The cost of repairing mdc armour/ power armour.
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The cost of repairing mdc armour/ power armour.
Any idea where I would find this?
The party in my campaign is headed to Free Quebec in damaged Samson armour, with a damaged Borg in tow.
The party in my campaign is headed to Free Quebec in damaged Samson armour, with a damaged Borg in tow.
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Re: The cost of repairing mdc armour/ power armour.
It was in the First Sourcebook, I'm not sure if they kept it in the Revised version or not. I think the R:UE Operator also offers a discussion on repair costs (in the vein of the Operator doing the repairs).
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Re: The cost of repairing mdc armour/ power armour.
The official rule on cost can be found source book 1 it is allot though.
I use a house rule to allow recovering parts equal to 10%(25% with the scavenge skill +5% and one major component for every 10% better than a success) the cost of destroyed gear to be used towards repair of things in the same class or used for trade. The classes major classes I use are 1 body armor, 2 Power armor and borgs, 3 ground vehicles light, 4 tanks/apcs, 5 robots, 6 weapons.
I use a house rule to allow recovering parts equal to 10%(25% with the scavenge skill +5% and one major component for every 10% better than a success) the cost of destroyed gear to be used towards repair of things in the same class or used for trade. The classes major classes I use are 1 body armor, 2 Power armor and borgs, 3 ground vehicles light, 4 tanks/apcs, 5 robots, 6 weapons.
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I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Re: The cost of repairing mdc armour/ power armour.
Rifts Sourcebook from the 90s page 55 gave 5500-7000 per 10 (ie 550 to 700 per MDC) for the main body, 8000 per 10 for power armor main body, more expensive for other parts
Rifts Ultimate Edition from 2005 page 92 gave this inferior 1200 per MDC (12,000 per 10) rate for Operators
Rifts Sourcebook One Revised from 2007 page 36 had the same rates as the original sourcebook, much better than the operator.
I guess operators suck at repairing with low expenses for some reason.
Rifts Ultimate Edition from 2005 page 92 gave this inferior 1200 per MDC (12,000 per 10) rate for Operators
Rifts Sourcebook One Revised from 2007 page 36 had the same rates as the original sourcebook, much better than the operator.
I guess operators suck at repairing with low expenses for some reason.
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Re: The cost of repairing mdc armour/ power armour.
Axelmania wrote:Rifts Sourcebook from the 90s page 55 gave 5500-7000 per 10 (ie 550 to 700 per MDC) for the main body, 8000 per 10 for power armor main body, more expensive for other parts
Rifts Ultimate Edition from 2005 page 92 gave this inferior 1200 per MDC (12,000 per 10) rate for Operators
Rifts Sourcebook One Revised from 2007 page 36 had the same rates as the original sourcebook, much better than the operator.
Good research.
I guess operators suck at repairing with low expenses for some reason.
It's probably assuming that Operators as a rule are going to be using more limited or even improvised tools, equipment, and materials than a full-blown repair shop.
Remember, as per SB1 55 robot and armor repair is limited as a rule to "The Black Market, CS Malls, Some Burbs, and some of the larger CS and non-CS communities."
Those prices are for big cities with large facilities, and Operators generally are smaller time with a smaller budget, and often no permanent and especially high-tech facilities to work with.
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Re: The cost of repairing mdc armour/ power armour.
Killer Cyborg wrote:Axelmania wrote:Rifts Sourcebook from the 90s page 55 gave 5500-7000 per 10 (ie 550 to 700 per MDC) for the main body, 8000 per 10 for power armor main body, more expensive for other parts
Rifts Ultimate Edition from 2005 page 92 gave this inferior 1200 per MDC (12,000 per 10) rate for Operators
Rifts Sourcebook One Revised from 2007 page 36 had the same rates as the original sourcebook, much better than the operator.
Good research.I guess operators suck at repairing with low expenses for some reason.
It's probably assuming that Operators as a rule are going to be using more limited or even improvised tools, equipment, and materials than a full-blown repair shop.
Remember, as per SB1 55 robot and armor repair is limited as a rule to "The Black Market, CS Malls, Some Burbs, and some of the larger CS and non-CS communities."
Those prices are for big cities with large facilities, and Operators generally are smaller time with a smaller budget, and often no permanent and especially high-tech facilities to work with.
I would think the cost in source book 1 is what you get charged not the cost of parts, while the operator is the cost of parts.
Basically the prices in source book 1 are for both cities and small towns where you pay some one to fix your armor. The price for an operator is just the cost for the parts as he does the work himself.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Re: The cost of repairing mdc armour/ power armour.
Also note that the SB rates are just for the main body, no rate per MDC is given for other parts of power armor, just outright replacement costs which appear to be static regardless of differences between the model you're replacing.