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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Both GURPS High-Tech and GURPS Ultra-Tech include the rule that Armoury (Vehicle Armor) and Mechanic (Vehicle Type) tool kits can only perform major repairs on vehicles up to 10 tons. This suggests to me that a large, disabled vehicle (0 HP or less) cannot be fixed with a tool kit, and that major repairs are only possible with a no-equipment modifier (-10) or, if the GM is generous and the player resourceful, an improvised-equipment modifier (-5).
That is, of course, unless the vehicle is carrying extra-large tool kits. For a GURPS Tales of the Solar Patrol Patrol Ship, weighing 10,000 tons, a Mechanic (High-Performance Spacecraft) Portable Tool Kit (which counts as basic equipment) would cost $600 × (10,000 / 10) = $600,000 and weigh 20 lbs. × (10,000 / 10) = 20,000 lbs. (Heh. "Portable.") That would take up 10 tons of the 200 tons of Load the ship can handle. Such oversized tool kits are really meant more like dedicated workshop facilities than on-board normal ships, right? I get the impression that, not counting ships that carry around their own giant-sized repair facilities, the normal thing to do is carry around a normal-sized tool kit, do only minor repairs, and if the ship is disabled, try to get it to a repair facility for major repairs. Or do you expect that most large ships would dedicated all that tonnage to major repair facilities? Have I got all this right? |
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| Tags |
| repairs, tool kits, vehicles |
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