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* The old tabletop games ''[[BattleTech]]'' and ''Car Wars'' both used this. In both, you picked a basic chassis/frame and then added whatever you wanted, up to weight and money limits. For example in ''Car Wars'', you could mount an Anti-Tank Gun on a compact car, or anything larger, but not on a subcompact.
** Correspondingly, ''[[BattleTech]]'''s PC incarnation, ''[[Mechwarrior]]'', features the MechLab as an essential part of gameplay. The decision to remove it for the ''[[Mech Assault]]'' spinoffs was... [[Ruined FOREVER|controversial]], to say the least.
* ''[[Warhammer 40,000 Roleplay
** ''[[Rogue Trader]]'' runs on "no two Imperial ships are the same".
*** Then there's random artefacts generation system from ''Stars of Inequity'' — roll "unique" personal equipment and vessel components by combining tweaks for origin, random quirks and random quality level, then see if it's worth having and what needs to be done to compensate for its drawbacks or make good use of advantages.
** ''[[Only War]]'' pays a lot of attention to [[Iconic Item]]s, so it does this more. There are specific patterns (e.g. Elysian Drop Troops use Accatran weapons) or variant patterns (differences between similar equipment built by different manufacturers) used by a given regiment, and on top of that, individual weapon customisations (e.g. making a stock from wood of the soldier's homeworld improves morale; giving a lasrifle longer barrel won't make it a long-las, but increases its effective range
* ''[[Alternity]]'' got vehicle and spacecraft design. The design system as such is fairly straightforward and has decent level of detail without drowning in them (see e.g. expansion ''[https://www.alternityrpg.net/resources.php?cat=spaceships&rid=177&detail=1 Starship Perks & Flaws]'' from [[Dragon (magazine)|Dragon]] #255 — you can see what these options do without looking into the core rulebook), and then got a better one (''[http://www.alternityrpg.net/books.php?bookid=45 Warships]''), which takes scalability support built into ''Alternity'' and runs on a rampage with it; this could handle lots of [[Rules Conversions]] without breaking, but between ''Alternity'' being discontinued and its less strong sides, only managed to prolong the game's "unofficial" life.
== [[Video Games]] ==
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* The main selling point of ''[[Impossible Creatures]]'' and its [[Mix-and-Match Critters]]. But your baddest melee creature will still probably be a demi-[[Game Breaker|lobster]].
* In the ''[[Master of Orion]]'' series, you are able to design your own space ships. Moreover, ''Master Of Orion 2'' allows [https://web.archive.org/web/20120624041639/http://strategywiki.org/wiki/Master_of_Orion_II/Warship_technologies#Weapon_modifications modification of specific weapon group] depending on known technologies, and refitting of existing ship.
* ''Stars!'' allows players to create unified ship and starbase designs by placing components in slots limited by number and functionality types. But no unique ships, every last one belongs to some design scheme (which also serves a purpose: there's rather low [[cap]] on existing designs, limiting "[[Tactical Rock-Paper-Scissors|redesign race]]", at least until the endgame, since scrapping all ships of a given design wastes much resources even with ).
** [https://wiki.starsautohost.org/wiki/Operational_Stars!_by_Example#Choosing_Your_War_Strategy Here] is an example of practical (strategy driven) designs. Observe that they look underwhelming ("Defensive Station" has 1/3 to 1/2 performance-defining slots unused, "Peasant" has half-filled slots, etc) because they are optimized for cutting costs while still doing their job.
* In ''[[Ascendancy]]'' you design a ship by placing components on the "deck map" one by one.
* The old [[Humongous Mecha]] strategy game ''CyberStorm'' allowed the player to customize their fleet of fighting robots, as well as oversee the training of their semi-human pilots.
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