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Thread: Draft Rules For Review -- Repairs

  1. #1
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    Post Draft Rules For Review -- Repairs

    All right, folks, I've got something here I'm interested in getting your opinions on.

    A couple days ago, Legate Legion asked some questions about the repair rules. That, in turn, set me to thinking, and today I wrote up a revised section on repairs, both in and out of combat. I figured I'd post them here to see what people think.

    I'm not sure the tables will come through very well, so that may make things difficult to read in places, but otherwise I think this should be easy to review. Let me know what you think!

    Steve Long

    <1> Repairs

    Ships tend to take a pounding in combat. When the battle’s over, or sometimes while it’s still in progress, engineers work to repair the damage and keep the ship running efficiently and effectively. The following rules apply generally to starship repair. Any rules provided elsewhere in this book for damage to specific systems (whether from combat or Dramatic Failures) take precedence over these rules.

    SIDEBAR:
    <3> The Dramatic Repair Rule
    The “can he repair it in time?” question, fraught with drama and excitement, adds a lot of enjoyable tension to a starship combat (and sometimes a touch of bitter frustration as well). The Narrator should judge the scene carefully and gauge how his players are responding. Sometimes forcing the Crew to make every single repair Test or calculate exactly how much time a particular repair will take detracts from the story. Just like there comes a time to forget about numbers and blow a ship up, there are also occasions when it’s better to simply declare a system repaired and let the engineer characters move on to some other task.
    <2> Repairs In Combat

    Repairing damaged systems in combat is a difficult task, but sometimes a vital one; victory or defeat can hinge on whether the Engineering crew gets the shields back online in time, or fixes a phaser array at the right moment for one last, desperate shot.

    <3> Making Combat Repairs

    To repair a damaged system in combat, the Engineering crew must make an Extended Test. The characters have to achieve a cumulative Test Result equal to the number of SUs of damage the system has sustained. The Difficulty for the Test is usually Moderate (6). The Narrator can increase the Difficulty to increase the dramatic impact of the scene, or to reflect the circumstances (such as delicate, hard to reach, or badly damaged systems, or lack of proper tools).

    When making repairs, an engineer uses the appropriate skill (usually Systems Engineering, Propulsion Engineering, Materials Engineering, or Computer, but sometimes another skill may be more applicable to some systems). If a player character involves himself in the repair process, he uses his skill rating. If an NPC engineer makes the repairs, the Narrator should use his skill rating (if known), or the ship’s Engineering Skill as a reflection of his general ability.

    The character making repairs may roll once per round. There is no predefined Turn length, unless the circumstances or a commanding officer impose one (“Get the shields back online in fifteen seconds or the Jem’Hadar will vaporize us!”). When the character achieves the cumulative Test Result, he has made a quick, jury-rigged repair of the system.

    These rules assume that a single character works on repairing a given system. If multiple characters work on a system, the Test becomes an Extended Combined Test. The Narrator may limit the number of characters who can participate (after all, only so many people can fit in a given Jefferies tube).

    <3> The Effect of Combat Repairs

    A repaired system has its “full” SUs restored. However, the repairs are fairly fragile—the character has made a quick patch-up, not a full-fledged fix. If a repaired system suffers more damage, the first point of damage destroys the entire repair (regardless of how many SUs it has); the rest of the damage then affects the remaining SUs of the system normally. At the Narrator’s option, a repaired system also may be unable to withstand its normal full Power feed or function at full effectiveness.

    Unless the Narrator rules otherwise, a character cannot repair a destroyed system (one damaged to 0 SUs); he must totally replace it. Even assuming the ship has all the necessary parts on hand, this usually takes longer than a quick repair—one round per SU of damage, or longer (sometimes days or weeks, if the damage is extensive enough). If two characters work on the job, they can reduce this time by half; three characters cut it to one-third, and so forth (as above, the Narrator may limit the number of characters who can work on a given task). On the other hand, sometimes it only takes a round or two to replace a small piece of equipment for which Engineering has a readily available spare.

    SIDEBAR:
    <3> Alternate Repair Rule

    Some Narrators may prefer these more abstract, but simpler and quicker, rules for making repairs.

