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Here is how I understand the process based on the information and tables found in the Core Rules Page

30 and 82.
PAYING TO IMPROVE EQUIPMENT CONDITION (CORE RULES PAGE 30) You may pay 10% of the items new cost to increase the condition of a damaged item by 1 point (up to condition 10) or you can do it yourself (see downtime on page 82). (Also see Fixing Equipment in the Field on page 31.) This does not necessarily fix the item but generally improves its condition. For example, you could replace the engine in a car to improve its condition. It does not mean that you fix the brakes SUPERIOR EQUIPMENT (CORE RULES PAGE 30) Some especially well made equipment can go the other way where double 1 and double 2 will both result in a critical hit. This can continue to double 9 and double 10 but such an items would be rare and valuable. Superior equipment can be purchased or engineered (prices on page 82) but the GM should feel free to limit its availability. It is often a good reward for Agents after completing a dangerous mission.

COMBINED EQUIPMENT AND IMPROVING EQUIPMENT TABLES (CORE RULES PAGES 30 & 82) Condition 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Value 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 Initial State Item is junk Item is Condition 1 Item is Condition 2 Item is Condition 3 Item is Condition 4 Item is Condition 5 Item is Condition 6 Item is Condition 7 Item is Condition 8 Item is Condition 9 Item is Condition 10 Item never critically fails Item criticals on 1/1 to 2/2 Item criticals on 1/1 to 3/3 Item criticals on 1/1 to 4/4 Item criticals on 1/1 to 5/5 Item criticals on 1/1 to 6/6 Item criticals on 1/1 to 7/7 Item criticals on 1/1 to 8/8 Item criticals on 1/1 to 9/9 Skill 5 5 5 5 5 5 5 5 5 5 6 6 6 7 7 8 8 9 9 10 Cost to Improve Final Result 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Increases a condition 5% of the item's new value Becomes Condition 10 20% of the item's new valu Item never critically fails 20% of the item's new valueCritical hits on 1/1 to 2/2 20% of the item's new valueCritical hits on 1/1 to 3/3 20% of the item's new valueCritical hits on 1/1 to 4/4 20% of the item's new valueCritical hits on 1/1 to 5/5 20% of the item's new valueCritical hits on 1/1 to 6/6 20% of the item's new valueCritical hits on 1/1 to 7/7 20% of the item's new valueCritical hits on 1/1 to 8/8 20% of the item's new valueCritical hits on 1/1 to 9/9 20% of the item's new valueCritical hits on 1/1 to 10/10 Crititical Fail All doubles & can't critically pass 2/2 to 10/10 3/3 to 10/10 4/4 to 10/10 5/5 to 10/10 6/6 to 10/10 7/7 to 10/10 8/8 to 10/10 9/9 to 10/10 10/10 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Example: (Y&S Mk VIII EM Pulse Cannon - 10,000) EMP Cannon is Condition: 1 (Item is Junk) 2 3 4 5 6 7 8 9 10 (Perfect Condition) 11 12 13 14 15 16 17 18 19 20 (Artifact Condition) EMP Cannon's Value is: 10% / 1,000 20% / 2,000 30% / 3,000 40% / 4,000 50% / 5,000 60% / 6,000 70% / 7,000 80% / 8,000 90% / 9,000 100% / 10,000 x2 / 20,000 x3 / 30,000 x4 / 40,000 x5 / 50,000 x6 / 60,000 x7 / 70,000 x8 / 80,000 x9 / 90,000 x10 / 100,000 x11 / 110,000 Cost to Improve (Do the work yourself / DIY) 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 5% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value What you pay --100 150 200 250 300 350 400 450 500 = (2,700) 2,000 4,000 6,000 8,000 10,000 12,000 14,000 16,000 18,000 20,000 = (110,000) Cost to Improve (Hire a Mechtrician) 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 10% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value 20% of the item's new value What you pay --200 300 400 500 600 700 800 900 1,000 (5,400) 2,000 4,000 6,000 8,000 10,000 Kept price same as DIY - 20% cost to improve after condition 10 12,000 as the cost to do so equals the VALUE of the item at x11 14,000 16,000 18,000 20,000 (110,000)

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