Modifications

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

I'm just a tad confused on the "Modification Options" on all of the Weapons/Armor/Starship modifications. How does one go about getting them?

Do you have to by that mod again? Does it take Hardpoints again or just credits if you have to buy it again? If it doesn't take the mod again, you just "get to pick an option" why are there some mods that only have one option?

When it lists something similar to "2 Damage +1 mods" under options, does that mean, if it does have cost associated with it, that you must gain the optional modifications twice, or that you essentially just get +2 damage when you pick that option?

Modification options are additional improvements to the given Attachment. You spend a certain amount of money and make a Mechanics check to install them. The price and difficulty go up with each subsequent Mod added to that Attachment, and if you fail the Mechanics check to add a Mod to an Attachment, you can never try to slot that Mod into that Attachment again - if you want that particular Mod, you have to throw it out, buy a new Attachment, and start over. It doesn't take any additional hardpoints to add Mods to Attachments. In the case of "2 Damage +1 mods", it means that you can add two separate mods that each add +1 damage.

Thank you for the quick response and help.

The way I read it was that you had to roll to even get the attachment to work. Now I see it, just didn't get it right away.

I think weapon/armor mods cost 100, with a +100 for each subsequent mod after it. The mechanics check to add on to it starts at PP I think, then gets +P for each one after. It says that it takes "A couple of hours."

For starships, the costs and times required are multiplied by 10.

Also, I I think your penalties are just a little too extreme. If they fail the check, they just waste the time and money they put into the mod, but if they try again and succeed, they could buy a new mod and attach it to the Attachment. They could only risk permanent damage to the attachment with enough threats I'd say, and they can only destroy the attachment accidentally with a Despair.

I think weapon/armor mods cost 100, with a +100 for each subsequent mod after it. The mechanics check to add on to it starts at PP I think, then gets +P for each one after. It says that it takes "A couple of hours."

For starships, the costs and times required are multiplied by 10.

Also, I I think your penalties are just a little too extreme. If they fail the check, they just waste the time and money they put into the mod, but if they try again and succeed, they could buy a new mod and attach it to the Attachment. They could only risk permanent damage to the attachment with enough threats I'd say, and they can only destroy the attachment accidentally with a Despair.

Sadly it's not his penalties, it's what the book says if you fail.

Hmm. I'm not sure if "you cannot attempt to install that mod again" means that you can't ever try it again, or if it just renders the supplies you bought useless. In my games, I doubt I'll run it so that you can't ever try it again, unless they get a several threats and or a despair on a failure. I could see myself cutting the attachment off from further modification even with success and some threats or a despair too, though. I guess I can't really say until it happens.