it adds to your encumbrance threshold, or does it increase your actual encumbrance (further burdening you)?
For the micro rocket armor mounting it makes more sense to me. I would guess it is kind of heavy since it performs as a weapon so it would have an encumbrance of 3. At the same time it could mean it has storage for mini rockets in which case it could also mean to add encumbrance threshold, which I would only allow to be used for the rockets.
The integrated holsters screw my understanding however. So the base modifier is I use up 2 HP on my armor to have a maximum benefit of saving 2 encumbrance in case I store two weapons with an encumbrance of 3 each? and that ONLY while the weapons are not drawn. so in actual combat, it would still screw with your encumbrance threshold. I get that you can mod it and potentially save a somewhat heavy encumbrance but I'm not sure how worth it would be to store that many heavy (enc 3) weapons in the first place. I would actually like to understand this attachment as making it EASIER to carry weapons and giving +4 on encumbrance threshold.

While looking for an answer I found contradicting interpretations, hence my question.
Maybe this description of the items isn't confusing to you but in my native tongue it could go both ways.

Thanks in advance!

Edit: Both are from "no disintegrations" page 52

Edited by Shizuya

If attachments have an encumbrance listed (either in the description or sneakily in the overview table in splatbooks), you add that encumbrance to the item you add them to. Attachments that increase the encumbrance threshold will mention it specifically (see the Repulsor-Assisted Lifting attachment from No Disintegrations).

In case of the Integrated Holsters: This attachment is very much tailored towards being modded (by a Gadgeteer?) and for use with the Unmatched Devastation signature ability. If you have uses for 3+ weapons at any time, it's great, otherwise it's a waste of HP.

Edited by EpicTed

The holster increase the Encumbrance rating of the armor by 4, but negates the encumbrance of up to Two Enc 3 weapons when they are holstered. So you trade off +4 Enc on the armor, for being able to carry an extra 6 Enc. Add the mod options and you're looking at a total of 5 weapons totaling 15 Enc that integrated holsters can negate. Add either Quickdraw talent or the mod option and you can now pull any of those weapons for free.

I see, thanks for clearing it up!

17 hours ago, EpicTed said:

If attachments have an encumbrance listed (either in the description or sneakily in the overview table in splatbooks), you add that encumbrance to the item you add them to. Attachments that increase the encumbrance threshold will mention it specifically (see the Repulsor-Assisted Lifting attachment from No Disintegrations).

In case of the Integrated Holsters: This attachment is very much tailored towards being modded (by a Gadgeteer?) and for use with the Unmatched Devastation signature ability. If you have uses for 3+ weapons at any time, it's great, otherwise it's a waste of HP.

You don't even need to be using Unmatched Devastation to find it useful. By the time the campaign ended, my Outlaw Tech/Gadgeteer/Sharpshooter was wearing Mandalorian armour with integrated holsters modded for maximum capacity and quick draw, carrying two blaster pistols, a stun pistol, an auto-fire rifle and a sniper rifle (the last two were custom-crafted with reduced encumbrance, so they could fit in the holsters - I envisioned them as Mass-Effect style collapsible weapons).

On 2/25/2019 at 10:12 AM, Ghostofman said:

The holster increase the Encumbrance rating of the armor by 4, but negates the encumbrance of up to Two Enc 3 weapons when they are holstered. So you trade off +4 Enc on the armor, for being able to carry an extra 6 Enc. Add the mod options and you're looking at a total of 5 weapons totaling 15 Enc that integrated holsters can negate. Add either Quickdraw talent or the mod option and you can now pull any of those weapons for free.

ok I get this. One thing to note is that Quick draw can only be used once per round to draw or holster a weapon so your second draw for the round will require a maneuver. this also applies to holstering.

my question is does it require you to have empty threshold available since it only negates the encumbrance while holstered?

example:

Character threshold: basic 5 + brawn 4 = 9

mando armor encumberance = 6

integrated holsters = +4

so far 10

utility belt +1 threshold

so far we are even now 10 threshold / 10 encumbrance

weapons drawn +3 one hand + 3 second hand

so we have a threshold of 10

but weapons drawn we are at a whopping 16 encumbrance.

6 more than our max threshold.

it seems like it requires repulsor lifting just to shore up the difference.