CT TCS, p34-35:
REPAIRS
_ _ Ships damaged in battle must be repaired. The crew can attempt some repairs in space, but permanent repairs require a starport.
_ _ Field Repairs: Any ship system not the victim of a critical hit may be repaired after battle at no cost and in no time, provided the ship's crew factor is at full level; repairs are impossible without a full crew. All systems which suffered a partial loss (loss of factors) have half their lost factors restored, rounding fractions up. Fuel tanks are restored to full capacity (although lost fuel is not replaced). Half of all batteries which were knocked out are restored to full factor, and half are restored to half factor, rounding fractions up. Crew losses may not be repaired, although many of those lost will be only wounded and will be frozen pending delivery to naval base hospitals. Critical hits (including lost armor) may not be repaired.
_ _ Breakdown: Field repairs tend to break down. Roll 8+ once a week per repaired
system for breakdown: once for each drive, screen, battery, or other system. The roll is made the first time the system is used; if it is not used roll at the end of the week. Consequences of breakdown (aside from the system not working) are up to the referee. Allowable DMs are -1 for each previous week in which the system did not break down and -2 if an entire week is spent doing nothing but repair (no jumps, battles, refueling, etc.). The best possible total DM is -3. The referee may impose additional DMs for heavy (or careful) use of the system. If a system breaks down it must be repaired again, but there are no further penalties.
_ _ Starport Repairs: Full repair may be done at any A or B starport, but j-drive repairs require double cost and time at B starports, and no starport may repair a ship system of higher tech level than the starport's tech level. Repairs require shipyard capacity equal to the ship's tonnage. Field repairs are ignored: all original combat damage must be repaired. The cost is full price of the system for a critical hit and one fourth the price of the system for other damage. Systems which were reduced to partial factor cost one fourth the full price times the percentage lost; for instance, if a level 8 meson screen were damaged to level 7, the cost of repair would be 1/4x1/8 or 1/32 the cost of a new meson screen. Repair of a destroyed fire control system (a critical hit) costs one tenth the cost of all ship batteries except the spinal mount. Crew or frozen watch casualties are replaced free at any naval base. The time required for repairs is one to four weeks for non-critical damage and four to eight weeks for critical hits.
_ _ Jump Failure: Ships unable to jump because of critical hits on their power plant, jump drive, computer, or bridge present a special problem. If the bridge or computer is out, another ship may be linked to it for jump; the linking ship must have a computer and bridge as least as large as that of the damaged ship, and linking takes one week. Both move at the jump rate of theslowest ship and maneuver is impossible while linked. Roll for breakdown of the link after every jump; repair takes another week. Ships whose power plants or j-drives have been destroyed must either be transported to a starport inside a tender or must be repaired in place. To repair a ship in place, first a message must be sent to a starport capable of repair; a new drive must be transported to the damaged ship; and it must be inserted, taking double the normal repair time (although not double cost).