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D20 Chase Rules
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===Repairing Damage to Transports=== A PC with the appropreate skill may attempt to repair a damaged transport (or nurse it back to health if it is alive) if he has the proper parts and tools. At the end of every day of repair, the PC makes a check and consults the table below to see how many HP are restored to the vehicle. Repairs cost 1/50 the original value of the transport per day if you perform them - a professional demands 1/25 the original value of the vehicle per day to repair the damage. A critical success with the check means that you automatically repair the maximum number of wound points possible according to the table rather than rolling for it (e.g. if you score a critical success with a check of 27, you repair 30 HP instead of 5d6). A critical failure with a check not only fails to repair damage, it lowers the transport's maximum wound points by 1d6. If this reduces a transoprt to less than 1 wound point, it is irreparably destroyed.
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