Equipment Maintenance and Repairs

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Originally Published:  2010-03-06
Last Updated
:  2010-03-06
Original Concept: GDW, Inc.
Final Design:  GDW, Inc.

 
 
 
 
Aircraft Damage
Battle Damage
Breakdowns
Equipment Condition
Increasing Wear
Maintenance
Potential Breakdowns
Preventative Maintenance
Rebuilds
Repairs
Routine Maintenance
Starship Malfunctions
Tools

Maintenance
Sophisticated equipment requires nearly constant maintenance to keep it running, even in the best of times, and these are not the best of times. People used to driving civilian cars on good roads are seldom aware of how much more punishment an all-terrain exploratory vehicle takes. In many campaigns good mechanics and engineers are worth their weight in gold, and are indispensable if the PCs haw equipment they want to keep running.

Good mechanics, for all their worth, will sometimes be considered pests by the rest of the group. They will want to spend as much of their time as possible with the vehicles, going over them and conducting minor repairs and preventative maintenance.

lf operating in a region where regular maintenance facilities are rare, they will be constantly searching for more spare parts, whether they are needed now or not (someday they’ll be needed and might not be available then, so “get them now” is their philosophy).

Routine Maintenance
Every major piece of equipment (vehicle, starship, large weapons system, or sensor) has a base maintenance number indicated on its description. This is the number of hours per week that should be spent in routine preventative maintenance to keep it in good working shape, assuming it is in mint condition. The actual time spent in maintenance is up to the players, but should be influenced by the actual condition of the equipment.

Equipment Condition
Whenever characters acquire a major item of equipment during the game, including during character generation, the referee should determine its wear value by rolling 1D10. The higher the wear value, the more worn out the equipment Whenever characters are in a position to buy or sell equipment, its true value is determined by dividing its base price by its wear number. Thus, a vehicle which would normally cost §200,000 but has a wear value of 8 would only be worth §25,000.

Potential Breakdowns
Each piece of equipment has the potential to break down when it is used for a certain period of time. The chance for a potential breakdown is equal to the equipment’s wear value and is rolled on a D10 (thus a piece of equipment with a wear value of 2 would have a potential break down on a 1D10 roll of 2 or less).

For most equipment, including planetary vehicles (all ground vehicles, lift vehicles, and aircraft, plus small watercraft), potential breakdowns are rolled for each eight-hour period (or fraction thereof) for which the equipment is used. For heavy equipment specifically designed for continuous long-term use, the roll is only once per day (24 hours) of use (this category includes all spacecraft and starships, large ocean-going ships, hydroelectric power plants, and the like).

A potential breakdown does not mean the piece of equipment has actually suffered a serious malfunction.  Avoiding an actual breakdown is a Difficult task against the skill appropriate to the equipment (Mechanic, Electronics, Gravitics, Ship‘s Engineering, etc.) performed by the character who did the last maintenance on the item.  If the machinery has not been maintained for the recommended number of routine preventative maintenance hours in the last week, the potential breakdown automatically results in an actual breakdown.

If a potential breakdown does not result in an actual breakdown, the characters may continue using the machinery without interruption. The occurrence of a potential breakdown is usually obvious to the characters, and the referee can tell the players that they hear ominous grinding noises in the machinery, smell a funny odor, see smoke in the exhaust, note a power spike on the readouts, etc. (although some breakdowns can be unexpected and sudden at the referee’s discretion). This allows them to shut the system down and do some work on it before it goes completely. The referee may opt to allow the players to reduce the load on the system (for example, reduce power plant output to 50%) to allow the roll for actual breakdown to be postponed for another eight-hour period.

Once a potential breakdown has occurred, there will be an additional automatic potential breakdown every period (eight-hours or 24-hours according to type of equipment) used thereafter until the item of equipment receives at least its recommended number of routine preventative maintenance hours. Avoiding an actual breakdown is a Difficult task performed by any character (using appropriate skill) during intermittent pauses in use.

