repair

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Repair

Systems and sectors can be repaired in the field or at a proper facility.

Field Repair

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.

Sector Stress

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?)

Facility Overhaul

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.

Quirks

When a field repair leaves a quirk, the GM picks one from the Quirks tables or invents one fitting the situation.


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