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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.

HazardWear
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

MethodTimeEffectCost
Field Repairs1 week-1 Wear0.1% hull value
Port Stop1 week-3 Wear (floor 5) OR fix 1 system0.5% hull value
Careening5 weeksClear ALL Wear, fix ALL systems5% 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.

ResultOutcome
Beat WearSafe. Wear remains.
Equal or underBreakdown. Roll on table, then Wear clears to 0.
Natural 20Safe AND clear 1 Wear
Natural 1Always breakdown

Ship Quality:

QualityModExamples
Pretech+1Ancient, built to last
Great Power military+1Cathay navy, Caliphate warships
Nusantaran quality+1Lazuna yards, Javon shipwrights
Frontier built-1Arcadia yards, belt fabricators
Salvage/reconstruction-1Hulk recovery, cobbled together
Old (50+ years)-1Outdated components
Ancient (100+ years)-2Parts don’t exist anymore

Modifiers stack.


Breakdown Table (2d6)

Systems marked † are integral - only careening fixes them.

RollSystemEffect
2Spike DriveCan’t jump. Stuck in-system until careening.
3Power PlantHalf power. Choose thrust, weapons, OR full life support each scene.
4Fuel SystemLeaking fuel. Days until empty.
5ThrustersSluggish maneuvering. Docking dangerous, combat worse.
6SensorsHalf-blind. Threats appear late, navigation unreliable.
7Hull IntegrityAtmosphere leak. Find it before it finds you.
8Life SupportCO2 building or thermal failure. Days to act.
9Computer/NavManual flight only. Calculations take hours.
10CommsCan’t call for help or receive beacons.
11Cargo SystemsCan’t load/unload. Cargo may be damaged.
12WeaponsOne 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