    The Narrator establishes a Difficulty for the repair, and the character(s) make Tests until they succeed (he may allow them to make Combined Tests). Using this rule, the base Difficulty to make any general repair is Moderate (6), though the Narrator may increase this as outlined in the text.

    The Narrator can also establish a minimum time to make the repairs. This means the characters have to spend at least that much time on the job, then make their Test at the end of that period. If they fail, they can try again every round until they succeed; they don’t have to wait the entire period again. Most repairs should take a defined amount of time, such as one round per 2 SUs of damage or one minute per 10 SUs of damage. A character can perform the repairs more quickly by making the Test with a higher Difficulty. For every +1 to the base Difficulty, reduce the time needed to make repairs by 1 round (or other time unit, such as “minute” for repair times rated in minutes rather than rounds). Thus, an engineer who needs to make repairs quickly can do so—but it’s tough! Furthermore, he pays a heavy price for failure: if the Test fails, his efforts make things worse, causing another 1-3 SUs damage; if it Dramatically Fails, he causes 1+1d6 SUs in damage. In either case he can start his repairs over the next round.
    <3> Patching Around Damaged Systems

    Thanks to the multiple levels of redundancy built into many ship systems, sometimes a character can find a way to “patch around” the damage to a system to get it (or a backup system) to work. For example, if an enemy attack destroys or overloads the EPS relays to a bridge console, a character can try to patch around the damage to a working backup EPS system or some other source of power to keep the console operating.

    Since characters can’t always figure out a way to patch around the damage to a system, the Narrator must decide if patching around is possible. If so, the character makes a Systems Engineering Test against a Difficulty established by the Narrator based on the system, circumstances, and damage suffered. The typical Difficulty is Moderate (7). If the character succeeds, the system is up and running again (though it gains no SUs; he has not repaired it). If he fails, he can try again; if he Dramatically Fails, he’s damaged the system further (+1 SU damage), preventing any hope of patching around the damage.

    <2> Repairs Out Of Combat

    Repairs out of combat are far more thorough, and thus take much more time. To calculate the time required, the Narrator must account for many factors.

    <3> Base Repair Time

    First, the Narrator should assign a base time of 27+1d6 man-hours per 1 SU. (Alternately, the Narrator can simply assume an average of 30 man-hours per SU, or any other number of hours he prefers.)

    <3> Number of Workers

    Next, the Narrator must consider the number of workers making repairs. Use the Crew Breakdowns table on page 23 to determine the size of the Engineering crew, and assume all of them are making repairs. If the captain assigns other crew members to help them, they will finish the repairs more quickly; if the Engineering crew has suffered significant casualties, or the captain pulls some of them off repair duty to do something else, repairs take longer.

    Starfleet typically assigns Engineers to work together in crews of two or four. However, individual Chief Engineers may prefer other arrangements, or the nature of a given work assignment may dictate some other staffing method.

    <3> The Effects of Skill

    The base time of 27+1d6 man-hours per SU presumes an Engineering Skill of 3 for the ship. For every point of Engineering Skill above three, reduce the base time by 2 man-hours per SU.

    Alternately, have the ship’s Chief Engineer, or the character with the highest Systems Engineering skill rating, make a Moderate (8) Test. For every point by which the Test succeeds, decrease the base time by 1 man-hour per SU (to a maximum of -5 man-hours); for every point by which it fails, increase the time by 1 man-hour per SU (to a maximum of +5 man-hours).

    <3> Repair Facilities

    Likewise, the base time of 27+1d6 man-hours per SU presumes the ship is on its own, with only its own Engineering crew and resources to effect repairs. If the ship has access to additional facilities, such as a shipyard or spacedock of some sort, reduce the base time (see accompanying table). “Base Time Reduction” represents the basic reduction in the base repair time that results from having a facility to assist with repairs. “Additional Crew” represents the fact that a repair facility has its own Engineering staff to help the crew make repairs. Additionally, the crew at a shipyard or spacedock automatically has an Engineering Skill of 5, which replaces a ship’s lower skill if necessary. The Narrator may reduce or increase the amount of additional crew a facility provides, based on other ships it has to work on, damage to its facilities, casualties among its staff, and other circumstances.

