Extended Repairs

By Steiner-Davion, in Rogue Trader Rules Questions

Hi there,

I'm a frequent reader of these forums, but a first time poster. Oh, I'm not a native speaker, so please forgive grammar mistakes or misunderstandings due to limited expressions.

I had hoped that the Errata would enlighten me and my group in this case, but well...

The first ship combat encounter for my proud bundle of explorators ended with a victory, but a nearly destroyed fregate. We used the Into the Maw adventure and the Wolfpack Raiders, but due to my hellish luck as a dice-rolling god of a game master gui%C3%B1o.gif "some" repairs were necessary.

So my question concerns the Extended Repairs chapter on page 228 Core Rulebook. If you repair a ship for one week, you can repair 1d5 Hull Integrity if you have a degree of success. But if you repair your ship for 10 weeks and have more degrees of success than degrees of failures, you can still repair only 1d5 Hull Integrity. Should it read 1d5 per degree of success? Otherwise it doesn't make sense to my players to stay in anchorage for such a long time. I understand the extent of repairs should be limited, but ...

And how long do you have to stay on anchorage of a suitable world to get, let's say, 10 Hull Integrity repaired?

I've searched in the Rules Question and House Rules Forum, but I didn't find an answer, or am I the only one who doesn't understand the mechanism.

Please enlighten me.

Best regards.

ok, please forget my second question. Funny, I always remind my players to read the rules until the end... sonrojado.gif

So my question concerns the Extended Repairs chapter on page 228 Core Rulebook. If you repair a ship for one week, you can repair 1d5 Hull Integrity if you have a degree of success. But if you repair your ship for 10 weeks and have more degrees of success than degrees of failures, you can still repair only 1d5 Hull Integrity. Should it read 1d5 per degree of success? Otherwise it doesn't make sense to my players to stay in anchorage for such a long time. I understand the extent of repairs should be limited, but ...

When you are making the extended repairs far away from planets able to supply you with spare parts, you are only able to restore 1d5 hull integrity, no matter how many weeks you spend.

And I have a hard time seeing it would be better to use more weeks to gather more successes unless your gm tells you, that you will need a certain amount of successes to make the repairs.

I think it's essentially so that you can keep on working on repairing your ship for weeks if the first several weeks result in lots of DoF that you need to reduce by rolling more DoS. But yes, you can only ever repair 1d5 hull integrity no matter how long you work on it, you need to go to a proper repair dock or the like, as stated in the next part of the repair rules, to get your ship fully repaired.

ok,

thank you.

What is your experience? Did it ever occur that your players ship had a bad outcome quite at the beginning? And waht ere the consequences?

Steiner-Davion said:

ok,

thank you.

What is your experience? Did it ever occur that your players ship had a bad outcome quite at the beginning? And waht ere the consequences?

It works pretty well, and represents that you don't have all the gear to entirely fix a ship stowed away, that you need proper facilities for such a task.

In my games, there was one instance where the player's ship was left with 5 Hull Integrity after a gruling fight with two Chaos raiders, both of which were badly damaged and escaped. After spending a couple of weeks patching up the worst of the holes (they managed to roll a 5 on the amount of HI restored) whilst hiding in an asteroid belt of a local system, they managed to limp back to the nearest forgeworld (one I made up) where the Magos' agreed to fix the ship... if, once it was repaired, they would transport and support an Explorator group going out to the Heathen Stars.

Sure, the campaign takes an unexpected twist, but otherwise... job's a good 'un!