Attachments and their mods for weapons and armor, paraphrased from the core rulebook and verified directly against the scanned pages in the Core Rulebook (pp. 187-195). Pairs with Item Qualities — several mods grant or improve a quality from that page. See also Ranged Weapons, Melee Weapons, and Armor for the base gear these attach to.
How Modding Works
Attachments vs. Mods
An attachment is a physical item bought and installed into one of a weapon/armor's hard points; it grants a set of base modifiers automatically the moment it's installed — no roll needed beyond the install itself.
A mod is a further tweak to an already-installed attachment, drawn from that attachment's own list of modification options. Some mod options are listed with a number in front (e.g. "2 Damage +1 Mods") meaning that option can be installed more than once, up to that count; otherwise each option can only be taken once.
Installing a Mod
To install a mod: pick one not-yet-installed option from the attachment's list, spend 100 credits on parts, have a toolkit and a couple of uninterrupted hours at a work bench, then make a Hard Mechanics check ( ).
- Success: the mod is installed and the item benefits from it.
- Failure: the mod isn't installed, and that specific mod can never be attempted on that item again.
- Failure with a : the attachment itself is ruined by the botched work, on top of the above.
- Each mod installed on the same attachment beyond the first adds +1 to the check's difficulty and +100 credits to the cost.
Types of Mods
Every mod option falls into one of these:
- Damage mods — increase the weapon's damage.
- Weapon quality mods — add or improve a listed item quality. If the option reads "Quality (+1)," it raises that quality's rating by 1 if already present, or adds it at rating 1 if not.
- Innate talent mods — grant the user a specific talent, but only while wielding/wearing this specific item.
- Skill/characteristic bonus mods — grant the user +1 rank in a listed skill or characteristic, but only while using this item.
- Other/unique mods — anything that doesn't fit the above is spelled out directly in that mod's own entry.
Quick Reference: Table 5-11 — Weapon and Armor Attachments
| Attachment | Price | Encum | HP Required | Rarity |
|---|---|---|---|---|
| Weapon Attachments | ||||
| Augmented Spin Barrel | 1,750 | – | 2 | 4 |
| Balanced Hilt | 1,500 | – | 2 | 5 |
| Blaster Actuating Module | 500 | – | 1 | 4 |
| Bipod Mount | 100 | – | 1 | 1 |
| Bowcaster Automatic Re-cocker | 500 | – | 1 | 3 |
| Bowcaster Accelerator Enhancement | 250 | – | 1 | 4 |
| Filed Front Sight | 25 | – | 1 | 0 |
| Forearm Grip | 250 | – | 1 | 1 |
| Marksman Barrel | 1,200 | – | 2 | 4 |
| Mono-molecular Edge | 1,000 | – | 1 | 5 |
| Multi-Optic Sight | 2,000 | – | 1 | 3 |
| Serrated Edge | 50 | – | 1 | 1 |
| Shortened Barrel | 250 | – | 1 | 4 |
| Spread Barrel | 1,725 | – | 2 | 4 |
| Superior Weapon Customization | 5,000 | – | 1 | 6 |
| Telescopic Optical Sight | 250 | – | 1 | 1 |
| Tripod Mount | 250 | – | 2 | 3 |
| Under-Barrel Grenade Launcher | (R) 2,000 | – | 2 | 5 |
| Under-Barrel Flame Projector | (R) 3,000 | – | 2 | 5 |
| Weapon Sling | 100 | – | 1 | 0 |
| Weapon Harness | 500 | – | 2 | 2 |
| Weighted Head | 250 | – | 2 | 3 |
| Armor Attachments | ||||
| Cortosis Weave | 10,000 | – | 2 | 8 |
| Enhanced Optics Suite | 1,750 | – | 1 | 3 |
| Heating System | 1,000 | – | 1 | 3 |
| Optical Camouflage System | 5,500 | – | 2 | 6 |
| Strength Enhancing System | 5,500 | – | 2 | 4 |
| Superior Armor Customization | 5,000 | – | 1 | 6 |
| Thermal Shielding System | 1,000 | – | 1 | 3 |
| Vacuum Sealed | 1,000 | – | 1 | 3 |
(R) = restricted, black-market item — see Black Market. Encumbrance is listed as "–" for every attachment in the printed table (i.e. none add noticeable bulk of their own).
Weapon Attachments
Augmented Spin Barrel
Blaster rifles and heavy blaster rifles only. Base: +1 damage; adds to Mechanics checks to maintain this weapon. Mods: 2× Damage +1, 1× Quality (Accurate +1), 1× Quality (Pierce +1).
Balanced Hilt
Any melee weapon. Base: grants Quality Accurate (+1). Mods: 1× Quality (Accurate +1), 1× decrease weapon encumbrance by one (min. 1).
Blaster Actuating Module
Ranged (Light) blaster pistols only. Base: +1 damage; adds to Ranged (Light) checks with this weapon. Mods: 2× Damage +1, 2× Quality (Pierce +1).
Bipod Mount
Rifles, carbines, and light repeating blasters only; costs 1 preparation maneuver to set up. Base: −2 Cumbersome while firing prone/crouched or otherwise braced. Mods: none.