    SIDEBAR:
    <3> Repair Facilities Table

    Facility Base Time Reduction Additional Crew
    Basic planetary repair facilities -1 man-hour 1d6
    Space station
    Basic repair facilities -2 man-hours (4+1d6) x 10
    Advanced repair facilities -3 man-hours (10+3d6) x 10
    Shipyard or spacedock -(3+1d6) man-hours (12+4d6) x 100
    Example: The U.S.S. Soaring Eagle, a Galaxy-class Explorer (3,206 SUs) has an Engineering crew of 132 persons and an Engineering Skill of 5. It suffers 1,879 SUs of damage in a battle with the Dominion. If left to make repairs on its own, they will require a base time of 30 man-hours per SU, with a -4 for the ship’s high Engineering Skill, for a total of 26 man-hours per SU. That translates to 48,854 man-hours of work. Assuming its entire Engineering crew works on the repairs, they will take 370 hours, or 2.2 star-weeks. The captain isn’t willing to wait that long, so he assigns an additional 100 crewmen to help make repairs. Thus, the repairs only take 210 hours, or 1.25 star-weeks.

    Alternately, suppose the
    Soaring Eagle makes it to the Antares Fleet Yards for repairs. The Narrator rolls 3+1d6 for a base time reduction, and gets 7. Therefore the base time for repairs is 30 - (-4 + -7) = 19 man-hours per SU. Thus, the Narrator determines the ship’s repairs require 35,701 man-hours of work. Fortunately for the Soaring Eagle, the Fleet Yards add another ((12 + (4d6 roll of 8)) x10) 2,000 Engineering crew to assist with the work. That means the repair work takes a mere 16.7 hours! For ease of reference, the Narrator decides to round that up to one full star-day.

    <3> Rapid Repairs

    Characters do not have to make Tests to repair a ship out of combat. Since there’s no significant pressure on the Engineering crew, Tests aren’t necessary; the rules assume the engineers make the repairs correctly in the stated amount of time.

    However, sometimes pressure does exist. Maybe the captain wants the ship repaired quickly so it can get back to its mission, or maybe the crew has to complete the repairs before an impending attack occurs. In this case, after the Narrator determines how long the repairs will take using the rules above, he should make a Systems Engineering Test using the ship’s Engineering Skill (or have the Crew member with the highest rating in that skill make a Test). The Difficulty for the Test depends on how quickly the Crew wants to make repairs (see accompanying table). If the Test succeeds, the Narrator reduces the required time as appropriate. If it fails, the required time remains unaffected (the crew may attempt one, and only one, additional Test at +1 Difficulty); if it Dramatically Fails, increase the required repair time by ((2+1d6) x 3)%.

    SIDEBAR:
    <3> Rapid Repairs Table

    Time Difficulty
    91-99% of base time Routine (5)
    71-90% of base time Moderate (8)
    51-70% of base time Challenging (11)
    31-50% of base time Difficult (14)
    20-30% of base time Nearly Impossible (17)

    Crews cannot make repairs in less than 20% of the base time, no matter how high the Test Result.
    Example: The Narrator determines it will take the U.S.S. Soaring Eagle one star-day, or 24 star-hours, to make all necessary repairs at the Antares yards. Unfortunately, a major battle against the Dominion will take place in 15 hours in the Relkara system, which is 2 hours away at maximum warp. Therefore, the captain wants the repairs finished in 13 hours, or 54% of the needed time. The Chief Engineer (a Crew member) makes a Systems Engineering Test with a Difficult of Challenging (11), and fortunately gets a 6 on the Drama Die and a 3 on the next highest die. Combined with his skill rating of 4, that’s enough to get the job done in little more than half the time. The Chief Engineer preserves his reputation as a miracle-worker, and the Soaring Eagle makes it to the battle on time.

    <3> The Effect of Out of Combat Repairs

    Typically, repairs made out of combat are complete repairs. They bring all damaged systems (and the ship as a whole) back to their full SUs and effect. However, if the crew has to make the repairs rapidly, using the rules above, the Narrator may rule they cut some corners and skimped on a few steps, which may mean some systems don’t work as well as they should or have less than their full SUs.

    [This message has been edited by Steve Long (edited 12-16-2000).]

