Spaceship Engineers are trained in the construction, maintenance and repair of spaceships. This skill requires years of hands-on technical and mechanical experience on-board a space ship. As a result, this is not a common skill, and experienced Engineers are in high-demand. A skillful Engineer often can save a damaged ship from destruction.
In the UPF Spacefleet, Engineering is one of the three primary skills learned (at level 2) by graduate officers.
|Level||EP Cost||Daily Wage|
The Engineering sub-skills are:
Ship Design (Success Rate: 100%)
A spaceship engineer must draw up plans and blueprints for a spaceship before a construction center can begin building it. Someone who is not an engineer wants a custom-built ship, a engineer must be hired to do the technical design. The standard fee is 500 Cr per point of hull size, but this can vary with the number of engineers at the station and the amount of work available to them.
As an engineer reaches higher levels, he can design larger ships. The Ship Design Qualification Table lists the types of ships an engineer can design at various skill levels.
|Level||Qualified to Design|
|1||Shuttles of all types|
|2||System ships of all types|
|3||Starships of hull size 3 or smaller|
|4||Starships of hull size 6 or smaller|
|5||Starships of hull size 15 or smaller|
|6||Starships of all sizes|
An engineer must spend 10 days x the hull size of the ship to complete the design. The entire design of a ship must be done before construction work can start.
Damage Control (Modifier +10% x skill level (added to ship's DCR))
An engineer can greatly aid the crew of a ship in repairing damage caused by combat or accidents. The engineer effectively increases the ship's Damage Control Rating (DCR).
The engineer's addition to the DCR equals 10 x his skill level. For example, a 3rd level engineer aboard an assault scout (DCR 30) increases the ship's Damage Control Rating to 60.
Unlike the ship's regular DCR, which can be divided among as many repairs as a player wants, the engineer can use his repair ability on only one repair per repair turn (he can oversee only one thing at a time). Otherwise, the engineer's damage control points are used the same way as the ship's inherent DCR.
All or part of a ship's DCR can be combined with the engineer's damage control points to make a repair. Any part of the ship's DCR that is not combined with the engineer's ability can be used for other repairs. In order to use his damage control ability, the engineer must be working on the repairs during all three turns (30 minutes) preceding the repair turn. For example, a character who serves as both a ship's pilot and engineer cannot be flying the ship and making repairs at the same time. If a ship is carrying more than one engineer, each can be working on a separate repair at the same time.
Stress Analysis (Modifier -5%xskill level to ship breakup percentage)
Because of their keen understanding of the forces at work on the hull of a spaceship, engineers can advise a pilot on how to accelerate and maneuver a damaged ship without tearing the hull apart with excess stress.
Having an engineer on board a ship modifies the chance that the ship will break apart when damaged. The player controlling the ship multiplies the engineer's skill level by Sand subtracts the result from the normal chance that the ship will break up.
EXAMPLE: Doc Evanson is a 3rd level engineer. His assault scout has taken 13 hull hits in combat. This is 6 hits above the 50% mark for the 15-hull point ship. In order to get away, the pilot uses full acceleration (5) and makes one turn. The chance that the ship will break apart is (5+1) x 6% = 36%. Doc's advice reduces this by (3 x 5%) = 15%, 50 the actual chance the ship will break up is only 21%. An engineer cannot use this subskill during a turn when he is making or overseeing repairs.