12 minutes ago, Bellona said:Actually, looking at the entry for the Mark III Modular Backpack (SS p. 46), it looks as though the extra pouches are not meant - rules-wise - to be treated as mods to an attachment. I guess that OggDude simply decided to treat them as such for ease of use within the program.
Now for the Armour Insert mods on "Mireska's Jedi Healer uniform" ...
Defence +1 mod: http://orokos.com/roll/745774 (1 success, 3 threats) ... I'm not that familiar with Mechanics results in this kind of situation. Maybe it took much longer time than expected? Mireska suffered a lot of Strain afterwards? It will take three separate combat encounters before the mod actually works, because something is a bit out of place? She'll have three specific "armour malfunctions" in the future?
Soak +1: http://orokos.com/roll/745776 (2 successes, 2 threats)
And that's as far as I'll risk it. Technically two successful mods, and 300 credits poorer.
Maybe I'll find a professional armourer to do the last one for me (or fix any errors from the first two)?
ETA:
OggDude's program only charged 200 credits total for that little exercise. Have I misunderstood how the mod cost is calculated?
On the other hand, the Defence +1 mod didn't work in the program, so I'll have to tinker a bit more.
The defense is because the set defense base mod of the armor inserts is being applied in the wrong order, removing it from a copy of the armor inserts in the data editor will fix it