If an actual breakdown occurs, go the the Breakdowns section.

Preventative Maintenance
Extra preventative maintenance can help prevent breakdowns.  Spending twice the recommended number of hours will reduce the chance of a potential breakdown by 2; spending three times the amount reduces the chance by 3, etc.

For example, spending eight hours per week maintaining an item of equipment with a maintenance number of 4 and wear value of 6 will mean that the roll for a potential breakdown is 4 or less, not 6 or less.

Note that this allows wear value to be temporarily (for one week) reduced to 0. Under certain circumstances, referees may allow players to use this rule to “foolproof” a piece of equipment for an upcoming period of operation. For example, on the first day of the week, sufficient maintenance is performed on a vehicle to reduce its wear value to 0. For the remaining six days of that week, there is no chance of a potential breakdown, and no further maintenance need be performed. However, under harsh conditions (in combat, bad weather, exotic or very hot atmospheres, sandy environments, etc.) the referee may stipulate that the players must provide the normal required maintenance over the course of the week to maintain the 0 level. However, full crews are always required to operate and monitor equipment, even when maintenance loads are reduced.

Maintenance must again be performed on the first day of the following week to avoid negative effects.

Increasing Wear
After an item of equipment has suffered 10 actual breakdowns, its wear value is increased by 1. A vehicle with a wear value of 10 which suffers its tenth breakdown at that value is no longer repairable, and is good only for salvaging parts, unless it is rebuilt (below).

Starships and starship components may only be rebuilt at class A and B starports. Vehicles and other equipment may only be rebuilt in suitably equipped cities or bases. In all cases, the rebuilding facility must be of equal or greater tech level as the rebuilt system.

Once the players and the referee are very familiar with the game mechanics, they may wish to keep separate track of the wear value of the components of a starship.  That is, a starship which suffers repeated power plant breakdowns would end up having a very worn-out power plant but a sound sensor suite. In this case, the tenth power plant breakdown at wear value 10 would mean the characters need to completely rebuild their power plant, not the entire starship. This rule is not suggested for beginning use; players and referee have enough to keep track of as it is.

Referees should take care that not too many separate systems of a single object are rolled for, as this can result in continuous breakdowns. Try rolling only once per period, but against the highest wear value. The referee will then assign the exact component for a potential breakdown by pro-rating the individual component wear values.
Rebuilds
Vehicles and major starship components may be rebuilt, which reduces their current wear value. The wear value to which a piece of rebuilt equipment may be rebuilt depends on how many times it has been rebuilt. The first time a piece of equipment is rebuilt it may be rebuilt to wear value 1, the second time to a wear value of 2, and so on. A rebuild costs 5% of the original purchase price of the component per wear value reduced. Thus an engine rebuilt from wear value 10 to wear value 5 would cost 25% of its original cost.  That same engine rebuilt to wear value 1 would cost 45% of its original cost.
Starship Malfunctions
A starship can malfunction. The two major malfunctions are drive failure and misjump. The primary influencing factors are unrefined fuel and lack of maintenance.

Refined fuel is pure liquid hydrogen, and is available at starports (price varies with availability, but is typically about §500 per ton); unrefined fuel is also sometimes available at starports (around Crl00 per ton when available).

Unrefined fuel can also be gotten for free: skimmed from gas giants or taken in the form of water from oceans or lakes (if there are any on the world) and used as unrefined fuel. However, both are full of contaminants in their original state (gas giant skimming also yields ammonia, methane, etc., and water must be processed into pure hydrogen).

Many starships use unrefined fuel because it is cheaper and more plentiful. In order to safely use unrefined fuel, a ship must carry a fuel purification system that prepares the fuel for use in the fusion plant. If the unrefined fuel is burned as is, there is a chance of misjump.  See the Starship Operating Procedures flowcharts.