Bowcaster Automatic Re-cocker
Wookiee bowcasters only. Not purchasable — built by the bowcaster's owner or its weaponsmith with an Average Mechanics check; parts cost 500 credits. Base: removes the reload maneuver requirement. Mods: 1× Quality (Auto-fire).
Bowcaster Accelerator Enhancement
Wookiee bowcasters only. Same build restriction as the Re-cocker above; parts cost 250 credits. Base: +1 damage. Mods: 2× Damage +1, 2× Quality (Pierce +1).
Filed Front Sight
Pistol-sized weapons only. Self-installed with an Average Mechanics check, or pay someone else to do it. Base: grants Innate Talent (Quick Draw); increases difficulty of combat checks beyond short range by one. Mods: 1× decrease difficulty to conceal the weapon by one.
Forearm Grip
Rifles (not heavy rifles) and carbines only. Base: reduces the extra difficulty for using Ranged (Heavy) while engaged to +1 instead of +2. Mods: 1× Innate Talent (Point Blank rank +1), 1× Quality (Accurate +1).
Marksman Barrel
Blaster rifles only. Base: +1 range band; adds Cumbersome 2. Mods: 2× Quality (Accurate +1), 1× Innate Talent (Sniper Shot).
Mono-molecular Edge
Melee weapons with a cutting edge only. Base: −1 Critical Rating (min. 1). Mods: 2× Quality (Pierce +1).
Multi-Optic Sight
Any ranged weapon. Base: removes up to added for smoke/darkness/vision-obscuring conditions. Mods: 2× Skill (Perception).
Serrated Edge
Melee weapons with a cutting edge only. Base: grants Quality Vicious (+1). Mods: none.
Shortened Barrel
Ranged (Light) pistols only. Base: reduces difficulty to conceal by one; −1 range band (min. short); if already short, instead add to attack checks. Mods: 1× Innate Talent (Quick Draw).
Spread Barrel
Blaster rifles and carbines only. Base: grants Quality Blast 4; −1 range band (min. engaged). Mods: 2× Blast +1.
Superior Weapon Customization
Any weapon. Base: grants the Superior quality. Mods: none.
Telescopic Optical Sight
Any ranged weapon except one-use items (grenades) or weapons a sight wouldn't help (e.g. flame projectors). Base: reduces difficulty of ranged checks at long/extreme range by one. Mods: none.
Tripod Mount
Light/heavy repeating blasters and portable Gunnery weapons only; costs 2 preparation maneuvers to set up, and the weapon can't be moved (only pivoted) once deployed. Base: −3 Cumbersome once set up. Mods: 2× Quality (Cumbersome −1).
Under-Barrel Grenade Launcher
(R) Rifle-sized Ranged (Heavy) weapons only. Base: lets the weapon fire grenades using the grenade's own damage profile but the Ranged (Heavy) skill and Medium range; adds Cumbersome (+1); +2 encumbrance; inherits Limited Ammo 1. Mods: 5× Quality (Limited Ammo +1).
Under-Barrel Flame Projector
(R) Rifle-sized weapons only. Base: grants an optional fire mode — Heavy Ranged, Damage 10, Crit 2, Range Short, Burn 5, Blast 2; adds Cumbersome (+1). Mods: none.
Weapon Sling
Ranged (Heavy) weapons only. Base: −1 Cumbersome. Mods: 1× Innate Talent (Quick Draw).
Weapon Harness
Ranged (Heavy) and Gunnery weapons only. Base: −2 Cumbersome. Mods: 1× Innate Talent (Brace).
Weighted Head
Bludgeoning Melee or Brawl weapons only. Base: +1 damage. Mods: 1× Damage +1, 1× Quality (Concussive +1).
Armor Attachments
Most suits of armor can only hold one environmental system (cold/heat resistance, etc.) and one optical enhancement in the helmet at a time — use judgment on stacking.
Cortosis Weave
Any armor. Base: grants the Cortosis quality. Mods: none.
Enhanced Optics Suite
Any armor (built into the helmet). Base: removes up to from Perception, Surveillance, Vigilance, and combat checks caused by darkness/smoke/obscured vision. Mods: 1× Skill (Vigilance).
Heating System
Full-body armor only; can be sealed. Base: reduces difficulty of Resilience checks vs. extreme cold by one; removes up to added for extreme cold. Mods: none.
Optical Camouflage System
Any armor, but nearly useless on bulky laminate/plastoid heavy armor. Base: upgrades the ability die on Stealth checks twice while worn. Mods: 1× Innate Talent (Master of Shadows), 1× Skill (Stealth).
Strength Enhancing System
Laminate or similar full-body hard armor only. Base: +1 Brawn while worn (does not increase soak or wound threshold). Mods: 2× Skill (Athletics), 2× Innate Talent (Brace).
Superior Armor Customization
Any armor. Base: grants the Superior quality. Mods: none.
Thermal Shielding System
Full-body armor only; can be sealed. Base: reduces difficulty of Resilience checks vs. fire/extreme heat by one; removes up to added for fire/extreme heat. Mods: none.
Vacuum Sealed
Laminate or battle armor only. Base: lets the wearer ignore vacuum or poisonous atmosphere effects for up to 10 minutes. Mods: none.
Source Edge of the Empire Core Rulebook, Chapter V - Gear and Equipment (p. 187-195)