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Star Trek Voyager RPG d20 System

ST-VO v23c

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Repairs<br />

Your spaceship has been in a battle and needs repaired.<br />

Shields regenerate at speeds specified in their description.<br />

Hull Plating needs a DC20 Repair skill check made. It then takes 2 hours to bring back online.<br />

For every other system there are four levels of need of repair:<br />

Offline – Needs a small bit of tinkering and a restart<br />

Light Damage – Can be repaired. Needs no spare parts.<br />

Heavy Damage – Can be repaired. Needs some spare parts.<br />

Destroyed – Beyond repair but can be salvaged for spare parts / scrap metal.<br />

Making a Repair<br />

The item to be repaired on the ship has a base Repair DC.<br />

If the item is offline then roll the target DC. If the roll succeeds then the item is back online and fully<br />

functional after 60-Repair Skill minutes (to a minimum of one minute).<br />

For light / heavy damage type, apply the following modifiers to the DC check.<br />

Issue DC mod Notes<br />

Ship size - Tiny 0<br />

Ship size - Small 0<br />

Ship size - Medium +1 Double repair time<br />

Ship size - Large +2 Triple repair time<br />

Need spare parts but have none +10 <strong>System</strong> becomes only semi functional<br />

Have more or less the right +5<br />

parts if parts are required.<br />

Rushing +5 Repair to be carried out in half the time<br />

Extra pair of hands -2 Reduced repair time (see below)<br />

Have exactly the right spare<br />

parts<br />

-2 Reduce the repair time by 25%<br />

The time it takes to make the repair (in hours) is TL of system + Repair DC of system - Repair Skill of<br />

the Technician(s) assigned. This cannot be less than one hour.<br />

On a success the repair is made in the time allotted.<br />

On a failed roll of 1-5 below the target DC the system is functional, but only for d3 days before it goes<br />

offline again and needs another repair roll.<br />

On a failed roll of 6-10 the repair simply does not work. A second roll is required, but no extra spare<br />

parts are needed.<br />

On a failed roll of 11-15 the repair simply does not work. A second roll is required, and extra spare<br />

parts are needed.<br />

On a failed roll of 15+ you botch the job so badly the system moves down one level of damage.

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