# Starship Maintenance ## The Basics **Roll monthly** (or per voyage, whichever comes first). Roll d20 + ship quality, beat your current Wear or something breaks. --- ## Wear Wear accumulates from hazards and hard use. Track as a number. | Hazard | Wear | | --------------------------------------------------------- | ------ | | The Belt (dense regions) | +1 | | Inner System (close solar approach) | +1 | | Deep Ashtari (radiation belts) | +1 | | The Maelstrom (fuel scooping) | +2 | | Hard burn (pursuit, escape) | +1 | | Running silent/cold | +1 | | Combat | +2 | | Overloaded cargo | +1 | | Rushed departure | +1 | | **Atmospheric landing/takeoff** (standard, TL4 grav) | **+1** | | **Atmospheric landing/takeoff** (dense/corrosive) | **+2** | | **Atmospheric landing/takeoff** (TL3 / no grav, standard) | **+2** | | **Atmospheric landing/takeoff** (TL3 / no grav, dense) | **+3** | | **Emergency reentry** (grav failure mid-descent) | **+3** | *Atmospheric Wear reflects thermal stress from the orbital velocity transition, aerodynamic loads, and chemical exposure. TL4 grav plates allow slow atmospheric traversal, reducing heating and structural stress by ~1 step versus pure-rocket profiles. Vacuum and negligible-gravity landings (Celeva, Lazuna, stations) cost no Wear. Thin-atmosphere landings at low gravity (Serambi) cost no Wear with functioning grav. See Economy - Energy and Fuel for full atmospheric operations model.* --- ## Clearing Wear | Method | Time | Effect | Cost | | ----------------- | ------- | --------------------------------- | --------------- | | **Field Repairs** | 1 week | -1 Wear | 0.1% hull value | | **Port Stop** | 1 week | -3 Wear (floor 5) OR fix 1 system | 0.5% hull value | | **Careening** | 5 weeks | Clear ALL Wear, fix ALL systems | 5% ship value | **The Floor:** Port stops can't reduce Wear below 5. Only careening clears to 0. **Integral Systems (†):** Spike Drive, Power Plant, and Hull can only be properly fixed by careening. Port stops can fix everything else. --- ## The Maintenance Roll Roll **d20 + ship quality**. Must roll **over** current Wear. | Result | Outcome | |--------|---------| | Beat Wear | Safe. Wear remains. | | Equal or under | Breakdown. Roll on table, then Wear clears to 0. | | Natural 20 | Safe AND clear 1 Wear | | Natural 1 | Always breakdown | **Ship Quality:** | Quality | Mod | Examples | |---------|-----|----------| | Pretech | +1 | Ancient, built to last | | Great Power military | +1 | Cathay navy, Caliphate warships | | Nusantaran quality | +1 | Lazuna yards, Javon shipwrights | | Frontier built | -1 | Arcadia yards, belt fabricators | | Salvage/reconstruction | -1 | Hulk recovery, cobbled together | | Old (50+ years) | -1 | Outdated components | | Ancient (100+ years) | -2 | Parts don't exist anymore | *Modifiers stack.* --- ## Breakdown Table (2d6) Systems marked † are **integral** - only careening fixes them. | Roll | System | Effect | |------|--------|--------| | 2 | † **Spike Drive** | Can't jump. Stuck in-system until careening. | | 3 | † **Power Plant** | Half power. Choose thrust, weapons, OR full life support each scene. | | 4 | **Fuel System** | Leaking fuel. Days until empty. | | 5 | **Thrusters** | Sluggish maneuvering. Docking dangerous, combat worse. | | 6 | **Sensors** | Half-blind. Threats appear late, navigation unreliable. | | 7 | † **Hull Integrity** | Atmosphere leak. Find it before it finds you. | | 8 | **Life Support** | CO2 building or thermal failure. Days to act. | | 9 | **Computer/Nav** | Manual flight only. Calculations take hours. | | 10 | **Comms** | Can't call for help or receive beacons. | | 11 | **Cargo Systems** | Can't load/unload. Cargo may be damaged. | | 12 | **Weapons** | One weapon system offline. | *Integral systems (†) = 25% of breakdowns. Hull is most common because it's under constant stress.* --- ## Fixing Breakdowns **Jury-Rig:** Tech/Fix vs 10 (12 for integral). Gets it working, but fragile. Breaks again = out of options until shipyard. **Proper Repair:** - Port-fixable systems: Port stop, 1 week, 25% of system cost - Integral systems (†): Careening only --- ## Quick Reference **Typical flow:** 1. Accumulate Wear from travel and hazards 2. Roll d20 + quality vs Wear at month end 3. Breakdown? Roll 2d6, jury-rig to keep flying 4. Port stop clears Wear (to floor of 5) or fixes one system 5. Integral breakdowns accumulate until you careen **Expected pace:** ~3 breakdowns/year, ~1 integral → annual careening. --- ## SWN 1e Reference *Baseline rules for reference. House rules above replace the maintenance system.* **Costs:** - Payroll: 100 cr/day per crewman - Fuel (station): 100 cr × drive rating (×2 frigate, ×4 cruiser, ×8 capital) - Fuel (scooping): 4 days, free - Stores: 20 cr/day/person **Repair (spaceyard):** - Battle damage: 1,000 cr labor + materials per HP, 10 HP/day max - Disabled fitting: 25% of fitting cost, 1d4 days - Spike drive: 10% of hull cost **Jury-Rig (space):** - Tech/Astronautics vs 10 (12 for spike drive) - Requires spare parts - If disabled again, needs spaceyard