Skill Traits
Key Ability: |
|
---|---|
Trained Only? |
Yes, with the exception of Improvised Connection. |
Armor Check Penalty? |
No |
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. |
Skill Applications
Biotech Adaptation
Legacy Era Campaign Guide, page 31.
Trained only
Requires tool kit
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 the purposes of the Mechanics and the Use Computer skill. For example, if you have a villip (effectively a comlink with the biotech template), 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 Use Computer skill on that device as it if 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 ti 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.
Booby Trap
Scum and Villainy, page 20.
Trained only
Requires tool kit
Once the trap is installed, it attacks the next character who uses the item, using your base attack bonus against the target’s Reflex Defense. If the attack hits, it deals the indicated damage.
Build Object
Force Unleashed Campaign Guide, page 30.
Trained only
Requires tool kit
When building an object, determine the object’s final hit points based on the statistics on Table 9-1 Core. 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 purpose 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 point for the purpose 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.
Disable Device
Saga Edition Core Rulebook, page 68.
Trained only
Requires security kit
If the Mechanics check fails by 5 or more, something goes wrong. If it’s a trap, you spring it. if it’s some sort of sabotage, you think the device is disabled, but it still works normally.
Environmental Adaptation
Rebellion Era Campaign Guide, page 28.
Trained only
Requires tool kit
Handle Explosives
Saga Edition Core Rulebook, page 69.
Trained only
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 detnoator to an explosive requires a DC 10 check. Failure means that the explosive fail 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 explosinve 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. 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
Scum and Villainy, page 20.
Trained only
Requires tool kit
Improvised Connection
Legacy Era Campaign Guide, page 32.
Requires tool kit
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
Saga Edition Core Rulebook, page 70.
Trained only
You can make temporary repairs to any disabled mechanical or electronic device, from a single 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 condition track and becomes disabled again.Modify Droid
Saga Edition Core Rulebook, page 70.
Trained only
You can make a Mechanics check to modify a droid.Recharge Shield
Saga Edition Core Rulebook, page 70.
Trained only
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 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
Legacy Era Campaign Guide, page 31.
Trained only
Requires tool kit
Regulate Power
Saga Edition Core Rulebook, page 70.
Trained only
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
Saga Edition Core Rulebook, page 70.
Trained only
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 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 attempting 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.)