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News:

Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Midnight Lance - Maintenance, Repair, & Customization  (Read 18479 times)

Hat

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #30 on: August 12, 2018, 10:18:19 PM »

SGT Banks (5+), Field (+2), Armor (-1), TN: 6
Vindicator
RL: 10, 150 minutes
Rolled 2d6 : 4, 5, total 9

RT: 5, 75 minutes
Rolled 2d6 : 1, 2, total 3

RA: 14, 180 minutes
Rolled 2d6 : 1, 1, total 2


Wolverine
RL: 3 (will leave 4), 45 minutes
Rolled 2d6 : 2, 5, total 7
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #31 on: August 12, 2018, 11:20:21 PM »

11/19
SGT McDermott (6+), Field (+2), Armor (-1), TN: 7
Vindicator
RT: 5, 75 minutes
Rolled 2d6 : 1, 3, total 4

RA: 14, 180 minutes
Rolled 2d6 : 3, 3, total 6


(Wolverine still short 4 points of armor in RL to be worked on on the 19th or later depending on when deployed.)
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #32 on: August 12, 2018, 11:21:17 PM »

SGT Banks (5+), Field (+2), Armor (-1), TN: 6
Vindicator
RT: 5, 75 minutes
Rolled 2d6 : 2, 6, total 8

RA: 14, 180 minutes
Rolled 2d6 : 4, 6, total 10

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #33 on: August 17, 2018, 04:00:33 PM »

SGT Banks (5+), Field (+2), Armor (-1), Extra Time: Triple (-2), TN: 4+
Wolverine
RL (4): Base Time 60 minutes, x3 = 180
Rolled 2d6 : 4, 3, total 7


SGT Johns (7+), Field (+2), Armor (-1), Extra Time: Double (-1), TN: 7+
Clint
RA (12): Base Time: 180 x2 = 360 minutes
Rolled 2d6 : 3, 1, total 4


SGT Johns (7+), Field (+2), Weapon (+1), Extra Time: Quadruple (-3), TN: 7+
Install ER LL in RA: Base Time: 120, x4 = 480 minutes
Rolled 2d6 : 5, 3, total 8


SGT Johns (7+), Field (+2), Attach RA (+2), Extra Time: Quadruple (-3), TN: 8+
Attach RA: Base Time: 180 minutes, x4 = 720 minutes
Rolled 2d6 : 6, 3, total 9


SGT Murat (7+), Field (+2), Armor (-1), Extra Time: Double (-1), TN: 7+
LL (19): Base Time: 285 x2 = 570 minutes
Rolled 2d6 : 3, 1, total 4


SGT Murat (7+), Field (+2), Jump Jet (+1), Extra Time: Quadruple (-3), TN: 7+
Install JJ in LL: Base Time: 60, x4 = 240 minutes
Rolled 2d6 : 5, 6, total 11

Install JJ in LL: Base Time: 60, x4 = 240 minutes
Rolled 2d6 : 6, 5, total 11


SGT Murat (7+), Field (+2), Attach RA (+2), Extra Time: Quadruple (-3), TN: 8+
Attach LL: Base Time: 180 minutes, x4 = 720 minutes
Rolled 2d6 : 5, 2, total 7


SGT Cahill (9+), Field (+2), Armor (-1), Extra Time: Quadruple (-3), TN: 7+
LA (9): Base Time: 135 minutes, x4 = 540 minutes
Rolled 2d6 : 2, 5, total 7

LT (1): Base Time: 15 minutes, x4 = 60 minutes
Rolled 2d6 : 4, 5, total 9

HD (5): Base Time: 75 minutes, x4 = 300 minutes
Rolled 2d6 : 2, 2, total 4

RT (10): Base Time: 150 minutes, x4 = 600 minutes
Rolled 2d6 : 4, 2, total 6


LT Watts (Regular) to heal SGT Roark [1 hit]: 7+
Rolled 2d6 : 6, 4, total 10
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #34 on: August 17, 2018, 04:13:57 PM »

11/21
SGT Johns (7+), Field (+2), Armor (-1), Extra Time: Triple (-2), TN: 6+
Clint
RT (10): Base Time: 150 minutes, x3 = 450 minutes
Rolled 2d6 : 5, 5, total 10


SGT Murat (7+), Field (+2), Armor (-1), Extra Time: Triple (-2), TN: 6+
Clint
HD (5): Base Time: 75 minutes, x3 =225 minutes
Rolled 2d6 : 3, 3, total 6


SGT McDermott (6+), Field (+2), Armor (-1), Extra Time: Triple (-2), TN: 5+
Clint
RA (12): Base Time: 180, x3 = 540
Rolled 2d6 : 2, 1, total 3

