Component | Effect when Damaged or (Really Damaged) | Self Repair (2d6) | Spaceport Repair (2d6) |
Aft Shield | Ship Defense reduced vs. Aft attacks | 4+ & 50 credits | 300 credits |
Bunks/Lounge | Increase Docking Fee by 50 credits each Day. Anyone in Bunks/Lounge when it is Damaged (Really Damaged) is Wounded (killed) | 3+ & 50 credits | 200 credits |
Carbon Scoring | Modifies Imperial Entanglements | 4+ & 100 credits | 300 credits |
Cargo Hold | Contents are destroyed and the Cargo Hold may not be used until fully repaired | 5+ & 250 credits | 1000 credits |
Cockpit | Piloting die rolls are at –1 (–2), and the Pilot and Co-Pilot are Wounded (killed) | 8+ & 500 credits | 2500 credits |
Emergency Generator | No effect, unless the Power Core is also inoperable and you are in space, in which case you have no power to repair the ship and you all freeze to death in space, game over | 6+ & 150 credits | 550 credits |
Equipment Storage | Repair die rolls at –1 (–2) | 5+ & 50 credits | 250 credits |
Fore Shield | Ship Defense reduced vs. Fore attacks | 4+ & 50 credits | 300 credits |
Hyperdrive | You are Dead in Space until it is fully repaired | 8+ & 500 credits | 2500 credits |
Lateral Control | Piloting die rolls at –1 (–2) | 6+ & 250 credits | 600 credits |
Life Support | All ship related die rolls at –1 (–2) | 7+ & 300 credits | 950 credits |
Main Computer | No effect unless the Vacuum Suits are also inoperable and you are in space, in which case everyone dies | 4+ & 100 credits | 350 credits |
Power Core | No effect, unless the Emergency Generator is also inoperable and you are in space, in which case you have no power to repair the ship and you all freeze to death in
space, game over | 6+ & 400 credits | 1200 credits |
Secret Hold | Contents are destroyed and the Secret Hold may not be used until fully repaired | 5+ & 200 credits | 1000 credits |
Sublight Drive | You are Dead in Space until it is fully repaired. If the damage occurs while in combat the enemy fighters add +1 (+2) to their die rolls | 6+ & 100 credits | 300 credits |
Vacuum Suits | No effect unless Life Support is also inoperable and you are in space, in which case everyone dies | 4+ & 100 credits | 350 credits |
Weapon Turrets | Attack die rolls for the damaged Turret are at –1 (–2), and the Gunner in the Turret is Wounded (killed) | 6+ & 250 credits | 800 credits |
A Really Damaged Component must be repaired to Damaged, before being repaired to functional.
Each crew member may attempt one repair per Day. Multiple crew members may combine their Mechanical skill toward a single die roll.