Vehicle Repairs



See also: Vehicle Actions - Damage Control in combat/encounters.


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Repairing Hull Trauma


Temporary/Emergency Repairs

The pilot or crew of a vehicle with Hull Trauma that exceeds its Hull Trauma Threshold may attempt emergency repairs by scavenging all available parts from the vehicle and making a Hard () Mechanics check.

Successful Emergency Repairs

The ship reduces its Hull Trauma to one below its Hull Trauma Threshold but suffers the following penalties: Speed is reduced to 1, Maneuverability is reduced to -3, and all weapon systems are inoperable until fully repaired.

If the ship re-enters combat in this fragile state, any attack that inflicts Hull Trauma immediately generates a Critical Hit with +30 added to the roll.

All of these effects persist until the ship can be dry-docked and repaired.


Permanent Repairs

Repairing Hull Trauma requires three things — proper facilities, money, and time — the latter two usually in abundance. Proper facilities have enough tools, light, parts, and workspace to make the repairs to the vehicle. This could be anything from an orbital space station or groundside spaceport (in the case of a starship), or simply a wellstocked garage (in the case of a walker or landspeeder).


Vehicle Repair Cost

Once a ship is in a slip or dry dock for repairs, each point of Hull Trauma restored costs roughly 500 credits. This cost is highly variable, however, and can fluctuate dramatically based on the Player Characters' reputation, the overall damage to the ship, the scarcity of parts, or countless other factors. The final cost for repairs is left to the Game Master's discretion.


Repair Time

The time required is also variable, and is left to the Game Master's discretion. A good rule of thumb is that light damage (up to a quarter of a ship's total hull threshold) should take an amount of time measured in days, while any damage over that takes weeks or even months to repair depending on the severity of the damage.


Makeshift Permanent Repairs

If it proves imprudent or impossible to get to a proper maintenance facility, the GM might choose to allow the PCs to repair their vehicle using scavenged parts and their own ingenuity. However, these repairs should be somewhat inferior to the real thing, hard to perform (requiring several Hard () or Daunting () Mechanics checks), and time-consuming. In short, they should be an arduous plot point for the PCs to overcome, not a cheapskate way to avoid getting work done at proper facilities.


Repairing System Strain

While the situation aboard a ship that has exceeded its System Strain Threshold is indeed dire, not all is lost.


Damage Control Action

Any crew member can aid the ship in recovering Strain by performing repairs and damage control such as rebooting systems, bypassing fried circuits, and putting out electrical fires. This is accomplished through the Damage Control action.


Vehicle Rest

Ships and vehicles do recover from System Strain slowly over time. For every full day a ship or vehicle spends without taking more System Strain, it reduces its total System Strain by one.


Repairing Critical Hits

The difficulty repairing a Critical Hit is equal to the severity rating of the Critical Hit.

Checks to repair Critical Hits can be attempted multiple times, until the Critical Hit is repaired.


Repairing Systems

Usually, the difficulty of the repairing systems and components is determined by the severity of the Critical Hit; otherwise, it should be an Average () or Hard () Mechanics check at the GM's discretion.