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Shadowrun, Sixth World skill

Engineering

Engineering is a skill in Shadowrun, Sixth World: Aeronautics, automotive, industrial, and nautical mechanics: building, modifying, and repairing machines.

Last reviewed

Key facts

Attribute
logic

Overview

Engineering is grease under the fingernails. It covers ground vehicles, aircraft, boats, industrial machinery, and the modifications that turn stock gear into something the corp catalog never listed. Riggers live here, because a drone or a van is only as good as the person maintaining it. Everyone else needs it the night a getaway vehicle refuses to start and calling a mechanic is not an option.

How it works

Linked Attribute: Logic Dice Pool: Logic plus Engineering, counting 5s and 6s as hits. Thresholds: 1 hit for a routine repair, 3 for a modification, 5 for rebuilding something badly wrecked. Scope: Mechanical systems. The electronics riding inside them are Electronics, and most serious jobs touch both.

Tips and playstyle

Best for: Riggers and any team that owns vehicles or drones it cannot afford to replace. Character concepts: An ex-Ares assembly line tech, a drone builder working from a lockup, a nomad mechanic who keeps the convoy running. Synergies: Piloting flies it, Engineering keeps it flying, and Electronics handles the sensors and control rigs bolted on.

Frequently asked questions

Do I need Engineering if I have Piloting?

Piloting operates the vehicle; Engineering repairs and modifies it. A rigger with no Engineering pays someone else after every run.

Does one skill cover cars and aircraft?

Yes. The rating spans automotive, aeronautics, industrial, and nautical work, so a single investment covers the whole garage.