Weapon Repair Rules

Using Repair Skills

Time Taken: Several repair skill rolls can be made when fixing damaged weapons. The initial roll represents 15 minutes of work. Should that roll fail, additional repair rolls may be made after varying lengths of time.
High technology machinery is very complex, and requires extra maintenance to ensure it operates at optimum performance levels. While repair rolls can represent time taken to maintain weapons, this type of activity can be done "off-camera" (outside of game play) rather than take place during adventures.

To Repair Weapons

Damaged Systems: Each damaged weapon system requires a separate repair roll to fix. No single repair roll will fix all the systems of any weapon if multiple weapons systems are damaged; however, several characters with repair skills may dole out the work and try to fix different systems at the same time — it just requires separate rolls from different characters.

Repair Difficulties: The difficulty level for repair rolls depends on how much damage the weapon has taken. Once you've determined how badly the starship, vehicle or item is damaged, check the appropriate sections below.

Note: As always, repair times, difficulties and costs are generalizations. Feel free to adjust them to suit the needs of your game.

Blaster pistols, turbolasers, quad laser cannons and other weapons can take damage in combat, and characters with weapons repair skills must step in to fix them. Difficulties and cost depend on how badly weapons are hit. The "cost" is based on the weapon's cost, not the ship's (for starship weapons).

Damage Repair Difficulty Repair Cost
Lightly Easy 15%
Heavily Moderate 25%
Severely Very Difficult 35%
Destroyed May not be repaired N/A

Blaster Repair is used to fix any character-, speeder-, or walker-scale blaster. (This includes everything from blaster pistols to artillery batteries like the Golan Arms DF.9 anti-infantry battery used by Rebels at the Battle of Hoth.) Capital Ship Weapon Repair is used to fix capital-scale ship weapons, while Starship Weapon Repair is used to fix starfighter-scale weapons.

To Modify Weapons

Modification Limit: Stats may only be increased one "pip" at a time. For instance, a damage of 1D must be improved to 1D+1 and 1D+2 before it can be modified to 2D. Increases shown in the charts below reflect the modification above the original stat: the owner is constantly replacing and upgrading parts of the original ship's systems. Using these rules, no system may be improved more than +1D+2, or more than 4 moves.
A new repair improvement roll can be made once per Seminar or Interactive. Use the charts below for guidelines on difficulties and costs. The costs are always a percentage of the item's original value. Should characters find someone else capable of implementing modifications, double or triple the cost.

Characters may wish to improve the fire control and damage for certain weapons, including personal sidearms (blaster pistols) and ordnance mounted on vessels. (The cost is based on the original cost of the weapon itself, not the ship or vehicle it's mounted on.)

Pip Increase Difficulty Cost
+1 Easy 15%
+2 Moderate 25%
+1D Difficult 30%
+1D+1 Very Difficult 35%
+1D+2 Heroic 50%

Character may also improve the ranges of their weapons.

Range Increase Difficulty Cost
+5% Easy 5%
+10% Moderate 10%
+15% Difficult 15%
+20% Very Difficult 20%
+25% Heroic 25%

A failed modification repair roll could result in the weapon's destruction, or might cause a recurring quirk (weapon loses power after each shot), reduced damage or fire control. Blaster Repair can modify all character-, speeder- or walker-scale blasters. Capital Ship Weapon Repair is used for capital-scale weapons, while Starship Weapon Repair is used for starfighter-scale weapons. Lightsaber Repair is used for all types of light-weapons. Pulse Wave Weapon Repair is used for all pulse weapons.

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