Time to Repair Critical Hits

Under Actions Step - Repair System (Engineer) on p. 160 it states:
A Traveller on engineer duty can attempt to repair the effects of a critical hit. This requires an Average (8+) Engineer check (1 round, INT or EDU) with a negative DM equal to the Severity of the critical hit. A cumulative DM+1 is gained every round the Traveller works on repairing the same critical hit....Note that only the effects of the critical hit can be repaired, and these quick repairs will only last for 1D hours....
Given that this rules is in an Action Step of Space Craft Combat, the reference to "1 round" implies to me 1 space craft combat round, or 6 minutes (see Combat Rounds p. 154) which maps well to the 1D Minutes Timeframe found on p. 60.

However, in Chapter 7, SPACE CRAFT OPERATIONS - Repairs - Critical Hit (p. 150) it states:
A critical hit can be jury-rigged back to use, but will stop functioning after 1D hours. Properly repairing a critical requires not only an Engineer or Mechanic check (1D hours) but also spare parts.
This is the only example of the term "hurry-rigged" I find in the rules.

In the example of Going Faster or Slower (p. 60) the 1D hours is found again:
Repairing the engine would normally take 1D hours, but an enemy ship is closing fast and they need to jump as soon as possible....
I think the intent of the Actions Step - Repair System (Engineer) is a form of quick or "jury-rigged" repairs and not a "proper" repair (ala p. 150). Problem is that quick repairs or "jury-rigged" is not defined.

Recommendation: Redefine Repair System (Engineer) as a form of quick or jury-rigged repairs good for a Timeframe of 1D x 10 minutes (i.e. 1-10 Space Craft Combat Rounds); further define the critical hits repair procedure on p. 150 as "proper" repairs.

Impact: This will create more dramatic "I need it fixed now Scotty/Kaylee!" moments and preserve crew actions in combat rounds.
 
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