Tool Kits
Tool Kits (TL0-8)
- Multi-Tool (TL5)
- TODO
Tool Kits (TL9-12)
Tool kits are used for repair/maintenance skills: Armoury, Electronics Repair, Electrician, Machinist, and Mechanic. They determine the equipment modifiers that apply when using these skills.
Each kit contains a variety of powered and unpowered tools and an array of spare parts. All kits have power cells for the tools in the kit. Even without power, the tools may still be usable for minor jobs at -2 to skill.
Normal kits do not drop in price or weight as TL increases, nor do they gain in effectiveness. As gadgets get more complex, so do the tools required to fix them. See Repairs and Breakdowns for the rules on repairing gadgets, including maintenance requirements and costs of spare parts.
Different tool kits are required for each skill and each specialty. There is no single Armoury kit – if you want to repair a pistol, use an Armoury (Smallarms) kit. Armoury (Vehicle Armor) or Mechanic (Vehicle Type) tool kits and workshops can perform major repairs on vehicles up to 10 tons. For larger facilities, multiply the cost and weight of the kit by vehicle weight/10. For example, a Mechanic (Submarine) kit (2,000 ton-capacity) is 200 times the normal cost and weight.
Portable Tool Kit (TL9)
This is the standard tool kit. Most examples fit in a heavy tool box or backpack. It provides basic equipment for the specific skill and specialization it is designed for, and gives a -2 (quality) modifier for other specializations within that skill. Most kits for Armoury, Electrician, Mechanic, or Machinist specializations are $600, 20 lbs., 10B/10 hr. Those for Electronics Repair, Armoury (Force Shields), and Mechanic (Micromachines or Nanomachines) are $1,200, 10 lbs., 10A/10 hr. LC4.
Mini-Toolkit (TL9)
This is a belt-sized tool kit. It gives a -2 (quality) equipment modifier for the specific skill and specialization it is designed for. Mini-Tool Kits for most Armoury, Electrician, Mechanic, or Machinist specializations are $200, 4 lbs., 5B/10 hr. Those for Electronics Repair, Armoury (Force Shields), and Mechanic (Micromachines or Nanomachines) are $400, 2 lbs., 5A/10 hr. LC4.
Portable Workshop (TL9)
An elaborate version of the portable tool kit. It has everything necessary for emergency repairs, plus a wide range of spare parts that can be tooled to specific requirements. It is a modular system that can be set up in any large vehicle or building; it takes an hour to pack or unpack. It gives a +2 (quality) bonus to skill, or +1 if not unpacked. Most workshops for Armoury, Electrician, Mechanic, or Machinist skill are $15,000, 200 lbs., 10C/100 hr. Workshops for Electronics Repair, Armoury (Force Shields), and Mechanic (Micromachines or Nanomachines) are $30,000, 100 lbs., 10B/100 hr. LC4.
Robotic Workshop (TL10-12)
This automated workshop can attempt to fix any piece of broken or damaged equipment. It uses its sensors and programmed repair manuals to diagnose the problem, then repairs it with its tool-equipped manipulator arms. It has skill 13 in whatever skill and specialty the workshop is designed for; add +1 per TL over TL10. However, it can only maintain and repair devices that are in its database (or closely related). If the workshop encounters a problem it can't fix, it calls for help using a built-in tiny radio. If a human technician is directing a robotic workshop, it is as good as a portable workshop, with an additional +1 bonus due to its extensive technical database and useful- ness as an automated assistant. It is double the cost and weight of an equivalent workshop, and requires twice as many power cells; it has the same LC.