Repairs Rules For FFG Star Wars
Repairs Rules For FFG Star Wars
Repairs Rules For FFG Star Wars
Most repair rules are covered in the Core rulebooks, but they are spread out and sometimes
contradictory. Below you will find the core system summarized (with some house rule
tweaks) along with expanded Spare Parts, Salvage, and Wear rules.
No matter the type of repair being made, there are similarities regarding the skill check itself.
The basic repair of minor damage is an Easy ( ) Mechanics check. The more damaged
something is the more difficult the task becomes:
There are three types of repairs which are detailed in the following pages: Damage Control,
Paid Repairs, and Self Repairs. All three use Table 1: Repair Skill Checks (above) and Table 2:
Spending Repair Results (on the next page).
Damage Control is a quick action to correct problems with a vehicle. This includes such things
as rebooting systems, quickly plugging a leak with a nearby object, or rerouting a system
through quick wire splicing.
Damage Control is a single Mechanics Action with difficulty based upon extent of damage
(see Table 1: Repair Skill Checks above). No spare parts are ever needed for Damage Control.
System Strain: Difficulty is determined by the amount of System Strain compared to the
vehicle’s Strain Threshold. Success removes points of System Strain. System Strain Damage
Control is repeatable. Also, automated vehicles systems recover 1 point of System Strain
every day in which no new strain is suffered. Vehicles docked and plugged into the systems
of a Garage or Capital Repair Dock will benefit from their bonus being applied to either the
action or the daily recovery rate (the later with a bonus of 1 point per , see Table 3: Starport
Repair Services).
Hull Trauma: Difficulty is determined by the amount of Hull Trauma compared to the
vehicle’s Hull Threshold. Success removes points of Hull Trauma. Hull Trauma Damage
Control is only allowed once per encounter in which the vehicle takes Hull Trauma. This
represents quick and shoddy jury rigged repairs and Athletics may be used in place of
Mechanics while adding one . The referee may use
GEAR/COMPONENT DAMAGE
or to have the shoddy repairs fail or cause
some problem until regular repairs are made to the Minor: Temporarily disabled, but
vehicle. nothing important damaged.
Damage Control brings it back online,
A mechanic may have to get outside of a vehicle to but a single “hit” of damage is
repair hull trauma. If a Moderate or Major repair, the retained. For components (only) no
referee should apply for Moderate or for need to go to it for damage control
Major if the mechanic can’t get outside of the vehicle and Computer may be used in place
of Mechanics. Multiple Minor hits will
to make the repairs (in combat, in space, etc). If the
up the damage level to Moderate or
vehicle has suffered only Minor hull trauma damage, more.
the repairs may be made from inside the vehicle.
Moderate: Disabled as physical
Components or Gear: Damage control of a damage is taken after taking 2 Minor
component or gear simply brings it back online. hits. Damage control to bring it back
Difficulty is based upon the current damage level of online, but the 2 hits are retained.
the component or gear. Like Hull Trauma, this may
only be attempted once. If brought back online, it will Major: The component or gear is
still suffer any use modifiers depending on its level of heavily damaged and inoperable until
standard repairs are completed.
damage, which is not changed by damage control.
Damage control is useless. Major
Thus, a component or gear with Major or Destroyed damage may also be received after
damage will not be affected by damage control (it’s taking 3 hits worth of lesser damage.
still un-useable or destroyed per Table 1 above). If 4 hits are received, the component
or gear is destroyed.
Fault: Damage control may be attempted to remove a
PAID REPAIRS
Actual repairs are much more then damage control. Repairs take time, tools, facilities, and
spare parts to complete. System Strain never needs repairs since time and Damage Control
will remove it. Facilities can be found to repair Hull Trauma, Wear, Components, Gear, and
Faults, for a price. Regardless of size, paid repairs are the most common way vehicles get
fixed.
Vehicle Paid Repairs require a Garage (silhouette 5 or less) or Capital Repair Dock (silhouette
6+). The grade of the Starport or Garage indicates the amount of hull trauma, wear, or levels
of component damage that is repaired in a day. See Repair Resources below for more details.
Paying for gear to be repaired can sometimes be offered at shops that sale the gear. For
example, you can pay for a blaster to be repaired at most gun shops. Paying for gear to be
repaired usually takes a day. The owner drops the gear off and returns the next day. If the
owner doesn’t trust a shop or wants it done quicker, he’s going to have to repair it himself.
