How do Attachments and Modifications work?
I found this article on another great EotE blog, by Rhinospeaks, and it’s a facet of the game that my players haven’t ventured into yet. (I’ve changed it slightly, to ‘compute’ in my own brain lump.)
The original article is here:
An attachment is something you ‘attach’ to a weapon, a laser sight, a stock, a barrel, an under barrel grenade launcher. Each attachment uses hard points, and the Core Book lists how many free hard points each weapon has. Adding an attachment is simple and automatic, you don’t need any skill rolls or money to do it other than the cost of just buying the attachment itself.
Where it gets interesting is when you realise that most attachment can be altered and made better before you attach it to the weapon. E.g. a barrel that shortens a weapon’s range but makes it do more damage can actually be upgraded even further before you stick it on your gun. This process is called, “modding”. Modding means ‘giving an existing attachment more ‘pizzazz’. Each attachment has, in its description, a list of different mods you can apply to it.
Some mods have a number, like “2 damage +1 mods”. That means you can make a mod that adds +1 damage, and then as a second mod, you can do the same thing again, though it does count as an entirely separate mod with the increased cost in money and difficulty that entails (see below).
To mod an attachment, a character first decides which mod on the attachment’s list of available mods he’s going to make. He pays 100 credits, then spends some time working on the attachment, essentially tinkering with it at a workbench of whatever the GM thinks is necessary. When the work is complete, the character makes a Hard Mechanics skill roll. If that roll succeeds, the attachment has been successfully modded and it gets the bonus listed for that mod in the attachment’s description.
You can do this multiple times, but it gets both more difficult and more expensive. Each additional mod you make to an attachment costs the amount of the previous mod + 100 credits. So, the first mod costs 100 to install, but the second one costs 200, the third one costs 300, and so on. The difficulty of the mechanics check increases by one step for each mod beyond the first that you install in an attachment. The first mod requires a Hard (3 difficulty dice) Mechanics skill check to install, but the second mod required a Daunting (4 difficulty dice) Mechanics skill check to install, and it just keep going up from there.
If you fail the Mechanics skill roll, you lose the money and time, and the mod does not get installed. If you generate a despair symbol, you actually break the attachment entirely, rendering it useless.
‘Rhinospeaks’ house rules that you could also leverage Threat to say the weapons works in a less-than-optimal way for a short time, maybe suffering a single setback die during the next encounter or just the next attack made with it. You could possibly say that Advantage means the installing took less time than expected, and a triumph might mean the next mod will be cheaper to install, maybe discounting 25% of the expected cost.