Mechanics

Skill (Intelligence)

Skill Use Action DC Description Trained Only Retry Take 10 Take 20 Source

Build Object

1 hour (or more)

Variable

You can build an object or vehicle from scratch and/or manufactured parts.

Yes

Yes

Yes

Yes

TFU

Biotech Adaptation: Graft Technology

1 hour

25

You can attach sensors, communications equipment, and tiny computers onto a biotech device.

Yes

Yes

Yes

Yes

LE

Biotech Adaptation: Mechanical Enhancements

1 hour

30

You can mechanically enhance a biotech device or vehicle.

Yes

Yes

Yes

Yes

LE

Environmental Adaptation

10 minutes (or more)

Opposed: Fortitude Defense

You can adapt an object or vehicle to function in extremely harsh environments.

No

Yes

Yes

Yes

RECG

Handle Explosives: Set Detonator

Full-Round Action

10

You can connect a detonator to an explosive device.

Yes

Yes

Yes

Yes

Core

Handle Explosives: Place Explosive Device

Full-Round Action

Variable

You can carefully place an explosive to exploit structural weakness.

Yes

Yes

Yes

Yes

Core

Handle Explosives: Disarm Explosive Device

Full-Round Action

15 (or higher)

You can disarm an explosive that has been set to go off.

Yes

Yes

Yes

Yes

Core

Hot Shot

1 hour

20 (or more)

You can overload an energy weapon to deliver a deadlier attack, but at the risk of a mishap.

Yes

Yes

Yes

Yes

SNV

Improvised Connection

1 hour

20

You can connect electronic devices or computers without the proper cables.

Yes

Yes

Yes

Yes

LE

Jury-Rig

Full-Round Action

25

You can temporarily repair a faulty piece of equipment.

Yes

Yes

Yes

No

Core

Modify Droid

10 minutes to 1 day

Variable

You can add, remove, or replace systems on a droid.

Yes

Yes

Yes

Yes

Core

Recharge Shields

Swift Action x3

20

You can restore 5 points to a vehicle's shield rating when acting as it's shield operator.

Yes

Yes

Yes

Yes

Core

Refit Antiquated Vehicle or Weapon

1 day or more

Variable

You can refit an antiquated vehicle or weapon using modern technology.

Yes

Yes

Yes

Yes

LE

Regulate Power

Swift Action x3

20

You can restore +1 condition step to a vehicle when acting as it's engineer.

Yes

Yes

Yes

Yes

Core

Repair: Droid

1 hour

20

You can restore hit points up to the droid's character level and remove persistent conditions.

Yes

Yes

Yes

Yes

Core

Repair: Object

1 hour

20

You can restore 1d8 hit points and remove persistent conditions affecting a device or vehicle.

Yes

Yes

Yes

Yes

Core

Sabotage Device

1 minute

Variable

You can sabotage vehicles and mechanical devices.

Yes

Yes

Yes

Yes

Core

Sabotage Device: Booby Trap

As part of Sabotage Device

Variable

You can install a booby trap into a sabotaged device to damage the next user.

Yes

Yes

Yes

Yes

SNV

You can set and disarm explosives, fix malfunctioning devices, and modify and repair damaged droids.

Biotech Adaptation

Trained Only
Requires Tool Kit
Source
LE

You can use the Mechanics skill to create mechanical connections to a particular biotech device. When you use this application of the Mechanics skill, you can perform one of the following actions:

Graft Technology

You can take sensors, communications equipment, and tiny computers onto a biotech device. You must spend 1 hour and make a DC 25 Mechanics check to do so. Once you have, you may treat the biotech device as a normal (non-biotech) device of the same type for purposes of the Mechanics and the Slicing skill. For example, you may use this skill to graft technology onto the villip. From that point on, you can apply any use of the Mechanics skill or the Slicing skill on that device as if it was a normal comlink. You may not use the Tech Specialist feat on a biotech device, even if it has been grafted with technology (you must use the Biotech Specialist feat instead).

Mechanical Enhancements

You can mechanically enhance a biotech device or vehicle, effectively connecting another device to that piece of biotech. You must spend 1 hour and make a DC 30 Mechanics check to do so. Once you have, you effectively treat the biotech device as though it also has the traits of the device you have enhanced it with. You can only use this application of the skill on biotech devices upon which you have also used the graft technology application of this skill. You can only enhance a biotech device with another device of its size or smaller. A biotech device can only have one such mechanical enhancement, and only devices (not weapons or armor) can be attached to a biotech device in this manner.

