Extended Repairs (p.228)

By Madmacabre, in Rogue Trader Rules Questions

Hello all...

I am confused. How does the extended repair works?

- Captain decides to take 3 weeks of repair.

- Every week, the PC leading the repair rolls Tech-Use

- At the end of the 3 weeks, see if the degree of success are positive or negative

- If negative, repairs failed

- If positive, ship regain 1d5 integrity

Now, why should the captain specify the number of weeks? Is it 1d5 integrity PER week?

And do the number of positive degree of success influence what is repaired?

Thanks for help

Yes, with extended repairs 1d5 Hull Integrity are recovered each week in which you succeed at the Tech-Use test.

Any damaged, depressurized or unpowered components are brought back to working order the first time an extended repairs test succeeds. So you only need one successful extended repairs test to get components into working order again, even if the Hull Intergrity might not be back to max again itself.

It's not a good rule. You only get 1d5 points of hull integrity, no matter how much time you spend.

And the better your enginseer is, the more time you want to spend on repairs.

What?! No, you get to roll and gain 1d5 every week. It does matter how long you spend, because you can roll for each week you spend.

The time to be spent on repairs is "determined beforehand by the ship's captain". After this "specified time period" (usually "several weeks", apparently) you tally degrees of success and failure, and possibly repair 1d5 hull integrity. If you can just try again if you fail there is no point in ever spending more than one week at a time. There's also a bit about how starships seldom have enough supplies for a complete repair.

(I agree it's not too clear though - I mentioned it in an errata thread , to no avail.)

Technically, it would still make sense to spend more weeks rather than less, assuming Iku's reading of the rule is correct - a Rogue Trader techpriest generally can usually manage to get more than 50% chances of making the check, so getting a result closer to the average one would suit the group. Still rather interesting though and worth a mail to the designer.

As far as I can tell, it's 1d5 Hull Integrity repaired if you succeed overall, regardless of time spent - there's a limit to how much can be accomplished away from a dock.

The reason for picking the number of weeks is to introduce further uncertainty. If you choose to only spend a week making repairs, and fail the test, then you don't regain anything... and it all comes down to that single dice roll. If you choose to spend three weeks, fail the first week, but pass for each of the other two, then you've succeeded overall, and thus regain Hull Integrity.

It also makes for a wonderful Scotty dialogue: "I need four weeks"-"You have two"-"I'll make it in one"

If the captain says two weeks they'll spend two weeks. There is no way to shorten the time.

Also, if you have an incompetent enginseer in charge of the repairs you want to rush the work, or you'll increase the chance of failure.