Optional MZ+ Repair System Rules
The basics of MZ+ Repair System is the Technician Unit (TU), which shows how much reparis can be done by a single technician and their team. TU are calculated by adding the Tech stat and the Mecha Tech stat together. The result is the Technician's TU that he has available. TU are spent in eight-hour increments, measuring an amount of repair time.
Example:Our Friendly Neiborhood Technician Lillith has a Tech of 9 and a Mecha Tech skill of 6. Her TU is 15.
This assumes that the Technician has the parts they need, the lifitng and hauling equipment, the tools, and assistants of lesser skill to help them. If they don't modifiers are added when the repair roll is made.
TU are spent in eight-hour Repair Periods(RP). Damage is calculated by the number of TU needed, then the TU are spent in the Repair Periods. After the units are spent, the character makes a roll to see if the repairs are done.
Calculating Repair Units
The number of Technician Units needed to repair an object are calculated in Repair Units. Systems have different values to calculate how many repair units are needed to perform a repair on the object.Body Components: Body Components are calculated at a rate of Kills x5. When they take damage, the components are repaired one kill at a time. Example: The Rapier Zero has 12 kills in the torso. To repair an individual kill would take about 60 RU(12 kills times 5).
Armor: Armor is calculated by the Stopping Power times the Damage Coefficient. Armor is repaired at a rate of one SP per Repair Unit. Example:The Rapier Zero has a SP of 5 on the torso, with a DC of 1. To repair a SP of damage takes 5 RU(SP 5 times one).
System Damage: This included weapons and objects that count kills as a part of their rating. The damage to them is repaired at a rate of their kills times their damage. Example:The Rapier Zero's Heavy Autocannon has six kills to it, and can fire six kills of damage. To repair a kill of damage on the autocannon, it would take 36 RU.
Flight System: These include jump jets, GES, and such. To restore a MA point of movement to the system, damage is repaired at a rate of the orginal MA plus the number of spaces the unit takes up. Example:The Rapier Zero has a Thurster Flight System with a MA of 9 that takes up twenty spaces. To repair a loss of one MA, 29 RU have to be expended.
Cost-Mulitpier Systems: Systems that are spaceless, such as Thought Control, ACE, etc, are repaired at a rate of their Cost-Multipier times a hundred. Space-located systems, like Verniers, are calcuated by the number of spaces total in the system times the cost multiplier times ten. Example:The Rapier Zero doesn't have a Thought Control, but if it did, it would take 60 RU to repair(assuming a base Thought Control System). For the Rapier One, which has +1 Verniers, to repair a loss of one space of verniers would take 50 RU(5 spaces times the x0.1 cost multiplier times ten).
Once the number of TU are calculated to determine how many points are needed to repair what, the amount of TU needed to repair the damage can be calculated.
Calculating Out Repair Times
The time it takes to repair a damaged mekton is dependent upon a number of factors, including how many TU the technicians have, the level of damage, and how long the players want to spend repairing.Repairs to a mekton are done in eight-hour Repair Periods, in which the technicans use their TU to fix the damage. Damage needs more than one Repair Period to fix are split across the number of Repair Periods needed.
Example:Lillith, who wants to repair the damage to a Rapier Zero, which lost two of it's thrusters, dropping two MA. To repair it, she needs 58 RU, but she only has 15 TU. She decides to split it between four Repair Periods.
Any number of repairs can be done in a Repair Period, as long as the number of TU expeneded by the technician in a period remain the same. Systems are repaired one level at a time, requiring one roll for each level increase.. When one RP passes, the repairing player rolls on the Repair Difficulty Table-
Repair Difficulty Table Repair Units Difficulty RU less than half the Technician's TU 15 RU greater than half or equal to the Technician's TU 20 RU greater than or equal to twice the Technician's TU 25 RU greater than twice the Technician's TU 30
Repair Modifiers Condition Modifier Techscanner +2 to player's roll Proper Tools and Equipment No modifiers Specialized Tools and Equipment +5 to player's roll for that repair only(GM decision) Lack Equipment +5 to difficulty Completely Improvising +10 to difficulty Working Alone/Too Few Technicans +5 to difficulty Fatigue +5 to difficulty after three consecutive RP, +5 for ever RP after that(see Endurance rules). All rolls are made after the technician spends the number of units needed to make the roll. This could take an exended periodof time, which might force the use of the Endurance Rules.
