abstract
| - All companies require an idea, hopefully this will be something the players come up with themselves, but most likely it will the subject of a specific adventure. Many skills will eventually be necessary to get an operation off the ground, these include Mechanic, Machinist, Metallurgist, Civil Engineer, Electronics, and possibly gunsmith or warhead. Management skills will also be necessary for larger companies, Leadership, persuasion, and instruction will be critical. The easiest way to start is if the PC’s themselves have all or most of the required skills, but this is not necessary. The PC’s can be the nucleating agent, gathering the surviving skilled workers and managers all over the countryside, and assembling them into a senior staff. This could be the subject of the first game resulting in the foundation of the company. In such a case, the PCS would play an advisory and Millitary protection role in the later stages (as well as being the founders). Once some people have been assembled, the next task is to find a work space. This could be most easily done by taking over an abandoned repair yard, or capturing a working repair yard. Unfortunately, most of these yards were positioned during the war to service the front lines. As a result they may not be in the best location to trade with existing city-states or cantonments. The next best option is to find a good location, and capture or restore a factory or machine shop nearby, and expand it into a repair yard. Once the location is chosen, there are several important things which must be transported, or built on site. The first order of business is work space. Large buildings associated with a factory or warehouse will do, but will probably be in bad shape. Restoring them is a major (and Difficult) task for civil engineers. 1.
* Living space for residential workers (almost all will want residency). This includes a)barracks, b)kitchen and mess hall, c) rest rooms d) recreation rooms (bar), e) day care for workers children, f) a water tower, plumbing... 2.
* Office space for; planning recovery operations, keeping maps of known wreck sites, drafting and keeping blueprints for vehicles and parts, keeping track of sales and trade agreements, keeping inventory records, and general management. 3.
* An armoury, maybe a guardhouse or two if protection is a potential problem (and it almost always is). 4.
* Shop floor space for working on vehicles, including assembly stations, tool cabinets, power generators, metal fabrication spaces, arc welders, and larger tools, and maybe an overhead crane. 5.
* Specialized spaces for associated industries (foundry/forge milling machines/ power tools) 6.
* Space for parts storage (Warehouse space and cabinets), and a place to put the wrecks to keep them out of the rain (tents, or a large warehouse space). When the repair yard has been planned out, and space allocated, some tools and equipment will be needed. Some items (such as a crane) can be salvaged fairly easily, others (Tracked Vehicle tools) will be more rare, and may have to be purchased from a city-state or merchant. To have a rudimentary yard, which can reassemble new vehicles from wrecks, and potentially jury rig small parts (such as mountings, brackets etc), a minimal number of equipment will be needed. The Basic Repair Yard: This example of a post-war repair yard illustrates the minimum necessary amount of equipment necessary to do basic salvaging.
* Crane/Hoist-- one or several 5T for moving engines, 10T for moving light vehicles, and 50-100T for moving tanks.
* Arc Welder
* Manual labor (3 people per vehicle being repaired)
* Basic toolkit (1/worker)
* Electrical repair toolkit (1/ 2vehicles)
* Electronic repair toolkit (needed for complex engines only)
* Wheeled/Tracked Vehicle tools (1/ 2vehicles)
* Supply of motor oil/ grease/ water/brake fluid.
* Fuel -whatever type vehicles require With this kind of repair yard, parts from vehicles can be transferred to make a couple of working vehicles from a whole lot of dead ones. The number of vehicles which can be worked upon simultaniously is limited by tools and workers. The basic yard can probably handle two armored fighting vehicles simultaneously. Other vehicles can be easier, or much harder, compared to AFV’s. As a general rule of thumb, each worker can handle 3 maintenance value’s worth of vehicles. (Thus 3 workers could handle work on a MV:9 vehicle, the same crew working on a MV:18 vehicle would go twice as slow, or two MV:4 vehicles could be worked on simultaniously). Each mechanic can guide a number of unskilled laborers equal to his skill value. Fine work (Electrical, computer, machinist, etc) will also need a skilled worker, and a number of laborers ( numbering maximaly up to skill level of expert). Once the available work pool has been formed, it must be assigned specific tasks, and the expert worker must roll against skill (difficulty determined by task) to determine success. Critical success in any task can mean one of two things, 1/ that the work is of exceptional quality, or 2/ that the work was completed in record time. It must be stated at the outset wether time or quality are desired goals. Activities of a functioning repair yard There are three basic types of repair that a yard can attempt, refitting/ replacing lost or broken parts, jurry rigging parts, or fabricating parts. Parts are not generic “spares”, but refer to components of specific systems defined in Wreck Generation Table (Subsection 2). Each system has a difficult level assigned to it for each type of repair attempt. 1.
* Refitting / Replacing - This is the easiest and most common task of repair yards. Cannibalizing existing vehicles for parts to make another one work ranges from Average to Difficult, assuming such wrecks are available. The wear value of the particular component can be recorded separatly from the rest of the vehicle. (In an advanced but cumbersome version, all components should have a wear value). Refitting can be performed in any basic repair yard. 2.
* Jurry rigging - When parts of an otherwise working system are broken or missing, they can sometimes be temporarily fixed ( mountings can be spot welded in place, components can be held in place with wooden shims, etc). This always increases the wear value of the system by 1, and doubles breakdown chances. All breakdowns from the vehicle will be 90% likely to be the jurry-rigged systems. Jurry rigging requires 1 unit of scrap metal parts, and the use of an arc-welder and/or a cutting torch. 3.
* Fabrication - This is what really should be done for any real repair of a vehicle. However, since fabrication of new parts is extreemly industrialy intensive, only small parts can be manufactured in a reasonable amount of time. As the factory gets larger, a foundry may be added, along with milling machines, and a metalworking shop. On the small scale, 10-50 workers will be employed, and larger parts can be synthesized. Fabrication requires a minimum of a small foundry (Consuming 20kg coal per day), and a machinist shop (drill press, lathe, etc). Work can be done in soft metals, but begin with a WV=5, and quickly break down. Hard metal works requires a large foundry (consuming 100kg coal per day).
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