Technical Skills


    Technical stands for "technical aptitude" and represents a character's innate knowledge of how to take apart, repair and modify things. A character with a high Technical attribute can take apart a droid to repair malfunction, fix a busted drive system on a landspeeder, and modify a blaster to have a longer range. Technical also reflects a character's knowledge of healing and medicine, his/her skill at setting explosives, and his/her ability to figure out electronic security systems. Characters with a low Technical have trouble changing a power pack on a blaster pistol.



Armor Repair
    Time Taken: In general, 15 minutes, then one hour, then 2 hours. May be customized to circumstances.
    Specializations: Stormtrooper armor.

    Armor repair reflects the character's ability to fix armor that has been damaged. The cost and difficulty to repair armor depends upon how badly damaged it is.



Blaster Repair
    Time Taken: In general, 15 minutes, then one hour, then 2 hours. May be customized to circumstances.
    Specializations: Type or model blaster - blaster pistols, surface-to-surface blaster artillery, heavy blaster cannon.

    A character's ability to fix and modify blaster weapons (character-, speeder- and walker-scale) is represented by his/her blaster repair skill. The cost and difficulty to repair weapons depends upon on how badly it is damaged.



Capital Ship Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or class of capital ship - Imperial Star Destroyer, Victory Star Destroyer, Nebulon-B frigate.

    This skill represents a character's familiarity with the workings of capital ships, and his/her ability to repair them. Each roll may repair one damaged component aboard a particular vessel. The cost and difficulty to repair a system depends on how badly it is damaged, and what systems have been damaged.



Capital Ship Weapon Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Weapon type or model - concussion missiles, gravity well projectors, ion cannons, laser cannon, proton torpedoes, tractor beams, turbolaser.

    Capital ship weapon repair is used to repair capital-scale ship weapons. The cost and difficulty to repair a weapon depends upon how badly it is damaged.



Computer Programming/Repair
    Time Taken: One round to several minutes, hours or days.
    Specializations: Type or model computer - portable computer, bio computer.

    Characters use this skill to repair and program computers - it also covers a character's familiarity with computer security procedures and his/her ability to evade them. When a character attempts to defeat computer security and gets access to restricted data or programs, determine a difficulty.



Demolitions
    Time Taken: One round to several minutes.
    Specializations: Specific target type - bridges, walls, vehicles.

    Demolitions reflects a character's ability to set explosives for both destructive purposes and to accomplish specific special effects.



Droid Programming
    Time Taken: 15 minutes to several hours or days.
    Specializations: Type or model droid - astromech droid, protocol droid, probe droid.

    Characters use this skill to program a droid to learn a new skill or task. While droids can "learn" through trial and error, or by drawing conclusions, it is often easier and faster to program the activity into the droid's memory.

    The programmer must have access to a computer or datapad, which must be jacked directly into the droid's memory for programming.



Droid Repair
    Time Taken: 15 minutes, then one hour, then 2 hours; may be several hours or days depending upon the level of repair.
    Specializations: Type or model droid - astromech droid, protocol droid, probe droid.

    This skill represents a character's talent to repair, maintain and modify droids. The repair difficulty depends on how badly damaged the droid is - the cost reflects the price of replacement parts based on the droid's original value.



First Aid
    Time Taken: One combat round.
    Specializations: Species of patient - humans, Ewoks, Wookiees.

    First aid reflects a character's ability to perform emergency life saving procedures in the field.



Genetic Engineering (A)
    Time Taken: One month to several years.
    Requirements: Genetics (Knowledge Skill) at 6D.

    This skill is the knowledge of genetics and how to manipulate the genetic code of creatures to bring out desirable traits. Characters with this skill can use natural substances, genetic code restructuring and a number of other techniques to create "designer creatures" or beings for specific tasks or qualities.



Ground Vehicle Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or model ground vehicle - Compact assault vehicle, Juggernaut.

    This skill represents a character's familiarity with the workings of ground vehicles, and his/her ability to repair them. Each roll may repair one damaged system aboard the particular craft. The cost and difficulty to repair a vehicle depends on how badly it is damaged, and what systems have been damaged.



Hover Vehicle Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or model hover vehicle - hoverscout.

    Characters use this skill when repairing hover vehicle systems. Each roll may repair one damaged component aboard a articular craft. The cost and difficulty to repair a hover vehicle depends on how badly it is hit, and what systems have been damaged.



Medicine
    Time Taken: Minutes or hour.
    Specializations: Specific field own - medicines, cyborging, surgery.
    Advanced skill - requires first aid of at least 5D.

    Characters with this skill can perform complex medical procedures such as surgery, operation of bacta tanks, and the installation of cybernetic replacements and enhancements. They are also familiar with all types of medicines and are capable of using them to best effect.



Repulsorlift Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or model repulsorlift vehicle - XP-38 landspeeder, Rebel Alliance combat snowspeeder.

    Repulsorft repair represents a character's affinity for repairing and modifying vehicles with repulsorlift generators. Each roll may repair one damaged system aboard a particular vehicle. The cost and difficulty to repair a vehicle depends on how badly it is damaged, and what systems have been hit.



Security
    Time Taken: One round to several minutes.
    Specializations: Type or model security device - magna lock, blast door, retinal lock.

    This skill represents character's knowledge of physical security systems: locks, alarm systems and other detection devices. It does not govern computer security procedures.



Space Transports Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or model transport - YT-1300 transport, Gallofree medium transport, Corellian Action VI transport.

    Characters with this skill can repair and modify space transports. Each roll ay repair one damaged component aboard a particular transport. The cost and diffiulty to repair a vessel depends on how badly it is damaged, and what systems have been hit.



Starfighter Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Type or model starfighter - X-wing, TIE/In, TIE interceptor, Z-95 Headhunter.

    This repair skill represents a character's ability to fix and modify starfighters. Each roll may repair one damaged system aboard a particular fighter. The cost and difficulty to repair a ship depends on how badly it is damaged, and what systems have been hit.



Starship Weapon Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Specific type or model weapon - concussion missiles, ion cannons, laser cannon, proton torpedoes, turbolasers.

    Starship weapon repair covers a character's ability to fix and modify starfighter-scale weapons. The cost and difficulty to repair weapons depends on how badly it is damaged.



Walker Repair
    Time Taken: In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.
    Specializations: Particular kind of walker - AT-AT, AT-ST, AT-PT.

    Characters use this skill when repairing walker systems. Each roll may fix one damaged component aboard the particular walker. The cost and difficulty to repair a walker depends on how badly it is hit, and what systems have been damaged.


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