Repair cost of critical hits on vehicles

By Skie, in Star Wars: Edge of the Empire RPG

How are you guys dealing with it? I had a discussion with my players, and - because I (GM) generally keep the group relatively low on credits (and it's their doing too), we agreed that this cost is included in 500cr/hull point. After all to deliver a crit, the attack must bypass armour and deal some HT damage.

But how are you guys handling it? Does it cost extra? What about repair times?

I think X credits per hull point is a good method for cost, with X being adjusted to how each GM hands out cash. I add all the severity Difficulty dice together of the total # of critical hits and that equals number of weeks in dock to repair.

Edited by 2P51

We're charged extra for a repair bay (5-to-10 times as much as we would for just a secure berth and refuel). This gets us access to any components and raw materials we need to fix our ship. Only one Crit can be repaired per mechanic, per day. The amount of Hull repaired in a day is equal to the number of successes we generate on Mechanics (the rationale is that a better mechanic will waste less materials than an inexperienced guy slowly going through the Haynes manual).

This gets us back in the air pretty quick (barring GM fiat - "They don't have an FU-11 compression coil. I guess you're going to have to hunt one down if you want off this rock."), which keeps the adventure moving along, and makes the Mechanic skill just as valuable as Pilot: or Gunnery.

Edited by Col. Orange

I base it entirely on the criticalness of the hit. Little stuff like Mechanical Stress costs next to nothing, something like Engines Damaged cost a couple hundred at most, a Major Hull Breach can cost a few thousand.

That said I'm also very flexible on the 500c/HT guideline (which the book seems to think is ok). I consider that to be the cost of paying someone else to do the repairs in a high end facility. Doing the job yourself in a typical facility should cost around half that or less.

Since we're sort of on the topic: How do you other GMs deal with repairing Critical Hits during combat? Do you allow it? Or not? Or does it depend on the severity?

Since we're sort of on the topic: How do you other GMs deal with repairing Critical Hits during combat? Do you allow it? Or not? Or does it depend on the severity?

Never. Unless they think of a cool reason that they should be able to or the presence of the critical hit prevents them from doing something cool.

I base a lot of my rulings in this game on whether or not the outcome would be fun.

Since we're sort of on the topic: How do you other GMs deal with repairing Critical Hits during combat? Do you allow it? Or not? Or does it depend on the severity?

I'd allow it, maybe upgrade the Difficulty as much as seems appropriate and add Setback dice for being bounced around under fire. Sometimes you need that hyperdrive fixed right away....

Yeah I allow it too - the group's mechanic, useless in combat, feels really necessary and included. Only I rule that these repairs are ad-hoc and need to be done again in a safer place.

Repairing crits in combat is explicitly permitted in RAW. Removing it takes away the mechanic's job during combat.

I agree with Doc. The Damage Control action allows numerous attempts to repair a Crit until success is made.

If it's this easy to repair a crit in combat, I only charge extra credits to repair a Crit out of combat if the crew has to hire a mechanic to do the work.