Glistam wrote:Page 98 of Rifts: Mercenaries lists costs for labor for repairs and modifications to M.D.C. vehicles. You could use those across the board or just extrapolate from that info, but it still doesn't provide solid answers.
I see a cost for adding additional MDC (2k per 10) but I don't think that would cover repairs.
Glistam wrote:Page 92 of Rifts: Ultimate Edition probably lists the best guide:
Page 92 of Rifts: Ultimate Edition wrote:Can completely repair most parts, machines, and vehicles at a cost of 25% of its original list price (plus his time if he's charging for it; typically another 30% to 50%).
With that guide you can reverse engineer the repair costs in Sourcebook 1 and Mercenaries in order to determine what you may be looking for.
Glad you pointed this out, others had pointed out the 1200/MDC rate before for main body and "key sections", but I had never noticed that blanket 25% thing. That's a good deal for low-cost vehicles or power armor with lots of MDC. Not so much for repairing robot vehicles though, due to their higher costs. Even their absurdly high rates in the Sourcebook could still be preferable.
flatline wrote:It all depends on how fast you can get the PPE to cast Mend the Broken...
I wonder about the limits of what this spell can target.
It mentions it repairs "inanimate" objects, wouldn't that interfere with repairing a vehicle, robot or power armor? Possibly even environmental systems?
Or at least require extensive time like you would have to dismantle it into its core components so that nothing could move before it could be cast?
It also says "only work on physical damage (not electronic or software" so wouldn't that interfere with advanced vehicles? A classic gasoline engine might be okay (cept for the whole moving parts bit) but things with electric engines, or the electric software in robots or power armor, would seem to cause problems.
I could see the spell dealing with superficial damage to plating and stuff like that, but nothing so extensive as it begins to cause problems for the thing.
In the Conversion Book (originally 13) page 13-14 the optional Robot Combat Damage tables began after losing 60% (40% left) so that would be a good guideline, I think. Most things, you could use MTB if they had a mere 20% left, but for electronics/robots, you can only repair up to 60% of what is lost, anything beyond that should require an operator to deal with it. Going below 40% should begin logging damage you can't just spell away.