Repairs, Damage & Maintenance

Repairs
May need a particular skill, eg.: Armoury, Electrician, Electronics, Machinist, Mechanic, etc.

Minor Repairs:
Each attempt to repair damaged equipment that still has positive HP requires half an hour and a successful skill roll.
See Equipment Modifiers (p. 345), and Time Spent (p. 346) for common modifiers. As well,

Major Repairs:
Something reduced to 0 or negative HP requires spare parts that cost 1dx10% of its original price.
After obtaining these parts, use the rules for Minor Repairs, but all rolls are at an extra -2.

Hiring Help:
Typical rate is $20/hour or higher if unusual skills are required. Typical skill level is 9 + 1d.
For a Warforged its $40 an hour if at or below 0 hp.

Maintenance
Things with moving parts, or complex machinery, or things required to run routinely under stress require regular maintenance.
This includes all weapons, vehicles, precision optics (cameras, night-vision gear, etc.) and other equipment more elaborate than a screwdriver or knife.
Machinery like this requires "maintenance checks" against a suitable skill.
The frequency varies, most ground vehicles need one or two hours per week, weapons (especially guns) need cleaning every day or so of use, Large complex items such as fighter jets require numerous hours per day, if not constant care.
Missed or failed maintenance checks result in HT loss, it is cumulative and affects all HT rolls as in Effects of Injury, and Slime, Sand and Equipment Failure.
To restore lost HT use the Repairs rules, and treat each point of HT restored as a separate major repair.

Effects of Injury (Object Damage)
Less than 1/3 HP left:
Something damaged this badly may suffer half or reduced effectiveness at the GM's discretion.

0 HP or less:
Roll vs. HT each second while it is under stress (not if not being used). On a failure the object suffers a severe malfunction and is disabled. Some objects may no longer function, others might remain partially usable (see Breaking Weapons)

-1 x HP:
Objects don't die, but must still make HT rolls to avoid "death". On a failure the object is destroyed. i.e. a sword shattering instead of bending or snapping, a destroyed computer losing all data, including memories, if sapient, etc.

-5 x HP:
the object is automatically destroyed, as above.

Slime, Sand and Equipment Failure
Harsh conditions may result in breakdowns, regardless of maintenance.
When an item is left carelessly exposed to elements (eg. Dropped in a swamp, left out in a sandstorm, buried in volcanic ash) make a HT+4 roll for it, using its current HT.
If an item lacks an HT score, assume HT 10.
In extreme environments (desert, swamp, jungle, etc.) when the object is under stress (likely use), make one extra roll per item, per day, in addition to any rolls for specific mistreatment

On a failure, the equipment breaks down, jams, or otherwise fails; it cannot function at all without Minor Repairs. On a critical failure, it requires Major Repairs. The GM may wish to keep the results secret and let the operator discover the malfunction during normal use!

Modifiers: +1 if the PCs take significant time out of each day to clean and maintain their gear; -1 or -2 if the abuse or the environment is unusually brutal.