Alerio's been tracking an itemized list of repairs still needed for the Wayward Wind, and the estimated expenses.
[ +- ] Ship Repair Mechanics Explained
Expenses for repairs are tracked in Repair Units (RU), which are divided into 3 categories: Cosmetic (Cr100,000), Structural (Cr250,000), and Technical (Cr750,000). A single ship share awarded in character creation can be traded for a million credits in RU. Your crate still contains Cr750,000 worth of RU, for you to divide up as you like.
Obviously, a Cosmetic RU cannot be used to patch a hull breach or replace a burned out console, but to do the repair job properly (so the ship is restored in appearance as well as function) requires an expenditure of five Cosmetic RU for every Structural or Technical RU expended. Otherwise, your ship will start to look like the Millennium Falcon, with parts sticking out at all end. Having a damaged ship, or a ship that isn't cosmetically repaired, can affect your ship's reputation and give negative modifiers to certain rolls at the referee's discretion.
Repairs need to be undertaken at a suitably advanced starport, either Class-A or Class-B. There are several within 2 weeks' jump from your current location.
Hull Microfractures
When built, the
Wayward Wind had a hull value of 88 rather than the 80 she would have had with conventional shipbuilding materials. However, her age and the battle damage she suffered has reduced this to a mere 40. Without extensive repairs, the Wayward Wind is rather fragile.
OOC:
Each Structural RU assigned to repairing the hull increases Hull value by 2D, to a maximum of 88.
General Systems
The
Wayward Wind’s maintenance costs are 200% what a ship of this type should normally require (currently, Cr5314/month). The extra cost is absorbed in replacing minor systems and components, and ongoing loses through leaks, spoilage and other ongoing costs.
OOC:
Each Structural or Technical RU assigned to making general repairs reduces the extra operating cost by 20%, to a maximum reduction of 100%, which represents a return to normal operating costs (Cr2657/month).
Missing Hardpoint
The entire turret mechanism for the ventral weapon mount was destroyed by a direct hit from a fusion weapon. A full repair will enable a newly purchased turret or barbette weapon to be mounted.
OOC:
This requires 1 Structural RU and 2 Technical RU.
Manoeuvre Drive
Problems in the M-drive persist. Remedying this problem requires a proper diagnostic of the drive (requiring 3-4 days and partial dismantling of the drive system) which will indicate the level of repair required. If the drive cut out in battle or during operations in a gravity field, the results could be catastrophic.
OOC:
Any time a double-1 comes up on a Pilot check, the drive cuts out, and the ship is without manoeuvre drive for that round. Remedying the problem will require 3D Technical RU and a further 3 days of rebuilding the drive.
Jump Drive
The Wayward Wind’s jump drive is fully functional, but a little ... wayward. Fully fixing the drive means an in-depth inspection and testing of all components. The drive will need to be dismantled (a process requiring 3D days of work) and the problems carefully catalogued.
OOC:
This problem imposes DM-2 on all skill checks associated with the Jump Drive, which increases the chance of a serious misjump. Remedying this is a two-stage process. It can be reduced to DM -1 by the replacement of various components with fairly obvious defects. This will require one day and one Technical RU. 3D Technical RU will be required to make good the defects, with installation and reassembly taking 1-2 more days.
Holographic Hull
The damage to the outer hull disabled the network of holographic projectors on the outside of the ship, which allows the ship to blend in visually with its surroundings (though still visible to other kinds of sensors).
OOC:
Requires 1 Structural RU and 1 Technical RU for full restoration.