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
Field
Value
Armor Check Penalty
true
Key Ability
DEX
Trained Only
false
Untrained Use
Key Ability
DEX
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
Field
Value
dc
10
task
Field-strip and reassemble a familiar weapon
dc: 15
Field
Value
dc
15
task
Tune a slug pistol for accuracy
dc: 18
Field
Value
dc
18
task
Install a standard cybernetic implant
dc: 20
Field
Value
dc
20
task
Modify a weapon within its design envelope
dc: 25
Field
Value
dc
25
task
Install a complex cybernetic (sensory, neural)
dc: 28
Field
Value
dc
28
task
Build a working device from salvaged parts
dc: 30
Field
Value
dc
30
task
Fabricate a custom alien-tech replica
Synergy
bonus: 2
Field
Value
bonus
2
from
Engineering
threshold
5
bonus: 2
Field
Value
bonus
2
from
Repair
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Engineering
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Repair
bonus: Ignore CON rejection on first 2 implants, +2 save vs. malfunction
Field
Value
bonus
Ignore CON rejection on first 2 implants, +2 save vs. malfunction
feat
Cybernetic Adaptation
Uses
application: Field-strip and reassemble a familiar weapon
Field
Value
application
Field-strip and reassemble a familiar weapon
dc
10
failure
Incomplete reassembly; weapon jams on next natural 1.
success
Weapon cleaned and ready; no penalty.
application: Tune a slug pistol for accuracy
Field
Value
application
Tune a slug pistol for accuracy
dc
15
failure
No improvement; time wasted.
success
+1 attack with that weapon for 24 hours.
application: Install a standard cybernetic implant