See Table 4: Paid Repairs for cost per Hull Trauma, Wear point, or Component damage level.
It’s important to remember that needed tools, facilities, and spare parts are included in this
cost and thus don’t have to be accounted for separately.
Gear: Paid gear repair costs are based upon the value of the item and the extent of the
damage: gear: Minor – 50%, Moderate – 75%, and Major – 100%. Since major damage costs the
same as buying a new item, this is usually never done unless the gear has sentimental value.
Some shops allow damaged gear to be turned in for replacement with a new item. This
typically knocks off 25% from the above expenses (ex: trading a blaster in with Major damage
allows purchase of a new similar blaster at 75% of cost).
Time: For most self repairs, time taken is 1 day per difficulty. For gear and patching (see
below), time taken is 1 hour per difficulty. One repair person is required per silhouette of the
vehicle, or the time for each Self Repair is increased by 1 day (or hour) per missing person.
The mechanic making the repair check is counted in this requirement. A mechanic could
receive help from other PCs or hire a Repair Crew (see Repair Resources below). If the check
is failed, the time is still wasted.
Hull Trauma: Difficulty is determined by the amount of Hull Trauma compared to Hull
Threshold. Each un-cancelled removes 1 point of Hull Trauma. Spare Parts are required per
point removed or the success is lost.
A mechanic may have to get outside of a vehicle to repair hull trauma. If a Moderate or Major
repair, the referee should apply for Moderate or for Major if the mechanic can’t get
outside of the vehicle to make the repairs (in combat, hazardous environment, etc). If the
vehicle has suffered only Minor hull trauma damage, the repairs may be made from inside
many vehicles.
Gear & Components: Difficulty is determined by the damage level. Each un-cancelled
lowers the damage level by one. Spare Parts are required per level lowered or the repair is
lost. For gear, Spare Parts used are based on the level of damage and cost of the gear: Minor
– 25%, Moderate – 50%, and Major – 75%.
Wear: Difficulty determined by amount of Wear compared to System Strain Threshold. Each
un-cancelled removes 1 point of Wear. Spare Parts are required per point removed or the
success is lost.
Faults: Difficulty is determined by the fault’s difficulty. A single success is needed to remove
the fault. Spare parts are treated as if removing a component damage level (200 x Silhouette
of vehicle in credits). Note that spare parts may not be needed if the mechanic can instead
get lucky with a Damage Control check.
Basic Tools: Basic tools are required for any repairs. Without tools, the referee may determine
the repair may not be made at all or one to several may be applied. If the attempt may be
considered dangerous (repairing a fusion core), upgrades could be applied instead. Garages and
Capital Repair Docks include tools.
A basic Tool Kit may be purchased for 350 credits (2 rarity) or rented at a settlement or starport
for 50 credits per day.
Capital Repair Dock: Large facilities for capital-sized vehicles are required for silhouettes of 6 or
more when making repairs (only). Capital Repair Docks provide two or three additional System
Strain or Hull Trauma, depending on their quality. Self repairs in a capital repair dock would be a
rare occurrence or very costly.
Capital repair docks may be limited in the silhouette size they may service. For example, a B
Grade Starport can service up to silhouette 7 vehicles only (see Table 4: Starport Repair
Resources above). If no garage is available, a capital repair dock may serve as a garage for
silhouette 1-5 vehicles, but does so as if of one less quality. Self repairs of a silhouette 1-5
vehicle in a capital repair dock also receive a due to the incompatibility of equipment.
Some critical repairs on silhouette 6 or higher vehicles may be made without such a repair dock
at referee’s discretion. For example, repairing the computer system may not require a dock
while repairing a massive sublight engine would.
Only paid repairs are normally available from a Capital Repair Dock since such facilities aren’t for
rent for self repairs. A lucky crew could conceivably gain access to a capital repair dock which
they share loyalties with (rebel agents may be able to use a rare Alliance capital repair dock).
Heavy Lifting Equipment: Heavy lifting equipment can lift up to 4 vehicle silhouette items. Such
equipment is important for repairing (only) vehicles of silhouette 5 or more. If such repairs are
made without heavy lifting equipment, is applied. Some critical component repairs may be
made without this equipment if sensible. Heavy lifting equipment is included in any Capital
Repair Dock. If only Light Lifting Equipment is available (see below), the penalty is reduced to
one .
Heavy lifting equipment is found at any capital repair dock. If no repair dock is available, heavy
lifting equipment may be rented for 50 credits per day.
