Machinist

In Sojourner, Machinists are one of the major crafting Specialties, supporting their party through the provision of various armor and weapon upgrades. Especially as missions get more difficult, the Machinist is invaluable as they are the only Specialty that can craft most equipment which could mean earlier access to better gear and more ammunition for less Credits. During a mission, a Machinist can be useful as someone with a little bit of Encryption experience or as a quick patch for equipment even in the midst of combat.

When you become a Machinist at Professional tier, you gain proficiency in Artistry, Encryption, Engineering and your choice of Melee or Pistols.

##### **Ammunition Press**

At Professional tier, you can craft Ammunition as if it was Rarity 1. For each Rarity level above 1, you create that many additional boxes of Ammunition.

##### **Crafter**

At Professional tier, you can start spending your Downtime to create Armor and Weapons in addition to Modules and Upgrades you have available. The Crafting Threshold for an item equals 10 x the item’s Rarity and the cost for each Engineering check is 10% of the item’s base cost.

##### **Barrel Upgrade**

At Professional tier, you can apply this upgrade up to two times to a Ranged weapon and increase its Armor Penetration (AP) by 1. The Crafting Threshold is 80 with each Engineering check costing 2,000 Credits.

##### **Patchwork**

At Professional tier, you can spend two Actions to repair armor while in combat and give 5 HP to each piece. This Feature can be used once per day at Professional tier, twice per day at Veteran tier and three times per day at Elite tier.

##### **Tempering Upgrade**

At Professional tier, you can apply this upgrade up to two times to a Melee weapon and increase its Armor Penetration (AP) by 1. The Crafting Threshold is 80 with each Engineering check costing 200 Credits.

##### **Frame Upgrade**

At Veteran tier, you can apply this upgrade to any Ranged weapon that is not a Heavy weapon or a Sniper Rifle and allow the weapon to be concealed with Advantage. The Crafting Threshold is 80 with each Engineering check costing 200 Credits.

##### **Jetpack Module**

At Veteran tier, you can apply this module to a set of Armor and allow the wearer to Move up to 10 Meters in any direction at the expense of 2 Power, Falling at the end of their Turn. The wearer can also spend an Action to Hover, spending 1 Power each Turn to do so and gaining the benefits of Light Cover while aloft. Additionally, the wearer can negate Fall Damage at the expense of 2 Power. The Crafting Threshold is 280 with each Engineering check costing 100 Credits.

##### **Magazine Upgrade**

At Veteran tier, you can apply this upgrade once to any Ranged weapon that doesn’t have an internal magazine or is a Heavy weapon and double its magazine capacity. The Crafting Threshold is 100 with each Engineering check costing 200 Credits.

##### **Mobile Module**

At Veteran tier, you can apply this module once to a set of Armor and allow the wearer to increase their Movement by 2. This can be applied to an Armor that already has the Mobile module by default. The Crafting Threshold is 120 with each Engineering check costing 200 Credits.

##### **Strength Module**

At Veteran tier, you can apply this module once to a set of Armor and allow the wearer to increase their Strength by 2. This can be applied to an Armor that already has the Strength module by default. The Crafting Threshold is 120 with each Engineering check costing 200 Credits.

##### **Modified Ammunition**

At Elite tier, when you would make Ammunition, you can select one of the following Damage types to apply:

* Acid
* Electricity
* EMP
* Fire
* Fragmentation
* Radiation

Ranged weapons that use this ammunition will deal an additional 2 Damage, the type being the one selected, alongside its base Damage and Damage type. The cost for each Engineering check made to craft Modified Ammunition is 70% of the regular Ammunition’s base cost.

##### **Reactive Plating Module**

At Elite tier, you can apply this module up to twice to a set of Armor and cause Explosive Damage and the Damage of AOE Psionic Techniques to be reduced by 2. The Crafting Threshold is 100 with each Engineering check costing 2,000 Credits.

##### **Reinforce Upgrade**

At Elite tier, you can apply this upgrade up to twice to a set of Armor and increase its Armor Rating (AR) by 1. The Crafting Threshold is 100 with each Engineering check costing 1,000 Credits.

##### **Rifling Upgrade**

At Elite tier, you can apply this upgrade up to two times to a Ranged weapon and allow the user to gain a +1 to their Attack checks made with this weapon. The Crafting Threshold is 80 with each Engineering check costing 1,000 Credits.