Maintaining the Ship (CSH)

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The crew and passengers are not the only things requiring attention during a voyage. The ship itself may be damaged by combat, by collision with a natural body, or by the buffeting of a planetary atmosphere. The following section discusses the various types of repairs that can be made to a spelljamming vessel, and how those repairs are effected in space.
Repairing the hull of a spelljamming vessel is surprisingly easy, if the appropriate raw materials and tools are available. Unfortunately, in the depths of wildspace it is hard to find spare lumber or a solid stone patch.
Ships carry hull repair materials so that they will be available if needed. A single ton of cargo space can hold enough raw material to repair five hull points worth of damage. These materials cost 50 gp per hull point to be repaired (250 gp per ton), and using these materials to repair a ship requires a crew of five men to work for a week (see the Concordance of Arcane Space, Chapter 4).
In addition to raw materials, you need tools to repair a ship. The standard ship's locker carries tools suitable to make minor repairs (where 50% or fewer of the hull points have been lost), but more extensive repairs requires a full drydock and cannot be performed by the crew.
Mote also that hull repairs require the attentions of a trained shipwright (see Chapter 5) or a trained craftsman appropriate to the material (a carpenter for a wooden ship, etc.). Without such a craftsman, the ship is considered poorly repaired, and the vessel's chance of suffering a critical hit is increased by one.
Repairing Large Weapons. To repair large weapons that have been damaged by a critical hit, the weapon must first make a saving throw based on its type of material and the kind of attack it suffered. The primary material of large weapons and the kind of damage they inflict are listed in Table 12.
 Table 12: Weapon Materials and Damage Types
Weapon 	Material 	Attack Type
Ballista 	Thick Wood	Crushing Blow
Bombard 	Metal 	Crushing Blow
Catapult 	Thick Wood	Crushing Blow
Greek Fire Projector	Thin Wood 	Normal Fire
Jettison 	Thick Wood	N/A*
Ram 	Thick Wood	Fall
If the weapon fails its saving throw against the attack that disabled it, it is destroyed and cannot be repaired. (This determination should be made after combat, when the crew has had a chance to survey the damage.)
If the item makes its saving throw, the damage is repairable. To determine the cost and time expended to repair the weapon in port, roll Id6 and multiply the result by the factors shown in Table 13.
 Table 13: Base Cost and time for Weapon Repair
Weapon 	Cost in gp(x 1d6)	Time in days(x 1d6)
Ballista, Light 	40 	1
Ballista, Medium 	60 	1
Ballista, Heavy 	80 	2
Bombard, Typical 	2,000 	5
Catapult, Light 	50 	2
Catapult, Medium 	70 	2
Catapult, Heavy 	100 	3
Gnomish Sweeper 	80 	2
Greek Fire Projector	100 	2
Jettison, Light 	40 	1
Jettison, Medium 	60 	1
Jettison, Heavy 	80 	2
Ram, Blunt 	10* 	2*
Ram, Grappling 	20* 	4*
Ram, Piercing 	10* 	3**
This table assumes that a crew of five skilled workers work full time to repair the weapon.
If the crew is too poor (or too cheap) to afford the repairs, or if they wish to do the work themselves, cut the cost to 25% but double the time required. Thus, a light ballista repair requiring 200 gp and four days to do in port could be performed by the crew for 50 gp in eight days.
Any repairs performed by the crew must be overseen by a competent weapons expert, and there must be at least one such expert for each five workers. (A weapons expert is someone who has taken a proficiency in the specific weapon.) Successful repair requires a proficiency check (based on Intelligence) from the expert; failing the check indicates that the work is flawed in some way and must be redone. Reroll Id6 to determine costs. It is possible for the repairs to be partially successful, or for the workers to have made the damage worse!
If multiple experts are working on the same team, they may all roll proficiency checks. If any one of them succeeds at his check, the repair is successful. Thus, it is better to have more expertise working on a weapon.
Weapon parts are hard to pack. (Imagine stowing the 15' bow arm of a new light ballista.) Therefore, raw materials for weapon repair consume one ton per 100 gp of their value.
Repairing Other Critical Hits. Unlike hull damage or lost weaponry, other repairs require a specific process for each type of critical hit.
Deck Crew Casualty, Interior Crew Casualty: Few ships carry materials for replacing lost crew, although some undead ships maintain a "storeroom" of raw materials—bones and the like—for just this purpose. Surplus personnel can fill in for the missing crew, if they have the necessary skills.
Hull Holed: Repairing a Hull Holed critical hit is handled much like repairing actual hull damage. As a rule, each Hull Holed critical hit can be repaired for the same time and cost as if it were five hull points of damage.
Fire!: Fire damage is reflected in a loss of hull points. This damage is repaired as normal hull point damage, once the fire has been extinguished. The procedure for controlling and extinguishing a fire aboard ship is described in Chapter 4 of the Concordance of Arcane Space.
Spelljammer Shock!: The loss of the spelljamming helm is perhaps the most serious injury a ship can suffer, short of breaking up entirely. For ships using a spelljamming helm (including gnomish helms that work, and the Crown of the Stars), the most reliable and economical remedy is a replacement for the comatose spell-caster. Most ships carry at least two spell-casters, as it is impossible for a single spelljamming mage to power a ship for more than 24 hours at a time. Captains are advised to have their second spell-caster ready and waiting before they risk combat or other dangers.
Ships that use series helms, pool helms, orbi, forges, furnaces, or lifejammers are in considerably more danger. The only protection for ships of this type from a Spelljammer Shock critical hit is to carry a second complete helm. This is tremendously expensive, and it should be noted that two helms aboard the same ship cannot be operated simultaneously.
As stated in the Compendium of Arcane Space, in the long term (1–4 days) a Spelljammer Shock critical hit is self-correcting.
Ship Shaken, Loss of SR, Maneuverability Loss: These critical hits have effects that are by nature temporary. No particular effort is required to repair damage caused by these hits. There may be secondary effects that do require repair, of course. For example, if the ship suffers a loss of SR, it may thereafter be damaged by a pursuer because it couldn't get away. Treat this damage as normal.