Mechanics

Assembly, gunsmithing, and cybernetic installation.

Mechanics is the hands-on, grease-under-the-nails craft of making things work better. It covers gunsmithing (tuning a slug pistol for tighter groupings), cybernetic implantation (the surgical side, with Medicine support), field- stripping and reassembling devices under pressure, and calibrating systems to peak performance. In the verse, a good Mechanic is the difference between a weapon that jams on the third shot and one that fires clean through a sand storm. Rim crews prize them as much as pilots -- you can't fix a reactor with a blueprint alone. Field repairs in combat use Repair; Mechanics is for the workbench and the clinic.

Rules Reference

FieldValue
Armor Check Penaltytrue
Key AbilityDEX
Trained Onlyfalse
Untrained Use
Key AbilityDEX

Notes

Special: A cybernetic implant requires a successful Mechanics check (DC varies by complexity) followed by a Medicine check to avoid rejection. The Cybernetic Adaptation feat grants two automatic successes.

Special: A cybernetic implant requires a successful Mechanics check (DC varies by complexity) followed by a Medicine check to avoid rejection. The Cybernetic Adaptation feat grants two automatic successes.

Untrained: May attempt trivial assembly (replacing a battery, tightening a bolt). Gunsmithing, cybernetic installation, and complex modification are beyond untrained capability. No armour check penalty for untrained attempts.

Descriptors

dc: 10

FieldValue
dc10
taskField-strip and reassemble a familiar weapon

dc: 15

FieldValue
dc15
taskTune a slug pistol for accuracy

dc: 18

FieldValue
dc18
taskInstall a standard cybernetic implant

dc: 20

FieldValue
dc20
taskModify a weapon within its design envelope

dc: 25

FieldValue
dc25
taskInstall a complex cybernetic (sensory, neural)

dc: 28

FieldValue
dc28
taskBuild a working device from salvaged parts

dc: 30

FieldValue
dc30
taskFabricate a custom alien-tech replica

Synergy

bonus: 2

FieldValue
bonus2
fromEngineering
threshold5

bonus: 2

FieldValue
bonus2
fromRepair
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillEngineering

bonus: 2

FieldValue
bonus2
ranks5
skillRepair

bonus: Ignore CON rejection on first 2 implants, +2 save vs. malfunction

FieldValue
bonusIgnore CON rejection on first 2 implants, +2 save vs. malfunction
featCybernetic Adaptation

Uses

application: Field-strip and reassemble a familiar weapon

FieldValue
applicationField-strip and reassemble a familiar weapon
dc10
failureIncomplete reassembly; weapon jams on next natural 1.
successWeapon cleaned and ready; no penalty.

application: Tune a slug pistol for accuracy

FieldValue
applicationTune a slug pistol for accuracy
dc15
failureNo improvement; time wasted.
success+1 attack with that weapon for 24 hours.

application: Install a standard cybernetic implant

FieldValue
applicationInstall a standard cybernetic implant
dc18
failureInstallation fails; implant undamaged, retry possible.
successImplant installed; follow with Medicine check for rejection.

application: Modify a weapon within its design envelope

FieldValue
applicationModify a weapon within its design envelope
dc20
failureModification unstable; weapon may malfunction on natural 1-2.
successModification works (increased damage, range, or special mode).

application: Install a complex cybernetic (sensory, neural)

FieldValue
applicationInstall a complex cybernetic (sensory, neural)
dc25
failureInstallation fails; implant damaged, requires new component.
successComplex implant installed; Medicine check at -2 for rejection.

application: Build a working device from salvaged parts

FieldValue
applicationBuild a working device from salvaged parts
dc28
failureDevice fails catastrophically on first use (GM discretion).
successDevice functions as improvised prototype.

application: Fabricate a custom alien-tech replica

FieldValue
applicationFabricate a custom alien-tech replica
dc30
failureReplica fails; alien tech may react unpredictably.
successFunctional replica; may have minor quirks.