RIFTS Operator Repair Cost Breakdown/House Rule
Posted: Wed Jul 08, 2020 12:32 am
While trying to plan how to explain armor repair costs to my players, my research showed... a rather high price in the Source Book 1. The other goto that everyone mentions is to have an Operator in the Party, or just use the Field Armorer and Munitions skill. Well, that's all fine and dandy... but how much does it cost the Operator?
So, I set out to develop a Invoice Style Breakdown that would let the Operators offer repairs at Material cost, and explain why it's 7,000 Credits per 10 MDC at your typical shop. I plan on building an Excel Spreadsheet for this if there is any interest. But, in the meantime I'm running them on jobs that either pay well, or offer Hazard pay covering necessary repairs. I agree that the costs should be prohibitively expensive to balance the Nigh invulnerable Murder-Hobo potential... but not... that.... high! If you run through the Invoice at full cost, depending on the type of materials it can actually be more expensive than the costs listed in SB1. And, I do think that the Giant Robot Repair costs are fairly accurate, with the exception of having a different cost for 10 MDC of repair based on whether the armor is for a human or a robot. After all, armor is armor so unless Giant Robot MDC armor is made out of something entirely different from the MDC Armor that human size people are wearing...
Anyhew, here it be.
Most professional repair shops and Operators for Hire follow the quoted prices in Rifts SourceBook 1. For Player Characters, the following rules can allow Operators to offer the other Player Characters a cheaper alternative for repairs while maintaining a realistic cost system. This house rule is primarily for armor from human-size armor, smaller Robot Vehicles, and other Vehicle repairs.
Repair Time
• 1D4 hours per first 100 M.D.C
• 1D4 hours per subsystem (Radio, HUD, Sensors, Basic Weapons)
• 1D4 Days per complex systems (Flight System, Boom Gun, Exotic/Alien or Foreign)
Materials
Man-Sized are less expensive than Robot/Vehicle Sized as scraps may be left over from the sheet material. Cost of M.D.C. needed for repair = (Needed M.D.C.)/200*Cost per sheet. To replace 10 M.D.C. Standard Material = 10/200*10,000 = 500 credit material cost.
• Standard M.D.C. Material
o 10,000 credits per 200 M.D.C. Sheet
o If you want to calculate Chain, Composite, Plastic per Sourcebook 1, take the credits per 10 MDC of that armor type, divide it by the plate cost and multiply by 10,000. Round up to the nearest 100 Credits
• Glitter Boy
o 15,000 Credits per 200 M.D.C. Sheet
• Exotic/Alien
o Varies, 20,000 to 2D6*10,000 per 200 M.D.C. Sheet if available.
o Standard M.D.C. Material can be used to patch [Alien/Exotic] at above cost, but Welding may not hold under massive damage exceeding 80 M.D.C. Roll percentile dice, 20% + 10% per level of operator. On a failed roll the patch breaks and the repair is ripped off, leaving only the M.D.C. before the repair.
• Optional: Over-Sized (Giant Robot or Vehicle require larger/thicker sheets for full M.D.C.) House Rule Note: personally, I don’t see how replacing 10 MDC of armor on a Robot Vehicle would have any difference in cost than 10 MDC of armor on a human sized suit.
o 100,000 Credits per 200 M.D.C Sheet
Labor 1,000 Credits plus the following.
• Electronic/Computer 500 Credits
• Hydraulics/Electro-Motive 2D6*100 Credits
• Flight Systems/Aerodynamics 1D4*10,000 Credits
• Sensor Calibration 500 Credits
• Weapon Systems Percentage of current MDC to total MDC * cost of weapon
Environmental System Repair
• 1,000 Credits (Usually Necessary only if a section of armor has been completely destroyed, or a Pilot Compartment has been breached)
De-Contamination Most Operators will refuse to work on armor that could kill them through simple contact, if their CBRN (chemical, biological, radiological or nuclear) detector is triggered the following costs apply. They add if more than one contaminant is present.
• Radiation 500 Credits (Note radiation can occur in materials without nuclear detonation)
• Chemical 900 Credits
• Bio-Contamination 1200 Credits
• Nuclear Explosion exposure 1500 Credits
• No De-Contamination 250 Credits per 10 M.D.C (Operator must do complicated micro-soldering, welding, mechanical and electrical in a clumsy full environmental suit. Also voids any guarantees that the suit is contaminant free. At the GM’s discretion, there is a chance of the suit’s user being exposed. They will need to roll once every 12 hours of use on the Save vs. Lethal or Non-Lethal Poison or Disease until a decontamination occurs.)
