Mechanical Skills
Note: A character with any Mecanical skill can try to make field repairs within the capabilities of his skill ( unjam a weapon, change a tire, fix an engine, et.), provided he has the necessary time, materials and tools. Extensive repairs or modifications are not possible in the field because they need a machine shop/garage, heavy quipment, spare parts, and a full crew of workers to accomplish.
Skill Penalties for Field Repairs: Simple: -5%, Moderate: -10% to -15%, Difficult/Serious: -20% to -40%. Extensive: not possible, take back to base camp garage. Chartacters who fail their roll cannot make the repair no matter how simple it may be (having a bad day, not performing well under pressure, etc.): try again.
Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify and redesign conventional aircraft, including propeller types, jets, helicopters, hovercycles, rocket bikes, and hovercraft. Work on military aircraft is limited to body work unless the character also has the Weapon Systems skill. Experimental aircraft and spacecraft are not included. Working on the wings and flight systems of power armour and robots is very different from true aircraft and suffers a -40% skill penalty. However, the character can assist an engineer or robotics specialist by following his instructions with only a -15% skill penalty. Base Skill: 25% +5% per level of experience.
Automotive Mechanics: The ability to repair, rebuild, modify and redesign conventional vehicles with internal combustion (gas) engines. It also includes body work, turbine engines, methanol, ethanol and diesel truck engines. Working on hover jet systems for ground vehicles is possible but at a -20% skill penalty; -40% working on reactor engines and advanced power supplies. Base Skill: 25% +5% per level of experience.
Bioware Mechanics: �“Bioware�” is cybernetics. A character with this skill can identify, service and repair all cybernetic and bionic systems, from the simplest data plug to the most sophisticated of artificial eyes. This, however, is limited to the actual machine and electronics of cybernetics, not designing or building bionic components (unless part of a kit to be assembled). Nor does the skill apply to living bio-systems, like artificial skin, organic eyes, and internal organs.
A Bioware Mechanic can fix a cybernetic or bionic machine part hand, arm, leg, mechanical implant, weapon but cannot install it or attach it to a living body unless he has the cyber-doc skill Base Skill: 30% +5% per level of experience. -20% when working with sophisticated bionic systems including bionic weaponry or alien cybernetic units. Requires: Mechanical Engineering and Basic Math skills.
Locksmith: The study of lock designs and the ability to repair, rebuild, modify and open locks. The methods, techniques, and tools of lock picking include the old-style key and tumbler, combination, and modern electrical locking systems. Time Requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type, 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a simple electronic lock (usually by patching in a bypass system) and 1D4 hours to break a complex, state of the art electronic lock system such as those used by militaries and governments, will require 3D4 hours and a skill penalty of -20%.
If an unsuccessful skill roll is made , the lock is not opened and the process must be repeated. If an attempt to open an electronic lock fails, roll again. A second failed roll means that the lock is irreparably damaged and can not be opened! Base Skill: 25% +5% per level of experience. Requires:, At least the Basic Electronics skill (but such minimal skill imposes a -10% penalty when working on complex or high-tech locks) or Electrical Engineer (+5% bonus).
Mechanical Engineer: Training, understanding and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes fusion driven turbines and advanced power supplies). The player must first roll to see if his character can figure out how to operate, analyze and design the machine. First, a successful diagnostic roll must be made. Roll again to determine whether the character can fix/change/build the required mechanism, and roll again to see if the repair, modification or construction was properly done/made and the machine works. Base Skill: 25% +5% per level of experience. Requires: Basic or Advanced Mathematics, Basic Electronics and Literacy. Special Bonus: Add a one-time bonus of +5% to the locksmith and Surveillance Systems skills if Mechanical Engineering is known. There is a -30% penalty when working on alien or extreamly unfamiliar mechanics. The mechanic may be able to puzzle out some of the basic aspects of an alien or magical device, and may be able to figure out how to operate the machine, but will not be able to completely fathom how it works or how to repair it.
Robot Mechanics: This is the specific study of advanced mechanics as it applies to robotics. Those trained in this discipline can repair, modify, build, and sabotage robots, including industrial robot machines, power armor, military drones and robot vehicles. There is a -30% penalty when working with alien robots, advanced, experimental and military robots and �‘bots with magic components. Base Skill: 20% +5% per level of experience. Requires: Mechanical Engineer, Electriacal Engineer, and at least Basic Mathematics.
