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Customization and Modifications

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

AttachmentPriceEncumHP RequiredRarity
Weapon Attachments
Augmented Spin Barrel1,750–24
Balanced Hilt1,500–25
Blaster Actuating Module500–14
Bipod Mount100–11
Bowcaster Automatic Re-cocker500–13
Bowcaster Accelerator Enhancement250–14
Filed Front Sight25–10
Forearm Grip250–11
Marksman Barrel1,200–24
Mono-molecular Edge1,000–15
Multi-Optic Sight2,000–13
Serrated Edge50–11
Shortened Barrel250–14
Spread Barrel1,725–24
Superior Weapon Customization5,000–16
Telescopic Optical Sight250–11
Tripod Mount250–23
Under-Barrel Grenade Launcher(R) 2,000–25
Under-Barrel Flame Projector(R) 3,000–25
Weapon Sling100–10
Weapon Harness500–22
Weighted Head250–23
Armor Attachments
Cortosis Weave10,000–28
Enhanced Optics Suite1,750–13
Heating System1,000–13
Optical Camouflage System5,500–26
Strength Enhancing System5,500–24
Superior Armor Customization5,000–16
Thermal Shielding System1,000–13
Vacuum Sealed1,000–13

(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)