Repairing Power armor

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yrtalien
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Repairing Power armor

Unread post by yrtalien »

I have a player who wants to play an operator of a power armor... they however want to be on their own, away from the creators of the armor. I'm trying to figure out what the character would have to do to get her armor repaired.... would she need a skill to do it herself... would it cost? what would the difficulty be?

Thank you
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Re: Repairing Power armor

Unread post by ffranceschi »

yrtalien wrote:I have a player who wants to play an operator of a power armor... they however want to be on their own, away from the creators of the armor. I'm trying to figure out what the character would have to do to get her armor repaired.... would she need a skill to do it herself... would it cost? what would the difficulty be?

Thank you


Actually he wants to play a PILOT of a Power Armor because to fix it he will need the real OPERATOR OCC (RIFTS Ultimate Edition) or another related OCC from other books. Well, your Pilot will need an Operator, the parts (original or knock offs) and some tools of the trade to mount or dismount the Power Armor. I assume that to get the tools is easy and not very expensive for an Operator. The difficulty and cost to get the parts depend on the Power Armor, the amount of damage and where in the world they are. Glitter Boy parts are very expensive per se and SAMAS parts are very expensive because if they get you with one in CS territory you are dead! Tell me which Power Armor we are talking about and where they are living/adventuring and I can try to give you my best guess. Finally, about the skills, most of them are the Operator Primary skills:
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Language: Other: One of choice (+20%).
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Computer Repair (+10%)
Electrical Engineer (+20%)
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Jury-Rig (+20%)
Mechanical Engineer (+20%)
Pilot: Three of choice (+15%)
Radio: Basic (+15%)
Sensory Equipment (+20%)
Weapons Engineer (+15%)

and the SPECIAL OCC skills.
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Re: Repairing Power armor

Unread post by ShadowLogan »

yrtalien wrote:I have a player who wants to play an operator of a power armor... they however want to be on their own, away from the creators of the armor. I'm trying to figure out what the character would have to do to get her armor repaired.... would she need a skill to do it herself... would it cost? what would the difficulty be?

Thank you

Skills needed IMHO:
Robot Mechanics (note per-requisites not listed)
Robot Electronics (note per-requisites not listed)

Those two skills would cover repairs for the most part when it comes to maintenance, GM's call if they would need other skills to repair the armor (here I would say it is covered) and weapons (here I would say no, since that would be a Field Armorer or Weapons Engineer Skill).

Cost for repairs can be found in Source Book 1 IINM.

You also would need replacement parts, tools, and somewhere to work.
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Re: Repairing Power armor

Unread post by flatline »

Mend the Broken is the best way for adventurers to fix Power Armor (or just about anything else) when they're far away from repair facilities. Even better if it's a TechnoWizard device that can be activated for less than the spell cost (I've posted some abusive designs in the past, as have others).

Mend the Broken is a 5th level spell, so it's fairly easily found and will run you about $40k to purchase according to RUE.

There are lots of magic users that can learn to pilot power armor, but I do realize that this is a dramatic shift in character concept.

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Re: Repairing Power armor

Unread post by keir451 »

If your player wants to be a Power Armor Pilot and be able to repair it themselves the BEST OCC hands down is the Special Forces OCC out of the Mercenaries book, primarily becasue unlike other PA OCCs you're nearly UNLIMITED in your skill selections. So you can pick up the requisite mechanical skills that are denied to pretty much all other PA occs.
The pertinent skills at base for repairing power armor are Mechanical Engineering, Electrical Engineering, Math: Basic, Math: Advanced, Robot Mechanics, Robot Electronics. I would also add Weapons Engineer and perhaps Jury Rig so you can build new weapons as well as fix things temporarily (aka Jury Rig).
Plus having those skills allow the Pa pilot to make even more money on the side as well as repair just about ANY piece of equipment they come across. :D
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Re: Repairing Power armor

Unread post by keir451 »

TheGrayRaven wrote:I agree with most of what keir451 has to say except for the special forces occ being the best.
The best would be the field mechanic occ from Triax and the NGR.

Finding a reason to be there might take a lil ingenuity (but not much) but once done, the field mechanic is both a mechanic and a robot pilot. Plus, where the skills bonuses for the relevant skills outstrip those of the special forces officer. (robot mechanics and robot electronics and weapons engineer are all +20%)

Also, something to think of is that the cyber doc who spends his skills to become a fully upgrades bionics doctor can do robot and power armor repair as bionics defaults to the same repair skills. So, if someone is gonna take care of healing, that is an option.

The Bionics Sourcebook has "Field Repairs (optional)" rules on page 67. On page 67 and continuing on to page 68 it also has rules for "Repairs and Replacing M.D.C. in the Field".

Also, equipment that would be helpful in the field, regardless of occ...