  2. #2
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    Nice indeed! I think you've covered all the necessary bases with regards to repairs, Steve. Nothing immediately popped to mind that isn't covered in some way. I particularly like the sidebars Dramatic Repair Rule and Alternate Repair Rule. Respectively, they provide a nice philosophical grounding and "quickie" caveat for us Narrator's who sometimes tend to short-shrift the rules for game flow.

    LQ

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    "No one controls me. I'm uncontrollable. The only one who can control me is me... and that's just barely possible!" -John Lennon

  3. #3
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    The only thing I can think of adding is how many parts a ship can carry. If you're not around a shipyard you can only repair so much - even with replicators for the small items. Or is this covered in Voyager? Otherwise the addition of Engineering Spares as an item you can "load" into your cargo may be relevent, requiring 1 unit per 10 SU repaired or a similar fraction.

    Yes my Star Fleet Battles roots are showing here

  4. #4
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    The supplies issue, and plenty of other cool things like maintenance rules (well, cool to Treknology-heads like me ), are in the parts of the Voyager RPG core rulebook that I wrote. So are repair rules; what prompted me to write this stuff up was not just Legate's questions, but the fact that I'm going back over and editing my material and wanted to go ahead and get these issues straight, by gum.

    And eventually, of course, I'll take all that VOY stuff, polish it up and finagle it a bit, and put it in the next iteration of Spacedock.

    Steve Long

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    Now we just need advanced rules for shuttle supply, maintenance, and refitting...

    You know, Deck Crews, repairing shuttles (as opposed to capital ship systems), advanced fighter rules, etc.

    >cough< Carrier rules >cough<

  6. #6
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    Well, honestly, I don't really see the need for any of that. While there are at least a couple capital ships that function as carriers, I don't think any special rules are needed for fighter supply, repair, combat, or the like -- I think the same ol' Spacedock rules work just fine for them.

    And even if one could argue that they don't, I'm reluctant to place any kind of emphasis on fighter combat by creating special rules for it. While fighters clearly do exist in canon, fighter combat clearly isn't a big part of the Star Trek setting as we know it.

    Steve Long

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    Are you sure the repair times with spacedock assistance aren't a little too short? In your example, the Soaring Eagle is practically half-destroyed (1,600-odd SUs out of 3,000 or so). Yet it takes less than a day to repair. In "Best of Both Worlds, Part II", the Enterprise required six weeks at Earth Station McKinley to repair the damage done by the Borg - ie: an outer hull breach caused by the cutting beam. I'm guessing here, but I wouldn't have said the Borg did 1,600 SU of damage to make that hole...

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  8. #8
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    Steve, I think you covered all the bases

    Karg

  9. #9
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    Captain Hunter: I'm inclined to agree. And the numerous dice rolling to detemine man hour reductions is a bit much.

    OPTIONS
    How about a base time of 50 man hours (no dice rolling) per SU of damage. I pick this number because it gives somewhat more tenable repair times.

    Alternately I would suggest using staged damage, the more damaged the ship is the more work it takes to repair what's left.

    All damage points are rounded to the next higher level. For example, even a single SU of damage means the ship is Superficially damaged.

    Superficial Damage: Ships Total SU x.1. If the ship sustains this level of damage or less the base man hour time is 10 hours per SU.

    Light Damage: Ships Total SU x.2. Base time is 20 hours per SU.

    Moderate Damage: Ships Total SU x.3. Base time is 25 hours per SU.

    Serious Damage: Ships Total SU x.5. BAse time is 30 hours per SU.

    Critical Damage: Ships Total SU x.7. BAse time is 40 hours per SU.

    Imminent Destruction: Ships Total SU x.9. Base time is 50 hours per SU. Requires Stardock.

    For example, an vessel with 3,206 SU's will take Superficial Damage up to 320 SU's, Light Damage up to 641 SU's and so on.
    ALTERNATE DAMAGE RULES
    Another alternative is to give one of the above damage codes to each attack that damages the ship. This would require a bit more bookwork but would be more realistic as well as more involving for the engineering players since they could then prioritize damages and assign crew as they see fit. Ths is by far my favorite optional idea.

    Determining damage level would be as above, but reducing the multiplier "breaks" to smoothly progress from 5% to 30% of the original hull strength. For real gearheads they could recalculate the thresholds after damage each time.

