Well, this game in all its editions is much more post-apoc adventure survival fantasy than excruciatingly-accurate simulation (Apotheosis Saga, anyone?). So treads and lube aren't usually tracked to the level of tank extinction. But let's talk about the mechanics of mechanical issues for our hypothetical T-72 owners.
Maintenance v2
A T-72 requires 14 hours of maintenance per week. Potential breakdowns occur every 8 hours of movement or combat, rolled against the vehicle's Wear value (10% for like-new, to 100% if it's on its last legs). If there's potential for a breakdown, the mechanic who did the last maintenance rolls a Difficult Mechanic check to see if his work prevented the breakdown.
Assuming a well-optimized but not maxed mechanic PC (Strength 8, Mechanic 8), a Difficult Mechanic check has an 80% chance of success.
Maintenance v4
Every vehicle requires the same amount of maintenance: 6 hours per week in which it was driven at least one hex on the overland map. Maintenance requires a successful Tech roll. Failure reduces Reliability by 1 (with most vehicles maxing out at Reliability 5, so you have some margin for error).
Assuming a well-optimized but not maxed Mechanic PC (Intelligence d10, Tech d10), a Tech roll has a 75% chance of success.
Parts and Repair v2
A well-buried rule indicates that parts need to come from a vehicle identical to the one being repaired. Furthermore, there's some text indicating that parts are also component-specific (engine, main gun, radio, etc.). There are no explicit rules for scrounging or buying parts.
No roll is required to cannibalize a donor vehicle's component for parts. However, if the component is damaged, there's a 30% chance that the part is useless.
A character who's a capable machinist (or gunsmith, for ordnance repair) may also fabricate mechanical parts with a successful skill check andaccess to a machine shop.
Most repairs require 1d10 parts (1d5 for minor breakdowns).
Damage is tracked by vehicle component, with most components having two states: OK or inoperable/destroyed. A few have an intermediate damaged-but-still-partially-functional state.
Parts and Repair v4
"Vehicle parts" are generic - when needed, a bolt, brake cable, or turbocharger materializes out of the quantum foam of your mechanic's spares box.
A successful Tech roll when scavenging a vehicle yields one part per success rolled, -1 for a destroyed vehicle. Parts are considered to be "common," which means a 67% chance of availability in a typical settlement.
Only one part is needed to repair a destroyed item, though each repair only restores 1 Reliability per success, so thorough work will likely consume more than one part. Restoring reduced Reliability on an item that wasn't fully destroyed doesn't consume any parts.
A vehicle's Reliability score covers its overall structural integrity, its transmission, and its engine. Weapons, radios, and other subsystems either have their own Reliability tracks or have OK/inoperable states.
- C.
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