Repairing after a battle

TerlObar's picture
TerlObar
April 1, 2008 - 11:44am
In the Kaken-Kar battle the Sathar Frigate got pretty beat up and Imperial Lord and I were having a dicussion about applying the repair rules and thought that this was something we should bring to a larger audience. Anyway, from the rules for the game we have the following excerpt:
REPAIR

Ships that have been damaged in battle can repair that damage normally using their DCR. If the battle was fought using the Basic Rules, repairs cannot be made until after the battle. If any hull damage repair attempt fails after the battle, no further repairs can be attempted; the ship's hull can be repaired only at a space station. If a system other than the hull cannot be repaired in space (because a 99 or 00 was rolled), the ship must return to a space station to repair this system, also.

It then goes on to list specifics about repair for the different sides using Sathar Start Circles and Starship Construction Centers (SCC). The complete listing can be found in the rules here.

How do you interpret this? In the specific case of the current game we have a frigate that has lost 15 HP, all of it's MR, 1 ADF, its LB and has a Navigation control damage hit (I said he got beat up Smile). How does he get repaired? Does he have to limp off to the Sathar Start Circle and fly home or limp to a captured SCC (the nearest one being in Fromeltar, two systems away) or can he apply his DCR to attempt repairs on each system until it is repaired or he fails (i.e rolling a 99 or 00 on the systems or a simple failure on the hull repairs as per the KH rules)?

Post your comments and ideas and let's work this out.  I've always played the latter option, allowing rolls until the system is repaired or a failure occurs.  I'm curious to see how others have dealt with it.
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Comments:

Imperial Lord's picture
Imperial Lord
April 1, 2008 - 4:03pm
I guess it is a DCR call - why would repairing in battle be easier than repairing at peace?

I think your original call was correct - multiple rolls over the remainder of the "day."

But then again, what time are battles fought in space?  How many hours are left in the "day" after a battle?

TerlObar's picture
TerlObar
April 1, 2008 - 4:37pm
For the sake of simplicity, I'd say you have 20 rolls for the first day and 40 each day after that.  As long as you don't blow it you can keep trying until you get into combat again.  Of couse, I'd allow no rolls if Risk Jumping as you are under too much acceleration to effectively do repairs.  And again some repairs would have to be completed before you could go anywhere.  The ones that come immediately to mind are the following:
  • Navigation Hit - you have to have this fixed before you can go anywhere
  • ADF - You need at least one to make jumps
  • MR - You need at least one here too.

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Imperial Lord's picture
Imperial Lord
April 1, 2008 - 4:57pm
I would say no jumping at all during repairs.  It's not like the crew is available to work on the ship when it is zipping along at sub-light speed.  They are all strapped in.

TerlObar's picture
TerlObar
April 1, 2008 - 7:58pm
At normal jump speeds they are under 1 normal gravity of accelleration,  I don't see any problem working on repairs under those conditions, but no jumps during repairs is a rule I could easily live with.  In general it wouldn't take more than a day or two anyway.  The DCR values for everything larger than an AS are large enough you are going to succeed very quickly if you don't blow it and roll a 99 or 100.
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Imperial Lord's picture
Imperial Lord
April 1, 2008 - 8:46pm
Yeah I think no jumps is the way to go.  From a game balance perspective, there should be *some* penalty to getting the crap shot outta ya, and yet not quite destroyed.

Also, can you fight and re-arm in the same day?

TerlObar's picture
TerlObar
April 1, 2008 - 9:00pm
Sounds good on the repair.  As for rearming, the answer is no.  That is explicitly in the rules.  To rearm you must spend a complete day at a system "in supply" and do nothing else.  If you attack or are attacked, you don't get to rearm.
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Imperial Lord's picture
Imperial Lord
April 1, 2008 - 9:09pm
Ok, so you need to chill for an extra day in Kaken to re-arm Warbird.

TerlObar's picture
TerlObar
April 1, 2008 - 9:18pm
Yep,  The battle was on day 11.  On day 12 I rearm all those RB and T I fired and on day 13 I can move again.
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Imperial Lord's picture
Imperial Lord
April 1, 2008 - 9:30pm
Right - roger that.  nuff ced.  Next time we can chat we should resolve the repairs and see if your worm engineers break anything...

Gilbert's picture
Gilbert
April 2, 2008 - 3:02pm
  The Sather have two option for repair ,one repair at a captured SCC at half the rate for the UPF, or two, go to a start circle wait six days for it to be completely repaired then return to the sather start circle. In the six days all repairs are made.
  The UPF can repair at any SCC at the stated repair rate for the SCC at which is doing the repairs. Systems that are damaged can be repaired t one per day. (seems silly to me only one system per day.)

TerlObar's picture
TerlObar
April 2, 2008 - 3:13pm
Gilbert those rules are actually specifically for ship systems that you failed to repair with the normal DCR rolls.  At least that's how I read them in full context.  As Imperial Lord mentioned, it doesn't seem right that in the middle of combat you have your DCR rolls but as soon as you've eliminated the enemy and the stress level goes way down you suddenly can't repair anything anymore.
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Gilbert's picture
Gilbert
April 2, 2008 - 3:19pm
  Ok, sounds like you have things in hand.