Repair Costs

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General

Rifts: Chronicles of Kingsdale uses a custom system to determine the cost of repairing damaged items. This is to take into both the large availability of MDC alloys in Kingsdale as well as the fact that at 40,000 credits per 10 MDC under standard Rifts Rules, robot vehicles become economically impossible to use.

  • Non-standard, advanced, rare or alien technology may cost potentially much more and/or be unavailable.
  • All prices effected by FLUX and Economy.


Body Armor

At Rifts: CoK, MDC Plating is considered universal. The basic cost for 10 MDC of repair material is 2,500 credits (Economy rules applies).

PCs who perform repairs will need have the Armorer Skill or Weapons Engineer skill to repair Body Armor, Power Armor of Vehicles damage. Additional skills may be required depending on the level of damage.

Most NPCs will charge 500 credits per 10 MDC to do the work.

Glitter Boy armor is the exception to this and it has a cost of 7,500 credits per 10 MDC.

Body Armor which has less than 10% of its Main Body left is unrepairable and considered virtually worthless scrap.

Please note to important Armor facts on the Armor Rules page.


Hand Weapons

Repairing SDC and MDC Hand Weapons is a tricky business to ensure they return to working condition.

To do this, someone can use one of the following skills. Armorer, General Repair and Maintenance, and Weapons Engineer. Each of the skills has its limit on how much it can repair.

A successful skill is required to repair the character's skill in percentage of damage. General Repair and Maintenance

Furthermore, each skill can repair a weapon to some extent without the need for additional parts or costs.

Repair without Cost (Simple Repair):
100% to 95% - Armorer, General Repair and Maintenance, and Weapons Engineer.
100% to 90% - Armorer, and Weapons Engineer.
100% to 80% - Weapons Engineer.

An NPC with one of these three skills will charge 1000, 1500, and 2000 credits for labor. No flux or economy on this will be used.

For weapons which are damaged beyond this, or if the simple repair roll fails the cost will be flat % of damage against the base book price. This is an all or nothing, once the damage goes beyond the level not to cost repairs, it will require full re-work.

For an NPC, economy and flux will be used in addition to the above costs for labor.

Skill limits and notes:
General Repair and Maintenance can only repair 5% of damage, if it goes beyond that level of damage it is beyond this skill's ability to repair.

Armorer can only repair 20% of overall damage to the weapon. If it goes beyond that level of damage, it is beyond this skill's ability to repair.

Weapons Engineer can repair all damage, including rebuilding from nothing. But only as much as the base percentage in a single roll. Weapons Engineer receives a +10% bonus when making these checks.

The first failed roll while performing non-simple repairs for any of these means the time is wasted. A second means the weapon is actually damaged additionally 5%.

Vehicle Repairs

Vehicles, PA and Robots become very expensive if their MDC has been reduced by at least 75%. Shots at this point are considered to be hitting vulnerable internal systems, and the repair cost for 'heavy damage' is as follows:

Vehicles: 5,000 Credits per 10 MDC

Power Armor: 7,500 Credits per 10 MDC

Robot Vehicles: 10,000 Credits per 10 MDC

Glitter Boy Armor 'Heavy Damage': 10,000 Credits per 10 MDC

Add 500 credits per 10 MDC if having done by NPCs.


Often, damage to vehicles, power armor and robots includes destroyed locations. These will be looked after on a case-by-case basis, with admin looking at each individually. The following is a table though for a general idea of what things will usually cost (this does not include labour):


Robot & Power Armor Limbs: 5% of the total cost of the vehice, PLUS cost of MDC repairs. Considered to start with 1 MDC -- lots of work to do yet. You're paying for just the basic skeletal structure and motive systems. Hence, the first 24% of it is still going to cost heavily. Any weapons/equipment that was previously mounted in the limb must be paid for seperatly.


Vehicle Weapons: These will be dealt with on a case by case basis by the staff and specific costs will be posted here when they are arrived on. Where possible, existing weapons will be used to determine costs.


Vehicle Wheels, Tracks, Turrets etc: Their cost in M.D.C Alloys, plus 10% of that number.


Wings: There are two kinds of wings. 'Functional' wings such as those on jets which are very complex and contain many systems, and 'simple' wings on things like gliders and *MOST* power armor.

Functional Wings: Cost in M.D.C. alloys, +7.5% of total unit cost.

Simple Wings: Cost in M.D.C. alloys, +2% of total unit cost.

Jets, Turbines & Such: Their cost in M.D.C. Alloys, plus 100% of that number.

Sensor Systems & Targeting Systems: 5% of the unit's total value, double costs in repairs due to work complexity.

This list will be updated as situations arise.



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