The Engineering - Repair skill allows characters to perform repairs on various types of equipment and machinery. The skill is divided into categories such as Repair Military, Repair Electronics, Repair Mech, Repair Vehicles, and Repair Craft. Any engineer trained in any repair category can provide the Aid another Action to other engineers to grant them an advantage on their repair rolls.
Rather than having a large number of Repair Skills, Engineers can pick up Repair specialization tricks to focus their skills on a particular Tech or hardware.
Each repair task you attempt will have a difficulty rating based on the extent of damage, the complexity of the system, your familiarity with the equipment, and the availability of parts. The base difficulty to fix or modify anything is 10.
When you attempt repairs, you will make an Engineering - Repair skill check against the task's difficulty rating. The GM may apply Boons or Banes based on various factors, such as workshop access, quality of tools, availability of replacement parts, time pressure, or your familiarity with the specific equipment type.
Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You work well under pressure and can complete repairs quickly and efficiently. You can repair an item in half the usual time (-50% repair duration) without sacrificing quality. This allows rapid battlefield repairs or emergency fixes.
Cost: 2 Skill Points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: Choose one specialization: Military, Electronics, Mech, Vehicles, or Craft. You gain a +1d4 Boon when repairing equipment of that type. You can take this trick multiple times, each time choosing a different specialization or increasing your Boon with an existing specialization by +1d4 (maximum +1d12).
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can repair damaged objects or systems in the middle of combat or high-pressure situations. You can make repair checks while under fire, taking advantage of cover and distraction. You suffer no penalty for repairing during combat, and the repair takes only 1 action instead of the normal duration.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can temporarily patch up a damaged object or system to get it working again, even if you lack proper parts. The repair functions at reduced capacity (Quality -1) but works immediately and lasts until you can perform proper repairs or until it takes damage again. No spare parts required.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You gain exceptional ability to diagnose problems and identify faults in complex systems. You can spend 10 minutes analyzing any damaged or malfunctioning equipment to automatically determine exactly what's wrong, what parts are needed, and the best repair approach. This grants a +1d6 Boon to the subsequent repair check.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You have exceptional expertise with high-tech equipment and systems. When working with cutting-edge technology, experimental systems, alien tech, or quantum devices, you gain a +1d8 Boon to all repair and modification checks. Your understanding of advanced principles allows you to work on technology others find baffling.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your years of experience and expertise with a specific type of equipment (choose: Military, Electronics, Mech, Vehicles, or Craft) make you a legendary technician. For one mission, all your repair and modification checks for that equipment type gain a +1d10 Boon, you can restore equipment to Quality 6 (beyond normal limits), and your repairs never fail under stress.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can use your engineering knowledge to temporarily boost the performance of a system or object beyond its normal limits. The modified equipment gains +50% performance (speed, damage, range, etc.) for one operation. However, after the boost ends, make a check - on failure, the system takes damage from the strain and drops to Quality -2.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can disassemble and study any technology or system to completely understand how it works. Spend 1 hour examining the device - you permanently gain expertise with that technology type. You can now repair, modify, or even build copies of it with a +1d12 Boon. This works even on alien or unknown technology.
Each custom modification grants a stacking Boon when operating the modified system in relevant situations:
Boons apply when:
Vehicle/Craft Modifications:
Mech/Robot Modifications:
Equipment Modifications:
Custom modifications require ongoing care:
Kai "Gearhead" Tanaka builds custom modifications for racing speeders:
Sergeant "Wrench" Rodriguez upgrades unit mechs:
The base difficulty to fix or modify anything is 10.
The amount of damage sustained, the character’s familiarity with the item, the availability of parts, and the complexity of the task can modify the difficulty.
To repair equipment by one Quality Level the Target number is 10 + (3 * glitch level (6-Quality)).
| Quality | Repair Difficulty |
|---|---|
| 6 | 0 |
| 5 | 13 |
| 4 | 16 |
| 3 | 19 |
| 2 | 22 |
| 1 | 25 |
| 0 | 30+ |
If the engineer has access to two similar items (e.g 2 laser pistols), They can scrap one to repair another, this is considered a light repair, roll against the item with the highest quality as it’s basically a parts swap-out. If successful, add the quality of one item to the other Max 6, Any extra Quality over the max can be considered spare parts for further repairs.
The GM may require a separate roll to determine whether the character can figure out how to repair an unknown item.
Destroyed parts must be replaced, which raises the difficulty. Additionally, if the job is rushed, not only is there an increased chance of failure, but the item could also break again soon after its next use.
| Situation | Roll Modifier | Duration |
|---|---|---|
| Light repairs or modifications | 0 | 30 Minutes |
| Heavy repairs or modifications | 0 | 4 Hours |
| Extensive repairs or modifications | Disadvantage + Bane | 1 Day |
| Familiarity | ||
| Previously built or modified the item; Intimately familiar with item | Advantage + Boon | -50% Time |
| Has item’s designs | Advantage | -50% Time |
| Common item | 0 | |
| Has seen but not used item | Disadvantage | +25% Time |
| Has never seen item | Disadvantage + Bane | +50% Time |
| Parts | ||
| All parts available | 0 | |
| Minor parts available | Disadvantage | +25% Time |
| No parts available (Scavenged Bits) | Disadvantage + Bane | +50% Time |
| Correct tools* | 0 | |
| Makeshift tools | Disadvantage | +25% Time |
| No real tools | Disadvantage + Bane | +50% Time |
| Rushing | ||
| 25% less time | Bane(1) | -25% Time |
| 50% less time | Disadvantage | -50% Time |
| 75% less time | Disadvantage(3) | -75% Time |
Note Tool kits might provide their own bonuses.
If the character has access to a Workshop, they will receive a workshop bonus to their skill check. Workshops also have a fabrication allowance which allows for the creation of missing parts or even the fabrication of an entirely new item depending on how well the workshop is stocked.
Cannibalization: If you have two similar items, you can scrap one to repair another. Roll against the item with the highest quality - success adds the scrapped item's quality to the repaired one (maximum 6). Excess quality becomes spare parts.