Fabrication
3D Reconstruction
• On File (30 Credits)
• Not on File (Note most Suits of Armor and Robot Vehicles come with a user manual, and basic repair info. The Blueprints are not included. A large part of Operator expenses is the acquisition of complete detailed blueprints for repairs. These are often Black Market items available only from Black Market Contact, Rogue Scientists & Scholars. The GM may at their discretion allow a player to “have” and sell the blueprint to the operator using a random roll of 20% or less on percentile dice to locate the blueprint among black market sale-able items by any player with black market items.
o Cost of Blueprints (One time purchase, further repairs at the same shop/Operator don’t add this cost)
2D4*10+30 for most local man-sized armor(for example North America vs. Japan vs. German have different designs).
1D4*100 for most Powered Armors & Exoskeletons
1D4*1000 for most M.D.C. Robot Vehicles/Giant Robots with Black Market Availability.
3D6*1000 Proprietary/Top Secret Designs (NG, CS, Triax, H-Brand, Underseas and others without Black Market Availability). Sometimes more. Repairs can still be attempted using the Exotic/Alien patch rules.
Exotic/Alien not available, or available through in game RP.
Surface Repair
• Macro Welding 50 Credits per 10 M.D.C (The repairs are clearly visible decreasing the resale value of the armor by 20%)
• Micro Welding 100 Credits per 10 M.D.C. (No visible marks, industry standard, good as new)
• Nano Welding 200 Credits per 10 M.D.C. (Required for GB armor and many specialized armors, Triax Industry Standard.)
Shop Rental
• Most shops charge 50 Credits per hour (+/- 10%) for Shop space. Double for large Vehicles and Robot Vehicles up to 20 feet. Giant sized Robots require specialized repair bays, but most repair shops will charge 200 Credits per hour per 10 feet of height/width, whichever is larger.
• Field Repairs can be made by any Operator, but a Shop decreases the repair time by 20-60%
• Many Operators invest in a personally owned shop, or specialized vehicles with Repair Bays as are found in the NGR/Triax, or can be purchased in Northern Gun (NG2).
• Portable Repair Tent/Shelter purchase. Decreases repair time by 15-20%
o 1,000 Credits for standard S.D.C. tent with support, double for Over-sized.
o 10,000 Credits for M.D.C. (5 M.D.C. per 5 feet of Tarp) Double for Over-sized
So, I set out to develop a Invoice Style Breakdown that would let the Operators offer repairs at Material cost, and explain why it's 7,000 Credits per 10 MDC at your typical shop. I plan on building an Excel Spreadsheet for this if there is any interest. But, in the meantime I'm running them on jobs that either pay well, or offer Hazard pay covering necessary repairs. I agree that the costs should be prohibitively expensive to balance the Nigh invulnerable Murder-Hobo potential... but not... that.... high! If you run through the Invoice at full cost, depending on the type of materials it can actually be more expensive than the costs listed in SB1. And, I do think that the Giant Robot Repair costs are fairly accurate, with the exception of having a different cost for 10 MDC of repair based on whether the armor is for a human or a robot. After all, armor is armor so unless Giant Robot MDC armor is made out of something entirely different from the MDC Armor that human size people are wearing...
Anyhew, here it be.
Most professional repair shops and Operators for Hire follow the quoted prices in Rifts SourceBook 1. For Player Characters, the following rules can allow Operators to offer the other Player Characters a cheaper alternative for repairs while maintaining a realistic cost system. This house rule is primarily for armor from human-size armor, smaller Robot Vehicles, and other Vehicle repairs.
Repair Time
• 1D4 hours per first 100 M.D.C
• 1D4 hours per subsystem (Radio, HUD, Sensors, Basic Weapons)
• 1D4 Days per complex systems (Flight System, Boom Gun, Exotic/Alien or Foreign)
Materials
Man-Sized are less expensive than Robot/Vehicle Sized as scraps may be left over from the sheet material. Cost of M.D.C. needed for repair = (Needed M.D.C.)/200*Cost per sheet. To replace 10 M.D.C. Standard Material = 10/200*10,000 = 500 credit material cost.
