Modifying Gear

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

Hi all,

I have trouble understanding how modifying works, especially the relation between hard points and mod.options. Can I ask you kindly for a couple of examples?

The number of HP (Hard Points) an item has indicates how many modifications go into it.

The Blaster Carbine has 4 HP, so it's very customizable.

Similarly, different mods take up different amount of HP.

You could put a Filed Front Sight on your blaster carbine to start, which takes up 1 Hard Point. Now you have 3 Hard Points left. You can then go ahead and add a Marksman Barrel to it, which takes up 2 Hard Points. You now have 1 HP left. Add a Blaster Actuating Module (1 HP). All of your HP are now used up.

There are other rules of course, such as cost to consider, and Mechanics checks. But that's the basics.

Edited by DylanRPG

Ok I get that. But what about modification options. Let's say I put Blaster Actuating Module. It takes 1 Hard Point.

My Blaster Carbine is now +1 damage and adds a black die. What about options? Do they cost next Hard Points? Or do they replace the base effect?

They actually do neither. They increase the base effects on the attachment, but in order to apply a mod to an attachment, it takes 100 credits, a few hours, and a successful PPP mechanics check.

Further mods increase the cost by 100 per mod, and increase the difficulty by one (though I think I'm going to be homebrewing that it upgrades the difficulty instead, since after 2 extra mods you're getting into like 6 dice and that's nigh impossible to roll against). With my rules, the second mod would be RPP, the third would be RRP, the fourth would be RRR, then RRRP, etc. The RAW would make it PPPP, PPPPP, etc. but I'm getting ahead of myself.

EXAMPLE TIME. You got that Blaster Actuating Module. Awesome. Now, for 100 credits and a PPP mechanics check and a few hours, you could give it one of the two +1 Damage or one of the two +1 Weapon Quality Pierce mods. You can repeat this process, increasing the difficulty and costs again and again. But, know that if you screw up the check, you render the mod useless (which might bar you from trying again if you roll threats too) or it might destroy the whole attachment with a failure and a despair! All that hard work down the drain.

So, if you spent 1000 extra credits (100, 200, 300, and 400 respectively for all three mods), took a few hours x4 (so like a whole day or two tinkering), and you (or whoever you are paying to do this) succeeded in four mechanics checks of:

PPP (or with my 'upgrade instead of increase' rule) PPP

PPPP RPP
PPPPP RRP
PPPPPP RRR

Difficulty, then you could actually make that one HP mod add a whopping +3 to the damage with a +2 Pierce (or an additional +2 to the existent pierce quality

Personally, I like my rule better because it doesn't make tricking out a weapon nearly as hard as the RAW does. And, it gives you more opportunities for despair, which you can have prevent further modifications, add problems to the gun, lessen other effects of the blaster, or with a failure, destroy the attachment altogether. I think it adds a really fun dynamic to it, but that's just me.

Hope this long drawn out explanation helped!

All right, now I understand! Thank you!