So according to the core book there is kinda only once chance to make a mechanics roll and make very temporary hull trama repairs. Is there some more talk about this in other books that would expand on the repairing of ships? I have a character with the mechanic specialization and get a decent bonus to how much HT I repair but I can't see many ways to /actually/ repair HT myself heh. Any tips or extra info I missed or located outside of the core book?
Repairing Hull Trama
You do what you can then you pay essentially.
During combat that single roll is the hard limit. In the Core it also discusses how repairing ships properly is something that usually takes days to weeks in dry dock or a space port. Its for this reason i much prefer the party to have 1 big transport style ship thats tough enough to get through a series of encounters. then in the hanger they have star fighters that can be repaired in place and give the Mechanic something to do while in Hyperspace. If a campaign is going to involve lots of vehicle combat then either there needs to be plenty of time between encounters for repairs to take place, or there is a excess supply of vehicles for the PC's to use.
It's spread out through the book, so it's understandable for it to be fuzzy.
- you can do a repair for free once per encounter.
- you can make an emergency repair whenever you are over your HT.
- you can repair out of combat with no supplies or facilities if the GM allows but the difficulty will be steep.
-you can repair out of combat with facilities with no roll for 500c per hull trauma. Duration is based on amount of hull trauma. A mechanics check can be made to reduce the cost.
It's spread out through the book, so it's understandable for it to be fuzzy.
- you can do a repair for free once per encounter.
- you can make an emergency repair whenever you are over your HT.
- you can repair out of combat with no supplies or facilities if the GM allows but the difficulty will be steep.
-you can repair out of combat with facilities with no roll for 500c per hull trauma. Duration is based on amount of hull trauma. A mechanics check can be made to reduce the cost.
This is great. My least favourite thing about the CR is the fact that related rules are often hundreds of pages apart! Does anyone have page refs for these, at all?
I've been scouring for rules like this for a while. If you don't mind, could you give me page references? I like screen-shotting certain rules and editing them together for my personal use.
It's spread out through the book, so it's understandable for it to be fuzzy.
- you can do a repair for free once per encounter.
- you can make an emergency repair whenever you are over your HT.
- you can repair out of combat with no supplies or facilities if the GM allows but the difficulty will be steep.
Edited by R5D8-you can repair out of combat with facilities with no roll for 500c per hull trauma. Duration is based on amount of hull trauma. A mechanics check can be made to reduce the cost.
And the cost reduction part is under the Mechanics skill description in the skills chapter.