Using the Mechanics Skill in a Combat Situation

By edwardavern, in Game Masters

Hi all

I'm about to run the beginner game with some newbies. One of them has created a mad saboteur character, who likes making stuff, and breaking stuff, but mostly she likes blowing things up. Which sounds excellent.

Only snag - as part of her character, she doesn't want to carry any guns. I know there's the fight in the cantina at the beginning of the beginner game, and I'm struggling to think of a way she could be involved. Using grenades in that sort of environment seems completely impractical, since it'll likely hit her and everyone around her as well.

I was trying to think of ways to get her to use Mechanics (her best skill) to affect the combat in someway, and I was wondering if anyone here had any thoughts on that?

Thanks in advance.

I recall Order 66 showing some examples about this where their mechanic used the successes regarding hacking some tech to cause it to malfunction inducing setback dice on their efforts I think they even blew it up taking out some minions but try the various "live" actual play episodes and see how they handled this?

I'm not sure she can do much with Mechanics in that first scene, other then what Copper said above. Setting bombs or building McGyver-traps takes time. Unless you modify the encounter somehow, it starts with the thugs entering the cantina.

Hi all

I'm about to run the beginner game with some newbies. One of them has created a mad saboteur character, who likes making stuff, and breaking stuff, but mostly she likes blowing things up. Which sounds excellent.

Only snag - as part of her character, she doesn't want to carry any guns. I know there's the fight in the cantina at the beginning of the beginner game, and I'm struggling to think of a way she could be involved. Using grenades in that sort of environment seems completely impractical, since it'll likely hit her and everyone around her as well.

I was trying to think of ways to get her to use Mechanics (her best skill) to affect the combat in someway, and I was wondering if anyone here had any thoughts on that?

Thanks in advance.

Build a gun....

The droid spec thing in the Tech book coming out might give some options for a robo dog or something maybe.

The tech might not be doing any direct damage, but those holo tables sure look like they have heavy power conduits going into them. Might be a nastry surprise to the thug that hops up onto one to get a good shot at her.The holoprojectors themselves might be usable to create focused "Flash" effects to blind/incapacitate opponents. And never underestimate the value of hacking the lock on the back door.

In all honesty just wait to see what she comes up with, then be prepared to say "YES!" then the more insane the proposal the more Red/Purple/Black dice you push across the table to her. She may (probably will) completely surprise you and not use her most powerful skill.

but in the interest of giving you ideas to suggest or think about before hand here are some:

What other characteristics has she put XP into? is she a Talker or a Brawler at all? She may just try and punch them!

Perhaps a Knowledge skill to provide some boost to fellow party members?

She could turn off the lights, Jam the door with a table/chair, electrocute someone?

She may roll Streetwise or Stealth or Deception to hide in the crowd (with varying degrees of difficulty)

The tech might not be doing any direct damage, but those holo tables sure look like they have heavy power conduits going into them. Might be a nastry surprise to the thug that hops up onto one to get a good shot at her.The holoprojectors themselves might be usable to create focused "Flash" effects to blind/incapacitate opponents. And never underestimate the value of hacking the lock on the back door.

Great idea, thanks.

Perhaps a Knowledge skill to provide some boost to fellow party members?

She could turn off the lights, Jam the door with a table/chair, electrocute someone?

She may roll Streetwise or Stealth or Deception to hide in the crowd (with varying degrees of difficulty)

All excellent ideas, thanks.

I had a sweet little side-trek at one point, where my players hunted down an Imperial spy to cut him off from access to their secret storehouse. They got him holed up in a hilltop bunker, from which he sniped at them like crazy...until the Technician snuck around back, monkeyed with the power supply, and got the bunker's emergency lockdown system to activate, trapping the spy inside (with his sniper rifle).

Love that Mechanics-In-Combat goodness.

Bombs. Bombs for everyone.

Bad Motivator seems like a goto choice potentially. Depending on the specific scenario of course.

Should be able to hack communications and divert attention away from where they're hiding for example.

Doesn't necessarily have to decrypt the line if all you need is some kind of noise to draw the bad guys attention away from where you're hiding?

Using what's available might mean keeping an eye out on anything worth scrounging, I'm thinking Perception might be a handy skill along with some knowledge skill if they need something exotic to pull off some scheme they're hatching...

Just having access to building schematics may be useful, could have them flip a destiny point to introduce an old friend who just happens to live nearby that may have the information they need or better yet knows the area well enough to suggest an alternative entrance or exit should they get caught inside...

Not exactly skill checks but that's why background history is so useful and not just to the gm either!