Repair is the field-service skill -- the quick fix that keeps you alive
until you reach a workshop. It covers clearing jams, reattaching loose
couplings, jury-rigging salvaged parts to restore function, stabilising
failing life-support, and the kind of desperate improvisation that happens
when the hull is breached and the Engineer is dead. Distinct from
Engineering (deep design and construction) and Mechanics (bench work and
calibration), Repair is fast, dirty, and good enough. In the verse, every
soldier learns basic Repair; Rim crews treat it as a survival skill.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
INT
Trained Only
false
Untrained Use
Key Ability
INT
Notes
Special: A successful Repair check (DC 15, standard action) restores 1d6 HP to
a damaged piece of gear or jury-rigs a broken system to function
temporarily. Failure does not damage the item further.
Special: A successful Repair check (DC 15, standard action) restores 1d6 HP to
a damaged piece of gear or jury-rigs a broken system to function
temporarily. Failure does not damage the item further.
Untrained: May attempt trivial fixes (reattach a cable, tighten a bolt) with no
penalty. -2 on Moderate (DC 15+) tasks. No jury-rig or life-support
capability.
Descriptors
dc: 10
Field
Value
dc
10
task
Reattach a loose power coupling
dc: 15
Field
Value
dc
15
task
Field-strip and clear a jammed weapon
dc: 18
Field
Value
dc
18
task
Restore function to a damaged system mid-combat
dc: 22
Field
Value
dc
22
task
Jury-rig a replacement from salvaged parts
dc: 25
Field
Value
dc
25
task
Stabilise a failing life-support system
dc: 30
Field
Value
dc
30
task
Hot-fix a critical system under fire
Synergy
bonus: 2
Field
Value
bonus
2
from
Engineering
threshold
5
bonus: 2
Field
Value
bonus
2
from
Mechanics
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Engineering
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Mechanics
bonus: +3 to Repair checks
Field
Value
bonus
+3 to Repair checks
feat
Skill Focus (Repair)
Uses
application: Reattach a loose power coupling
Field
Value
application
Reattach a loose power coupling
dc
10
failure
Coupling holds temporarily; will fail again in 1d4 hours.
success
Coupling secured; system restored.
application: Field-strip and clear a jammed weapon
Field
Value
application
Field-strip and clear a jammed weapon
dc
15
failure
Jam persists; weapon out of action for 1d4 rounds.
success
Weapon cleared; ready to fire.
application: Restore function to a damaged system mid-combat
Field
Value
application
Restore function to a damaged system mid-combat
dc
18
failure
System remains down; no further damage.
success
System restored to partial function.
application: Jury-rig a replacement from salvaged parts
Field
Value
application
Jury-rig a replacement from salvaged parts
dc
22
failure
Replacement fails; salvaged parts wasted.
success
Replacement works; system functional for 1d4 hours.
application: Stabilise a failing life-support system
Field
Value
application
Stabilise a failing life-support system
dc
25
failure
Life-support continues to degrade; 1d4 rounds before critical.
success
Life-support stabilised; crew safe.
application: Hot-fix a critical system under fire
Field
Value
application
Hot-fix a critical system under fire
dc
30
failure
Fix fails; system offline, may take further damage.