    Base times per repair would be as above. The engineering player should be in charge of recording ship damage and assigning a suitable "cinematic" description asside from generic "hull damage." Damage level reductions and base time reductions should be applied for original and in-character descriptions of the damage.

    OTHER
    I also suggest simplifying the die rolling even if no other changes are made, as an example if you roll well the repair times will be measured in hours. Which I somehow doubt is the intent of the system.

    I would suggest ditching most of the random dice rolling (especially the ones requiring two SEPARATE dice rolls to get a result) and streamlining the system to give you a Man Hour Multiplier and Average Additional Engineering Crew.

    The sidebar would be changed as follows:
    SIDEBAR:
    Repair Facilities Table
    *Location* *MHM* *AEC* *ASL*
    Space station
    Basic repair facilities x1 50 3
    Advanced repair facilities x.9 500 4
    Shipyard or spacedock x.8 2,500 5

    MHM - Man Hour Multiplier, multiple the base time in man-hours by this value.
    AEC - Average number of additional engineering crew that can be assigned to vessel repairs. The narrator is free to adjust this number up or down at will.
    ASL - The Average skill level of the engineering crew at any one location. This value not only takes into account individual knowledge but the tools available and repair facilities.
    What do y'all think?

    [This message has been edited by Tzeentch (edited 12-18-2000).]

    [This message has been edited by Tzeentch (edited 12-18-2000).]

  10. #10
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    OTOH, if a facility did put 3,000 engineers to work repairing a Galaxy-class Explorer -- three times the ship's full crew -- I don't think it's illogical to believe they could get the work done in a day.
    I think that is being excessively generous, and as others have noted its not necessarily supported in canon. If they can repair several thousand SU worth of damage in a single day then logically they should also be able to crank out "keel up" ships in a week or so per ship.

    As I noted in the above, the "damage levels" or "wound" system would only be used if there was an engineering player who wanted something more to do then make quick repair rolls and exclaim "She canna' take no more!"

    It's not any more complex then similar systems used in Shadowrun for example, but YMMV

  11. #11
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    I agree that the repair times can, theoretically at least, become very short. But keep in mind that the Soaring Eagle example posits putting over 3,000 engineers to work repairing a single ship. I think it's far more likely that a busy repair facility, like McKinley or Antares, probably couldn't do that, since it's splitting those 3,000 engineers up among a dozen or more ships at any given time (witness how busy Utopia Planitia is in the opening scenes of VOY, "Relativity"). The text notes that Narrators can reduce the additional engineers; perhaps I need to emphasize that a bit.

    OTOH, if a facility did put 3,000 engineers to work repairing a Galaxy-class Explorer -- three times the ship's full crew -- I don't think it's illogical to believe they could get the work done in a day. As the TNGTM notes, perhaps the Federation's greatest advance is not in technology, but in the administration of personnel.

    However, I don't see any problem with increasing the base repair time per SU of damage. That would probably make an average repair time work out better. I'll fiddle around with some numbers and see what I get.

    The idea of assigning damage codes and so forth to individual damage, or damaged parts of a ship, is an interesting one, but I think it would involve far too much bookwork, esp. since combat situations already involve a lot of record-keeping and number-juggling. But I will keep the idea in mind.

    Steve Long

  12. #12
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    3000 engineers!
    Surely they'd be falling all over each other trying to do repairs.

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  13. #13
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    One thing with the Enterprise being repaired taking so long; it's possible some of the damage was from the earlier emitter firing (I imagine the "repairs" they did so that they could chase down the Borg were pretty slap-dash from that) and that was what took so long. The other possibility is that since they had her there anyway, Starfleet decided to take care of a bunch of general minor refit-type stuff at the same time (the fact that it gave a crew that had been through a hell of a lot some extra time off might also have suggested such a thing; seems like good people management mixed with good engineering sense). Either one could suggest why repair times would match Spacedock rules normally but didn't in this case. I would tend to suspect that in any event, after the Battle of Wolf 349 and the penetration of the Earth Defense Network, all availible engineers had their hands full anyway, as people have suggested. So if you need to explain why your PCs are still cooling their heels while their ship is getting patched up from their latest fun, you can pull out similar explanations (and allow sufficient time for an adventure or two while they wait ).

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