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Mechs / Mech Combat / Taking Damage

Repairing Damage

Source Tech Revolution pg. 115
When a mech combat encounter is over, a mech’s operators can repair damage dealt to their mech, provided it hasn’t been destroyed or lost.
Performing repairs requires stopping the mech, exiting, and working on the mech’s exterior. Any number of allies can use the aid another action to assist with the Engineering checks involved in repairing a mech.
You can remove system failure conditions from a mech component by spending 10 minutes working on the mech and succeeding at an Engineering check. The DC depends on the severity of the condition: DC 20 for malfunctioning and DC 25 for inoperable. If you succeed, you remove that component’s system failure condition, and the component can function as normal.
Restoring a mech’s lost Hit Points is fairly difficult and resource-intensive. You can restore a number of Hit Points equal to twice the mech’s tier by spending 1 hour performing repairs, succeeding at an Engineering check (DC = 10 + 1-1/2 times the mech’s tier), and expending 10 UPBs per point of damage to be repaired. If you exceed the check’s DC by 5 or more, you can reduce the repair time by half or the UPB cost by half. If you exceed the check’s DC by 10 or more, you instead reduce the time and cost by half. If you fail the check by 4 or less, you choose either to make no progress or to increase the UPB cost per Hit Point by 5 for that hour’s repairs. If you fail by 5 or more, you make no progress.
Shield Points regenerate out of combat automatically at a rate of 2 per hour.