TECH FUNDAMENTALS

The manufacture and manipulation of machine hardware is critical to the world of Splicer and the lives of those within. The Tech Statistic is representative of a Splicer’s knowledge of the technical skills and grants the widest collection of associated augments. Technical knowledge allows a Splicer to utilise experimental energy weapons, augment gear, invent new technological marvels, and repair the mechanical components of cyborgs and robots.

"LeadHead Jim. Wanted on 9 counts of cyber-puppeteering in the corporate sector, 6 counts of illegal Augment integration and 2 counts of armed assault. 7,000 nanite DoA bounty on him." 


"He's the mark?" 

"Not exactly… he's the new mech who's gonna get you in the door undetected."

- Conversation in The Scrum

REPAIRING


All equipment breaks over time. Anyone skilled with a weapon knows that they are not perfect machines, shit happens, that’s where Tech minded Splicers can lend a hand. A successful Tech Check can completely repair broken equipment, avoiding the need to shell out nanites to a smith. Splicers under the effect of an Overclock protocol are also at risk of their Augments breaking which similarly require repair. 



MODIFYING


Buying equipment off the shelf may be good enough for your average punk, but Splicers are always hungry for an upgrade. Modifying is the process of adding functionality to equipment. A Splicer with a high Tech Statistic might graft a make-shift silencer onto an ally’s gun, retro-fit a grenade with a bottle of volatile liquid to create lingering flames in an area, or fashion a melee weapon to be effective when thrown at range.



INVENTING


Sometimes a mission requires tools that simply do not exist. In these circumstances, a Splicer may choose to implement the Nanite Fabricator or Chemical Condenser Augments to invent a solution. Using these devices, a Splicer can create the required parts to bring their ideas to life, at the cost of power and nanites. Splicers with a high Tech Statistic will have best success with both the creation and assembly process. Consumables such as throwables and specialised bullets can also be made using these Augments.



POWERED WEAPONS


Effectively handling ranged or melee weapons required considerable physical ability. However, lasers cut through anything with ease and often use auto-targeting systems. Meaning anyone with the knowledge to find-tune the laser emitter is able to utilise them as weapons without physical prowess. Powered Weapons require a Tech Check to fire or attack with but consume power with every use.