Author Topic: CO - Rugged and Ubiquitous Quirks Effect on Spare Parts Costs?  (Read 1970 times)

Daryk

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BattleMech Manual, page 85 introduced the Rugged quirk:
Quote
RUGGED (1 OR 2 POINTS)
Some ’Mechs are extremely reliable, reducing the frequency with which they require maintenance. The cost is 1 point if the ‘Mech can go for two times as long between maintenance periods as normal, and 2 points if it can go up to three times as long.

And page 86 introduced Ubiquitous:
Quote
UBIQUITOUS (1 POINT)
Some ’Mechs, such as the Archer, Wasp, and Locust, have been in production for literally centuries, with thousands or even tens of
thousands produced in that time across multiple nations. For other ’Mechs, the manufacturer has gone to exceptional lengths to ensure
that parts are readily available, such as mass producing them or using parts from other, more common machines. Whatever the case, when attempting to locate replacement parts for these ’Mechs, apply a –2 Target Number modifier.
Note that this quirk does not cross between the Clans and the Inner Sphere. For example, a machine Ubiquitous amongst the Clans
would not be Ubiquitous in the Inner Sphere, and vice versa.

Campaign Operations, page 24, specifically addresses the effects of the quirks listed in Strategic Operations (Easy to Maintain, Difficult to Maintain, and Non-Standard Parts) on recurring spare part costs, but of course pre-dated the introduction of both quirks above.  The way Rugged is described could be interpreted to imply a x0.5 or x0.33 factor, and Ubiquitous would seem to also merit some kind of discount.  How exactly (if at all) do these two quirks impact spare parts costs?

EDIT: Editing this post in response to Xotl's most recent update to the posting guidelines (specifically the part regarding this thread not being marked "Research").  The main question is the first: what is the effect (if any) of the "Rugged" quirk on spare part costs in a campaign?  Ubiquitous is secondary, but related.
« Last Edit: 03 August 2020, 23:42:50 by Xotl »