For example, if you possess a razor bug (a Tiny object), you could attach an audio recorder to the razor bug using this application of the skill; at a later point, you could activate the recording unit and hurl the razor bug into a wall to clandestinely record conversations in the area.

Build Object

Trained Only
Requires Tool Kit
Source
TFU

You can make a Mechanics check to construct an object (other than a droid) from scratch and/or with manufactured parts. Building an object requires a proper tool kit, raw materials, and possibly access to an electronics or machine shop. Some objects are beyond the ability of most characters. The raw materials for an object cost the same as the completed object, though heroes who have the Scavenger feat can often come up with raw materials scrounged from other equipment. Remote locations, rare parts, or expensive materials might raise the costs to double, triple, or even higher.

When building an object, determine the object's final hit points (see Statistics for Objects). For vehicles, use the actual hit points of the completed object. All objects being built in this manner start at 0 hit points. Each hour that you work on building an object, make a Mechanics check and refer to the table below. Success indicates you build 1d8 hit points worth of the object's total hit points. When the item reaches full hit points, it is completed and can be used as normal.

Larger items require more time to build than smaller ones. Multiply the object's hit points based on the table below for the purposes of determining how long it takes to build the object (when completed, the object's hit points are unchanged). For example, a Large manufactured object has 10 hit points. However, since it is a Large item, it effectively has 50 hit points for the purposes of determining how long it takes to build the object (how many hit points you must build before it is completed). When completed, the object has 10 hit points, as normal.

Base DCs:

Item Type DC Description

Simple

10

Item easily created from few raw materials, using common tools and parts.

Moderate

25

Item requiring basic electronics, special materials, and/or specialized knowledge.

Complex

40

Item requiring significant design and manufacturing skills, sophisticated parts, and special facilities.

Difficulty Modifiers:

Circumstance DC

Based on well-known item

-5

Detailed knowledge of specific item

-10

Have detailed schematics for the object available

-10

Poor quality materials

+10

Size Multipliers:

Size Multiplier

Medium

x2

Large

x5

Huge

x10

Gargantuan

x20

Colossal

x50

Colossal (frigate)

x100

Colossal (cruiser)

x200

Colossal (station)

x500

Environmental Adaptation

Requires Tool Kit

Many vehicles and objects do not work well in extremely harsh environments. The intense cold of Hoth or the severe heat of the day side of Ryloth can cause vehicles and objects to function poorly or not at all. You can spend 10 minutes adapting one object (or 1 hour adapting 1 vehicle) to the extreme environmental hazards, after which time you make a Mechanics check. If your Mechanics check result exceeds the vehicle or object's current Fortitude Defense, you can use the result of your Mechanics check in place of the vehicle or object's Fortitude Defense when it is attacked by extreme temperatures or atmospheric hazards. However, when you do so, you effectvely adapt the vehicle or object's defenses for that particular environment. If you use that vehicle or object on another planet that has a different environment, you must repeat this process for the new conditions.

You can take 20 on this check, but the adaptation takes 20 times as long.

Handle Explosives

Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action.

Set Detonator
Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC - 5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosive becomes 15 (instead of the normal 10).

Place Explosive Device
Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don't know exactly how well you've done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosive deals double damage to the structure or vehicle against which it's placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device (requires a security kit)
Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator chose a higher disarm DC (see Set Detonator above). If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it.

Hot Shot

Trained Only
Requires Tool Kit
Source
SNV

You can overload an energy weapon to deliver a deadlier attack, but at the risk of a mishap or explosion. You must spend 1 hour and succeed on a Mechanics check. The DC is 20 plus 5 for every weapon size category above Tiny. If the check succeeds, the weapon deals an additional +3 points of damage. Any natural attack roll of 5 or lower, however, causes the weapon to become disabled. A natural attack roll of 1 causes the weapon to explode in the wielder's hands, dealing the modified weapon's damage to the wielder and half damage to all adjacent creatures.

Improvised Connection

Requires Tool Kit
Source
LE

You may attempt to connect electronic devices or computers without proper cables, using improvised materials. The endeavor takes 1 hour and requires a DC 20 Mechanics check to succeed.

Jury-Rig

You can make temporary repairs to any disabled mechanical or electronic device, from a simple tool to a complex starship component. Jury-rigging is a full-round action and requires a successful DC 25 check. If you use a tool kit, you gain a +5 equipment bonus on the check. A jury-rigged device gains +2 steps on the condition track and 1d8 hit points. At the end of the scene or encounter, the jury-rigged device moves -5 steps along the track and becomes disabled again.

