questions on space combat

ColHut

Mongoose
A few questions...

Damage repairs

Only systems damage (not including hull and structure [because they are not systems - see repair rules], and hold?) can be repaired?

A destroyed system cannot be repaired (consistent with the repair rules)?

How many repair attempts can be made per ship per turn - it seems to indicate 1 per character plus or (assisted by) any auto repair capacity? Do NPC ships with average or better crews get 1 per turn plus auto repair (to represent damage control parties)?

Encounter range

Is this based upon the 'encounters' sensor check so maximum encounter is 2d6 x 10 000km?
 
Core, pg 143 defines 3 categories for ship damage which may be repaired with Hull being repairable in the field and Structure at a shipyard.

A destroyed system cannot be repaired using spare parts and requires a shipyard (obviously a destroyed hull/structure is well - not repairable in the field :) ) [same page]

Ship action phase [Core pg 146] includes repair during combat which is detailed on page 150. This allows one check per character and upto two additional checks for auto/drones. These fixes are of temporary duration (battle only) and other (more temporary) repair is required (as per pg 143).

This means systems can only be temporarily repaired (during battle or for several hours at a time). Permanent system (and all structural) repairs require shipyard. Hull can be permanently repaired.

(Personnally, I consider these rules rather broken. With spare parts, I don't see why systems repairs can't last till next maintenance - without spares I buy the no go or 1-6 hours type things. And hulls need proper repair at a shipyard to be permanent IMHO.)

High Guard pg 79 & 82 deals with capital ship repairs and attempts allowed. Robots and Drones don' appear to have any specific rules covering repair that I could find.
 
Hmm so you think that hull repairs are possible in the field - albeit temporary repairs (like on a ship) in a battle, although permanent repairs are possible later in space or in a shipyard?

I assume by characters it means player or important NPC ? Damage Control has to be limited to the auto repairs and limited other characters else a ship will be repaired endlessly unless blasted to pieces by a much more powerful adversary - the repair capacity will be more than the damage capacity of all but greatly superior foes.

I take it that if your maneouver drive is constantly damaged to, so long as you repair it each action phase this can go on indefinately.

cheers
 
BP said:
High Guard pg 79 & 82 deals with capital ship repairs and attempts allowed. Robots and Drones don' appear to have any specific rules covering repair that I could find.

Maybe they're under the Remote Operations skill? Which is used to run Drones.

Mike
 
I assume by characters it means player or important NPC ? Damage Control has to be limited to the auto repairs and limited other characters else a ship will be repaired endlessly unless blasted to pieces by a much more powerful adversary - the repair capacity will be more than the damage capacity of all but greatly superior foes.

I take it that if your maneouver drive is constantly damaged to, so long as you repair it each action phase this can go on indefinately.

Just been re-checking the forums. There still seems to be no consensus on this. I would be grateful if any have an opinion on the last two points above.

regards
 
BP came up with some good ideas for this in the TCS thread, one of which I hi-light below.

The repairs on page 150 are battlefield repairs and breakdown as soon as the combat is over, suggesting repairing a destroyed jump drive and trying to jump give the GM the chance to run that Event Horizon adventure they have always wanted to run:twisted: Time to roll up new characters.

I think destroyed can be battlefield repaired as the Mechanic Check Effect table on page 150 of the core rulebook clearly shows on an effect of 6+ battlefield repairs 3 hits (destroyed result).

Structure or hull can be repaired under the rules on page 150.

BP suggested you could "put the vacc suits on" pop out on the hull in the middle of the combat with metal sheets and your welding gun and repair hull. Normally takes 1-6 hours mechanic check, but you can use the "going faster or slower" rules from page 50 to make this 1-6 minutes to fit into the round with the -1 penalty. And you wonder why the engineers get the big bucks?

I really liked this idea you need a real hero (or fool) to try it, but makes for some epic roleplaying opportunities I reckon.
 
Thanks for that I read those too. I was hoping for something from on high but this is all good stuff. Very much appreciated.
 
smiths121 said:
...I think destroyed can be battlefield repaired as the Mechanic Check Effect table on page 150 of the core rulebook clearly shows on an effect of 6+ battlefield repairs 3 hits (destroyed result)...
I like that interpretation. ;)
 
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