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Repairing EMPed Equipment & Cybernetics

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Use the proposed EMP damage repair system?

Repairing EMPed Equipment & Cybernetics I_vote_lcap100%Repairing EMPed Equipment & Cybernetics I_vote_rcap 100% 
[ 8 ]
Repairing EMPed Equipment & Cybernetics I_vote_lcap0%Repairing EMPed Equipment & Cybernetics I_vote_rcap 0% 
[ 0 ]
Repairing EMPed Equipment & Cybernetics I_vote_lcap0%Repairing EMPed Equipment & Cybernetics I_vote_rcap 0% 
[ 0 ]
 
Total Votes : 8
 
 
Poll closed

Repairing EMPed Equipment & Cybernetics Empty Repairing EMPed Equipment & Cybernetics

Post  Admin Sun Nov 04, 2012 12:59 am

I don't like the official rules on EMP'd equipment and cybernetics. They involve remembering condition levels and calculating a lot of prices and taking lots of time to fix things. It is especially crazy with cybernetics, since they are meant to pretty much leap out of your body when they go wrong.

My proposal is this: EMP doesn't lower the condition level of weapons and cybernetics, it just makes them shut down until they can be rebooted. When done in the field, this takes one minute per item and requires an appropriate roll. Equipment will automatically be rebooted during downtimes between missions.

For example, if your shield is shut down by an EMP blast you can repair it by making an Intelligence + Mechtronics roll. The modifiers are taken from the repairing equipment rules (page 31), so it will require 3 successes (and therefore three rolls) to reboot the shield and trying to do it without any tools is a -10 penalty. However, it will only take three minutes (one minute per check).

Cybernetics are exactly the same, but require a cybernetics kit and use the cybernetics & robotics skill.
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Repairing EMPed Equipment & Cybernetics Empty Re: Repairing EMPed Equipment & Cybernetics

Post  Admin Wed Nov 21, 2012 12:19 pm

The votes are in and it looks like we will be using this system from now on. Thanks for the feedback.
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