Rules v1.2.4

Repair

A Repair attempt represents jury rigged solutions to battle damage, and the replacement of damaged parts. A single Repair attempt may repair damage on the Capital Ship declaring the Damage Control Special Action as well as any embarked Squadrons.

Ratings may not be increased past their starting values.

Capital Ship Repairing Itself

After performing a Skill Test on the Capital Ship, reference the appropriate Result column and choose one of the rows to resolve. A result of "Auto" is an automatic repair, no roll required. In some cases you may repair multiple damaged systems, e.g. a [T] result allows you to repair any two ratings of Rating Damage. Some systems cannot be repaired at all unless the Result is high enough, and some require a roll of 4 or higher on 1d6 to repair at all.

[N] [D] [T] [Q+]
Rating Damage 4+ Auto 2x Auto 3x Auto
System Trait Damage - 4+ Auto 2x Auto
Weapon Damage - - 4+ Auto
SPN Weapon Damage - - - 4+

Note that there is no way for a Capital Ship to repair itself out of the Crippled state by repairing Structure, and Marine ratings cannot be repared.

Capital Ship Repairing an Embarked Squadron

If a Capital Ship has the Hangers(/traits#hangers):X trait, it may embark up to X Squadrons. Embarked Squadrons may be repaired as part of a Damage Control special action.

Roll a Skill Test using the Capital Ship's Skill separately for each embarked Squadron and consult the following outcomes:

  • [N]: Repair 1 Damage
  • [D]: Repair 2 Damage
  • [T]: Repair 3 Damage
  • [Q+]: Repair 4 Damage