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item/vehicle/ship repair costs

I can't find anywhere in the book rules that dictate repair costs for items, vehicles and starships.

Eg: After a SS fight several sections/layers of armor were damaged (or even penetrated), how do you calculate the Cr cost to repair? In case of polymer, you just let it regrow.. but what about the rest?

Same for systems: A power plant becomes damaged, how do you calculate repair costs in Cr as a function of the damage severity?

Is there another system in place that I'm just missing?
 
I was thinking of using the severity +1d6 as a percentage of the cost of the item. so a damaged Stateroom 0.2MCr or 200000Cr lightly damaged would be 1+1d6% of 200,000, and average of 4%. This could be halved if the labour is done in house, ie by the crew.

The other option was to use the amount of diagnostic dice/rather than the severity level as the base % but not adding the d6 for a bit of random factor.

i think of the top of my head the severity table is
1 = 1d
2 = 2d
3 = 4d
4 = 6d
5 = 8d
6 = 10d

which would give you 1%, 2%, 4%, 6%, 8% and 10% whereas with the first system if you take the average you would have 4%, 5%, 6%, 7%, 8%, 9% and 10%, but a potential for cheaper or higher costs as well.
 
Licheking I was thinking along a similar line.

H/2 Repair Difficulty Repair Cost
1 Easy 1D 1%-10%
2 Average 2D 11%-20%
3 Difficult 3D 21% to 30%
4 Formidable 4D 31% to 40%
5 Staggering 5D 41% to 50%
6 Hopeless 6D 51% to 60%
7 Impossible 7D 61% to 70%
8 Beyond 8D 71% to 80%
9 Destroyed Replace Component

Wish I knew how to do a table.
 
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looks good, but a little steep for my tastes, i may go with rolling the dice for that severity level and that will be the percentage cost.

On a related note, would you have the Quality or Reliability from QREBS be reduced after a successful repair because it is now no longer like new? We would start to see engine rooms and computer consoles held together with gaffer tape and gum giving ships that lived in look.
 
looks good, but a little steep for my tastes, i may go with rolling the dice for that severity level and that will be the percentage cost.

On a related note, would you have the Quality or Reliability from QREBS be reduced after a successful repair because it is now no longer like new? We would start to see engine rooms and computer consoles held together with gaffer tape and gum giving ships that lived in look.

Maybe not after the repair, but certainly before it.
 
looks good, but a little steep for my tastes, i may go with rolling the dice for that severity level and that will be the percentage cost.

10% per die. It's a very convenient rule of thumb, but it's possible that a more "realistic" (??) estimate would claim a total loss at 40% or greater.

Doesn't matter -- it's helpful to have ideas for the referee, but at the end of the day, the referee drives final costs.
 
Sporegnosis, you could use these rules for any repair costs since they would be a percentage of the items new cost and all items are damaged in the same way with the same rules.
 
robject it's up to the player's if they want to pay for a new item or replace it. I would also change the QREBS rating of the item. More than likely the R (Reliability) and possibly the Q (Quality).
 
yes but it does have a cost in either KCr or Cr just use the % of the price as shown, for example, 1% of 100MCr is 1MCr, 1% of 100KCr is 1KCr, and 1% of 100Cr is 1Cr it works because its a % of a value not for a specific value.
 
yes but it does have a cost in either KCr or Cr just use the % of the price as shown, for example, 1% of 100MCr is 1MCr, 1% of 100KCr is 1KCr, and 1% of 100Cr is 1Cr it works because its a % of a value not for a specific value.

Yes, yes, but there are no costs for armor only for the hull.

it states clearly that armor costs no extra cause the cost is the extra tonnage.

With your logic all armor types cost equal amount of Cr, regardless of type,TL, stage effects etc.....
 
My Mistake i thought you meant personal armour. Yeah my solution for that was based on the Ships Hull cost but divided by 10. So a ship hull that costs 10MCr and needing a 1% repair cost would use 1MCr for the bill which would make the repair cost 10KCr.
 
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