Bionics Sourcebook p 68-69
Portable Cybernetics or Robotics Tool Kit: briefcase sized
Medium Cybernetics or Robotics Kit: tool case sized
Cybernetics or Robotic Shop Kit: multiple medium with other capabilities
Cybernetics or Robotics Laboratory Kit: multiple shop kits with extra capabilities including testing, design, and simulation
Design and Diagnostics Simulation Computer System (DiSCuS): gives repar bonuses

A movable robot vehicle capable of handling some repairs, especially if it gives a place for the party to hold up in...
NG-EX-5 Behemoth Explorer (p55 &56 Sourcebook One Revised and Expanded or Rifts p217 and p218, not the RUE): giant legged robot/moving laboratory
NG-EV-011 Pathmaker (p63-p65 Sourcebook One Revised and Expanded): tracked exploration vehicle with crane
NG-HCH-2000 "Big Bertha" Heavy Cargo Hauler (p65-p66 Sourcebook One Revised and Expanded): heavy hauling hovercraft, very expensive but cool, IMO
XM-170 Infantry Repair Barge (Triax and the NGR p122-p124): the best their is, armored weaponized, has a crane on board and a repair station, getting one is the problem...

(overdramatically clutching chest as though wounded) Arrrgh! Ya got me!! (FALLS DOWN DEAD) :-D Your right, the NGR Mechanic IS better; better bonuses, & training. I like the Special Forces OCC from a pure combat standpoint and the openess of skill selections in that respect the Spec Forces has typically works for me. I've generally used rebuilt APCs as my roving base of operations/living quarters. But, I too agree with the majority of your idea as well. :D
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Re: Repairing Power armor

Unread post by Killer Cyborg »

yrtalien wrote:I have a player who wants to play an operator of a power armor... they however want to be on their own, away from the creators of the armor. I'm trying to figure out what the character would have to do to get her armor repaired.... would she need a skill to do it herself... would it cost? what would the difficulty be?

Thank you


Sourcebook 1 (Revised), p. 36
The Black Marked, Northern Gun, Manistique, Titan Robotics, Merctown, many 'Burbs, and most tech-oriented communities offer repairs of body armor, power armor and robotics. Still availability is fairly limited, the level of quality and cost varies, and one might have to travel hundreds and hundreds of miles to get somewhere that can do the work. A good rule of thumb is if the community can provide bionic services or sells robots and/or power armor, they can repair Mega-Damage armor and robots. Not always, but often.

Basically, repairing high-tech armor, like power armor, seems to require a certain amount of equipment and infrastructure as a rule. Not only do you need the appropriate skills to do the job yourself, you'd need the appropriate tools, materials, and/or parts.
And if you have anything less than a full repair bay, one designed for power armor repair, I'd say that any repairs the that you do manage to accomplish may well have side-effects.
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Re: Repairing Power armor

Unread post by ffranceschi »

keir451 wrote:If your player wants to be a Power Armor Pilot and be able to repair it themselves the BEST OCC hands down is the Special Forces OCC out of the Mercenaries book, primarily becasue unlike other PA OCCs you're nearly UNLIMITED in your skill selections. So you can pick up the requisite mechanical skills that are denied to pretty much all other PA occs.
The pertinent skills at base for repairing power armor are Mechanical Engineering, Electrical Engineering, Math: Basic, Math: Advanced, Robot Mechanics, Robot Electronics. I would also add Weapons Engineer and perhaps Jury Rig so you can build new weapons as well as fix things temporarily (aka Jury Rig).
Plus having those skills allow the Pa pilot to make even more money on the side as well as repair just about ANY piece of equipment they come across. :D


From a roleplaying perspective, I won't allow a "Special Forces" guy to "work" as an Operator unless he retires and spends several years doing it. Ok, he can patch something in a hurry, here and there, BUT NOT repair major damage from a Power Armor...it is just not right. Could a Navy Seal repair a Bradley? I hope you get the idea.
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Re: Repairing Power armor

Unread post by MADMANMIKE »

ffranceschi wrote:
keir451 wrote:If your player wants to be a Power Armor Pilot and be able to repair it themselves the BEST OCC hands down is the Special Forces OCC out of the Mercenaries book, primarily becasue unlike other PA OCCs you're nearly UNLIMITED in your skill selections. So you can pick up the requisite mechanical skills that are denied to pretty much all other PA occs.
The pertinent skills at base for repairing power armor are Mechanical Engineering, Electrical Engineering, Math: Basic, Math: Advanced, Robot Mechanics, Robot Electronics. I would also add Weapons Engineer and perhaps Jury Rig so you can build new weapons as well as fix things temporarily (aka Jury Rig).
Plus having those skills allow the Pa pilot to make even more money on the side as well as repair just about ANY piece of equipment they come across. :D


From a roleplaying perspective, I won't allow a "Special Forces" guy to "work" as an Operator unless he retires and spends several years doing it. Ok, he can patch something in a hurry, here and there, BUT NOT repair major damage from a Power Armor...it is just not right. Could a Navy Seal repair a Bradley? I hope you get the idea.