Modify Droid

Requires tool kit

You can make a Mechanics check to modify a droid.

Recharge Shields

When acting as the shield operator on a vehicle or operating a device with a shield rating, you can spend three swift actions on the same turn or on consecutive turns to make a DC 20 Mechanics check to recharge the vehicle's shields. If successful, you restore 5 points to its shield rating, up to its normal maximum.

Refit Antiquated Vehicle or Weapon

Trained Only
Requires Tool Kit
Source
LE

You can use the Mechanics skill to refit an antiquated vehicle or weapon, using modern technology to replace outdated components. You must spend 20% of the base value of the vehicle or weapon (before the application of the antiquated template) on raw materials for the upgrade. The refitting process takes a number of days (each day requiring 8 hours of continuous work) determined by the object's size: Medium or smaller, 1 day; Large, 2 days; Huge, 5 days; Gargantuan, 10 days; Colossal, 20 days; Colossal (frigate), 60 days; Colossal (cruiser), 180 days; Colossal (station), 360 days. If multiple characters trained in the Mechanics skill work on the refit simultaneously, divide the amount of time taken by the number of characters working on the refit (a maximum of 20 characters can reduce the refit time, minimum of 1 day). Once the work is complete, apply the refitted template to the base vehicle or weapon instead of the antiquated template.

Regulate Power

When acting as the engineer on a vehicle or operating a device, you can spend three swift actions to make a DC 20 Mechanics check to regulate its power. If you are successful, the vehicle moves + 1 step on the condition track.

Repair

Requires tool kit

You can repair a damaged or disabled droid or object (including devices and vehicles). This requires at least 1 hour of work, at the end of which time you must make a Mechanics check. Only one character may repair a given droid or object at a time, but other characters may use the aid another action to assist.

Repair Droid

Requires a tool kit

You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled droid, restoring hit points equal to the droid's character level and removing any persistent conditions currently affecting the droid. A droid can attempt to repair itself, but it takes a -5 penalty on its skill check.

Repair Object

You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled object, restoring 1d8 hit points and removing any persistent conditions currently affecting the device or vehicle. If you are on board a damaged vehicle while you attempt to repair it, apply any penalties from the vehicle's position on the condition track on your Mechanics check. (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or other specialized facility.)

Sabotage Device

You can sabotage a vehicle or mechanical device.

Action: 1 minute

Base DCs:

Device DC Examples

Basic

15

Civilian speeder, factory robot, etc

Advanced

20

Military hardware, custom or alien technology

Elite

25

Devices specifically built to resist sabotage; highest-end hardware

Type of sabotage:

Type DC mod Description Example

Render inoperable

+0

Device simply doesn't work

The Millennium Falcon's hyperdrive after taking off from Cloud City

Timed/remote disable

+5

Device works fine, until designated time, or until you remotely disable it

Disable certain functions

+5

Most functions work normally, but certain ones don't

Disabling the air brakes on a speeder

Remote control

+10

Once activated by user, you may take control

Modifiers:

Modifier DC mod Description Example

Quick job

+5

Action is std, not 1 minute

Sebulba's sabotage of Anakin's pod racer

Stealthy tampering

+5

If successful, subjects must pass opposed Perception (to your Mechanics) to detect sabotage at all

Tool kit

-5

If you have a tool kit, it grants a +5 bonus.

If the Mechanics check fails by 5 or more, something goes wrong. You might think you succeeded, but the device works normally. Or perhaps you cause a dangerous

malfunction, imperiling yourself and allies. Subject to DM discretion.

Booby Trap
Trained Only
Requires Tool Kit
Source
SNV

Whenever you would make a Mechanics check to sabotage a piece of equipment, you can install a booby trap to damage the next character who uses the item. For every ld4 damage you would have the trap deal, you must increase the Mechanics DC by 5. So booby trapping a blaster to deal 3d4 damage to its next user requires a DC 30 Mechanics check (base DC 15 to jam the blaster, + 15 for 3d4 damage).

Once the trap is installed, it attacks the next character to use the item, using your base attack bonus against the target's Reflex Defense. If the

attack hits, it deals the indicated damage.

Retry

You can usually retry a Mechanics check. In some specific cases, however, a failed Mechanics check has negative ramifications that prevent repeated checks.

Special

  • You can take 10 or take 20 on a Mechanics check. When making a Mechanics check to accomplish a jury-rig repair, you can't take 20.
  • Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.
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