- Home
- Equipment
- Equipment Lists
- Gear
Mechanics
Mechanics
Mechanics Gear
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 183 | |||
Emergency Repair Patch | 25 | 0 | 1 |
Tool Kit | 350 | 4 | 2 |
Oil Bath (liter) | 20 | 1 | 1 |
Oil Bath (full tank) | 4000 | 12 | 1 |
E-EtE p. 48 | |||
Burning Gel | 150 | 1 | 5 |
T-SM p. 52 | |||
Mechanical Dianoga | 225 | 4 | 4 |
VX-A Intelligent Toolbox | 2500 | 3 | 8 |
Repulsor Clamp | 250 | 3 | 1 |
Heavy Loader Arm | 1500 | 30 | 3 |
Tech Recycling Station | 1500 | 10 | 5 |
**See also:** Oil Bath (droid repairs)
Mechanic's Utility Suit (wearable Tool Kit)
Multi-Goo Gun (+ repair droids, vehicles, and starships)
Rivet Gun (+ repair critical hits on vehicles and starships)
Welding Rod (+ repair droids, vehicles, and starships)
Hand Grinder (+ crafting, shaping material)
Emergency Repair Patch
p. 182
Counterpart: Stimpack
Emergency Repair Patches are one-use items that mechanics can use to patch small holes in items or vehicles, or droids can use to heal wounds.
See: Recovery - Droids for use on droids.
Patch Saturation
A droid can use Emergency Repair Patches five times in a day. The sixth Emergency Repair Patch heals no wounds — the droid is so patched together that further patches would be useless. It takes a day for a droid's self repair diagnostics (or some actual repairs) to restore their body to enough functionality to be able to accept additional Emergency Patches.
Tool Kit
p. 182
Basic hammers, hydrospanner wrenches, restraining bolts, power coupling scrubbers, fusion cutters, laser and sonic welders. replacement wiring and components, power calibrators, and of course welding goggles and heavy gloves are all standard components. Many of these also make for effective improvised weapons. For those used to doing extensive repairs, some kits include diagnostic probes and other aids to determine the nature of the fault. There is little a skilled mechanic cannot fix with a well-maintained and well-stocked Tool Kit, given adequate time to conduct the repairs (which is sometimes a problem too).
Tool Kits allow mechanics to perform most Mechanics checks to repair mechanical devices, and can also be used to "heal" droids.
Oil Bath
p. 220
Counterpart: Bacta
An Oil Bath is specifically designed to help droids recover from damage and ill-effects.
See: Recovery - Droids for use on droids.
Burning Gel
p. 182
Burning Gel is an electrochemical hull-breaching agent. Colloquially referred to as the "shipwright's spare key," Burning Gel is used to gain access to doors, hatchways, and machine compartments that have been rendered inaccessible. When applied, it quickly burns through nearly any substance, in any environment, including the vacuum of space. It is commonly used to cut holes in starships that are derelict or otherwise damaged and adrift in space and is quite popular among salvage outfits, archaeologists, and other less savory characters. Unlike cutting torches and welders, it emits no flame and requires no oxygen to operate, making it preferable for use in a vacuum.
The gel itself consists of two parts: a stable, extremely caustic acid suspended in a clear gel that adheres to nearly any substance and a pair of thin electrodes. Both parts are contained in a dispenser unit that includes a refillable tank of gel and electrode wire, a tiny power generator, and a pistol-grip applicator. When the applicator trigger is squeezed, a measure of gel is released from the applicator along with the wires contained within. Once the desired amount of Burning Gel has been applied, the power generator is activated, running a quick, high-powered charge through the gel and activating the acid, which immediately begins eating away at whatever it's been applied to.
For rules purposes, exposure to Burning Gel deals damage to materials and sentient beings as if it were a weapon. It deals 10 damage and has the Burn 5 and Pierce 5 weapon qualities.
Using Burning Gel requires no skill check. However, placing it correctly and effectively might, at the Game Master's discretion, require a Mechanics check.
Mechanical Dianoga
T-SM p. 52
Designed for reaching tight spaces in a starship, the Mechanical Dianoga is a meter-and-a-half-long flexible actuated tube. One end is a full arm sleeve with a snug pressure cuff to keep it from slipping off. The inside of the sleeve has handgrips and controls. There is also a view screen and additional controls on the exterior of the cuff. The business end has small mechanical fingers and basic tools, including adjustable wrench sockets, small blades, and other such implements.
A Mechanical Dianoga removes from checks to remove System Strain from starships and vehicles.
VX-A Intelligent Toolbox
T-SM p. 52
This rigid backpack contains a suite of tools and portable supplies. The device has two built-in, multi-jointed arms that respond to the wearer's verbal commands to hand the wearer tools, hold equipment, and reorganize tools once the user is done with them.
An Intelligent Toolbox counts as a Tool Kit.
Additionally, it reduces the time required for repairs, crafting, and other Mechanics related tasks by 50%.
Repulsor Clamp
T-SM p. 52
This pneumatic clamp, attached to a repulsor engine, allows Technicians to hold heavy objects in the air as they work on repairs. Though it is bulky, it can lift massive objects with ease and thus is extremely useful for many construction and maintenance jobs.
A Repulsor Clamp can hold a single object of 10 encumbrance or less aloft. Further, having a repulsor clamp on hand removes from checks to repair Hull Trauma and Critical Hits on starships and vehicles.
Heavy Loader Arm
T-SM p. 51
A flexible piece of equipment used for everything from moving freight to collecting salvage to replacing damaged hull plating on starships. The primary loading arm has several extensions that enhance articulation and balance, allowing it to handle even delicate materials without sacrificing the lifting power needed for large-scale construction and salvage jobs. It generally comes mounted on a cart with a repulsorlift, as transporting the arm would otherwise be largely impractical due to its enormity.
A Heavy Loader Arm includes a monotask droid brain that can perform checks to heft objects; it has an Athletics skill of 1 and a Brawn of 5 (if unassisted, it rolls for Athletics checks).
Sometimes, salvagers install Loader Arms directly onto starships or other vehicles for easy retrieval of scrap metal and other components, using the arm as a low-cost alternative to a tractor beam projector. A Heavy Loader Arm can be installed onto a vehicle of Silhouette 3 or larger as an attachment, and uses one Hard Point. The occupants of the craft can use it to perform Athletics checks to lift objects into or out of the vessel (and other checks, at the GM's discretion) without disembarking.
Tech Recycling Station
T-SM p. 52
See also: Crafting
Tech Recycling Stations are used to speed up the time-consuming task of sifting through damaged or discarded technology to find items of value.
A character using a Tech Recycling Station adds to Perception and Mechanics checks to scavenge parts or raw materials, and can complete such checks in half the time (or one quarter of the time with the Utinni! talent) Additionally, a character with a Tech Recycling Station on hand may recover supplies worth half of the Material Price from any failed Crafting check, to a maximum of the full value.