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quick repair mechs construction
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Vagabond
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Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5623
Location: United States
PostPosted: 15-Apr-2002 02:18    Post subject: quick repair mechs construction Reply to topic Reply with quote

the idea is based off of the idea of modular componets. meaning instead of repairing a damaged componet, you instead replace it. allowing units to return to action, while the damaged componet is repaired.

units constructed with this layout, CANNOT be Omni-mechs. as the 2 layouts conflict with each other.

calculate units cost as if it where an omni mech, but all weapons are fixed [as not pod space].

when doing replacements:
time: time 0.5
mod: -2

items effected:
destroyed location: arms and legs only; blown-off limb; sensors; life support; heat sink; actuator; weapons and equipment.

using non-compatible parts:
only parts designed for this mech or anymech using this layout get the benafits. this means parts salvaged from an omni mech or standard mech suffer a +4 incompatability modifier.

using quick repair parts on non-quick repair mechs:
parts designed for quick repair mechs, suffer a +4 incompatability modifier when used on non-quick repair mechs. all QR parts used on omni and mechs become non-QR parts from that point on.
partial repair: 4; partial repair effects: double time.

using salvaged quick repair parts:
parts listed above as quick repair componets are salvaged easily. this means that they do not suffer a +1 when used for repairs on other quick repair mechs.





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