About
The engineering skills are all about working with technology: they are the practial application of Science.
The term Eng simply means any or all engineering skills. You will engounter this catch-all term in action instructions (see below). Generally, you'll find it in brackets with the word "any" or "all" coming after it. This specifies whether the rule applies to any particiular engineering skill or to all of them at once.
Rationale
The engineering skills are also kinds of knowledge skills, but partly because they are the main means of carrying out technical contests, they have a number of actions that are special to them.
Engineering Actions
The common actions are: operate, diagnose, disable, repair, bypass, modify and make. In all cases, you are making a skill check, using the appropriate engineering skill.
Make
make(days+) chk(CC) = d20 + M(Eng,any)
Modify
This is your ability to make changes to an artefact. This can be changes to the way it performs, its speed of operation, to provide new functionality, or provide new interfaces or controls it. Modify, can be used to improve, repurpose, bypass or jury-rig the artefact. Improving and repurposing an artefact is considered a permanent modification, which usually takes time, resources and cost. Normally, a Modify takes half the time, resources and cost that a Make action takes, and so is equivalent to an increase in CC-Q.
modify(days+) chk(CC) = d20 + M(Eng,any) + (CC-Q - CC)
To bring success after your investment, you must overcome the CDC, with an engineering roll. You have advantage on this roll if it is an artefact that you made.
Bypass
This is a special kind of modification, which can only be done using the appropriate Bypass technique on the industry of the artefact you are attempting to bypass. The purpose of Bypass is to create an entry way into the artefact, so that the bypassing engineer can make other actions against the artefact. The follow up actions are usually to Operate, Diagnose or to Modify further. Bypassing is always done using the bypass roll, which is usually pitted against the SDC of the artefact.
bypass(main-action) chk(CC-S) = d20 + M(Bypass)
In performing this, you are also setting the following Perception challenge:
set(PC) = 8 + R(Bypass) + M(Stealth)
See the Bypass technique for further options.
Rig
In the context of the Modify action, the modify-rig variation boosts the performance of a device in a specific way for a short period of time. This is done by offering a bonus rig die for any check or save for the nominated function.
modify-rig(main-action) give(d) = ½•M(Eng,any) to artefact chk|sv
At any time in the next 10 minutes, you or a nominated creature can use that die on a single check, or save in reference to the artefact and function that has been rigged. The creature can wait until after it rolls the d20 before deciding to use the rig die, but must decide before the GM says whether the roll succeeds or fails. Once the rig die is rolled, it is lost.
Disable
Disable is a temporary modification to an artefact to disable a particular function. You can nominate the artefact and function to be disabled and make an engineering roll against the CDC.
disable(main-action) chk(CC) = d20 + M(Eng,any)
Repair
This is your ability to restore an artefact to its intended functionality, that is, fix it. To effect a permanent repair, you must overcome the CC of the artefact with an engineering roll. If the artefact has a CC-Q higher than the CC, then the difference becomes a bonus to your roll. Repairs take quarter of the time a Make action takes. The amount of time depends on the seriousness of the fault.
repair(hrs+) chk(CC) = d20 + M(Eng,any) + (CC-Q - CC)
Rig
In the context of the Repair action, the Rig variation is to make a running repair. The concept is that if a function of the equipment is rendered inoperable, a Repair:Rig roll can be used to temporarily restore that function.
repair-rig(main-action) chk(CC) = d20 + M(Eng,any) + (CC-Q - CC) to fix for 1d4 rounds.
Diagnose
The Diagnose action is performed through a an Investigate roll, aspected by your engineering skill.
diagnose(mins+) chk(CC) = d20 + R(Eng,any) + M(Investigate)
Operate
This is your ability to (usually remotely) operate the artefact. This is an operation action done without instruction, using your intuition, based on understanding how the artefact works. For this, once again, you need to overcome the CC of the artefact with an engineering roll. If the artefact has a CC-Q higher than the CC, then the difference becomes a bonus to your roll. A success in this roll means that you can operate the artefact with a modifier of +0. If the artefact is a vehicle, then you will need to include the Vcl aspect in your checks.
The Operate can apply to the movement of a vehicle, the firing of a gun, a shutdown and restart of a machine, or the running of its self-diagnostics.
operate(varies) chk(CC) = d20 + M(Eng,any) + (CC-Q - CC)