Author Topic: Rugged and Ubiquitous Quirks Affect on Spare Parts Costs?  (Read 92 times)


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Rugged and Ubiquitous Quirks Affect on Spare Parts Costs?
« on: 23 December 2017, 07:53:29 »
BattleMech Manual, page 85 introduced the Rugged quirk:
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:
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?
« Last Edit: 23 December 2017, 08:17:58 by Daryk »