General Maintenance and Ship Concerns


Q: How much mass do pods have?

Adrian Cooper

A: One. Cargo has mass too.

Chris


Q: Do demo modules lose Reliability when at the Holiday Planet?

Harry Leshko of the Spelljammer

A: "Being at the Holiday Planet does not freeze a ship, it still executes default orders (or even most player-orders if it gets them), and modules still age and break: the single big plus of being there is that no combat is possible."

CthulpiS, HMS UtopiA II


Q: Is it true that you can sell pod cargo after you've lost the pod in combat?

A: Yes, if the order to sell was placed before the combat.

Dora


Q: Could you use this same "feature" to give an unwanted pod to another ship, on the same turn that you sell the last cargo from it? Dora

A: ?


Q: What is the probabilility that I can repair a broken mod?

Capt. Ken USS Enterprise.

A: "An unusable module can be repaired using the repair order, with a chance of success equal to the item's reliability factor plus the skill level of the character making repairs."

--Rules


Q: When I sell a pod with cargo in it, does the cargo disappear even if I have enough empty cargo space left for the cargo to be moved into?

Marc

A: That's right... It's "Bye bye, cargo."

Chris


Adrian Cooper

A: Down

Doug


Q: When are officer skills added to my factors?

A: Basically the offficer skills are added after curses and before blessings. And all of these are applied to a base %. IE (total tech levels x 100)/ship mass.

Dora


Q: The effects of a bless can be seen in my factors the turn after I cast the bless. Will this have an affect the turn after you blessed?

Neil Harvey

A: It doesn't count twice. It affects the turn you cast it on. Not the turn after.

Dora


Q: What's the difference between a sickbay and a lifesupport?

Capt. Ken, USS Enterprise:

A: The difference between life support and sickbays are only expressed in the rules in the most general terms. The details are in the back issues of the SST:

"...from next turn it will be a random number up to 5 per cent down, and the life support percentage divided by 10 up. Healing will provide double the sickbay percentage divided by 10 as an additional gain."

GM's Comments, SST #62 - Stardate 9706.23


Q: So which should I buy?

A: It depends on your situation, but probably lifesupport.

Some general principles (some of which apply to more advanced players):

If you don't have any crew, don't bother with life support and sickbay. Your officers can't die and medical mods are usually available.

If life support is over 25%, your crew health will rarely dip below 99% for more than a couple turns - assuming that you avoid other unhealthy occupations.

Since normally health decay is limited to 5%, life support above 50% will not benefit you for most turns. Higher lifesupport will gain you access to rogue recruits in badlands, protect health in combat and counter the effects of harvesting popcorn. Additionally, multiple life supports are also well worth having, as losing your only life support is not fun at all.

Sickbays have twice the effect of lifesupport, but require an officer action. If you were willing to heal crew every turn, it might not be so bad to go without lifesupport; if it wasn't for the order of your turn. You'll heal crew up to 99.9% during the officer actions then your crew health will go down 0-5% at the end of the turn - just before mortalities are figured. Sickbays also allow you to cure plagues and harvest medicine, so having at least one sickbay is advisable for a reasonable medical favor income.

Chris
lofowens
Dora


Q: Do allying ships have the opportunity to interact with each other?

Marc

A: The one being guarded does not meet anyone. The only interaction between the ships is the ability to transfer energy.

Walker
Paul Case


Q: When money is transferred between allies?

capt. Boi of the Repulse

A: After the rest of your actions, even after exploring.

Boi


Q: What happens if both myself and the ship I am allied with attempt the same exclusive officer action (like intimidation or influencing)?

'Henke (Elberon)

A: According to what Jeremy has said in the past, a ship and the one it is guarding is considered equal in power, meaning that it is randomly determined who goes first.

Doug