The two key concepts I'm pulling out here are TEMPORARY repair, versus REPLACEMENT/REPAIR COST.
This first sentence deals with emergency repair of items. The rest of the section appears to deal mainly with permanent repair-and-replacement.
This is a note on figuring out repair costs... since (a) above seems to talk about temporary and emergency repairs, it seems like when we start talking about cost then we've already moved on to permanent repair.
And this is a typically Travelleresque way of determining the level of damage to the component (via cost of repair/replacement).
Skill is an enabler rather than a DM. And, it's an enabler for replacing or permanently fixing a part.
I tell ya, there is good stuff here to glean.
1977 Book 2 p18 said:Repair Parts:
(a) Most items in a starship which malfunction can be temporarily repaired from the stock of emergency materials in the ship's Stores.
This first sentence deals with emergency repair of items. The rest of the section appears to deal mainly with permanent repair-and-replacement.
(b) Malfunctions usually occur in terms of a specific assembly (ship's computer, jump drive, etc), and the cost of the repair is based on the cost of the original assembly. ... from the component cost section of [the design rules].
This is a note on figuring out repair costs... since (a) above seems to talk about temporary and emergency repairs, it seems like when we start talking about cost then we've already moved on to permanent repair.
(c) ...roll two dice: this indicates the cost of replacement of the item in 10% increments; DMs: -2 if the repair installation will be made by ship's crew rather than a shipyard.
Because the repair cost can run to 120%, in some cases, complete replacement of the item is sometimes cheaper.
And this is a typically Travelleresque way of determining the level of damage to the component (via cost of repair/replacement).
(d) In the case of minor malfunctions, DMs may be applied to the repair cost throw as considered appropriate. Repair part cost which is indicated to be 0% is considered to be inconsequential.
(e) If the ship's crew undertakes the installation of a repair part, it should have appropriate expertise levels.
Skill is an enabler rather than a DM. And, it's an enabler for replacing or permanently fixing a part.
I tell ya, there is good stuff here to glean.
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