<Cybercore>

Engineering - Repair

Can we Fix it... Yes we... oh sut up and do it already...

Repair

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.

  • Repair Military: This category involves the repair of military-grade equipment armour, weapons, powered armour and military systems.
  • Repair Electronics: This category involves the repair of electronic devices and systems, such as computers, communication equipment, and security systems.
  • Repair Mech: This category involves the repair of mechanical systems and machinery, such as engines, robots, and heavy equipment such as power loaders and vehicles, such as cars, trucks, and motorcycles.
  • Repair Craft: This category involves the repair of aircraft and spacecraft, including their propulsion systems, navigation equipment, and life support systems.

Using Repair

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.

  • A Critical Success produces an exceptional repair that exceeds expectations. You restore the item to better condition than anticipated - you may improve quality by 2 levels instead of 1, complete the repair in half the normal time, discover hidden damage and fix it preemptively, or use fewer parts than expected. The repair is rock-solid and may even enhance performance temporarily.
  • A Regular Success allows you to complete the repair as intended. You restore the item's quality by one level, fix the damage, or successfully install the modification. The equipment functions properly and the repair will hold under normal use.
  • A Failure means your repair attempt was unsuccessful. The item remains at its current quality level, you may have wasted parts or time, or you've encountered complications that require a different approach. The situation isn't worse, but you haven't improved it either.
  • A Critical Failure results in catastrophic mishap: you've damaged the item further (reducing quality by 1 level), broken an expensive component that must now be replaced, caused injury to yourself from equipment malfunction, or created a hidden flaw that will cause failure at a critical moment. You've also wasted any parts you were using.

Repair Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Quick Fix:

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.

Specialized Repair (Choose Type):

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).

Emergency Repairs:

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.

Jury-Rig Specialist:

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.

Analytical Mind:

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.

Technical Savvy:

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.

Master Craftsman:

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.

Overcharge Systems:

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.

Reverse Engineering Master:

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.

Crafting

Two-Stage Creation Process

Stage 1: Design Modification (Blueprint)

  • Requires: Engineering - Repair check (DC varies by modification complexity)
    • Simple Modification (DC Easy): Basic performance tweaks (better cooling, optimized fuel mix)
    • Advanced Modification (DC Medium): Significant upgrades (engine tuning, armor plating, sensor enhancement)
    • Elite Modification (DC Hard): Cutting-edge improvements (experimental systems, custom engineering)
  • Time: 1-3 days of design and calculation per modification
  • Resources: Technical manuals, system specifications, performance data

Stage 2: Install and Test Modification (Crafting)

  • Requires: Parts + proper tools + workshop access
  • Time: 1-7 days depending on modification complexity
  • Materials:
    • Parts: Replacement components, upgraded systems (Cheap to Expensive)
    • Tools: Specialized equipment for installation (Free if workshop equipped)
    • Testing: Calibration and stress testing (included in time)
  • Workshop: Repair bay, engineering workshop, hangar, or mech bay

Benefits: Stacking Boons and Performance Gains

Each custom modification grants a stacking Boon when operating the modified system in relevant situations:

  • 1 Modification: +1d4 Boon
  • 2 Modifications: +1d6 Boon
  • 3 Modifications: +1d8 Boon
  • 4 Modifications: +1d10 Boon
  • 5+ Modifications: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Using the modified system for its intended purpose
  • Piloting modified vehicles/mechs/ships
  • Operating modified weapons or equipment
  • Pushing systems to their limits
  • Leveraging the specific upgrade in appropriate situations

Types of Modifications

Vehicle/Craft Modifications:

  • Engine Tuning: Increased speed or fuel efficiency
  • Armor Plating: Enhanced defensive protection
  • Weapon Mounts: Additional or improved weapon systems
  • Sensor Upgrades: Better detection and targeting
  • Stealth Systems: Reduced sensor signature

Mech/Robot Modifications:

  • Actuator Enhancement: Improved strength and speed
  • Power Core Upgrade: Increased energy output
  • Cooling Systems: Better heat dissipation for sustained operation
  • Targeting Computer: Enhanced accuracy
  • Reinforced Frame: Increased durability

Equipment Modifications:

  • Overcharged Systems: Temporary performance boost
  • Extended Capacity: Larger magazines, fuel tanks, or batteries
  • Precision Calibration: Improved accuracy or efficiency
  • Hardened Components: Better resistance to damage or interference
  • Modular Design: Quick-swap components

Maintenance Requirements

Custom modifications require ongoing care:

  • Regular Maintenance: Check modifications monthly or after heavy use
  • Replacement Parts: Upgrades may wear faster than stock parts (Cheap to Moderate)
  • Recalibration: Systems may need periodic tuning
  • Risk: Poorly maintained mods may fail at critical moments
  • Duration: Permanent once installed (until damaged or removed)

Example: Mechanic's Custom Racer

Kai "Gearhead" Tanaka builds custom modifications for racing speeders:

  1. Design Upgrades (DC Medium): Kai spends 2 days designing performance mods, rolls Engineering - Repair Vehicles (success)
  2. Install Modifications: Over 5 days in the workshop, installs 3 custom upgrades:
    • Overcharged engine: +20% top speed
    • Reinforced suspension: Better handling on rough terrain
    • Lightweight armor: Reduced weight without sacrificing protection
  3. Cost: Moderate for upgraded parts
  4. Benefit: When racing the modified speeder, Kai gains +1d8 Boon to Piloting rolls (3 mods)
  5. Duration: Permanent; requires monthly maintenance

Example: Military Engineer's Combat Mech

Sergeant "Wrench" Rodriguez upgrades unit mechs:

  1. Multiple Systems: Wrench has installed 5 tactical modifications on his assault mech:
    • Enhanced targeting computer
    • Reinforced armor plating
    • Improved cooling system
    • Weapon stabilization
    • Emergency power reserves
  2. Benefit: When piloting the modified mech, gains +1d12 Boon to combat operations
  3. Investment: Each mod required Moderate to Expensive parts and 3-7 days installation
  4. Maintenance: Weekly inspection and monthly servicing required

GM Notes

  • Limit to 5 modifications per vehicle/system to prevent min-maxing
  • Trade-Offs: Some mods may have downsides (speed vs. armor, power vs. efficiency)
  • Installation Skill: More complex mods require higher repair skill levels
  • Story Opportunities: Acquiring rare parts or experimental tech can drive missions
  • Failure Consequences: Failed installation can damage systems or waste expensive parts
  • Customization Identity: Modified equipment reflects character personality and priorities

Repairing

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)).

QualityRepair Difficulty
60
513
416
319
222
125
030+

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.

SituationRoll ModifierDuration
Light repairs or modifications030 Minutes
Heavy repairs or modifications04 Hours
Extensive repairs or modificationsDisadvantage + Bane1 Day
Familiarity
Previously built or modified the item; Intimately familiar with itemAdvantage + Boon-50% Time
Has item’s designsAdvantage-50% Time
Common item0
Has seen but not used itemDisadvantage+25% Time
Has never seen itemDisadvantage + Bane+50% Time
Parts
All parts available0
Minor parts availableDisadvantage+25% Time
No parts available (Scavenged Bits)Disadvantage + Bane+50% Time
Correct tools*0
Makeshift toolsDisadvantage+25% Time
No real toolsDisadvantage + Bane+50% Time
Rushing
25% less timeBane(1)-25% Time
50% less timeDisadvantage-50% Time
75% less timeDisadvantage(3)-75% Time

Note Tool kits might provide their own bonuses.

Workshops and Mech-Bays

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.