From: jogle@zia.aoc.nrao.edu (Jim Ogle (Ks. Jim))
Subject: Re: Mechanical repair
Organization: National Radio Astronomy Observatory, Socorro NM
Distribution: alt.games.torg
Date: Tue, 6 Oct 92 17:47:14 GMT

In article <mumble> bchoinsk@nyx.cs.du.edu (Burton Choinski) writes:

>I have an interesting situation that came up, and I don't have the land
>vehicles guide, so I don't know if it is answered there.

It is.  (But he hasn't even asked the question yet! 8-)

>In my group here they were chasing a pair of goblins riding wolves in the
>realm runner's jeep.  catching up, they ramed one (doing some shock and
>one wound) to the jeep (I used the ord table).  Later, they rammed another
>set and did 4 more wounds plus the KO plust the 17 shock.  The jeep now
>has 5 wounds and a pile of shock.

The official WEG rule is that you use the Ord column for vehicles.

>Now, Jeeps are not living things.  If you "kill" it on the table, supposedly
>it is not obliterated (not up to 7 wounds yet), so it should still be
>able to be repaired.

Correct.  The rules actually do not say anything about being unable to
repair a vehicle past seven wounds, but IMO you should just buy a new
vehicle at that point....

>The realm runner template gives scholar (Mechanic, but there is no
>indication of how this is used.

Which is of course why they say you use the appropriate vehicle skill
to repair the vehicle (I remember that this was mentioned in the
rulesbook so I have no idea of what use Scholar (Mechanic) is.)

>Now, in their case they shrugged and moved on without the dead jeep since 
>"they did not have the parts to repair it", but I know this will come
>up again sometime.

There's nothing in the rules about not being able to find parts for a
vehicle, but in the cinematic genre you can fix cars with chewing gum
and anything else handy so it all depends on how the GM wants to run
it (though it should be impossible to find parts for anything in the
Living Land!)

>In the case there are no hard rules, how does this sound (NOTE: very rough,
>just thought up)

And they're actually close to the offical rules!

>1) base difficulty equals 10 for shock repairs (1 hour)

Base difficulty 6 +1 per shock point of damage

>2) base difficulty equals 10, plus 3 per wound level for wound repairs 
>   (1 day)

+2 for one wound, +3 for two, +5 for three, +6 for four or more wounds
(added to the base difficulty for shock damage).

>3) base difficulty equals 10 for K and O repairs (4 hours)

+2 for a K or KO condition (added to the shock damage difficulty).

>Shock and wound rolls may be made one by one, or rolled into the OoM table
>if you can deal with the difficulty.

Everything is made with one roll.  Result points are the amount of
shock healed and the result points are used on the damage table to
determine the level of damage repaired. Shock and KOs can be fixed in
one minute, wounds take it up to 1 hour for one wound, one day for 4+
wounds.  

>Extra multiples of time may be spent to increase the roll, i.e. spending 10
>days on wound repair gives you a +5.

Not mentioned, but speeding up the repairs adds a +3 to the DN per
time value saved so going the opposite direction should give you a
bonus.  

There's a quick rule for failures actually making the situation worse
and the above times and difficulties are for fixing a vehicle in an
equipped shop; fixing a vehicle in the field (or even on the fly) is
much more difficult and much more limited (wounds can only be repaired
in a shop).

I actually haven't had to use these rules yet so I don't know how well
they work, but I guess I could always damage the party's car and see
how it goes....

-- 
Kansas Jim (Jim Ogle, TORG guru)                               /|
jogle@aoc.nrao.edu (NRAO-VLBA, Socorro New Mexico)           o| |-
"I'd be apathetic if I cared."                              /|\\|