Light Lifting Equipment: Light lifting equipment can lift up to 2 vehicle silhouette items. Light
lifting equipment is important for repairing (only) vehicles of silhouette 3 or 4. Repairs on
silhouette 3 or 4 vehicles without this equipment applies . Some critical component repairs
may be made without this equipment if sensible. Heavy lifting equipment may also alleviate this
penalty when working on silhouette 3 or 4 vehicles.
Light lifting equipment is included in the cost of a garage rental. If only the lifting equipment is
desired, it may be rented for 20 credits per day.
Repair Crews: When a crew decides to make repairs themselves, local mechanics can be hired
to help for large jobs. The skill of these crews will vary by starport. This extra help can alleviate
any time penalties from not having 1 repairer per silhouette of the vehicle (see Self Repairs
above). They can further help by providing Unskilled or Skilled assistance. Skilled assistance may
be applied if at least one helper is able to do so (has a greater characteristic or skill then primary
Mechanic, as usual). Unskilled assistance only applies if the total repairers exceed the silhouette
of the vehicle.
Unskilled help costs 50 credits per person per day. Skilled help, when available, costs 100 credits
per the person’s skill level per day. Skilled help is considered to have Intelligence equal to skill
level.
Self Repair Example: A transport (silhouette 4) needs to repair 4 Hull Trauma and stops
by a grade C starport. Per Table 4’s Garage entry above, the crew could pay for 1 Hull
Trauma to be repaired each day for 800 credits each (see Table 3: Paid Repairs above).
Instead, the crew’s mechanic decides to save some credits and possibly time by doing it
herself. Each day, garage space is rented for 50 credits. This includes light lifting
equipment which is good enough for the silhouette 4 ship. The ship needs 4 repairers
(number equal to silhouette) to work on it or there will be a time penalty. The mechanic
gets help from 2 other crew members and decides to pay for 2 unskilled laborers found at
the staport for another 50 credits each per day. The mechanic of course has a toolkit
already so tools won’t need to be rented. Spare Parts are needed for each HT to be
repaired equal to 100 x Silhouette, or 400 credits each. These are available at the garage.
Since the 4 HT is less than half damage, the self repair check is only Easy ( ) Mechanics.
To this is added a due to having extra help (over silhouette) and the Starport C gives an
automatic to the check. Thus, a good roll by the mechanic (3 net or more) could
repair all 4 points of HTT in one day. If this is done, the crew only pays for 50 credits for
the garage, 100 credits for help, and 400 credits of spare parts for each point of HT. This
would have a total cost of 1,350 credits and only 1 day of work compared to 3,200 credits
and 4 days in port. Of course a poor crew mechanic could minimize the savings or even
cost the crew more credits and time, if unlucky.
Some repairs require spare parts. Others do not. Repair of Hull Trauma, Wear, Components
and Gear require parts whether being used from your own stores when doing self repairs or
by others for paid repairs. Damage Control and System Strain removal will never require
spare parts. Paid repairs include spare parts in their cost, so they don’t have to be accounted
for.
Spare parts are purchased and used up in a specified amount per successful point or level of
repair. They are not used up on a normal failure. Time is wasted in the failed attempt, but the
spare parts are normally recovered.
For game purposes, spare parts are generic by type. NEW VEHICLE COMPONENTS
There is no need to keep track of whether those
spare parts are for a sublight drive, hull plating, or a Repluslorlifts: If only means of
propulsion, vehicle will crash with
blaster rifle.
severity offset by Pilot check. Difficulty
determined by referee based upon
Spare parts are commonly available at any starport altitude and craft design (wings?). If
of grade D or higher. They may also be found in vehicle has thrusters immediately it
other appropriate places such as a speeder garage wills stay aloft but -1 speed and -2
or a junk yard. Spare parts cost 50 credits, have 1 handling. May require Pilot checks for
encumbrance, and a rarity of 1. even simple maneuvers depending on
streamlining (TIE vs. X-wing).
For simplicity, spare parts are recorded by their
credit value. Thus, a captain who is preparing for Inertial Compensators: When change
speed or perform Evasive Maneuvers, all
the worst might place, “2,000 credits of spare
aboard suffer 1 Strain unless Brace.
parts”, in his ship’s cargo hold. Since spare parts
have an encumbrance of 1 per 50 credits, those Life Support: See effects of loss in
2,000 credits would take up 40 encumbrance Vehicle Ops: Consumables & Expenses.
capacity.
