Mechanical Skills


Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify, and redesign conventional aircraft, including single engines, twin engine airplanes, jets, helicopters, and hovercraft. Robot body armors and high tech military vehicles are not included (see Robot Mechanics). Base Skill: 25% + 5% per level of experience.

Alien Technology Mechanics: Base Skill: 20% + 5% per level of experience.
Aliens Unlimited Galaxy Guide

Armorer: This is a somewhat simplistic version of the weapons engineer as it applies to infantry weapons. A competent armorer can maintain, fix, modify, mount, reload/recharge ammunition, and figure out most small arms. He is also competent at making arrows and arrowheads, sharpening blades, making horseshoes, and basic metal items. He can also deactivate, reset, and fix basic traps. He can repair all types of pistols and rifles, repair minor damage to body armor (20 MDC maximum), adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, recharge e-clips, install/mount a railgun or machinegun on a vehicle, and even fix most simple robot and bionic weapons like forearm blasters and retractable blades. Note: Automatically includes Basic Mechanics at +20% as part of this skill. Base Skill: 40% + 5% per level of experience.
Coalition War Campaign

Automobile Armor and Weaponry: Assemling, installing, and repairing vehicle weapons and armor is a job for a specialist. An improperly installed or adjuste item of this type can offset the vehicle's alignment and cause a decrease in Speed Class by 1D6. Base Skill: 40% + 4% per level of experience.
Road Hogs

Automotive Mechanics: The ability to repair, rebuild, and redesign conventional vehicles with internal combustion engines. It also includes body work, turbine engines, methanol, ethanol, and diesel truck engines. Working on hover jet systems for ground vehicles is possible, but with a -20% penalty. Working on reactor engines, there is a -40% penalty. Base Skill: 25% + 5% per level of experience.

Basic Cybernetics: This skill is similar to the M.D. in Cybernetics skill in the Rifts® RPG, page 28, but scaled down. This skill gives the character a basic knowledge of the function and application of various cybernetic mechanics, their structure, function and repair. This is best applied to external bionic and cybernetics such as a bionic arm, leg, eye, body armor, etc. to make "field repairs." The character can also make (or help make) repairs on loose, uninstalled implants. However, they are not Cyber-Docs and can not perform surgery to remove or install any internal cybernetic. Nor can they attach or detach bionic systems to the body. Repairs can only be made to the external machine, i.e. arm, hand, weapon, etc., not the attachment to the nerves or flesh and blood body. Likewise, the character cannot perform medical procedures of any kind, he's a basic cybernetic mechanic or assistant mechanic/Operator! Base Skill: 25% +5% per level of experience. Penalties: -5% if bionic part is attached to a living being. -10% if repairs are made under-fire or other stressful conditions. -30% if of alien manufacture and design! Requires: Mechanical Engineer, Literacy and Advanced Mathematics skills.

Basic Mechanics: A general familiarity and understanding of basic mechanics. This character can fix a toaster, repair a bicycle, replace a belt on a motor, repair or replace a switch, handle, or knob, replace a spark plug, change oil, assist in automobile repairs, maintain machinery, read a schematic, and similar fundamental tasks. Base Skill: 30% + 5% per level of experience.
Triax, Coalition War Campaign, New West, Warlords of Russia

Bioware Mechanics: Base Skill: 30% + 5% per level, -20% when working on bionics.
Mutants in Orbit

Blacksmith: The ability to work and mold hot metal. If chosen as a secondary skill, the making of weapons and armor is beyond his abilities. however, all blacksmiths are skills at repairing metal items, shoeing horses, forging nails, spikes, horseshoes, belt buckles, and other trinkets, as well as pouring liquid metal into casts for bullets, figurines, etc. Repairs to SDC armor has a maximum of 20 SDC that can be repaired by a blacksmith. Base Skill: 25% + 5% per level of experience.

Cyclone Repair: This gives the character the ability to test, diagnose, and repair all models of Cyclone, provided that he or she has the time, proper tools, and patience to carry out the task. This skill is formidable, but is not the equivalent of a Bio-Maintenance Engineer! Base Skill: 30% + 5% per level of experience. Furthermore, extremely serious damage may be impossible to repair and a Bio-Maintenance Engineer must be sought.
Lancer's Rockers e-Book

Drive Repair: Chemical Drive: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Drive Repair: Ion Drive: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Drive Repair: Plasma Drive: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Drive Repair: Traction Drive: Base Skill: 30% + 5% per level of experience.
Mutants in Orbit

Helicopter Mechanics: Same as Aircraft Mechanics above, but specific to helicopters. The first percentile covers diagnosis, and the second percentile covers the actual work done. Base Skill: 30%/20% + 5% per level of experience.
Ninjas and Superspies

