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srb:engineering

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ENGINEERING

You can identify, build, repair, or disable technological devices; assess the stability of structures and machinery.

If you don’t have an engineering kit when attempting an Engineering check, you take a –5 penalty to the check.

Assess Stability

You can use Engineering to assess a structure or a piece of machinery to determine its stability, usability, and structural weak points. This takes 1 minute or more, and the DC is determined by the GM.

Use the following base DCs for Engineering checks to assess stability. These DCs can be adjusted by other circumstances such as the complexity of the structure and damage to the structure, as determined by the GM.

TASK DC
Assess stability 15
Determine structural weak point 20
CIRCUMSTANCEDC MODIFIER
Simple structure (rope bridge or unstable ceiling) –5
Complex structure (suspension bridge or space station wall)+5
Obvious damage –5
Slight but consequential damage +5
Intentional sabotage +10

Diagnose a mechanical device

You can diagnose mechanical devices either with the help of built in diagnostics or manually. You need a toolkit for the manual diagnostics.

Situation DC Time Required
Simple basic checks(is the oil filled, is there gas..)7 1 minute
Run a diagnostics on an advanced system12 2 rounds but diagnostics may take a lot more
Manually diagnose a mechanical system17 10 minutes

Craft mechanical device

You can use Engineering to create mechanical devices from parts. See the crafting rules for details.

Identify mechanical device

You can use Electronics to identify the properties and uses of technological items and devices such as vehicles or weapons, as well as alien things. Generally, a check is not required to identify relatively simple technological items that are commonly available. You can take 20 on an Engineering check to identify technology, but only if you have a means of researching, such as access to an information network or downloaded data set.

The DCs for Engineering checks to identify technology are based on the item’s rarity.

ITEM RARITY DC
Common, complex technology5 + 1.5 × item’s level
Less common technology10 + 1.5 × item’s level
Rare, ancient, or alien tech 15 + 1.5 × item’s level

Repair technical device

You can use Electronics to repair a technical device, as long you have access to it. The amount of time this takes typically depends on the complexity of the object. You can repair an object or piece of equipment you crafted in half the usual time. The DC of the check is determined by the GM and based on the complexity of the object and how broken it is. If you succeed, you restore a number of Hit Points equal to the result of your Engineering check or remove one negative condition from it. If you fail the check by 10 or more, you damage the object further, dealing 1d4 damage to it.

The above hitpoint changes are doubled for huge or larger objects and halved for diminutive or smaller objects.

If the object or piece of equipment is damaged but not broken, you can repair it at a cost of 1% of it's value. If it is broken but not destroyed, you must spend parts equal to half the damage % of the item each time you attempt to repair it. A destroyed object or piece of equipment can’t be repaired with the Engineering skill, though of course you can craft a new.

You can’t take 20 on an Engineering check to repair an item or object.

The DC for an Engineering check to repair an item is based on the complexity of the object. The following chart provides base DCs by complexity and examples of such items. The GM may adjust these DCs and times to reflect other circumstances.

ITEM EXAMPLE TIME DC
Simple thing like a wall 10 minutes 15
A Car30 minutes 20
Most complex things like weapons or armor 1 hour 15+1.5×item’s level

Arm/Disarm Bomb

You can use engineering to set and defuse mechanically fused bombs. Note that actual manufacturing of bombs is not included, though it is possible to craft a bomb using engineering rules in crafting from explosives.

Situation DC Time Required
Activate a bomb or mine 10 Usually 1d3 rounds
Shut down a simple bomb15 Usually 1d6 rounds

A booby trapped or sensor protected bomb must first have it's sensors disabled with electronics or it will go off on the disarm attempt. Note that this definitely applies to most mines.

Bypass mechanical locks

You can use engineering to bypass mechanical locks. A failure will automatically set of any connected alarms.

Note that in some cases you can also bypass electronic locks with engineering by doing a physical bypass, however such bypass will almost always trigger any alarm

Situation DC Time Required
Simple lock201 round
Average lock 25 1 round
Good lock 30 1 round
Superior lock 401 round

Bypass traps

You can use engineering to bypass mechanical traps.

Situation DC Time Required
Simple system201 round
Average system 25 1 round
Good system 30 1 round
Superior system 401 round

Disable mechanical device

You can use engineering to disabling things, from jamming doors to draining the fuel from things.

DEVICE EXAMPLE TIME DC
Simple device Jam a door 1 round* 10
Tricky Device Sabotage a simple propulsion system1d4 rounds15
Difficult device 2d4 rounds20
Complex device 2d4 rounds25
Equipment Disable an armor upgrade, powered armor, or a weapon 2d4 rounds 15 +1.5 ×item’s level

* Note that some very simple devices can take longer to disable, like welding a hatch shut might take a minute, but are no harder to do.

srb/engineering.1588608375.txt.gz · Last modified: 2020/05/04 09:06 by weby