If the technican succeeds, the system is repaired. If they fail, they have to start all over again, but one difficulty lower. If they botch, they have to start over, but one level higher. A critical success can either mean an instant repair or a "accidental miracle"(GM's choice).
Example:Lillith, who's busting her butt off to fix the Rapier Zero, gets to work. She starts to fix the thrusters, and spends the rest of the day fixing the thrusters. When she gets to the first check for her repairs(after a day of hard work), she rolls her TECH+Mecha Tech+D10, trying to beat a 20. She gets a 22, and she just restored one MA. Tomorrow, she will only need 29 RU to fix the last thruster. Lillith gets some sleep, compaining about the technican's plight.
If a player wants to lower the difficulty of a roll, they can spend additional TU to repair the system. The rate is for every doubling of the TU put into the repair, the player can drop down one difficulty level.
Or, they can push the technicians, and risk missing something. The TU of a technican can be doubled, but this raises the difficulty level by one. You could double and take more time, but why?
Optional Rules
Endurance: The repair rules assume that techs work in 16 hour shifts, with eight hours of break time(three Repair Periods working, one Repair Period resting). But, if the situation is desperate, the technicians can work longer, skipping any breaks. When the work longer than four repair periods consecutivly, the technicans start to suffer a modifier-+5 to all difficulties per Repair Period after the first four without a break. Once they rest, it takes two consecutive RP to rest before they lose each level of modifier.
Example: Lillith's team is buring the midnight oil and manages to work for five RP before resting. If they have to do any repairs, after that, they have to add a +5 modifier, then +5 for every additional RP they have to perform. As well, they have to rest two RP before working again, or else the modifier remains.
Multiple Teams: The rules assume that the technicans will be broken up into teams to service portions of the mecha. If desired, multiple teams can work on a single item, but the teams don't use their orginal TU. Instead, they use the total TU of all the teams.
As well, each team makes a repair roll for their part. If the number of failures cancel the number of successes(botches count as two failures, critical success counts as two sucesses), the teams have to start over again. If the successes exceeds the failures, the system is repaired. If the number of failures exceeds that of the successes, the system is still broken.
Example: Fixing the thrusters, Lillith works with two other teams. One has a TU of 18, the other has a TU of 12. All three teams have a TU of 45, and can fix the engines in two RU, taking their time. That's good, because the weaker team rolled a total of 16, and they barely were able to make the higher roll.
Annual Overhaul: Mecha are very complicated pieces of machinery, the larger and more costly, the more complicated they are. As such, they needed to be overhauled and all their systems checked out after a certain number of hours.
For every one thousand game hours of operation, the mecha must have an annual overhaul, which is calcuated at the total number of CP the mecha has equaling the number of RU to "repair" the overhaul. As always, the roll can be modified, etc, etc. If the overhaul isn't performed, for every one hundred game hours after the overhaul, they take a -1 to all systems(-1 to WA, Ground and Flight MA, etc). After a thousand hours after the overhaul time, a single critical hit is rolled, which cannot be repaired until the mecha is overhauled.
Internal Automation: If the mecha has Mecha Tech as a part of it's Internal Automation Portolio, the mecha itself can assist with repairs. The mecha's own TU are calcuated by doubling the Automation rating, and it can assist as many technicans as it has Portfolio points. Internal Automation systems making the repairs cannot roll(unless bought as sentient), but they can add their TU to a human technican's skills. Internal Automation isn't bothered by fatigue.
