Armournaut

Repair & Salvage

a guide on for players on how to repair and salvage vehicles

Repair & Salvage 

Broken State

2d6+EQP to determine damage and Repair DS.

2-6= Battered, hours, ⅓ cs cost

7-9= Busted, days, ⅔ cs cost 

10+ = Borked, weeks 3/3 cost 

Patch

Diagnosis

Before a Vehicle or piece of equipment can be repaired a diagnosis must be attempted. This is done by rolling a successful knowledge test as a free action. The unmodified difficulty score of these tests is the Repair difficulty score. Failing these tests adds Difficulty Score (equal to difference between test score and target score) to any tests made to repair or salvage them. Vehicles or Equipment only need to be diagnosed once before being Salvaged or Repaired, diagnosing can be attempted once per scene or encounter. Targets that have been successfully diagnosed can be Repaired or Salvaged as a brief action instead of a tactical.

Repair

All damaged equipment may be restored to full functionality with adequate repair. Each broken  state has an associated engineering check, credit cost and time to repair. Successful Repair involves meeting these 3 requirements, once these requirements are met you remove the broken state along with associated penalties. You can ignore a single requirement for Repair by doubling the Difficulty Score of the engineering check, credit cost or time to repair associated with the remaining 2 requirements. You may ignore 2 repair requirements by tripling the Difficulty Score  of the engineering check, credit cost or time to repair associated with the remaining 1 requirement.

Requirements

Meet All Requirements: You can meet all requirements of repairing the broken state.

Example:  You have diagnosed a broken vehicle but the threat is over, roll an engineering skill test, pay the listed cryptoscrip cost and wait the listed repair time.

Ignore ONE Requirement: You can skip paying one of the three costs, but you must double the other two.

Example (Skip Time): Need to get a MOA back into the fight now. Double the DS of the engineering check and double the credit cost, but the Repair is instant.

Example (Skip Credits): You're broke. Double the DS of the check and double the required Repair time, but it costs nothing.

Example (Skip the Skill Check): You have no engineer. Double the credit cost and double the Repair time, but no roll is needed.

Ignore TWO Requirements: You can skip paying two of the three costs, but you must triple the single remaining cost.

Example (Skip Time & Credits): A desperate field repair with no money. Triple the DS of the engineering check to perform a miraculous, resource-free instant repair.

Example (Skip Skill & Time): A wealthy character paying for an experimental, instant repair. Triple the credit cost.

Salvage

You can salvage all of a vehicles intact equipment with a successful Difficulty Score 7 engineering test.

Other Modifiers to Repair

The GM may apply additional penalties or bonuses to any aspect of Repair, diagnosis or salvage based on the narrative up to and including preventing or permitting Repair when it would be otherwise possible or impossible respectively.