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Using Repair Skills

From Episode D6: Star Wars D6 Wiki

The various repair skills follow similar patterns for time taken and difficulties. While the individual skills are explained below, some general rules regarding repair skills are outlined here for easy reference.

Time Taken: Several repair skill rolls can be made when fixing damaged vehicles and equipment. The initial roll represents 15 minutes of work. Should that roll fail, additional repair rolls may be made after varying lengths of time.

High technology machinery is very complex, and requires extra maintenance to ensure it operates at optimum performance levels. While repair rolls can represent time taken to maintain vehicles and vessels, this type of activity can be done "off-camera" (outside of game play) rather than take place during adventures.

Damaged Systems: Each damaged system aboard a vehicle or vessel (drives, shields, weapons, etc.) requires a separate repair roll to fix. No single repair roll will fix all the systems of any craft if multiple components are damaged; however, several characters with repair skills may dole out the work and try to fix different systems at the same time — it just requires separate rolls from different characters.

Repair Difficulties: The difficulty level for repair rolls depends on how much damage the item, vehicle or starship has taken.

Once you've determined how badly the starship, vehicle or item is damaged, check the appropriate sections below. They're divided by the different stats and systems that can be affected by damage — each lists the pertinent skills which can be used to repair such systems.

Note: As always, repair times, difficulties and costs are generalizations. Feel free to adjust them to suit the needs of your game.

Drives: The ion engines, repulsorlift generators and motors that power starships and vehicles are often known as "drives." They can be destroyed in combat, resulting in the loss of propulsion.

When a drive or generator is destroyed, a Difficult repair roll is necessary to replace it, and it costs 35% of the craft's original value.

Capital ship repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, space transports repair, starfighter repair and walker repair can be used to fix drives on their respective vehicles and vessels.

Hyperdrives: The machinery used to propel starships into hyperspace can be damaged in combat, preventing vessels from jumping. A Moderate repair roll is necessary to fix a damaged hyperdrive.

Skills used to fix hyperdrives include capital ship repair, space transports repair and starfighter repair. Individual skills can only repair hyperdrives on their respective starship types.

Maneuverability: When a craft's maneuver components are hit, it loses directional control. The difficulty to repair these systems depends on how many maneuverability dice were lost. Damage also reflects the cost for new parts and tools based on a percentage of the vehicle or vessel's original price.

Maneuver Dice Lost Repair Difficulty Repair Cost
-ID Easy

0%

-2D

Moderate 15%

-3D or more

Difficult 20%

Capital ship repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, space transports repair, starfighter repair and walker repair can all be used to return maneuverability to normal on their respective vessels.

Move or Space: These stats reflect how fast vehicles and starships can travel. When drives take smaller increments of damage, a craft slows down, as represented by a loss of "moves" (whether it's a vehicle with a "Move" stat or a starship with a "Space" stat). To repair lost "moves," check the chart below for difficulties and cost:

Moves Lost Repair Difficulty

Repair Cost

1 Easy 10%
2 Moderate 15%
3 Difficult 20%
4 Very Difficult 25%
5 Drive destroyed and must be replaced X

Use these skills when fixing damage from lost moves: capital ship repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, space transports repair, starfighter repair and walker repair. Individual skills can only replace moves on their respective vehicle or vessel types.

Shields: Starship combat can blow out vessels' shield generators — difficulties and costs to repair this damage depends on how many shield dice were lost.

Shield Dice Lost Repair Difficulty Repair Cost
ID Easy 5%
2D Moderate 5%
3D Difficult 5%
4D+ Very Difficult 10%

Capital ship repair, space transports repair and starfighter repair can be used to repair shields aboard their respective vessels.

Weapons: Blaster pistols, turbolasers, quad laser cannons and other weapons can take damage in combat, and characters with weapons repair skills must step in to fix them.

Difficulties and cost depend on how badly weapons are hit. The "cost" is based on the weapon's cost, not the ship's.

Damage Repair Difficulty Repair Cost
Lightly Easy 15%
Heavily Moderate 25%
Severely Very Difficult 35%
Destroyed May not be repaired X

Blaster repair is used to fix any character-, speeder-, or walker-scale blaster. (This includes everything from blaster pistols to artillery batteries like the Golan Arms DF.9 antiinfantry battery used by Rebels at the Battle of Hoth.) Capital ship weapon repair is used to fix capital-scale ship weapons, while starship weapon repair is used to fix starfighter-scale weapons.

The rules for repairing weapons also apply for repairing damaged armor. Use the chart above to determine the difficulty and cost to repair blasted armor.