Systems and sectors can be repaired in the field or at a proper facility.
A field repair takes 2 hours by default. The pilot may take malus dice to shorten this:
| Malus Dice | Time |
|---|---|
| 0 | 120 min |
| 1 | 60 min |
| 2 | 30 min |
| 3 | 15 min |
| 4 | 5 min |
| 5 | 1 min |
The roll is made against the system's repair thresholds. Default thresholds are [5, 9, 13], modified by tech level:
| Tech | Thresholds |
|---|---|
| Base | [5, 9, 13] |
| Low | [5, 10, 14] |
| Mid | [6, 11, 16] |
| High | [7, 13, 18] |
| Experimental | [8, 15, 20] |
The threshold reached determines the outcome. Duration does not change based on threshold reached — the time is set by the malus dice chosen before the roll.
| Threshold | Result |
|---|---|
| Below first | Further damage done. System gains a repair quirk. |
| First | System operational with a quirk and a repair quirk. |
| Second | System operational with a quirk. |
| Third | As new. No quirks. |
Sectors can be repaired similarly — the roll result lowers the sector's stress and repairs its seal. (Needs workshoping — do sectors need their own table?)
At a workshop, hangar, or drydock of appropriate size and tech level, the pilot can make unlimited retries of the repair roll. This allows removing quirks and fully restoring systems.
When a field repair leaves a quirk, the GM picks one from the Quirks tables or invents one fitting the situation.