Repairs: Difference between revisions
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==Shipboard== | ==Shipboard== | ||
When a vessel takes [[ | When a vessel takes [[damage]], the ship's personnel are the first ones with the opportunity to conduct repairs. The following rules will describe the process of recovering from damage. | ||
===Taking Damage=== | ===Taking Damage=== | ||
As the Starfleet Command RPG does not include a combat simulator (yet), the results of combat (as well as other non-combat 'misadventures') come about as a result of damage taken from a [[ | As the Starfleet Command RPG does not include a combat simulator (yet), the results of combat (as well as other non-combat 'misadventures') come about as a result of damage taken from a [[Events#Mission_Failures|Mission Failure]]. The term 'mission failure' is a bit of a misnomer, as the assigned mission itself may not have been a failure, but something occurred, so task or challenge was failed so that the ship, and possibly the crew, took damage. [[Events]] describes the extremes when a task is not perfectly completed and [[Damage]] explains how the specific damage is determined. | ||
If the ship survives the 'failed' event but is damaged, the crew will immediately start to take steps to repair the various systems and ship structure affected. Total damage taken from the mission failure was divided into 25-point groups (or less, as warranted), with each group reduced by the general Resistance value. Then, each group value was applied to a specific system, with possible hull damage resulting. Each system damaged and ''each'' instance of hull damage should have been recorded. The engineering teams will work to recover from that damage, just as the medical teams work to save the critically injured. | If the ship survives the 'failed' event but is damaged, the crew will immediately start to take steps to repair the various systems and ship structure affected. Total damage taken from the mission failure was divided into 25-point groups (or less, as warranted), with each group reduced by the general Resistance value. Then, each group value was applied to a specific system, with possible hull damage resulting. Each system damaged and ''each'' instance of hull damage should have been recorded. The engineering teams will work to recover from that damage, just as the medical teams work to save the critically injured. | ||
Latest revision as of 12:27, 17 December 2024
Shipboard
When a vessel takes damage, the ship's personnel are the first ones with the opportunity to conduct repairs. The following rules will describe the process of recovering from damage.
Taking Damage
As the Starfleet Command RPG does not include a combat simulator (yet), the results of combat (as well as other non-combat 'misadventures') come about as a result of damage taken from a Mission Failure. The term 'mission failure' is a bit of a misnomer, as the assigned mission itself may not have been a failure, but something occurred, so task or challenge was failed so that the ship, and possibly the crew, took damage. Events describes the extremes when a task is not perfectly completed and Damage explains how the specific damage is determined.
If the ship survives the 'failed' event but is damaged, the crew will immediately start to take steps to repair the various systems and ship structure affected. Total damage taken from the mission failure was divided into 25-point groups (or less, as warranted), with each group reduced by the general Resistance value. Then, each group value was applied to a specific system, with possible hull damage resulting. Each system damaged and each instance of hull damage should have been recorded. The engineering teams will work to recover from that damage, just as the medical teams work to save the critically injured.
Just as with the medical department, the total number of engineering personnel are divided into 10-person teams: 1 engineer (either systems, propulsion or structural, as appropriate) and 9 technicians. Each team will be assigned a particular system or instance of hull damage, per the command team's priorities. Each additional engineering person can also perform repair work, but at a 10% disability for each person below the 10 required.
Hull Damage
Each ship has enough repair materials onboard to repair hull SU points equivalent to 10% (rounded) of the ship's overall SU value. So, for example, a Constitution class explorer, with a total of 1,251 SUs, would carry enough repair material to repair 125 points of hull damage, both inner and outer. Any amount over ten percent will require a drydock, repair ship or other equivalent facility. (It is possible, especially with long-range explorers, that cargo space is set aside for additional material, with 10 repair 'points' (or SUs) per cargo SU.)
A structural engineering team can repair 4 SUs per 24-hour period. If the active crew numbers are less than 76%, a time penalty is applied (see the Crew Penalty table). Other repair facilities would take an equal amount of time, but they generally have more engineering teams to throw at the problem.
| Percentage of Full Strength |
Penalty |
|---|---|
| 100-76% | no penalty |
| 75-51% | 20% longer |
| 50-26% | 40% longer |
| 25-11% | 60% longer |
| 10% or lower | 80% longer |
Systems Damage
(For the purposes of this section, 'systems' includes propulsion equipment, even though there are specialized propulsion and systems engineers.)
Each piece of equipment that is damaged may be repaired by a ten-person team, as long as it has at least 20% of its original SU value. Anything less than that will require a dedicated repair facility to overhaul it or a straight replacement. (If there is a full spare system in cargo, it may be swapped out at the cost of 1 hour for each 8 SU (or fraction) of the system.) Repairs take 1 hour for each 4 points of systems damage. If the system was completely destroyed, it cannot be repaired, only replaced. Crew Penalties apply, when the overall crew strength is below 76% (as above), applied to the overall repair project for that system.
Repair Facility
As noted in the above section, damage that results in more than 80% loss of capability to a system or the destruction of that system will require the assistance of a repair facility. Superstructure, too, will require intervention of a facility if it has more than 40% damage (though, crews will usually seek a facility if it is more than 10% damaged, unless they have the necessary repair 'points' in onboard storage). Repair period lengths will differ, according to the damaged received, but the costs will be limited to the expense of the replaced systems (if any).
When a drydock is required for repair, specific facilities labeled as 'repair drydocks' will be the first option, over 'shipyards', as shipyard periods generally have to be scheduled well in advance. However, they will not have the full-sized crews that are associated with a shipyard, so the number of teams available may require lengthier periods.
Not all repairs need drydocks, however. Starbases, tenders and other (to be determined) facilities may perform repairs on superstructure with less than 60% damage or systems that do not need the gantry environment of a drydock, as long as their engineering teams are available.