Power Plant: See effects of loss in
Hull Trauma & Wear Parts: Repair of a point of Hull Vehicle Ops: Consumables & Expenses.
Trauma or Wear requires spare parts in credits equal
to 100 x Silhouette of the vehicle.
Components & Faults Parts: Components and Faults require credits equal to 200 x Silhouette of
the vehicle for each damage level repaired. Faults only have one damage level.
Gear Parts: Gear spare parts are determined by the current level of damage and cost of the
gear: Minor – 25%, Moderate – 50%, and Major – 75%.
Spare Parts Examples: A Silhouette 4 vehicle requires 400 credits in spare parts to repair a
point of hull trauma or wear. But, 800 credits of parts are needed to remove a level of
damage to a component or to remove a Fault.
Spare parts may be scavenged, especially from similar equipment. This is not encouraged and
should be done only in an emergency. For example, in a pinch a mechanic may scavenge a
disabled airspeeder in order to get a landspeeder up and running. Or, a disabled starship with
no spare parts in its cargo hold may be forced to scavenge its sensors in order to get damaged
comms working. A successfully scavenged source is of course destroyed in the process.
Scavenged spare parts are of lower quality then purchased spare parts. Scavenged spare parts
impose a to all checks made with them. If the target of the scavenged parts is so
incompatible that using the parts may be dangerous, the referee may instead upgrade the repair
checks.
The difficulty of the scavenged material determines its general quality and amount of parts. For
example, scavenging one landspeeder to repair hull trauma on another landspeeder requires
only an Easy ( ) Mechanics check. But, scavenging an astrogation computer to make repairs to
a sublight drive might be Daunting ( ) Mechanics due to the computer having few parts
the drive might need. When scavenging mechanical or electronic equipment with no set target
for the repairs (general salvaging) the referee should require a default Average ( )
Mechanics, but apply due to not knowing specifically what should be tossed or kept.
Referees should ensure their players don’t abuse this by claiming they didn’t know what they
are going to use the salvage for to receive the Average difficulty, just before repairing something
they knew was damaged which would have had a more difficult scavenge difficulty.
If the item being scavenged obviously can’t be used to make the repair, the referee should
declare it impossible. For example, while parting out a crate of vibroaxes in the cargo hold may
provide enough material to patch up some hull trauma, using the same materials to repair a
sublight drive would be nonsensical.
Scavenge Results: Scavenging spare parts is performed just as a repair check with all the
requirements of tools, self versus paid, requirements such as a repair crew for large silhouette
vehicles, time taken, etc. But, you of course do not need spare parts. Instead of repairing, each
net success grants 500 credits of salvage up to the maximum value of the source. The source is
used up by a like amount. Each net results in 500 credits of the source being destroyed
without any spare parts being salvaged. may be used to add to the next scavenge
attempt from this source or to a repair check using the scavenged spare parts. may add
to the next scavenge attempt from this source or an additional to a repair check using the
scavenged spare parts. A on a success may be used to downgrade the difficulty of the repair
using the parts or provide scavenge without reducing the source during this attempt only. A
may cause something catastrophic to occur as the source is taken apart which could cause injury
or destruction, at least in part, of the scavenge source. Alternately, the referee may decide a
upgrades any repairs made with the parts.
Scavenging Example 1: A transport’s Sensors have been damaged and need repaired. There
are no spare parts aboard ship. A poor R4 unit is scavenged for parts and the referee
determines this is Average ( ) Mechanics. The astromech has a potential of 2,475 credits
in salvage (value of 8,250 credits with a rarity of 3). Each success gives 500 credits of
scavenged quality ( ) spare parts.
Vehicles don’t stay in good condition for long unless they are treated well. Harsh and extended
use wears on all systems of a vehicle. In game terms, this is tracked by reducing the vehicle’s
System Strain Threshold until maintenance is performed (repair of worn parts). While
accumulating a few points of Wear is usually fine, a large amount of Wear will directly affect
operation of the vehicle. Thus it is important to perform maintenance on a vehicle to remove
wear to keep it in top shape.
If these house rules are used, it is suggested they be reserved only for major vehicles such as a
party’s starship.
