Technician

Technician is an incredibly valuable skill which not just increases, but doubles the chance of repairing any broken items or equipments. In addition to that, it provides the wielder with points, which can be used to perform technical activities free of  cost.

Other notable benefits are the ability to dismantleone (usually the one in Alpha Dorm) for  parts, especially when using  to do so cheaply. Removing a shower is announced by NERON so expect a lynch mob to form if you take down the second shower. Of course, if you are, it can be worth it, as the humans will be left with just a sink that can only wash one person a day afterwards...

,, , and are expected to have this skill. loves it, as it gives her another bonus to PILGRED repairs. and should save a skill slot for this skill, in case the  decides to kill the other technicians, and decide if it's worth taking once the  are dealt with.

If the ship has a Technician, should hide it and keep it a secret until the  are killed. This way, if all of the existing technicians are killed, you still have a backup to repair PILGRED

The and  are your best friends, dramatically improving the success chance on pretty much everything you're supposed to do, so keep them close.

Affected actions
(Any unbroken, damaged Patrol Ship or Pasiphae)
 * If the Patrol Ship broken, it must be first be fixed.
 * If any are available, uses 1  instead of.
 * Requires 1x, both failed and successful attempts consume the Scrap.
 * Success chance is doubled.
 * Stacks with, , and.

(Any broken item or equipment):
 * If any are available, uses 1  instead of.
 * Success chance is doubled.
 * Stacks with and.

(PILGRED Reactor):
 * Efficiency increased by 4-6%.


 * If any are available, uses 1  instead of.
 * Requires 1x, only successful attempts consume the Scrap.
 * ,, and increases the success chance.
 * Bonus to efficiency on NERON Projects:

General effects

 * Gains 1 per day, to a maximum of 2.

New Actions

 * Cost: Depends on target
 * Target: Item or equipment which can be dismantled
 * Effect:
 * Breaks the target into parts, recovering building materials from it. Results depend on the target (see: Inventory)
 * Success chance is increased by and.
 * If any are available, uses 1  instead of.
 * Action is not available if the object has been reinforced.


 * Cost: 2 and 1
 * Target: Breakable item or equipment
 * Effect:
 * Item cannot be dismantled
 * Success chance of sabotage is reduced
 * Does not prevent random breakage at cycle change
 * Success chance is increased by and.
 * If any are available, uses 1  instead of.