Starships require continuing maintenance as they operate and an annual maintenance overhaul to keep them in top running order. Ships which are under-crewed and do not carry enough dedicated or full-time skilled engineers, and those which avoid or delay their annual maintenance, run the risk of malfunction. See Routine Maintenance for details.
Repairs
In the course of the game, PCs will be called upon to repair ships, vehicles, and other equipment which either has broken down or has suffered damage. The combat rules list the procedures used for determining battle damage to vehicle components. Breakdowns are discussed below.
Tools
If a character has the needed parts to make repairs, he must then have the tools to do so. Given the correct tools, the repairs are Difficult tasks. If a PC has the wrong type of tools, the job will take longer and become a Formidable task. Damage to a power plant or drive or large non-energy weapon system requires mechanical tools of at least as high a tech level as the system being repaired. Suspension damage requires heavy mechanical tools. Sensors, communicators, fire-control systems, energy weapons, and other electronic systems require electronic tools of at least as high a tech level as the system being repaired. Damage to hulls and structural members require cutting and welding tools capable of working the material used in the component.
Breakdowns
If an actual breakdown has occurred, the severity of the breakdown must be determined. The current wear value of the vehicle is the D10 roll for the chance of a major breakdown. For example, a vehicle with a wear value of 8 must roll 8 or less for a breakdown to be major. A breakdown can strike any sub-system of the equipment, and the affected sub-system should be determined by the referee. For vehicles, aircraft, and watercraft, it will usually be either engine or suspension; for starships, it will usually be power plant, maneuver drive, or jump drive. However, the breakdown could affect peripheral systems, for example, a communicator, sensor, or weapon. Certain breakdowns have entertaining role-playing value. For example, imagine telling the characters the starship‘s plumbing system has seized:  all of the toilets and sinks have backed up, and the showers don’t work. If a breakdown is not a major breakdown, it is automatically a minor one.

Minor Breakdowns: A minor breakdown results in minor damage to the component. The wear value of the equipment is the D10 roll for the chance that parts are needed to repair the component (roll less than the wear value for parts to be required). Otherwise, repairs can be made without new parts.

Major Breakdowns
: A major breakdown results in major damage to a randomly determined system, and will always require parts to repair.

Parts: All systems are assumed to include a basic parts selection which includes all commonly needed replacement parts. However, as parts are used from this assortment, they must be replaced or there is a risk that future breakdowns will result in a shortage.  If a part is not replaced, there is a chance that a future breakdown will be un-repairable for lack of parts. Roll 1D10 when the breakdown occurs. If the number rolled is equal to or less than the number of un-replaced parts in the repair set, the breakdown is not repairable until the correct part is found or fabricated.  While parts can usually be found for sale, other common sources for parts are cannibalization and fabrication, especially when repairing relic equipment. Parts can usually be cannibalized from an identical piece of equipment.

Cannibalization: The referee may often wish to go into detail about the condition of the equipment being cannibalized.  For example, say the characters are hoping to find a drive part from a crashed starship. That might be a problem, because one of the main reasons starships crash is because their drives are already ruined. The referee may  wish to make a few random rolls on the damage tables (see the Space Combat section and individual starships in the Equipment section) to see what systems have been hit, and how hard. After establishing damage, the referee can calculate the number hits against a system as a percentage of the total hits that system could absorb. This creates a D100 roll to see the chance that the needed portion of the system was damaged or left intact (For vehicles, the referee should use the normal vehicle damage rules, to assess the level of damage to the system.) For example, if the ship had a power plant hit capacity of 16 major damage hits and had taken four major damage hits to the power plant, there would be a 25% chance (4÷16) that any given power plant component will have been damaged.

If the portion of the system to be cannibalized is undamaged, the required parts may automatically be taken from it. However, if the crashed starship is in an accessible area, the characters will likely find that it has already been stripped by prior visitors. The more inaccessible the wreck, the more likely the needed parts will still be there.

If the component comes from a portion of a ship or vehicle which has sustained damage, the part might still be salvageable. Success on a Formidable test of the appropriate asset (Mechanic, Ship’s Engineering, Electronics, or Gravitics) means that the character knows how to make the damaged part work for what they need (at the referee’s discretion, this may require a few hours modifying the part). This roll can only be made once, so the players should select the member who has the best skill.  If several parts are required from a damaged component, the die roll is made separately for each part.