I would allow it, but I grew up watching the A-Team, where a mercenary group of former Army Rangers built tanks every episode out of old school buses and broke down farm equipment...

Another good O.C.C. is the Headhunter Robot Slammer from RIFTS: Canada. If they use their initial 2 other skill selections on Robot Electronics and Robot Mechanics, and two of their four Secondary skills on Computer Repair and Weapon Systems, their Fanatic Robophile Skill should do the trick (and they're practically done making their character, with only two skill selections left to make in Secondary Skills)..

The other good option is the C.S. Technical Officer.. with the Robotics MOS.. oh, and the Rogue Scientist O.C.C. actually starts with four more skills than the Special Forces character, and while it does have a few limitations to it's selections, it is still highly customizable.. and arguably a better choice for a mechanic than a Spec Forces guy..

<plug>The Rifts Game Shields and Adventures package is available on DriveThruRPG and includes a simple chart for figuring the cost of repairs on Body Armor, Power Armor and Robot Vehicles..</plug>
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Re: Repairing Power armor

Unread post by Nightmask »

ffranceschi wrote:
keir451 wrote:If your player wants to be a Power Armor Pilot and be able to repair it themselves the BEST OCC hands down is the Special Forces OCC out of the Mercenaries book, primarily becasue unlike other PA OCCs you're nearly UNLIMITED in your skill selections. So you can pick up the requisite mechanical skills that are denied to pretty much all other PA occs.
The pertinent skills at base for repairing power armor are Mechanical Engineering, Electrical Engineering, Math: Basic, Math: Advanced, Robot Mechanics, Robot Electronics. I would also add Weapons Engineer and perhaps Jury Rig so you can build new weapons as well as fix things temporarily (aka Jury Rig).
Plus having those skills allow the Pa pilot to make even more money on the side as well as repair just about ANY piece of equipment they come across. :D


From a roleplaying perspective, I won't allow a "Special Forces" guy to "work" as an Operator unless he retires and spends several years doing it. Ok, he can patch something in a hurry, here and there, BUT NOT repair major damage from a Power Armor...it is just not right. Could a Navy Seal repair a Bradley? I hope you get the idea.


Sorry but that just makes no sense whatsoever. He's not a Navy Seal trying to repair a Bradley, he's a military-trained engineer whose skills don't magically stop working because he's having an active mercenary career, just as his skill with combat doesn't magically stop working because he settles down and spends time as a local engineer repairing and building things.

Plus you aren't talking from a roleplaying perspective because from a roleplaying perspective (and real life) if you're trained as a soldier with engineering skills you can use those skills freely in any situation where they apply. In fact your best way of doing things is using all the skills to ensure they remain fresh rather than stale from lack of use. So a Special Forces sort with both piloting skills in power armor and engineering skills should be spending time repairing and building armors when he has time to keep his engineering skills up. Plus it's best for him in order to ensure his equipment is in tip-top shape doing it himself.
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Re: Repairing Power armor

Unread post by mobuttu »

MADMANMIKE wrote:<plug>The Rifts Game Shields and Adventures package is available on DriveThruRPG and includes a simple chart for figuring the cost of repairs on Body Armor, Power Armor and Robot Vehicles..</plug>



And here you can find some notes and costs regarding Armor Reparing.

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Re: Repairing Power armor

Unread post by keir451 »

ffranceschi wrote:
keir451 wrote:If your player wants to be a Power Armor Pilot and be able to repair it themselves the BEST OCC hands down is the Special Forces OCC out of the Mercenaries book, primarily becasue unlike other PA OCCs you're nearly UNLIMITED in your skill selections. So you can pick up the requisite mechanical skills that are denied to pretty much all other PA occs.
The pertinent skills at base for repairing power armor are Mechanical Engineering, Electrical Engineering, Math: Basic, Math: Advanced, Robot Mechanics, Robot Electronics. I would also add Weapons Engineer and perhaps Jury Rig so you can build new weapons as well as fix things temporarily (aka Jury Rig).
Plus having those skills allow the Pa pilot to make even more money on the side as well as repair just about ANY piece of equipment they come across. :D


From a roleplaying perspective, I won't allow a "Special Forces" guy to "work" as an Operator unless he retires and spends several years doing it. Ok, he can patch something in a hurry, here and there, BUT NOT repair major damage from a Power Armor...it is just not right. Could a Navy Seal repair a Bradley? I hope you get the idea.

Sure a Navy SEAL could repair a Bradley, espcially if he's also trained as a mechanic and an amrorer. Admittedly, as far as I know, Navy SEALS are trained in Underwater Demolitions, they are aslo taken form the Hospital Corpsman rating, Operations, and perhaps a few others, but not typically trained in repairing a Bradley. :D
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