Johannes asked: > A hit with the smallest space weapon inflicts on average 1000 HP on the > ship.
Hello Johannes, a TL10 laser does a touch less, but on average the damage might even be a bit higher. > Any actually malfunctioning Component needs a little more then 1000 HP > repaired to work again. It takes 10% of hull HP to repair the results of a major hit roll. That would be even more, 2,250 HP for a Free or Far Trader. > A skilled Engeneer can repair something about 5 HP per turn, 25 when he is > hurrying things at the cost of risking critical failures. The ship if it > has crew to specifications will have one or 2 engenners, so we can't > really expect much more then 50 HP repaired per turn. That's quite skilled, actually. OTOH, a damage control program with high complexity will give a substantial bonus. > It seems like Damage Control during combat is rather pointless. Combat > will likely be over, before it has more then neglegible effect. > > Am i missing something? Anyway where a single high skilled Engeneer can > actually make a big difference? Starships p. 117 allows repairs to individual components with their actual HP, but the rule is a bit puzzling -- why does it refer to surface features? Anyway, that would allow an engineer to fix one communicator (HP 30), one computer (HP 24) or one airlock (HP 150) instead of an entire bridge. Note that 4E has different rules. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
