Failed in roll to fix ship crit.

By Darth Poopdeck, in Game Masters

The group failed in a roll to fix a ship crit. What happens now? It never gets fixed?

Edited by Darth Poopdeck

The part is broken beyond repair and they need to buy a new one.

Ejection pods....

Isn't like personnal crit? you wait a week to try again.

I couldn't find anything in the book about "failed" attempts at fixing ship crits.

Depends on how big a deal you want to make out of it.

Knowing my players, were I running a game I'd probably do it something like this.

Field conditions (trying to repair in space, no dockyard): Jury rigged repairs fail, component is beyond repair without a major overhaul. (Call it 75% of buying a new bit outright... cheaper in monetary terms, but taking 2-3x as long as just dropping in a new component.)

Dockyard conditions: Standard repairs fail, but the part can be rebuilt to original specs for 50% of original value, plus however much time the plot requires.

As with anything, YMMV.

EDIT: If it's an absolutely critical component, such as life support or hyperdrive in a situation where sublights won't get you to help, I'd have the system work at a very degraded rate until the craft can get within range of help. "Your makeshift repairs seem to get the hyperdrive online, but there's a worrying knock from deep within the unit... "... x2 Hyperdrive becomes X4, or X6 if there's a deadline for the PCs to meet. Or the life support is operating at bare minimum survival levels, leaving the PCs arriving at dock a little delirious with oxygen (or whatever your flavor of breathable gas is) deprivation and smelling so strongly the port authority has reservations about letting them aboard. Once they're 'safe' then I'd apply the original modifiers. My players are about 4/10 on how techy they want to be in these games, though. If it gets too involved, they're apt to want to 'handwave' it and ask how much it costs, and how much time they're set back.

Edited by Pyrus

I say

If its a Hyperdrive it will work for one short jump. gets them to some backwater planet great for a side adventure find or salvage a new one.

If its Life Support I would pull a Firefly on them. there adrift and some shady NPCs find the ship and they either have to barter,buy, or steal the part they need.

IF its anything else it not all that important so take it on the fly.

"Despite your best efforts, nothing that you try fixes the damage. It looks like you need someone else to fix it." (Hire a mechanic)

I thought crits you could try over and over, but Hull Trauma was harder to get rid of... Now I gotta look it up.

Isn't like personnal crit? you wait a week to try again.

I wouldn't allow that. A living body has it's own healing processes that make a retry after a period of time sensible. If a ship is broken, it's broken.

It's left to GM discretion and I agree with whafrog, a roll that fails means that field repairs and spare parts on hand are insufficient so you'll have to limp to Bespin and hope your buddy Lando doesn't screw you.....

There is a difference between a strait Failure and one with Threats and Despair. A Failure just means you are unable to fix it right now but there is no reason to say you can't try again in a week (I narrate as the PC works on it over a week). Threats may make it worse, require replacing a part (but not necessarily all) of the damaged device or add time, I save unrepairable for Despair results.

Its left to GM/Player agreement so every answer will be different.

In our group i would probably say that the system not working, but their backup is holding for now (the negative effect of a Crit only lasts until the end of the Encounter remember, but you still carry that crit for purposes of receiving future crits). The party need to use their backup system to get them somewhere better equiped to fix the problem.

So i would require the circumstances to change before another attempt was made, after all this system generally discourages multiple attempts at the same task, once you fail you have failed...