REPAIRS

Each ship in the Advanced Game has a Damage Control Rating (DCR). These range from 30 to 200. The DCR is a measure of the crew's ability to repair damage to the ship.

A special repair turn takes place after every three turns of play. This is noted on the time record track. A repair turn is not a separate measure of time, but represents the efforts of the ship's crew to repair damage over the last thirty minutes (three turns). Both sides try to make repairs at the same time. After all repair attempts have been made, the battle picks up exactly where it left off before the repair turn.

All of a ship's DCR points can be allocated during each repair turn. The number of points assigned to a specific repair equals the percentage chance that that repair will succeed. After all DCR points are allocated, the player who controls the ship rolls d100 for each repair attempt. If the roll is equal to or less than the number of DCR points allotted for that repair, the damage is erased from the ship's roster. If the roll is higher than the number of DCR points allotted for that repair, the system is stiII damaged.

The DCR of a ship can be used to repair as many damaged systems as a player wants to repair. However, the more systems a player tries to repair, the less likely each attempt is to succeed.

Drive and Steering Repairs. When drive or steering damage is repaired, only 1 ADF or MR point is restored per repair, even if the entire drive or steering system was destroyed with one hit. However, players can allocate more than one block of DCR poi nts to drive or steering repairs. For example, 90 DCR points could be split into three blocks of 30 points each and applied toward three Maneuver hits. If all three rolls at 30% are successful, three MR points will be repaired.

Fires. Successfully repairing a fire extinguishes the fire, but does not repair any damage that was caused by the fire. Extinguishing a disastrous fire does not repair the ship's DCR, movement or combat control systems.

Hull Repairs. Players can repair hull damage by following the usual repair procedure for allotting DCR points and rolling for success. If the repair is successf ul, the player rolIs 1d1O. The result is the number of hull points that are restored to the damaged ship.

Automatic Failure. A damage repair rolI of 90 to 00 aIways is unsuccessful. If the roll is 99 or 00, the damage is too severe to be repaired in space, and requires the facilities of a station airdock. Once a 99 or 00 has been rolled for any system, no further attempts can be made to repair that system.

EXAMPLE: A battleship with a DCR of 200 has been severely pounded during the last three turns. It has lost its entire ADF (2), its torpedo system, a laser battery, its combat control system, and has an electrical fire. The player decides that the fire must be put out and that he wants to launch torpedos and repair his drives, so he puts 50 DCR points on the fire, 50 on the torpedos and 50 on each of the ADF points lost.

The fire repair roll is 89, which is higher than 50, so the fire continues to burn. The torpedo repair roll is 24, so torpedos can be launched again. The ADF repair rolls are 62 (unsuccessful) and 30 (successful), so the ship regains 1 ADF.