Repair

snubby

Mongoose
So does anyone thing repairing seems a little usless, I know I have only played games in deep space but with the fact that you cant repair till next turn after you have been affected and that the repair number is now 9 by the time a ship is able to repair it has so many things worng with it, its like a drop in the bucket.

I know that this makes it more real but persinaly I think that ether change it to were you can repair that turn too with say a 9 and any other turn repair on say a 7 or

Say you get one roll for every 10 dmg points you have left on the ship or one roll for every 10 crew. or one roll for every 10 dmg and 10 crew remaining (not combined) An example of this is say the Vorr saucer

it takes a pulse cannon hit and just does -1/-1 and -1 speed result.

during the next repair , after one full turn since it now has 17 hull and 19 crew it could do two rolls for repair.

one could even say that turn it is affected one can repair on a roll of 10 and then any other turn it is repaired on a roll of 8 (the old repair number) and one would have to state before they roll if they are rolling for older repairs or newer repairs.
 
I'm a little lost... but with repairs, you get to repair one critical on one ship per End Phase. The target is a 9, yes, and there are alot of fleets out there that just need a 3 to accomplish that. Everyone else just has to roll above average to repair a crit.

It's annoying, but haven't heard any complaints except from the Ka'Bin'Tak who got critted 17 times in a turn. Then he did that SA that allows you to repair any number of crits in a turn and he was good.

Dark Angel
 
cant make repairs too easy, and you can get them easy enough with the auto SA that reduces firepower but allows all crits to be repaired with a bonus.
 
auto SA? What is that? So with this on, fire power is less on the next turn but you can repair crits the turn you get them? I am confused.

Can someone just explain auto SA because I don't think I have heard the term before.

thanks
 
automatic special action, no crew quality check.
you still have to wait a turn, the order is called All Hands to Deck, but it allows you to repair any number of crits with iirc a +2 bonus to do so.
 
Automatic Special Action - one that requires no CQ roll.

Repairs are useful for ships that have suffered that one lucky crit from a small salvo. When ships are taking a real pounding from the entire enemy fleet, they probably aren't going to survive long enough to repair anything useful.
 
oh ok, so what you half AD and all your crit folls become automatic?

Also does this happen at the end of the turn the crits were taken or at the end of the next turn like repairing normal crit hits?

nevermind I only saw the one post by greg, Thanks for the info

the reason why I has wondering was because I play vorlon and if there was a way to repair crits the turn they were taken, I would be all over it.
 
Your right it just says "any number of critical critical hits in this end phase." so can you repair things that happen in that same turn... or not lol
 
Your right it just says "any number of critical critical hits in this end phase." so can you repair things that happen in that same turn... or not lol

however you still have to declare the auto SA during movement phase so if you knew a certain ship was going to be taking alot of fire, you could do this to repair all crits in the end phase.

right?
 
ok, look.
Unless you are an ancient (to include Vorlons and Shadows), you must pass a CQ check to repair crits.
No crits can EVER be repaired the turn they happen.

All Hands On Deck gives a +2 bonus to repair crits, and instead of attempting just 1 crit repair, you can attempt to repair all crits (that did not happen this turn). The cost is that you can not use any other SA that turn and you lose some firepower.

That make sense?
 
yes.... I understand (as I walk away, head hanging, kicking my feet) :cry:

poor Vorlons and their ease of critablity, whilt thou ever find a path to overcome thy shortcommings :(

We will find a way, they may take our lives, but they'll never take....our FREEDOM !!!!! AHHHHHHHH!!!!!
 
EDFDarkAngel1 said:
The target is a 9, yes, and there are alot of fleets out there that just need a 3 to accomplish that. Everyone else just has to roll above average to repair a crit.
And we poor Pak'ma'ra need to roll way above average :(
 
Marco Raimeous said:
yes.... I understand (as I walk away, head hanging, kicking my feet) :cry:

poor Vorlons and their ease of critablity, whilt thou ever find a path to overcome thy shortcommings :(

We will find a way, they may take our lives, but they'll never take....our FREEDOM !!!!! AHHHHHHHH!!!!!

Of course given their own Precise (and mutiple damage) beams - they tend to dish out the odd critical as well :wink:
 
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