Maintenance
Routine Daily Maintenance

     Starships require daily maintenance. This requirement -- expressed in man hours -- is given by:

                          Man hours = Cp/Cm/100*Tv*x
Cp=Total Control points
Cm=computer Cp multiple
Tv=TL variable
x=Vessel age variable

Years since
construction/refit 
Maintenance
variable (x)  
Annual Maint. cost
% of Purchase price

TL
TL
Variable (Tv)
0-10
1
0.1
A-
1.5
11-20
1.2
0.1
B-C
1.3
21-40
1.5
0.1
D-E
1.1
41-60
1.9
0.2
F-G
1
61-100
2.4
0.3
H+
0.9
101-200
2.9
0.4


200+
3.5
0.5



    Maintenance is divided among all engineering and maintenance department personnel (at 8 hours per person per day); Up to 25% of the maintenance man hours can be provided by equipment operators (communications, sensors, weapons, etc.) or other crew members, if qualified. Personnel may work overtime to accomplish maintenance. (This will affect the morale of NPC's ) Ships Troops may perform maintenance normally performed by the Maintenance Dept. Six troops replace 1 Maintenance Dept. slot and perform no more than 8 hours maintenance daily.

    For every eight man hours of maintenance missed, roll a routine task against the average Engineering skill of the engineering department (-2 for every missed check after the first). Failure on the roll indicates a minor breakdown; critical failure indicates a major system breakdown.

    Maintenance may be performed by watchstanders while in Jumpspace. Maintenance may not be performed while engaging in another evolution ( Piloting, tweaking drive for performance, battle, etc...) although uninvolved individuals may perform maintenance. Stewards are generally too busy with housekeeping to help with maintenance. Materials for one months daily maintenance are stored in Engineering spaces at no cargo cost.

     Annual Maintenance

     A Starship should be given a complete overhaul once a year to ensure she is kept in good working order at a cost of 0.1% of the discount price.. Such maintenance  requires two weeks at a Class A or B starport.

     If necessary, this maintenance can be performed by the crew themselves at a Class C or D starport in twice the normal time (four weeks), provided the required parts have already been purchased at a class A or B starport, at a cost half that of shipyard maintenance, and taking up a volume in dtons equal to (Ships dtons/500), At Class E starports, this maintenance takes eight weeks. At Class X starports this takes sixteen weeks

    Refits

     For 50% of the ship's original purchase price, a ship can receive a complete rebuild from the hull up at a class A or B port. This takes time in dock equal to (dton/150 ) weeks, minimum two months. If damage to the hull is present the cost is 10% to 60% more and requires (dton/75) weeks, minimum 4 months.

Logistics

    Operational Support
    Warships expecting to operate without benefit of regular calls at starports should carry supplies beyond normal maintenance requirements. A flat 1.5% of the hull volume per month over the first month of operations may be allocated or logistics may be detailed as below. In either case they cost 0.01 MCr per kiloliter.

  • Combat stores allowance of 0.5% of hull volume per month of combat or exploration operation ( IN, IISS and related services), ( Far reaching merchants encountering constant combat might wish to carry combat stores. These consist of parts that could be expected to fail relatively often )
  • Life support. 0.09 Kl/month/sophont
  • 10% of the Hull volume dedicated to missile bays, magazines and turrets, and sandcaster turrets.(5% parts, 25% sand canisters, 70% missiles/ordanance)
  • 10% of the hull volume of carried combat craft ( 5% parts, 25% sand canisters, 70% missiles/ordanance ) If no sandcasters on subcraft replace with missiles/ordanance
  • 1% of the hull volume of carried non combat craft
  •     Merchants operating without benefit of regular calls at starports should also carry such supplies at a  stores allowance of 0.1% of hull volume per month

        Traveling sophonts require life support. This costs 2 Kcr per passenger or crew per month. Low passengers require only that their low berth be provided with uninterrupted power. Additional Life Support may be stored as cargo at a volume of  0.09 Kl per month per sophont.

        Vessels expected to go more than a year without a port call for annual maintenance should carry material to perform such maintenance.

        Optionally combat support ships may carry the cargo for the warships. They must also carry their own stores. A 400 dton Hordish class freighter could supply itself (6 dtons), and a fleet of and a fleet of 7,000+ dtons of any type for a month of combat. Or using the more detailed rule set, itself (~0.4 dtons) and a fleet of  ~15,000 dtons with no missiles/sandcasters or subcraft for a month of combat.

    After being out of support for a month the ship may begin to suffer degradation in its capabilities.

    Roll a task weekly for the ship and each subcraft also after being out of supply for a month
    To prevent an out of supply equipment casualty.
    Difficult; Engineering or Mechanical, Int; Fateful
    DM's for each month out of supply -1
    On failure the GM will roll for the affected system and inflict minor damage. If the system is damaged again for being out of supply it becomes major damage. Three failures to the same system for being out of supply destroys the system

    Resupply
        Access to a starport for a week or 1 months supplies and 1 week for every 2 months out of supply will reverse these effects unless a system has been destroyed. It must then be repaired at the appropriate TL starport.

    Paying for repairs
        When a ship is damaged and battle repaired it still needs to be repaired in a yard to return the affected systems to rated functionality.  For systems without a damaged/destroyed rating it costs 15*1D/2 % of the system cost to repair minor damage, 15*1D % to repair major damage or the full cost to replace.
        For the hull or drives divide the cost of the system by the total of the damaged/destroyed points. The result is the cost to repair each point of damage.
        Add or subtract 1D-1% to reflect cost variations

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