Vehicle Armorer: A specialized skill in which the character can do more than just tinker with the mechanics of a vehicle.
Extra Armor: Replace S.D>C. body with M.D.C. body or add more M.D.C to M.D.C. armor at 12 M.D.C. per level of experience to military/combat vehicles, full-sized vans and large trucks; 5 M.D.C. per level of commercial (non-combat) vehicles. Add a ram prow (does an extra 2D6 M.D. damage on ram attacks, plus 1D6 M.D> for every 40 mph of speed; ram prow has 1D4x10 M.D.C. +7 M.D.C. per level of experience). Reduce speed by 5% for every extra 24 M.D.C> of armor on military vehicles or every 10 M.D.C. added to commercial vehicles. Reduce speed 10% for ram prow.
Custom Body Modifications: Repaint, modify, or completely reconfigure the body of a vehicle to change or disguise its original appearance, or to make it look innocent, old, new, scary, or sleek. Can turn the interior into a sealed, environmental compartment and /or add a reinforced pilot or crew compartment (1D4x10 M.D.C., +5M.D.C. per level of experience) inside the vehicle, move the location of the engine and /or gas tank, add an extra gas tank, soup-up with heavy-duty shock absorbers (in effect adds 10 M.D.C. to reinforced pilot or crew compartment) extend and shorten wheelbases, and similar changes.
Replace S.D.C. components and parts with M.D.C. equivalents. May include such things as adding handgrips 91D4 M.D.C. Each) and railings (1D6+3 M.D.C. each) extra (or fewer) headlights (1D4 M.D.C.) adding a spotlight (small; 1D6 M.D.C.) or searchlight (medium to large; 2D4+4 M.D.C. or 2D6+6 M.D.C.) remove doors and replace them with locking hatches (1D6x10 M.D.C. +5 M.D.C. per level of experience) change windows to slits with armored glass (1D6+6 M.D.) add a roof mounted turret (with 1D4x10+15 M.D.C.) add or repair weapon mounts for heavy vehicle-mounted weapons (rail guns, machine-guns, mini-missile launchers, heavy lasers, flame-throwers, etc.) but cannot hook up weapon or ammo drum or modify the actual weapons unless he also has the Weapon Systems skill.
The Vehicle Armorer can also drive/operate military vehicles and trucks at the base skill for that vehicle type.
Note: All of the above is illegal in the coalition states and some other kingdoms and communities 9park your vehicle on the outskirts of town), and perfectly legal at others, especially those that cater to mercenaries (Kingsdale, MercTown, Arzno, etc.) Acquiring military grade weapons, ammo, parts, and vehicles can also be a challenge and may be half the adventure (see the Find Contraband skill) Basic Skill: 30%+5% per level of experience. Note: Automatically gets the basic mechanics skill at +20% as part of this skill. Taking this skill in conjunction with the Automotive Mechanics provides a +10% bonus to the automotive skill. This skill is usually reserved for the military Technical Officer O.C.C. (engineers and Mechanics) and Operator O.C.C. (probably working for the Black market, weapon manufacturers like Northern Gun, military contractors or somebody�’s military).
Weapons Engineer: The complete understanding of military class weapon systems, cannons, recoilless rifles, launch systems, missiles, rockets, heavy energy weapons, and their incorporation into military vehicles. The character can handle, maintain, repair, unjam, clean, modify, mount, and figure out most weapon systems and power supplies, and recharge batteries and E-Clips. He can repair an assault rifle, handle heavy weapons and install a missile system into a vehicle or a suitcase launcher. The engineer can also add and repair armor and is an expert welder Base Skill: 25% +5% per level of experience Requires: Mechanical Engineering Bonus: +1 to strike when using heavy weapons or vehicular weapon systems. Note: -30% when working on alien or experimental weapon systems or vehicles. This skill is usually reserved for Operators, military engineers and military contractors.
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Last edited by Lt Gargoyle, July 21 2025 07:10:20. Open game article. You can edit it once you log in.