Attempting Repairs
Sept 1, 2018 16:15:07 GMT
Post by Admin on Sept 1, 2018 16:15:07 GMT
Should your machine come out of battle damaged, so long as there is enough time to do so, your character can attempt repairs. Before attempting repairs, you should ask the thread manager if there is time to repair.
To attempt repairs, the character must perform two separate rolls, the first being a Mechanics check. If the roll is 10 or higher, your character may attempt to repair the machine. A fumble or critical will have no impact over this initial roll. This first roll cannot receive assistance from other characters and relies on the pilot to determine success. The actual repairs require a second roll to determine the result, as the first roll is merely to determine if repairs are viable in the first place. This Repair roll can benefit from other's assistance. If another character is assisting yours for repairs, you may add half of their modifier (minimum of 1) to your Repair roll. Up to two additional characters can assist with repairs, for a maximum of 3.
Note: Limbs and/or heads cannot be restored with in-field repairs. However, if another limb is viable by salvaging one from an enemy machine, it could be attached. The initial Mechanics roll will suffer a -2 penalty and any issues with incompatibility will be retained. Durability restored by Repair will also be halved. Repairs cannot replenish depleted ammunition or restore a weapon that was sundered or otherwise destroyed unless resupplying from a transport or supply depot.
Repairing/Resupply from Transport
If an allied battleship or transport is present, the character can temporarily retreat from battle using the Escape mechanic to attempt repairs/resupply before launching again. Under these conditions, a successful Escape action will not penalize your character's earnings.
While your machine is in the hangar, mechanics on board the vessel will attempt repairs on your machine. As they tend to be better supplied than when out in the field alone, the mechanics do not require an initial Mechanic's check to perform repairs. They can also restore destroyed limbs and/or heads, but with a 50% penalty to the durability restored due to the time and effort it would take. A character can forgo limb/head restoration if they so choose. Furthermore, all Repair rolls apply the full Mechanic's modifier plus your own.
GM Note: A generic mechanics team will provide a Mechanic's modifier of +2.
To attempt repairs, the character must perform two separate rolls, the first being a Mechanics check. If the roll is 10 or higher, your character may attempt to repair the machine. A fumble or critical will have no impact over this initial roll. This first roll cannot receive assistance from other characters and relies on the pilot to determine success. The actual repairs require a second roll to determine the result, as the first roll is merely to determine if repairs are viable in the first place. This Repair roll can benefit from other's assistance. If another character is assisting yours for repairs, you may add half of their modifier (minimum of 1) to your Repair roll. Up to two additional characters can assist with repairs, for a maximum of 3.
- 1-9: 10% durability can be restored.
- 10-15: 15% durability can be restored.
- 16-20: 20% durability can be restored.
- Critical: 40% durability can be restored.
Note: Limbs and/or heads cannot be restored with in-field repairs. However, if another limb is viable by salvaging one from an enemy machine, it could be attached. The initial Mechanics roll will suffer a -2 penalty and any issues with incompatibility will be retained. Durability restored by Repair will also be halved. Repairs cannot replenish depleted ammunition or restore a weapon that was sundered or otherwise destroyed unless resupplying from a transport or supply depot.
Repairing/Resupply from Transport
If an allied battleship or transport is present, the character can temporarily retreat from battle using the Escape mechanic to attempt repairs/resupply before launching again. Under these conditions, a successful Escape action will not penalize your character's earnings.
While your machine is in the hangar, mechanics on board the vessel will attempt repairs on your machine. As they tend to be better supplied than when out in the field alone, the mechanics do not require an initial Mechanic's check to perform repairs. They can also restore destroyed limbs and/or heads, but with a 50% penalty to the durability restored due to the time and effort it would take. A character can forgo limb/head restoration if they so choose. Furthermore, all Repair rolls apply the full Mechanic's modifier plus your own.
GM Note: A generic mechanics team will provide a Mechanic's modifier of +2.