Round 3 it gets hit with a double and damage has gone through it to the hull. This means it can't be fixed, at least not during battle.
That's just sloppy design by Mongoose. There's no justification for not specifying difficulty levels for something as cut-and-dried as the space combat rules. Instead, no one is going to actually play space combat the same.A few key things to remember:
GM sets the difficulty of the check. The more damaged something is the higher the difficulty.
I understand that completely, but it's not relevant to the question of being able to take damage, then fix it all up, then take damage, then fix it all up, ad infinitum. It draws out combat and it makes triple hits relatively meaningless. If a triple hit slags a system and makes it unrepairable, then a triple hit is much, much better than a double hit plus a single hit.Repairs like this are TEMPORARY BATTLEFIELD REPAIRS (duct tape and rubber bands) and only last until the battle is over.
Where are you seeing that? I don't see any prohibition on gradually repairing a system.For example, the M-Drive gets a double hit. The mechanic has M-Drive Engineer - 3 and no Education bonus. So it is a 10+ to start with, his 3 skill makes it a 7+. He rolls an 8, repairing 1 point. He can't attempt to fix it again until it takes more damage so they have to work with 1 less thrust.
This makes no sense. Suppose the drive takes 1 hit and I fail my repair check. Sorry, can't take another try. Now the drive takes another hit, so it's in worse shape than before, when I permanently couldn't fix it. However, because it took more damage, I get another crack at it. This time, I get a really good success (just imagine that I have higher Education and skill) and I get two points of repair. The drive is completely repaired because it took additional damage!Next round the M-Drive gets hit again, but this time with 2 single hits, so it now has 3 hits and is "destroyed". With the skill modifier this is a 9+ check and he rolls an 11. So now it is at 2 hits.
I don't see this in the rules. Could you point me to the page?Round 3 it gets hit with a double and damage has gone through it to the hull. This means it can't be fixed, at least not during battle.
What rules are you using?So, it's impossible to permanently destroy anything in combat? You can shoot it up completely, they can repair it back to full capability, repeat indefinitely?
AlsoCore Rules said:A damaged system can be jury-rigged back to functioning, but it will stop functioning again after 1d6 hours.
Core Rules said:These are battlefield repairs only and will break down as soon as the battle is over unless repaired properly using the rules on page 143.
Hull repairs are unlikely during combat unless it's a real long fightCore Rules said:A destroyed system costs 2d6 10% of its original cost to repair, and cannot be repaired using spare parts – it can only be repaired at a world with the appropriate Technology Level or a well-equipped starport.
Fuel leeks can be repaired but you don't get the fuel back.Core Rules said:Hull Damage: Hull damage can be repaired with a Mechanic check taking 1–6 hours, and consumes one ton of spare parts.
That's just sloppy design by Mongoose. There's no justification for not specifying difficulty levels for something as cut-and-dried as the space combat rules. Instead, no one is going to actually play space combat the same.
I understand that completely, but it's not relevant to the question of being able to take damage, then fix it all up, then take damage, then fix it all up, ad infinitum. It draws out combat and it makes triple hits relatively meaningless. If a triple hit slags a system and makes it unrepairable, then a triple hit is much, much better than a double hit plus a single hit.[*]Repairs like this are TEMPORARY BATTLEFIELD REPAIRS (duct tape and rubber bands) and only last until the battle is over.[/LIST]
Where are you seeing that? I don't see any prohibition on gradually repairing a system.
This makes no sense. Suppose the drive takes 1 hit and I fail my repair check. Sorry, can't take another try. Now the drive takes another hit, so it's in worse shape than before, when I permanently couldn't fix it. However, because it took more damage, I get another crack at it. This time, I get a really good success (just imagine that I have higher Education and skill) and I get two points of repair. The drive is completely repaired because it took additional damage!
The logic breaks down.
I don't see this in the rules. Could you point me to the page?
As I said, this is how I handle it so yeah, it's house rules and common sense. But to address some of what you brought up.
The part where you can't try again is if you SUCCEED. So let's say the drive has 2 hits, you succeed but only fix 1 hit. You can't try again at that point as you have already fixed it as best you could. If you fail, you can try again but there is an additional -DM on the attempt as per the rules for task chains.
Now the drive takes another hit, the damage is different, so this time when you are working on it you roll really good and realize that since you are looking at the problem from a different perspective you suddenly figure out how to fix it completely.
As for the damage, all damage is assessed BEFORE you can do repairs. So a triple hit on a system is the same as a double + single or 3 singles, as long as they happen during the same round of combat. Of course if you get 3 single hits you need to roll the location 3 times, so it is less likely they will all hit the same spot.
