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Equipment Attachments

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 attachment is a fairly simple process (as they are designed 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, armor, 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 instance). In most cases, that's as far as it goes. The player spends their money for their new attachment and they are left with an improved and unique piece of equipment specifically tailored to their needs. However, if the player wishes to further customize and personalize a piece of equipment, they use the mod system.   For more information on available weapon or armor attachments and their rules, visit their respective Weapon Attachments or Armor Attachments pages.  

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 option 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.  

Installing Mods

  To install a mod, the user selects one uninstalled modification option. They then spend 100 credits on components and supplies, make sure they have a toolkit, spend a couple hours at a work bench, and makes a Mechanics check.   If they succeed, they successfully install the mod on their gear, and the item now benefits from the bonus provided by the mod. If they fail, however, the mod is not installed, and they may not attempt to install that mod again. If they failed and their check generated at least one , the attachment is also rendered useless by their tinkering.   Each additional mod installed in an attachment beyond the first increases the difficulty of the Mechanics 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 increase 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 blaster had the Innate Talent (Quick Draw), the user would be able to use Quick Draw to draw or stow their blaster, but none of their other gear.
  • Skill and characteristic bonuses: This mod grants the user a bonus in the listed skill or characteristic as if they had + 1 rank in that skill or characteristic 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.

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Articles under Equipment Attachments


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