When does difficult become challenging? (dice caps?) weapon mods

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

1) Looking over the modification rules, it states each time you try to add on another modification, the difficulty increases by 1.

Is there a limit? As it says if you get a despair (and fail) the mod is now useless?

So it starts at diff 3 for the first mod.

2nd mod is diff 4.

3rd mod if diff 5.

4th mod, is it:

a) 6 difficulty?

b) 5 difficulty? (capped)

c) 4 difficulty and one challenge? (eg is it capped at 5 so the last increase becomes an upgrade?)

I can't find anywhere stating this, but the difficulty section only goes up to 5?

2) Otherwise I can't see how you'd ever roll a despair? So your mods are safe - just need to get a good roll before it's able to be used - or keep hunting for another mech to give it a go!

3) So if you fail a mod roll - are the components wasted (eg you do have to pay again the mod cost, each time you fail the roll?) - again it doesn't seem clear.

(guess who wants to pimp his rifle!)

Thanks! May be an easy one - I just couldn't see anything!

GM could always use destiny point to screw you if you arent being careful

And if you fail an installation attempt you cant ever attempt it again. I'm using houserule that someone else posted but modified it slightly for my group

Weapon/Armor Modding

It costs 100 for each mod the attachment will have after installing (100 for the first, 200 for the second, 300 for the third) costs no hard points.

Difficulty. Failure = attachment ruined, return 25% cost of attachment

· 1st: PPP

· 2nd: RPP

· 3rd: RRP

· 4th: RRR

· 5th: RRRP