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==Repairing Ships== When a ship’s been beat to hell, it doesn’t just repair itself, but usually a good grease monkey will be able to get her up and running again. For every location that has been damaged, you must assign a crewman, juve or some other character with the Mechanic skill to repair the location (Captains, Elite, and Specialists are usually far to important to fix the leaks). To see how much damage they can fix, make a leadership check against the assigned crewman’s leadership: every point you pass the test by repairs 1 point of statistic loss. If the roll is failed, or if not all the damage is repaired, you have to roll on the repairs table below. If you roll a 2, the crewman is a natural at it, and picks up the Mechanic skill, and for now on can roll on the Engineering skill table. If you roll a 12, the crewman has botched the job, and inflicts an additional point of damage to the location. (For instance, if a crewman, LD 7 rolls a 7, he passes the check but repairs no damage and therefore has to roll on the Repairs table. If he rolls a 6, he passes the check and repairs 1 damage, so he only has to roll on the repairs table if the location has 2+ damage on it. For the damage table, roll a d3 and add the amount of damage remaining on the location. In addition, add +1 if the crewman failed his repair roll. <table border="1"> <tr> <th>D3==========</th> <th>Ship Repair Table</th> </tr> <tr> <td>1-2</td> <td>You got off lucky; all that is needed to bring it back to ship-shape is dirt-cheap, common parts. If you assign a mechanic to work on it as his post-game action, the damage is repaired.</td> </tr> <tr> <td>3</td> <td>You must pay 10 credits per point of damage to repair the location.</td> </tr> <tr> <td>4</td> <td>You must pay 15 credits per point of damage to repair the location.</td> </tr> <tr> <td>5</td> <td>Unfortunately, the parts that you need to fix your ship aren’t readily available, but with a little looking they should turn up. To repair you ship, you need to make a Rare 6 roll, and pay 10+d6credits per point of damage. In addition, any upgraded systems that operate off that characteristic are disabled until the damage is repaired.</td> </tr> <tr> <td>6</td> <td>Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find the extra rare parts.</td> </tr> <tr> <td>7</td> <td>Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find extra rare parts. All upgrades that operate off that characteristic are disabled until the damage is repaired.</td> </tr> <tr> <td>8</td> <td>Rare 9; 20+d6 credits per point of damage, and the statistic is reduced by –1 permanently.</td> </tr> <tr> <td colspan="2">+1 per point of damage<br>+1 if repair test was failed</td> </tr> </table> [[NiS/index|Back to Index]]
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