Each ship may attempt to repair one damage card per turn, with odd failures becoming permanent.
How it works
Pick one Gunnery, Gunnery Radar, Magazine or Speed card; roll 2d6 plus any Captain Points spent; 10+ discards it. If the unmodified roll was odd the damage becomes permanent, if even it may be retried next turn. Hull and Bridge damage cannot be fixed.
If the unmodified roll was an odd number, the damage is permanent; if the roll was even then you may try to discard the damage on a subsequent turn.


