Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
Customization and Modifications

rquipment and weapons in the Star Wars galaxy are
Cmade in every conceivable way. Some are hand-
crafted, like the custom bowcasters of the Wookiee
homeworld, Kashyyyk. Others might be stamped out
of an assembly line on an industrial world like Corus-
cant. Even the latter may have a drastically different
look from similar products made on other worlds. The
holdout blaster carried by Han Solo looks nothing like
the one carried by Lando Calrissian.
The statistics and rules for gear in EDGE OF THE
EMPIRE are framed in fairly general categories to
present clear, simple, and unified rules for their
use, but the look of your character's gear can
be tailored both cosmetically (meaning it has no
game effect) and mechanically (which changes its
basic rules or statistics).


In general, players can purchase attachments to
customize their gear. Attachments are physical items
that attach to or are installed in items, vehicles, and
weapons to add capabilities or improve performance.
Attachments have a set of base modifiers that they
automatically grant when installed. Installing an at-
tachment is a fairly simple process (as they are de-
signed for easy installation) and simply requires a few
minutes of uninterrupted work.

Attachments slot into the hard points listed in a
piece of equipment's stat block. Each attachment
gives the ship, vehicle, or weapon some sort of bonus
or edge (an extra point or two of speed for a hot-rod
ship engine, or more soak for a suit of armor, for in-
stance). In most cases, that's as far as it goes. The
player spends his money for his new attachment and
he is left with an improved and unique piece of equip-
ment specifically tailored to his needs. However, if the
player wishes to further customize and personalize a
piece of equipment, he uses the mod system.

MODDING ATTACHMENTS


Most attachments have a listed series of mods. These
are additional modifications that a skilled mechanic
can make to the attachment to further improve the
weapon or item's performance. These are listed under
each attachment's modification options
All of these modification options are potential
mods for gear. Some of the modification options have
a number listed before them, indicating that the op-
tion can be installed multiple times. Otherwise, each
option can only be installed once.
Modifications represent dedicated mechanics' and
gearheads' ability to tweak and customize their gear.

They are potential customizations available to those
skilled with devices and gear. Of course, even the
most talented mechanic can only do so much with
a particular piece of tech, which is why each attach-
ment has a discrete list of modification options.

INSTALLING MODS

To install a mod, the user selects one uninstalled mod-
ification option. He then spends 100 credits on com-
ponents and supplies, makes sure he has a toolkit,
spends a couple hours at a work bench, and makes a
Hard (^ 1 Mechanics check
If he succeeds, he successfully installs the mod on
his gear, and the item now benefits from the bonus
provided by the mod. If he fails, however, the mod is
not installed, and he may not attempt to install that
mod again. If he failed and his check generated at
least one ^, the attachment is also rendered useless
by his tinkering.

Each additional mod installed in an attachment be-
yond the first increases the difficulty of the Mechan-
ics check by one, and costs an additional 100 credits
beyond the base cost.

TYPES OF MODS

There are several types of mods, each falling into one
of the following broad categories.


  • Damage mods: This mod increases the damage
    dealt by the weapon.

  • Weapon quality mods: This mod adds a listed
    quality to the weapon. Some qualities have values
    that can increase; if this is the case, then the mod
    lists it as "Quality (+1)" indicating that it can in-
    crease an existing quality if it is already present or
    adds the quality at rating 1 if it's not there.

  • Innate talent mods: This mod grants the user
    the listed talent only when wielding this gear and
    only affecting this gear. For example, if a blast-
    er had the Innate Talent (Quick Draw), the user
    would be able to use Quick Draw to draw or stow
    his blaster, but none of his other gear.

  • Skill and characteristic bonuses: This mod
    grants the user a bonus in the listed skill or char-
    acteristic as if he had + 1 rank in that skill or char-
    acteristic when using the modded item.

  • Additional mod: Some mods may not fall into any
    of the listed categories. If a mod does something
    specific and unique, it is described in the entry.


GEAR AND EQUIPMENT
EDCE OF THE EMPIRE
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