Component:dcc
In Game Description
The DCC operates as a hub for damage control teams, allowing coordinated response and pooling of repair equipment. Increases the effectiveness of damage control teams on the warship.
Gameplay usage
Unlike other DC modules, the DCC simply buffs the existing repair teams, rather than adding teams and restores of it's own. On larger ships, one of these is almost necessary to allow teams to move across the ship at any appreciable speed and keep up the tempo of repairs, as even flank damage can become troublesome if a ship rotates or reaches a waypoint and teams once repairing the bow have to transition to newly-burning thrusters astern. Depending on the number of free compartments and the number of DC teams on the ship, sometimes 2 Rapid DC Lockers is the better pick.
Stats
| Damage Control Central | |
|---|---|
| Cost | 20 pts |
| Dimensions | 3x1x3 |
| Hitpoints | 200 |
| Hitpoints to Function | 15 |
| Damage Threshold | 35 |
| Mass | 7 tonnes |
| DC Priority | Low |
| Crew | 10 |
| Powerd | -50 (kW) |
| Modifier: Repair Team Move Speed | +50% |
| Modifier: Repair Speed | +10% |
Lore
About as hectic as it sounds. Damage controlmen are some of the most exhausted individuals I've ever spoken to and having to be on constant watch for trouble means you're going to smell some pretty strong coffee when you walk by.
In combat, it only gets worse. The room will quickly devolve into the DC Leader shouting over the clang of shell impacts and alarms while spacesuit-clad engineers rush in and out to snag spare equipment and parts. Either career has the unfortunate side effect of destroying any kind of feeling for humor and a constant state of disappointment, a lethal combination for deadend positions.
- I. Parker, CMC


