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content:official:rules:engineering [2017/07/26 22:47] – curufea | content:official:rules:engineering [2017/11/05 01:27] (current) – [Downgrading a Module] curufea | ||
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===== Engineering ===== | ===== Engineering ===== | ||
+ | | << [[Combat]] << ^ [[Table of Contents]] | >> [[Piloting]] >> | | ||
Engineering is the skill that governs the repair of anything bot-sized or larger (yes, there is an overlap with Science on bots). You'll also use it to pump the engines for more power as well as power transfers and the operation of a few Cargo Bay items like Tractors, and Damage Control. | Engineering is the skill that governs the repair of anything bot-sized or larger (yes, there is an overlap with Science on bots). You'll also use it to pump the engines for more power as well as power transfers and the operation of a few Cargo Bay items like Tractors, and Damage Control. | ||
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**Use Engineering for:** | **Use Engineering for:** | ||
- | * //Repairing anything bot-sized or larger that is broken (Bots, Cargo Bay items, Modules) with an Engineering skill check of 11.// | + | * //Repairing anything bot-sized or larger that is broken ([[..:races:Bots]], [[Cargo Bay items]], [[..: |
- | * //Pumping an Engine for more power ([[Engine|page 127]]) with an Engineering check of 8 for 1 power. Add 3 difficulty for each additional power and for each Used marker.// | + | * //Pumping an [[..: |
- | * // | + | * // |
* //Breaking a Module with an Engineering check of 11.// | * //Breaking a Module with an Engineering check of 11.// | ||
- | * //Upgrade anything bot-sized or larger ([[Upgrades|page 145]]).// | + | * //[[upgrades|Upgrade]] anything bot-sized or larger (page 145).// |
- | * //Operation of Mine Layer ([[Mine Layer|page 135]]) and some Cargo Bay items ([[Cargo Bay|page 109]]).// | + | * //Operation of [[..:modules:Mine Layer]] |
==== Repair ==== | ==== Repair ==== | ||
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// | // | ||
- | Repair anything bot-sized or larger (like a Module or a Cargo Bay item). Reduce the difficulty by one for this check if you have a ToolKit in hand. | + | Repair anything bot-sized or larger (like a [[..: |
==== Break a Module ==== | ==== Break a Module ==== | ||
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// | // | ||
- | This puts a module into a broken state without causing hull damage. Reduce the difficulty by one for this check if you have a ToolKit in hand. | + | This puts a module into a broken state without causing hull damage. Reduce the difficulty by one for this check if you have a [[..: |
- | Add a Broken marker to the module (see page 108). This can be done to sabotage a module or stuff it with contraband or Downgrade it (see next page((Page 43 on the printed manual.))) | + | Add a Broken marker to the module (see page 108). This can be done to sabotage a module or stuff it with contraband or [[# |
==== De-Ionize ==== | ==== De-Ionize ==== | ||
- | //(Science or Engineering vs. 11, and must use a MedKit, ToolKit, or battlestation)// | + | //(Science or Engineering vs. 11, and must use a MedKit]], [[..: |
This reduces the ionization markers on an adjacent target to zero. You may add +3 per additional adjacent target. May be done remotely at normal remote +3 penalty from a battlestation to de-ionize a target(s) at other battlestation(s). | This reduces the ionization markers on an adjacent target to zero. You may add +3 per additional adjacent target. May be done remotely at normal remote +3 penalty from a battlestation to de-ionize a target(s) at other battlestation(s). | ||
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==== Extinguish Fires ==== | ==== Extinguish Fires ==== | ||
- | // | + | // |
//(you may add +3 per additional adjacent target)// | //(you may add +3 per additional adjacent target)// | ||
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A subsequent repair action will put the module back in working form but it will be impaired. A module with crammed objects in it functions at a +1 difficulty per crammed object. A Life Support crammed in this fashion supports one less character per penalty (to a minimum of zero). A module with a battlestation suffers the penalty to skill checks to use the module. | A subsequent repair action will put the module back in working form but it will be impaired. A module with crammed objects in it functions at a +1 difficulty per crammed object. A Life Support crammed in this fashion supports one less character per penalty (to a minimum of zero). A module with a battlestation suffers the penalty to skill checks to use the module. | ||
- | Crammed characters (stowaways) tax Life Support just as much as the rest of the crew. A crew of 4 with a stowaway crammed in a Life Support would suffer 2 dice of unsupported Life Support damage. One die for the extra passenger and one die because the Life Support module is being compromised. You are better off cramming the Hyperdrive. | + | Crammed characters (stowaways) tax Life Support just as much as the rest of the crew. A crew of 4 with a stowaway crammed in a [[..: |
- | You cannot cram a Cargo Bay. | + | You cannot cram a [[..: |
Cramming less than a barrel still harms the functionality of the module. | Cramming less than a barrel still harms the functionality of the module. | ||
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// | // | ||
- | In some campaigns (// | + | In some campaigns (//Pirates((first edition))//, //How Much for Your Planet((first edition))//, // |
This downgrades the module. It functions permanently at +1 difficulty to use and puts a barrel in your hand that can be used as an upgrade barrel as your upgrade action to upgrade a module of the same exact type. | This downgrades the module. It functions permanently at +1 difficulty to use and puts a barrel in your hand that can be used as an upgrade barrel as your upgrade action to upgrade a module of the same exact type. | ||
+ | | << [[Combat]] << ^ [[Table of Contents]] | >> [[Piloting]] >> | | ||
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