Starship-Data

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Emergency Repairs

The character makes a Difficult (–10) Tech-Use Test to direct and aid repair crews. If he succeeds, he repairs one unpowered, damaged, or depressurized Component. Repairs normally take 1d5 turns, however, this can be reduced by one turn per degree of success, to a minimum of one turn. Emergency Repairs cannot fix destroyed Components.

Extended Repairs chapter on page 228 Core Rulebook. If you repair a ship for one week, you can repair 1d5 Hull Integrity if you have a degree of success. When you are making the extended repairs far away from planets (or salvage vessel) able to supply you with spare parts, you are only able to restore 1d5 hull integrity, no matter how many weeks you spend. Also if any DoS, all components are repaired unless marked as destroyed.

Hull Integrity can be considered similar to a ship’s Wounds. It is a measure of how tough the vessel is, and how much damage it can take before being blown open. For every point of Hull Integrity a ship loses, it loses 1 Crew Population and 1 Morale as well.

When a ship reaches Zero Hull Integrity, it becomes Crippled. Apply a –10 penalty to its Manoeuvrability and Detection, and reduce its Speed to half. In addition, reduce the strength of all weapon Components by half (round up). A ship will remain Crippled (and continue to suffer these effects) until it has regained at least 1 Hull Integrity. When a Crippled ship takes damage past its Armour, it takes a Critical Hit. Compare the value of the damage that exceeded the Armour to the Critical Hit chart. The ship suffers this Critical Hit result.

Essential components take 2 weeks plus SP cost in weeks to install or remove.

Supplemental Components take their SP cost in weeks to install or remove. I would make the player remove the destroyed components wreckage before installing the new ones.

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