Hover Vehicle Mechanics: Base Skill: Aliens Unlimited Galaxy Guide

Jet Aircraft Mechanics: Same as Aircraft Mechanics above, but specific to jet engines, including scramjets. The first percentile covers diagnosis, and the second percentile covers the actual work done. Base Skill: 30%/20% + 5% per level of experience.
Ninjas and Superspies

Jury-rig: Base Skill: 25% + 5% per level of experience. Mutants in Orbit

Locksmith: The study of lock designs and the ability to repair, build, modify, and open locks. The methods, techniques, and tools of lock picking include the old-style key and tumbler, combination, and modern electrical locking systems. Time requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type, 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a simple electronic lock (usually by patching in a bypass system), and 1D4 hours to break a complex, state-of-the-art electronic lock system such as those used in high-security and restricted areas. Super-high-tech systems in use by the Coalition military and government will require 3D4 hours to break, and at a penalty of -20%.

If an attempt to open an electronic lock fails, roll again. If the second roll fails, the lock is irreparably damaged and cannot be opened. Base Skill: 25% + 5% per level of experience. Requires: At least Basic Electronics (-5% penalty when working on high-tech electronic locks) or Electrical Engineer.

Mecha Mechanics: A comprehensive knowledge and ability to repair build, and modify non-transformable Robotech Mecha. Veritech fighters are not included, their transformable nature calls for additional training. Base Skill: 40% + 5% per level of experience.
Robotech

Mechanical Engineer: Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes nuclear reactor driven turbines and atomic engines). The player must first roll to see if his character can figure out how to operate/analyze/design a machine. A second roll is then necessary to determine when the character can fix/change/build the mechanism. Base Skill: 25% + 5% per level of experience. Special Bonus: Add a one-time bonus of +5% to Locksmith and Surveillance Systems if known. There is a -30% penalty when working on alien or completely unfamiliar mechanics. Requires: Basic or Advanced Mathematics, at least Basic Electronics, and Literacy.

Personal Propulsion Mechanics: Base Skill: 25% + 5% per level of experience.
Aliens Unlimited Galaxy Guide

Plumbing: The character is a qualified plumber, able to diagnose and repair water or sewage systems, including toilets, sinks, showers, bathtubs, sprinkler systems, and septic tanks. Also includes all the skills necessary for installing plumbing in any new or refurbished building, as well as repairing water towers, community water systems, and sewage or drainage systems. Base Skill: 50% + 5% per level of experience.
After the Bomb

Robot Mechanics: This is the specific study of advanced mechanics as it applies to robotics. Those skilled in this discipline cam repair, modify, build, and sabotage robots, including the creations of the Coalition, power armor, and exoskeletons. There is a -30% penalty when working on alien or extremely unfamiliar mechanics. Base Skill: 20% + 5% per level of experience. Requires: Mechanical Engineer and related requirements.

Satellite Systems: Base Skill: 30% + 5% per level per level of experience.
Mutants in Orbit

Spacecraft Mechanics: The ability to repair, rebuild, modify, and redesign conventional spacecraft. This skill covers a basic understanding of gravitonic, hyperdrive, and repulsorlift systems, but only includes the most rudimentary understanding of phase technology, and no skill in Rift drives. Conventional ship systems (communications, hull, life support, etc.) are quite standard. Requires: Mechanical Engineering and Electrical Engineering. Base Skill: 22% + 5% per level of experience.
Phase World

Submersible Vehicle Mechanics: Training in the diagnosis and repair of submersible vehicles, including submarines, underwater robots, probes, and stations. Base Skill: 25% + 5% per level of experience. Note: Mechanical engineers can also effect repairs but at -15%, and aircraft mechanics are at -40%.
Rifts Underseas, Coalition Navy

Veritech Mechanics: A very specialized skill, dealing with the repair, building, and modification of the unique transformable Veritech mecha. Includes the VF-series Veritech fighter, AJACS, Logan, Alpha, Beta, and Southern Cross Hovertank. Battloids are +10% to repair with this skill. Base Skill: 30% + 5% per level of experience.
Robotech

Weapons Engineer: This skill is usually reserved for military personnel. The character can maintain, repair, modify, mount, and figure out most weapon systems, including rail guns, energy weapons, and atomic power systems. He can repair an assault rifle and recharge an E-Clip to installing a missile system into a vehicle. The engineer can also add and repair body armor and is an expert welder. Base Skill: 25% + 5% per level of experience. Requires: Mechanical Engineering and Basic Electronics.


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