What rules are you using?
There is a limit to how much repair can be done based on spare parts you have.
Core Rules said:These are battlefield repairs only and will break down as soon as the battle is over unless repaired properly using the rules on page 143.
Jury rigged repairs during a battle don't last.
With Mongoose core rules 3 hits to the same system will destroy it.
If we want to be literal, the p. 150 rule says that "damaged" systems can be repaired. Turning to the damage effects on p. 151, we see that First Hit on a turret makes it "damaged." Good. Second Hit, though, makes the turret "disabled." That means that it can't be repaired, because a turret in the "disabled" state is not "in the "damaged" state, and only "damaged" systems can be repaired with damage control. If we look at J-Drive, First Hit only lists effects, but doesn't state that the J-Drive is actually damaged. Can it be repaired? Second Hit says "disabled." M-Drive is the same. Sensor, Bridge, and Fuel are much the same, although Bridge is a really odd case. First Hit doesn't do anything to the Bridge, it inflicts a Crew hit. Can you repair the First Hit so that an additional point of damage to the Bridge doesn't disable the Bridge? (There is an oddity that the Second and Third Hits to the bridge apparently don't cause any additional crew hits--you might want to leave that First Hit on the Bridge unrepaired so that you are guaranteed to be unharmed if the Bridge is destroyed.) Hold specifies that contents are destroyed, but could you damage control the Hold to make subsequent hits less destructive? I'm not talking about resurrecting the damaged cargo, obviously.
If Mongoose meant that "destroyed" isn't "damaged" and can't be repaired, they really should have written this more clearly. They really, really should have defined whether "disabled" was a type of "damaged" for purposes of damage control, or if it couldn't be reapaired.
As you have noted, the rules specify when a system is destroyed - usually when it gets three hits. What that means to me is that it is unusable until repaired, very similar to disabled but the distinction is how it can be repairedBut what does "destroy" mean?
Unlike the disabled system, no for battlefield repairs and no for normal repairs butCan you repair a destroyed system?
I thought they were clear in this quote from the rulesIf Mongoose meant that "destroyed" isn't "damaged" and can't be repaired, they really should have written this more clearly.
Core rules said:A destroyed system costs 2d6 10% of its original cost to repair, and cannot be repaired using spare parts – it can only be repaired at a world with the appropriate Technology Level or a well-equipped starport.
The third hit Destroys a system and a Destroyed system can only be repaired by pulling into an appropriate star port.They really, really should have defined whether "disabled" was a type of "damaged" for purposes of damage control, or if it couldn't be reapaired.
That is the way my group plays as well. Destroyed = no jury rigging during battle and no repairing either. It is actually clearly stated that destroyed systems need to be replaced, as they indicated a 2d6x10% cost to replace destroyed systems.
Bottom line:
You can repair systems that are NOT destroyed, but not hull, structure or armor. After some "time" (aka the current battle or so, 30+ mins, 1 hour, whatever), they will need some permanent repairs - this is done using spare-parts and takes time.
Destroyed systems (3rd hit taken) - are immediately destroyed, cannot be repaired, and must be replaced after the engagement/battle/scene.
Again, the problem is with the text on p. 150. It states the "a damaged system" may be repaired. On p. 151, various First Hit results are specifically referred to as "damaged," but not all. Many Second Hit results are referred to as "disabled," but not all. Nowhere does it say that a disabled system is treated as damaged for p. 150 repairs. Nor does it state the destroyed systems aren't considered as state of damage for p. 150 repairs. It's perfectly reasonable to argue that p. 150 is general, and refers to any system that has suffered hits. It's also perfectly reasonable to argue that p. 150 is exclusive and only applies to systems with a hit result that specifies "damaged." Taking the pure text, it's actually inconsistent to say, "Well, the text doesn't say that disabled systems are 'damaged' for purposes of repairs, but we say that they are, and the text doesn't say that destroyed systems aren't 'damaged' for purposes of repairs, but we say that they aren't." Purely from a textual perspective.I thought they were clear in this quote from the ruleselbmc1969 said:If Mongoose meant that "destroyed" isn't "damaged" and can't be repaired, they really should have written this more clearly.
Core Rules said:The third hit Destroys a system and a Destroyed system can only be repaired by pulling into an appropriate star port.
If you don't allow disabled systems to be repaired during fighting, there's still a meaningful distinction between disabled systems and destroyed systems. You can argue that disabled systems can be fully repaired with spare parts, but destroyed systems cannot be repaired at all with spare part. Again, taking just the text, there's not distinction made on p. 143 ... but you can just go for it.