Friday, October 3, 2003 8:09 PM These updated rules are for Middle Years ships and later. Y- and W-era ships may use either set of rules. Supplies are no longer used for repairs. All of the in-scenario repair rules are useable during each scenario at no cost. They are to be used exactly as they are in the rulebook. Each unit also has the capability to perform a limited number of repairs on itself between strategic impulses. The procedure is as follows: All boxes destroyed at least once in the latest combat are marked destroyed, even if they were repaired during the scenario. These repairs are always considered temporary. If, with these boxes destroyed, the ship is considered crippled, it will require an overhaul to repair. Otherwise, follow the rules below. Use the campaign repair rules in (D9.4), ignoring any mention of (D9.7) and (D14.0). Also, do not repair Hull damage in (D9.41). If your ship is completely repaired before (D9.4) is used up, record the number of repairs left over. These will be used the next time your ship is damaged instead of calculating based on DamCon. If your ship is not completely repaired, it must dock with a repair unit for ANY more campaign repairs to be performed on it. When docked with a repair unit, it costs 1EP for every 10 repair points used. The cost of repair of each system can be found in the rulebook, and I will make up a full chart when I have time. For every 2EP spent, repairs take one strategic impulse (round up), to a maximum of one turn. You may also re-enable your ship to perform self-repairs when docked to a repair unit. This costs 5x the maximum Damage Control rating in EP, and takes one full impulse. It must be paid all at once. EP spent on repairs at the same time may count towards this total. This may be done only once per strategic turn. Note that it is much cheaper to repair most damage at starbases, and use self-repair for minor and/or emergency repairs. Sunday, November 16, 2003 FRDs may now repair crippled ships. This takes an additional 10EP if the FRD is not at a permanent base or shipyard. Small Repair Freighters may fix up to 5 Repair Points each strategic impulse. Large Repair Freighters may fix up to 10. EP does not need to be transported with repair units anymore. It is deducted immediately from your treasuries Tugs and Upgrades: Upgrading a Mobile Base to a YBS or a YBS to a YDK now takes the equivalent of 2 Small Repair Freighters (or 1 Large) in Repair boxes. Alternatively, you may use a Tug (no other units required). Upgrading a Mobile Base to any modern (not Y-era) base requires a Tug. Note that any Tug which can carry two pods can both deploy and upgrade an MB. FRDs (if researched) may be built at any YDK, SB, or shipyard. Moving an FRD requires a Tug. It moves at a strategic speed of 4 with an Early Tug, speed 5 with a standard Tug. Thu, 29 Jan 2004 Repair capabilities have been enhanced. All units under the new repair rules which have Repair boxes on their SSDs may generate 1 repair point per box per strategic impulse. These points determine how fast a unit can repair damaged ships. Each section of a base generates its repair points separately, and may only repair ships docked to or in that section. Repair points generated by the centre section of a base or by Repair Modules may be used by any of its outlying sections. Each 10 repair points still costs 1EP. Calculate the cost based on your entire empire, not single units. Tue, 16 Mar 2004 To simplify things considerably, all crippled ships move at speed 3 (via non-tactical warp). If a crippled ship has no engine boxes left, it _must_ repair one Impulse box in order to move. Tue, 24 Aug 2004 Repair by another unit may not be performed while moving. All movement impulses during repair are simply lost, and the units may resume movement after repair on their next scheduled movement. Self-repair may be performed on the move. And repairs by other units may not take place on impulses of combat.