Example: Lillith just happens to be repairing ANOTHER thruster assembly on the Rapier Zero Plus. The Rapier Zero Plus has a Portolio 3, Level 5 Automation Pool. One of the skills in the pool is Mecha Tech. As Lillith repairs the Rapier Zero Plus' thrusters, the total TU they have is 40. However, only Lillith's skill can make the roll. If the Rapier Zero Plus had micromanipulators(counts as proper tools) and thought control on the automation pool, it could use it's 25 TU on itself or on other mecha.
Techno-Organics: Techno-organics, which can repair itself, can be "assisted" in repairs. On regular Techno-Organic mecha, the RU of any servo or armor damage is halved. For Regenerating Mecha, the RU of any repairs are halved for any damage. On Regenerating Techno-Organics, the RU to repair a system is only a quarter of the orginal.
Modification: Modification rolls come in two types-removing one system to add another or installing a new system. To remove one system to replace it with another, two rolls must be made. The first is to dismount the system(which is made at a rate of CP equals RU). Failure merely means that it takes longer. The second is to install the system, at the same CP equals RU, on the mecha. However, hand-held weapons aren't installed like this-the mecha just picks them up.
To install an entirely new system is modified in one of two ways:if it's a regular cost system or a cost-multiplier system. For regular cost systems, they are installed at a rate of their CP equals the number of RU to install the system. For cost multiplier systems, the rate is a little harder. For systems that have no space amount, the difference between the cost of the new mecha and the older one is the number of RU that have to be spent. For systems that have spaces, the cost is the same as a Cost-Mulitplier system that doesn't have spaces, plus the number of spaces times five. All costs are rounded to the nearest number.
Example:The pliot of the Rapier One Lillith maintains wants to install an addtional +2 of Verniers and a Thought Control System. For the sake of her sanity, Lillith installs the Thought Control System first. Since the Thought-Controlled Rapier One will cost 314.8 CP, it will take Lillith 118 RU toinstall(the diffrence between 314.8 and 196.75, rounded to the nearest whole number). The new verniers will raise the mecha's cost to 377.76 cp, and will take 112 RU to install(the difference between 377.76 and 314.8, plus 50 RU for the number of spaces needed for the thrusters). With a total of 230 RU to install, Lillith breaks out her tools and gets to work.
By: NoDUI@worldnet.att.net
In all the 'Mecha Anime I've seen, repairs take EXACTLY one minute longer then the detection wave of the next attack. While your rules are very good for judging costs and times for a REALISTIC (or kinda, anyway) amount of time to repair Mektons, I try to stick with a more cinematic, and very UNrealistic setup.
Usually, I tend to judge how great a percent of the Mekton is damaged or needs to be replaced. At that point, I add the "Urgency Factor" i.e. is there a current war/battle/incident going on. The "Urgency Factor" REDUCES the amount of time a repair or upgrade takes, but it will ALWAYS delay the entry of the character into the next scene.
For Example, harried Lillith with her Mechatech of 6 transfers over to my campaign to support the 128th Lancers. Helmut brings his Gunther in with the right arm almost severed, Missile pods exausted, thee beam weapons destroyed, and a cockpit breach. He's 80% damaged (quick estimation)
Lillith knows that the next assault of the 75th heavy ground assault army mechabeasts, mostly) is expected tomorrow sometime. the "Urgency factor" is 8 (out of 10 - 1 means normal maintenance, 10 means the repair is DURING the attack), and she estimates (with a successful mechatech roll) that the repair would take three days with her whole team 0f 12. She takes the 36 Man-days of work, divides by 8, and gets 4.5 Man/days of work. Wit her 12-person staff, that should take about three hours, and they can move on to the Team's NEXT damaged mekton. However, since the "Urgency Factor" was used, there will be "last minute" adjustments and problems that will keep the repaired mekton out of the first six rounds of the next combat. And "urgency factor" repairs can only be made with the assistance of the pilot.
Original Source: Mekton Bastion Text Archives
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