This section covers maintenance, breakdowns, and repairs for standard equipment.
Complex TL5-8 equipment – especially electronic equipment – is sensitive to harsh conditions. Missed or failed maintenance checks (p. B485) can reduce HT; continued abuse will eventually mean a breakdown that requires repairs (p. B484). Rough environments can also cause breakdowns; see Slime, Sand, and Equipment Failure (p. B485). Cheaply made equipment suffers greatly in such circumstances. “You get what you pay for” is never truer than when shoddy gear is used under field conditions!
The simplest objects rarely require much maintenance. If an item costs less than 0.1% of average starting wealth ($5 at TL5, $10 at TL6, $15 at TL7, or $20 at TL8), the GM may assume that it’s so simple that the rules for maintenance and breakdowns don’t apply. If the GM feels that malfunction is possible, though, then even the cheapest device – especially if it’s also cheap – isn’t exempt. A water tester might cost only $20 at TL8, for example, but it could give a false reading, resulting in the PCs consuming tainted water. Maintenance checks and HT rolls for failure should always apply to complex items or those regularly placed under stress.
Ultimately, the GM should use common sense and dramatic license to decide whether a given item is subject to maintenance checks and HT rolls. The GM is encouraged to waive those rules when they would needlessly bog down play… and then enforce them ruthlessly in dramatic situations, such as when the PCs are cut off from a source of spare parts! The GM should also enforce them in campaigns that focus on firefighters, ambulance crews, and professional soldiers. In real life, such specialists spend much of their time checking and maintaining their tools. Weapons, lifesaving equipment, scuba gear, medical kits, and even rope are always checked after each use, carefully cleaned, and stored for the next time.
If a gadget breaks down, it will need minor or even major repairs (see Repairs, p. B484). Repairs require rolls against a suitable repair skill: Armoury (p. B178) for weapons and defenses; Computer Operation (p. B184) for software; Electrician (p. B189) for consumer appliances, such as hair dryers; Electronics Repair (p. B190) for electronic devices; Machinist (p. B206) for tools; Mechanic (p. B207) for power plants and vehicles; and Sewing (p. B219) for fabric other than body armor. At the GM’s option, fixing a complex system might involve several skills, depending on what broke down.
Repairs also require appropriate tools; see Tool Kits (p. 24). Major repairs call for a substantial investment in parts, too. If tools or parts are absent, the Machinist skill can be used to fabricate them.
For a gadget that requires power to work, running out of batteries or fuel can be as crippling as a breakdown. The only way to solve this problem is to find a power source! Items that require power generally list a power type required.
The GM decides how much maintenance to require in the campaign. According to the Basic Set (Maintenance, p. B485), most low-tech gear doesn’t need any – it is rarely complex, often has no moving parts, and isn’t usually “more elaborate than a screwdriver or a knife.” Realistically, though, even a simple blade needs to be cleaned regularly, to keep it in good condition, and should be sharpened after use. Thus, it’s mainly a question of dramatic appropriateness.
If an item costs less than 0.1% of average starting wealth ($0.25 at TL0, $0.50 at TL1, $0.75 at TL2, $1 at TL3, or $2 at TL4), the GM may assume it’s so simple that the rules for maintenance and breakdowns don’t apply. If the GM feels that malfunction is possible, though, even the cheapest device – especially if it’s also cheap-quality – isn’t exempt.
Maintenance checks and HT rolls for failure always apply to complex items or those regularly placed under stress. The GM is encouraged to waive those rules when they would needlessly bog down play… and enforce them ruthlessly in dramatic situations, such as when the PCs are cut off from a source of spare parts! The GM should also enforce them in campaigns that focus on soldiers, sailors, or guards. In real life, such specialists spend much of their time checking and maintaining their tools.
If a gadget breaks down, it will need repairs (see Repairs, p. B484). Repairs require rolls against a suitable repair skill: Armoury (p. B178) for weapons and defenses; Machinist (p. B206) for tools; Mechanic (p. B207) for vehicles; and Sewing (p. B219) for fabric other than body armor. At the GM’s option, fixing a complex system might involve several skills, depending on what broke down.
Repairs also require tools; see Tool Kits (p. 30). Major repairs call for a substantial investment in parts, too. If tools or parts are absent, the Machinist skill can be used to fabricate them.
Part of maintaining equipment is storing it properly when it isn’t in use. Expensive gear isn’t just left lying around – especially not if the owner relies on it in life-or-death situations! Sheaths, quivers, and holsters don’t only make weapons easy to reach; they shield them from bumping against hard surfaces. Military bases have armories to keep weapons in good condition when they’re not being used. Gear that isn’t stored properly will need maintenance before it’s used again, even if it’s normally exempt. Equipment that’s exposed to harsh conditions (see Sand, Slime, and Equipment Failure, p. B485) can have worse problems.