Repairs and Rest

A mech’s Repair Cap is determined by its Frame, with a bonus from Hull. It represents the mechs’ resilience and ability to continue functioning while damaged, as well as its supplies of parts and tools.

Repair Cap also indicates the maximum number of Repairs a pilot has available to spend on their mech – in or out of combat – before returning to base and performing a Full Repair.

Mechs can be repaired in combat with Stabilize – regaining all HP at the cost of 1 Repair – and certain systems. Outside of combat, they can be Repaired when their pilot rests.

To rest, pilots require at least an hour of uninterrupted downtime or light activity (e.g., making camp or performing routine maintenance). After resting, characters may:

They may also spend Repairs at the following costs:

Full Repair

When a character spends at least 10 hours relatively uninterrupted in a secure location, they can perform a Full Repair. A Full Repair allows them to:

Printing

If a pilot has access to the proper facilities, they can also use a full repair to rebuild a mech – or build an entirely new one. Mechs can be printed from scratch using Union’s enormous printing facilities, which are ubiquitous on most occupied worlds.

A printer and assembler can perfectly recreate any mech or gear for which a pilot is licensed. Of course, pilots are only licensed to print one mech at a time. If they print a new one, any others immediately cease to function.