Note: Robot and Armor Repair
Robot and Armor Repair
What skill to use for what and time
Any vehicle that can fly : Aircraft Mechanics. (Does not apply to Robot & Power Armor)
Any land vehicle: Automotive Mechanics
Any Power Armor, Robots: Robot Mechanics
Any bionic Or Cybernetic: Bioware Mechanics
Mechanical Engineer: Allow you to modify, create new parts, you may also repair a vehicle/power armor/Robots but at -20%.
Each project usually take 3D4 hours to complete. Critical Success reduce that time in half.
Vehicle Armor:
Add MDC
+12/lvl to Military
+5/lvl Civilian
-5% Speed per 24 MDC (Military), 10 (Civilian).
REQUIRED INSTALLATION to do repairs of MDC Material/Objects
None: Impossible
Simple : -35% (15000)
Extended: -25% (50000)
Good: -15% (200000)
Expert - 5% (500000)
High-Tech Complex -0% (1.5m)
Facilities
All CS Capital & Main city. Other known places with high-tech repair facilities are Northern Gun (Ishpeming Michigan), the Manistique Imperium (also Upper Michigan), the Free State of Lazlo (Toronto, Canada), Tolkeen (Minnesota), Whykin (Missouri), Kingsdale (Missouri), Fort El Dorado (Arkansas), and the Pecos Empire (Texas bandits).
M.D.C. Body Armor Repairs
This is the patching and replacement of mega-damage material.
Repairs cannot exceed the original M.D.C. of the armor.
Plate: 7000 credits per every 10 M.D.C. replaced.
Chain: 5500 credits per every 10 M.D.C. replaced.
Composite Armor: 6500 credits per every 10 M.D.C. replaced.
Plastic: 6300 credits per every 10 M.D.C. replaced.
Padded: 6200 credits per every 10 M.D.C. replaced.
Power Armor and Man-Size Robot Repairs
This is the patching and replacement of mega-damage material. Repairs cannot exceed the original M.D.C. of the armor and 15% or more of the original armor must remain intact.
M.D.C. Armor: 8000 credits per every 10M.D.C. replaced.
Wings: 40,000 credits each for light wings (30 M.D.C. or less), 60,000 credits each for heavy wings. Price includes installation.
Jet Pack: Flat 65,000 credits for all man-size jets, installation included.
Optics and Sensors: Equivalent to cybernetic or bionic costs, but add 10%.
Rail Guns: Cost of the gun and power pack plus 30,000 for installation. Add another 20,000 credits to tap into the power armor's nuclear power.
Weapon Systems: Rocket launcher 50,000 credits, laser or ion 60,000 credits, heavy energy like particle beams and plasma 100,000.
Mini-missiles:
-1200 credits for fragmentation and high explosive.
-2400 credits for armor piercing and plasma.
Hand Grenades:
70 credits smoke
200 credits fragmentation
250 credits high explosive
350 credits plasma
Robot Vehicle Repairs
This is the patching and replacement of mega-damage material. Repairs cannot exceed the original M.D.C. of the armor and 15% or more of the original armor must remain intact.
M.D.C. Armor: 40,000 credits per every 10M.D.C. replaced.
Hand or Foot: 1.5 million credits; 30 M.D.C.
Arm: 3.5 million credits; 80 M.D.C.
Leg: 8 million credits; 200 M.D.C.
Wings: 100,000 credits per each small, light wing. 200,000 credits per each large, heavy wing. Price includes installation. This is per each individual wing (1), not per each pair (2) of wings.
Jet Booster: 250,000 credits for small jets. 400,000 and up for large jets. Two million and up to completely rebuild the propulsion engine/system.
Hover System: 500,000 and up to rebuild the entire system.
Optics and Sensors: Complete sensor turret with standard robot systems (see Rifts, page 214, numbers 2, 3, 4, 5, 6, and 7): one million credits.
Special Optics:
Infrared and Ultraviolet spectrum (500 foot range): 50,000 credits.
Infrared Searchlight (500 ft range): 40,000 credits.
Passive Nightvision (light amplification system): 100,000 credits.
Targeting Sight (+1 to strike; can only have one): 70,000 credits.
Telescopic: 30,000 credits.
Thermo-imager (2000 ft range): 200,000 credits.
Video Camera System (2000 ft range, with telescopic lens): 110,000 credits.
Rail Guns: Robot rail guns are usually giant size and special weapons designed for the bot; these are not the small power armor size weapons. Cost of the gun and connection to the nuclear power supply: 10 million and up.
Weapon Systems: Mini-missile launcher: Two million credits.
Large full size missile launcher: 10 million and up. Laser cannon/
turret: Four million and up. Heavy energy, like particle beams
and plasma: 10 million credits and up.
Short range missiles:
2500 credits for fragmentation and high explosive.
5000 credits for armor piercing and plasma.
Medium range missiles:
25,000 credits for fragmentation and high explosive.
50,000 credits for armor piercing and plasma.
100,000 credits for multiple warhead/smart bomb.
Long range missiles:
200,000 credits for fragmentation and high explosive.
500,000 credits for armor piercing and plasma.
1.5 million credits for multiple warhead/smart bomb.