Any time a vehicle’s System Strain Threshold or Hull As an option, a referee may use a new
Trauma Threshold is exceeded, a point of Wear is quality that represents a vehicle
given. Additionally, Pilot, Mechanic, and Astrogation becoming extensively jury-rigged and
worn-out after repeated repairs. While
checks involving a vehicle or its components resulting
making a repair check to remove Wear,
in or may be spent by the referee to a referee may impose a point of Aged
cause a point of Wear.
on a or . This has no
immediate effect. But, once the
Points of Wear should be recorded on a vehicle’s amount of Aged points exceeds the
sheet near System Strain Threshold. silhouette of the vehicle, it has become
“Aged”: to all checks involving the
EFFECTS OF WEAR vehicle and its components including
repairs. Furthermore, if Aged points
Each time a point of Wear is received two things increase to over double Silhouette, the
immediately happen. First, reduce the vehicle’s is increased to an upgrade in
System Strain Threshold by 1 point. Depending on the difficulty. These penalties may only be
current System Strain for the vehicle, the reduction removed with a complete over-haul of
the vehicle which replaces nearly
of the SST could cause a temporary shutdown of the
everything with new parts and
vehicle. If the SST is reduced to 0 by Wear, the
components. This would be a hard
vehicle is inoperable until maintenance (repair) is decision to make since cost is equal to
performed to reduce Wear. Second, the referee rolls purchasing the vehicle new and takes
on Table 5: System Faults while adding the vehicle’s one month per silhouette. Buying new
current Wear to the roll. If an Astrogation check and putting the old boat out to pasture
resulted in the point of Wear, instead roll on Table 6: may be more sensible.
Hyperdrive Faults. If a fault roll is not applicable to
the vehicle, the result should be, “No fault apparent”.
No Fault Apparent: The most common result of a fault check is, “No fault apparent”
reported by the referee. This may occur due to there being no actual new fault, there is a
fault but the problem is not yet realized, or the fault was judged as not applicable to the
vehicle so it was changed to “No fault apparent” by the referee. The last would occur if the
system affected is not present, such as hyperdrive problems for a landspeeder.
When faults are not automatically apparent, they may be revealed through several reasons.
First, use of the system affected may reveal the fault. For example, a jammed door would
become apparent the next time someone tried to use it. Or, or may be used by a
referee to suddenly reveal the result. Second, checks using the system or a related one may
reveal the issue (if just the use doesn’t reveal it anyway). For example, or while
using a vehicle’s computer may result in a strange reading that tells the user the inertial
compensators are out of whack. Or, while using the gunnery station, or may be
spent for the user to notice rotational bearings are about to freeze up.
If the vehicle’s mechanic doesn’t want to just wait until the problem becomes apparent,
possibly during the worst possible moment, faults may be checked for. This is a time
consuming process which is detailed below.
Fault Checking: A crew who suspects problems with their vehicle from a “No fault apparent”
result may examine the entire vehicle or look over just a suspected problem area. This
represents checking connections, checking over mechanical parts, and running systems
diagnostics. The system being checked may not be used during fault checking. Thus, if the
entire vehicle is getting a once-over, it needs to be completely shut down or the components
left powered up will not be examined.
Checking over all or most of the vehicle requires 1 day per silhouette. Like self repairs, fault
checking has a minimum crew of 1 per silhouette, or add 1 day of time per crew missing. If
checking over just one system or component, the base time requirement is 1 hour instead of 1
day.
Fault checking uses Average ( ) Mechanics, but Average ( ) Computer may be justified
for some electrical systems or computer components. Each net success reveals one fault (if
any are actually present) in the area(s) checked. Note that this just reveals what the fault it. It
isn’t repaired by this check.
GEAR
Gear from other products that may be important to the repairs covered above are
summarized below:
Heavy Loader Arm (Special Modifications, p. 51): The loader arm qualifies as Light Lifting
Equipment.
Repulsor Clamp (Special Modifications, p. 52): This gear can remove one of the from not
having Light Lifting Equipment available. It does nothing to alleviate penalties for not having
Heavy Lifting Equipment available.
VEHICLE ATTACHMENTS
The new Cargo Crane attachment can alleviate the requirement of Light or Heavy lifting
equipment when making vehicle repairs. While the Retrofitted Hangar Bay was house ruled
primarily due to Vehicle Ops: Cargo Handling, it does have benefits for making repairs through
use of its modifications.
Base Modifiers: Light crane which may move vehicle silhouette 2 or larger objects. Qualifies
as Light Lifting Equipment.
Modification Options: 3 Increase Object Size by 1 Silhouette Mods. Object size may not be
more than 1 less then vehicle silhouette. If object size increased to 4+, crane qualifies as
Heavy Lifting Equipment.
Hard Points Required: 1
Price/Rarity: 500 / 2
Source: New