Recharging and Refitting
Over time, wear and tear on a ship accrues, forcing adventurers to temporarily abandon their pursuits to recharge and refit their ships.
Recharging
As long as a ship has the requisite crew, they can conduct makeshift repairs and the systems of the ship can reset and recharge themselves without the ship having to dock. Recharging the ship requires a workforce as shown in the Starship Size Equipment Workforce table on page 79, and takes 1 hour.
If conducting repairs is interrupted for more than an hour, the workforce must begin recharging again for the ship to gain any benefit from it.
Once recharging is completed, a crewmember can attempt to spend one or more Hull Dice by making an Intelligence (Mechanic's kit) check. On a roll of 10 or less, you roll the Hull Die twice and take the lesser amount. On a roll of 11 to 20, you roll the Hull Die normally. On a roll of 21 or higher, you roll the Hull Die twice and take the greater amount.
Whenever a Hull Die is spent to regain hull points, a crewmember rolls the die and adds the ship's Constitution modifier to it. The starship regains hull points equal to the total. The crew can decide to spend an additional Hull Die after each roll.
Additionally, all shield points and half of the ship's Shield Dice are restored at the end of the recharging period.
Refitting
Refitting is a period of extended downtime that requires docking at a spaceport or shipyard. Refitting costs a number of credits proportionate to the number of hull dice missing. The amount is 100 credits per hull die multiplied by the Starship Size Upgrade Cost table on page 22. Refitting requires a workforce as shown in the Starship Size Upgrade Workforce table on page 22, and takes an amount of time depending on the size of starship, as shown in the Starship Size Refitting Time table below.
At the end of refitting, a ship regains all lost hull and shield points, expended Hull Dice and Shield Dice, and its system damage level is reduced by 1.
Starship Size Refitting Time
| Starship Size | Time |
|---|---|
| Tiny | 4 hours |
| Small | 8 hours |
| Medium | 1 day |
| Large | 3 days |
| Huge | 1 week |
| Gargantuan | 1 month |
Repairing the "Used" Condition
If the ship was "used" at the start of refitting, the foremost mechanic can make a DC 30 Intelligence (Mechanic's Kit) check. On a success, the cost of refitting is increased, and the ship is no longer "used".
Repairing "used" costs a number of credits proportionate to the ship's maximum number of hull points. The amount is 10 credits per hull point multiplied by the Starship Size Upgrade Cost table on page 22.
Primary System Failure
In some instances, primary systems can experience failure. When primary systems fail, an integrated emergency back up will activate. This back up can continue running the starship, provided there is adequate fuel, for 24 hours. At the end of the 24-hour period, primary systems fail, causing all electrical systems, including life support to fail.
Once a ship's primary systems fail, all functionality of the ship ceases to function. If the ship can be towed to a shipyard, it can still be repaired, however.
Repairing Primary Systems
If the ship's primary systems had failed at the start of refitting, they can be repaired during that refitting, increasing the cost but not the time.
Repairing primary systems costs a number of credits proportionate to the ship's maximum number of hull points. The amount is 10 credits per hull point multiplied by the Starship Size Upgrade Cost table on page 22.