Repairing Airships

REPAIRING DAMAGED SHIPS
Crystal raider airships see a great deal of use and consequently
suffer damage from ordinary wear and tear as
well as from frequent combat. When not in use, they must
be sheltered to protect them from the elements and from
the trollmoot’s enemies. They must also periodically be
repaired to keep them combat-ready.
Repairing airships requires the skills of a shipwright
and an elementalist to handle damage to the ship’s physical
structure and enchantments. Most minor repairs can be
made solely by craftsmen without magical aid, but elemental.
ists can .accomplish many difficult repairs more easily,
usmg magIC to knit the airship back together.
Unless a ship is destroyed in battle (a rare event), it is
eventually repaired, either by its crew while traveling or in
a ert (see Sh.ipyard Repairs, p. 125). The following
gUIdelInes descnbe how to repair damage done to ships in
combat or through hazardous travel.
. A.ship’s rew ca perfor~ minor repairs on their ship
whIle m the aIr. RepaIrs reqUIre the ship to set anchor and
stay in the same place for one full day for each Wound to
be repaired. The step number for crew Repair Tests equals
the ship’s Crew Rating. Repair Tests are made against a
Difficulty Number equal to the number of Wounds the
ship has taken plus 8. For each success level achieved on a
Repair Test, the crew repairs one Wound. For each Wound
repaired, the ship makes a Recovery Test using a step
number equal to its Armor Rating to recover damage done
to the hull. The crew may make a Repair Test to repair a
damaged hull even if the ship has no Wounds, but can
only make one such test to a Wounded vessel before it
must seek repairs in a fully equipped berth. In this case,
the Repair Test is the Recovery Test. If its crew fails a
Repair Test or achieves only a Poor success, the ship takes
an additional Wound, and no further repairs are possible
until it makes port.
The Ship Repair Table on p. 125 summarizes the
Difficulty Numbers for ship repairs made by a ship’s crew.

REPAIRING ON THE FLY
Sometimes a crew needs to get underway more quickly
than usual repair methods will allow. Under extreme
circumstances, a crew can try to make repairs while the
ship is still moving-“on the fly,” so to speak. The
Difficulty Number for these types of Repair Tests increases
based on the amount of time spent on the repair, as shown
on the Ship Repair Table. A crew can also concentrate on
repairing a specifiC Attribute-for example, the Speed of
the ship. In this case, the crew gains a 3 bonus to the step
number used for the Repair Test. One other way to make a
quick repair is through the use of the elementaHst Repair
spell (p. 161, ED). In this case, the Effect Test is used in
place of a normal Repair Test, but suffers modifiers to the
number used for the Repair Test. One other way to make a
quick repair is through the use of the elementalist Repair
spell (p. 161, ED). In this case, the Effect Test is used in
place of a normal Repair Test, but suffers modifiers to the
Difficulty Number equal to that of a repair made “on the
fly” after ten minutes (
6).

  • Normal repairs: 8+ number of wounds (1 day per wound)
  • 1 day: +1
  • 5 hours: +2
  • 1 hour: +3
  • 10 minutes: +4
  • repair on the fly: +2
  • repair 1 atteribute only: +3 to rapair test step number

SHIPYARD REPAIR

  • speed: 200sp per step, 1 week per step
  • maneuverability: 300sp per step, 1 week per step
  • firepower: 300sp per step, 1 day per step
  • Hull:
  • less than 25% destroyed: 200sp per step, 2 weeks per step
  • 25% to 75% destroyed: 800sp per step, 4 weeks per step
  • over 75% destroyed: x2/3 original cost, 6 months

Repairing Airships

Earthdawn DirkVanleeuw