• Standard M.D.C. Material
o 10,000 credits per 200 M.D.C. Sheet
o If you want to calculate Chain, Composite, Plastic per Sourcebook 1, take the credits per 10 MDC of that armor type, divide it by the plate cost and multiply by 10,000. Round up to the nearest 100 Credits
• Glitter Boy
o 15,000 Credits per 200 M.D.C. Sheet
• Exotic/Alien
o Varies, 20,000 to 2D6*10,000 per 200 M.D.C. Sheet if available.
o Standard M.D.C. Material can be used to patch [Alien/Exotic] at above cost, but Welding may not hold under massive damage exceeding 80 M.D.C. Roll percentile dice, 20% + 10% per level of operator. On a failed roll the patch breaks and the repair is ripped off, leaving only the M.D.C. before the repair.
• Optional: Over-Sized (Giant Robot or Vehicle require larger/thicker sheets for full M.D.C.) House Rule Note: personally, I don’t see how replacing 10 MDC of armor on a Robot Vehicle would have any difference in cost than 10 MDC of armor on a human sized suit.
o 100,000 Credits per 200 M.D.C Sheet
Labor 1,000 Credits plus the following.
• Electronic/Computer 500 Credits
• Hydraulics/Electro-Motive 2D6*100 Credits
• Flight Systems/Aerodynamics 1D4*10,000 Credits
• Sensor Calibration 500 Credits
• Weapon Systems Percentage of current MDC to total MDC * cost of weapon
Environmental System Repair
• 1,000 Credits (Usually Necessary only if a section of armor has been completely destroyed, or a Pilot Compartment has been breached)
De-Contamination Most Operators will refuse to work on armor that could kill them through simple contact, if their CBRN (chemical, biological, radiological or nuclear) detector is triggered the following costs apply. They add if more than one contaminant is present.
• Radiation 500 Credits (Note radiation can occur in materials without nuclear detonation)
• Chemical 900 Credits
• Bio-Contamination 1200 Credits
• Nuclear Explosion exposure 1500 Credits
• No De-Contamination 250 Credits per 10 M.D.C (Operator must do complicated micro-soldering, welding, mechanical and electrical in a clumsy full environmental suit. Also voids any guarantees that the suit is contaminant free. At the GM’s discretion, there is a chance of the suit’s user being exposed. They will need to roll once every 12 hours of use on the Save vs. Lethal or Non-Lethal Poison or Disease until a decontamination occurs.)
Fabrication
3D Reconstruction
• On File (30 Credits)
• Not on File (Note most Suits of Armor and Robot Vehicles come with a user manual, and basic repair info. The Blueprints are not included. A large part of Operator expenses is the acquisition of complete detailed blueprints for repairs. These are often Black Market items available only from Black Market Contact, Rogue Scientists & Scholars. The GM may at their discretion allow a player to “have” and sell the blueprint to the operator using a random roll of 20% or less on percentile dice to locate the blueprint among black market sale-able items by any player with black market items.
o Cost of Blueprints (One time purchase, further repairs at the same shop/Operator don’t add this cost)
2D4*10+30 for most local man-sized armor(for example North America vs. Japan vs. German have different designs).
1D4*100 for most Powered Armors & Exoskeletons
1D4*1000 for most M.D.C. Robot Vehicles/Giant Robots with Black Market Availability.
3D6*1000 Proprietary/Top Secret Designs (NG, CS, Triax, H-Brand, Underseas and others without Black Market Availability). Sometimes more. Repairs can still be attempted using the Exotic/Alien patch rules.
Exotic/Alien not available, or available through in game RP.
Surface Repair
• Macro Welding 50 Credits per 10 M.D.C (The repairs are clearly visible decreasing the resale value of the armor by 20%)
• Micro Welding 100 Credits per 10 M.D.C. (No visible marks, industry standard, good as new)
• Nano Welding 200 Credits per 10 M.D.C. (Required for GB armor and many specialized armors, Triax Industry Standard.)
Shop Rental
• Most shops charge 50 Credits per hour (+/- 10%) for Shop space. Double for large Vehicles and Robot Vehicles up to 20 feet. Giant sized Robots require specialized repair bays, but most repair shops will charge 200 Credits per hour per 10 feet of height/width, whichever is larger.
• Field Repairs can be made by any Operator, but a Shop decreases the repair time by 20-60%
• Many Operators invest in a personally owned shop, or specialized vehicles with Repair Bays as are found in the NGR/Triax, or can be purchased in Northern Gun (NG2).
• Portable Repair Tent/Shelter purchase. Decreases repair time by 15-20%
o 1,000 Credits for standard S.D.C. tent with support, double for Over-sized.
o 10,000 Credits for M.D.C. (5 M.D.C. per 5 feet of Tarp) Double for Over-sized