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Ship Maintenance and Repair in Coriolis
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<blockquote data-quote="Yora" data-source="post: 8750423" data-attributes="member: 6670763"><p>I am currently trying to make cheat sheets for various procedures in Coriolis to easily look up during play and to show to players who are trying to understand why certain rolls are called for in what situations. And I am running into some problems with the rules for ship maintenance and repair, which I feel have not really been completely worked out and tested by the writers.</p><p></p><p>The rules for maintenance say that a ship needs to be serviced at intervals determined at the GM's discretion. If no service is done, or the character doing the service fails the Technology check, the ship suffers a penalty in one randomly determined system. If that random system is already penalized because of a previously failed service, the system breaks down completely and needs to be repaired.</p><p></p><p>First question is, how do you get rid of the failed maintenance penalty? Does it go away automatically at the next successful service? Does a character have to make a repair on the system?</p><p></p><p>Now a very important universal rule is that no roll can be repeated unless the circumstances have significantly changed. What if a system breaks down and the engineer fails the repair check? In case of a broken module, my interpretation is that the module is broken beyond repair and has to be torn out and replaced. Weapon systems are just regular modules, replacing them is easy. But the reactor and graviton projector are integrated modules with no individual purchase price, and sensors and thrusters aren't modules at all.</p><p></p><p>What do I do when the thrusters break and I fail the check to repair them? The rules don't seem to have been finished in this regard. Any suggestion how it coulf be handled?</p></blockquote><p></p>
[QUOTE="Yora, post: 8750423, member: 6670763"] I am currently trying to make cheat sheets for various procedures in Coriolis to easily look up during play and to show to players who are trying to understand why certain rolls are called for in what situations. And I am running into some problems with the rules for ship maintenance and repair, which I feel have not really been completely worked out and tested by the writers. The rules for maintenance say that a ship needs to be serviced at intervals determined at the GM's discretion. If no service is done, or the character doing the service fails the Technology check, the ship suffers a penalty in one randomly determined system. If that random system is already penalized because of a previously failed service, the system breaks down completely and needs to be repaired. First question is, how do you get rid of the failed maintenance penalty? Does it go away automatically at the next successful service? Does a character have to make a repair on the system? Now a very important universal rule is that no roll can be repeated unless the circumstances have significantly changed. What if a system breaks down and the engineer fails the repair check? In case of a broken module, my interpretation is that the module is broken beyond repair and has to be torn out and replaced. Weapon systems are just regular modules, replacing them is easy. But the reactor and graviton projector are integrated modules with no individual purchase price, and sensors and thrusters aren't modules at all. What do I do when the thrusters break and I fail the check to repair them? The rules don't seem to have been finished in this regard. Any suggestion how it coulf be handled? [/QUOTE]
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