Fabrication: Characters may only fabricate new parts if they have access to a machine shop or electronics shop. Each part requires 1D10 hours in the shop. Parts for mechanical and engineering systems may be fabricated in a machine shop; electronic systems require an electronics shop.  Fabrication is at least a Difficult test of the appropriate asset (Machinist for a mechanical part, Machinist or Electronics for an electronic part). The roll is made after the part has been fabricated, and failure means the part cannot be used. The referee may decide that fabrication of some parts is Formidable or Impossible. In cases like this, the referee may allow the remanufacture of a worn or damaged part at a lower difficulty level, but stipulate that the presence of this sub-standard part increases the wear value of the system for future breakdown rolls.
Battle Damage
The vehicle/starship combat system reads out in certain specified damage severities. How these are repaired is based on the level of damage sustained.

Destroyed Components: Any starship component which has taken sufficient major or minor damage results to reach its destruction level (total possible damage) may not be repaired. Any vehicle or aircraft component which suffers major damage, and any vehicle or aircraft electronic component which suffers any damage at all, is destroyed and may not be repaired.

Minor Damage: Repair of minor damage is a Difficult task versus the appropriate asset, takes 1D6 times 30 person-minutes, and requires 1D6-2 parts.

Major Damage: Repair of each major damage result is a Difficult task versus the appropriate asset and takes 1D6 person-hours. The fob1 repair of a system which has sustained major damage requires parts equal to 1D10 plus the number of major damage results. Such repairs are temporary jury-rigging only, and are to allow the ship to make it to a starport. Permanent repair of this damage is possible only at a class A or B starport. Until the systems have been permanently repaired, the wear value of the system is increased by 1 for each major damage result, to a maximum of 10.

Example: A ship’s power plant with wear value of 2 has received two major damage hits. Repairs took eight person-hours (1D6 results of 3 and 5), or a total of four hours each for the two engineers, and the ship is now able to make power to jump to the class A starport in the next system. However, until the ship has its power plant permanently repaired, it operates at wear level 4 (original wear level of 2 plus 2 for the major hits). Costs for repairs are based on the percentage damage to the system:  divide the number of hits the system received by the total number of hits that the system can take. Multiply the result by the new cost of the system to find the repair costs. While at the starport, the crew crew could also opt to have the power plant rebuilt. However, a system may not be rebuilt until all outstanding repairs have been made at the normal price above.

Assets: Sensors, communicators, energy weapons, controls, computers, and all other electronic components require Electronics skill to repair. Large machinery such as power plants, drives, vehicle suspensions, heavy guns, missile launchers, etc. require Mechanic or Ship’s Engineering skill to repair. Very small intricate mechanical devices, such as small arms slug throwers, require Machinist skill to repair.

Repair Crew: Not every person assisting in repairs needs to be skilled in the appropriate asset. Each character with appropriate skill may have a number of unskilled assistants helping with the repairs equal to that character‘s skill (not asset) level.

For example, repairs to a starship will take 36 person-hours, and require Ship’s Engineering skill. The ship has one engineer with skill 5, and another with skill 2.  The first character may use five unskilled assistants, and the second character may use two. The repair party thus totals nine personnel, allowing the 36 person-hour task to be completed in four hours.

Electronic Components: Electronic components (all systems requiring Electronics skill to repair-communicators, sensors, master fire directors, computers, ECM, etc.) are Formidable repair jobs and require twice the number of parts rolled.
Aircraft Damage
If an aircraft has safely landed, its damaged systems may be repaired. If an aircraft made a forced landing — for example, a belly landing or open-field landing — make a Formidable roll against the pilot’s appropriate Pilot cascade.  If successful, the aircraft may be repaired. If unsuccessful, the aircraft may only be cannibalized for parts. If an aircraft has crashed following damage, it is not even good for parts.