LL (19): Base Time: 285, x3 = 855
Rolled 2d6 : 1, 6, total 7


SGT McDermott (6+), Field (+2), Attach LL (+2), Extra Time: Quadruple (-3), TN: 7+
Clint
Attach LL: Base Time: 180 minutes, x4 = 720
Rolled 2d6 : 4, 2, total 6

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #35 on: August 17, 2018, 04:16:40 PM »

11/22
SGT Banks (5+), Field (+2), Armor (-1), Extra Time: Double (-1), TN: 5+
Clint
RA (12): Base Time: 180, x2 = 360 minutes
Rolled 2d6 : 2, 5, total 7


SGT Banks (5+), Field (+2), Attach LL (+2), Extra Time: Quadruple (-3), TN: 6+
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #36 on: August 17, 2018, 04:17:21 PM »

Roll for attaching the LL:
Rolled 2d6 : 6, 1, total 7
(TN 6+)
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #37 on: August 17, 2018, 04:18:12 PM »

Clint completely operational on 11/25.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #38 on: August 17, 2018, 04:32:45 PM »

Ok a couple of notes, due to miss on my part.  All TNs should be 1 point higher as the Clint is a customized unit.  Further, there was no ER LL, so installing the original LL Laser is a customization.

SGT McDermott (6+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time: Double (-1), TN: 7+
Wolverine:
RT (8): 120 minutes, x2 = 240 minutes
Rolled 2d6 : 6, 1, total 7

RA (8): 120 minutes, x2 = 240 minutes
Rolled 2d6 : 5, 6, total 11

LL (15): 225 minutes, x2 = 450 minutes
Rolled 2d6 : 6, 4, total 10

RA (3): 45 minutes, x2 = 90 minutes
Rolled 2d6 : 6, 2, total 8


Phoenix Hawk
RL (5): 75 minutes, x2 = 150 minutes
Rolled 2d6 : 4, 5, total 9


SGT Banks (5+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time: Double (-1), TN: 6+
Wolverine:
LA (4): 60 minutes, x2 = 120 minutes
Rolled 2d6 : 6, 3, total 9


Phoenix Hawk
LT (2): 30 minutes, x2 = 60 minutes
Rolled 2d6 : 3, 4, total 7
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #39 on: August 17, 2018, 04:34:33 PM »

All Mechs so far with the possible exception of the Clint are ready to go on 11/27 in time for Mission 3.  

Looking at the numbers for the ER LL install which should have been a LL customization, the customization would have failed, but the timing would have been normal then doubled for a failed installation.  I'd actually save 240 minutes.

Using that time and the extra 30 minutes for that day SGT Johns would attempt to armor the LA.

SGT Johns (7+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time (Double) (-1), TN: 8+
Clint
LA (9): Base Time: 135 minutes, x2 = 270 minutes
Rolled 2d6 : 1, 2, total 3


SGT Banks (5+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time (Double) (-1), TN: 6+
Clint
HD (5), Base Time: 75 minutes, x2 = 150 minutes
Rolled 2d6 : 1, 2, total 3
« Last Edit: August 17, 2018, 04:41:00 PM by Hat »
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #40 on: August 17, 2018, 04:43:35 PM »

5 points of FF armor destroyed for the head.  Starting over for it.

SGT McDermott (6+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time (Triple) (-1), TN: 6+
Clint
LA (9): Base Time: 135 minutes, x2 = 405 minutes
Rolled 2d6 : 5, 1, total 6


SGT Johns (7+), Customized Mech (+1), Field (+2), Armor (-1), Extra Time (Quadruple) (-3), TN: 6+
Clint
HD (5), Base Time: 75 minutes, x2 = 225 minutes
Rolled 2d6 : 1, 6, total 7
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #41 on: August 17, 2018, 04:44:44 PM »

Clint work complete 11/28, available 11/29.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #42 on: August 17, 2018, 04:48:06 PM »

Sigh.  Just realized I'd forgotten to include the Difficult to Maintain quirk for the Clint.  In an effort to save a lot of rework, I'm going to cost myself a week of time for the extra time to offset an increased TN for difficult to maintain.  Clint will be ready and available Dec 5.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #43 on: October 09, 2018, 09:30:10 PM »

Phoenix Hawk (Hardesty)
SGT McDermott (6+), Customized (+1), Field (+2), Customization (+1) = TN 10
Swap ER LL in for LL
Time: Class A Refit (x1), Base time 120 minutes = 120 minutes
Started: Dec 11th, completed Dec 11th
Rolled 2d6 : 3, 2, total 5


Phoenix Hawk (Milos)
SGT Johns (7+), Customized (+1), Field (+2), Customization (+1) = TN 11
Swap ER LL in for LL
Time: Class A Refit (x1), Base time 120 minutes = 120 minutes
Started: Dec 12th, completed Dec 12th
Rolled 2d6 : 5, 3, total 8
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #44 on: October 09, 2018, 09:30:43 PM »

Both customizations failed so took double time, still completed same day.
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