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

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Author Topic: Midnight Lance - Maintenance, Repair, & Customization  (Read 18527 times)

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #60 on: December 18, 2018, 12:38:48 AM »

Shadow Hawk Customization Complete after 37.5 hours (Jan 7th, 1.5 hours available to work)

Phoenix Hawk Customization starts Jan 7
SGT McDermott
Class C Refit (Time x2, Mod +2)
Remove 128 points standard armor, Base TN: 6, Mod -1, +1 Customized, +2 Refit, -2 Maintenance (+0 Total), Final TN: 6; Base Time: 32 hours x2 = 64 hours [8 days]
Rolled 2d6 : 2, 1, total 3

Add 144 points standard armor, Base TN: 6, Mod -1, +1 Customized, +2 Customization, +2 Refit, -2 Maintenance (+2 Total), Final TN: 8; Base Time: 36 hours x 2 (Refit) x2 (Custom) = 144 hours [18 days]
Rolled 2d6 : 5, 2, total 7



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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #61 on: December 18, 2018, 12:40:57 AM »

McDermott Armor removal failed on P-Hawk.  Needs to be taken care of by SGT Banks.  Will get back to that shortly.

Thunderbolt
SGT Cahill
Remove 15 SHS, Base TN: 9, Mod -1, Maintenance -2, Final TN: 6; Base Time: 90 x 15 = 22.5 hours
Rolled 2d6 : 3, 5, total 8


SGT Murat
Remove LRM 15 & Ammo, Base TN: 7, Mod +1, Maintenance -2, Final TN: 6; Base Time: 120 = 2 hours
Rolled 2d6 : 1, 5, total 6

Remove SRM 2 & Ammo, Base TN: 7, Mod +1, Maintenance -2, Final TN: 6; Base Time: 120 = 2 hours
Rolled 2d6 : 3, 5, total 8


SGT Johns
Remove MG + Ammo, Base TN: X, Mod +1, Maintenance -2, Final TN: 6; Base Time: 120 = 2 hours
Rolled 2d6 : 4, 4, total 8

Remove MG, Base TN: X, Mod +1, Maintenance -2, Final TN: 6; Base Time: 120 = 2 hours
Rolled 2d6 : 1, 5, total 6

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #62 on: December 18, 2018, 12:43:12 AM »

Customizations on TBolt started on Jan 3rd.  SGT Cahill worked until partway through on the 6th and failed to remove the heat sinks.

SGT Johns starts heat sink removal on Jan 6th.
Remove 15 SHS, Base TN: 7, Mod -1, Maintenance -2, Final TN: 4; Base Time: 90 x 15 = 22.5 hours
Rolled 2d6 : 3, 6, total 9
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #63 on: December 18, 2018, 12:45:07 AM »

Correction, initial removal failed on the 5th, new removal started on the 5th and completed on the 7th.

Class D Refit – Start Jan 7
TN Modifiers: +2 TN (Customization), +2
Base Time Modifiers: x2 (Customization), Class D (x3), Total x6

SGT Serginson
Add PPC RT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 2 hours * 6 = 12 hours
Rolled 2d6 : 4, 5, total 9

Add SPL RT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 2 hours * 6 = 12 hours
Rolled 2d6 : 1, 4, total 5


SGT Banks
Add 13 DHS, Base TN: 5, Mod -1, +2 Cust, +2 Refit, -2 Maintenance (+1 Total), Final TN: 6; Base Time: 19.5 hours * 6 = 117 hours
Rolled 2d6 : 4, 5, total 9


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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #64 on: December 18, 2018, 12:47:43 AM »

Class D Refit arguably started on the 8th.  All initial work completed on Jan 23rd.

Parts to continue Class D Refit arrive on Jan 24th.

Jan 24 - SGT Banks begins removal of PHawk Armor
Class C Refit (Time x2, Mod +2)
Remove 128 points standard armor, Base TN: 5, Mod -1, +1 Customized, +2 Refit, -2 Maintenance (+0 Total), Final TN: 5; Base Time: 32 hours x2 = 64 hours [8 days]
Rolled 2d6 : 4, 1, total 5

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #65 on: December 18, 2018, 12:50:04 AM »

PHawk armor removed Jan 30th

Thunderbolt Customization work continues Jan 24th
SGT Serginson
Add PPC RA, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 2 hours * 6 = 12 hours
Rolled 2d6 : 2, 5, total 7

Add JJ CT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 1.5 hours * 6 = 9 hours
Rolled 2d6 : 6, 5, total 11

Add JJ RT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 1.5 hours * 6 = 9 hours
Rolled 2d6 : 4, 2, total 6


SGT McDermott
Add SPL RT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 2 hours * 6 = 12 hours
Rolled 2d6 : 3, 5, total 8

Add JJ LT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 1.5 hours * 6 = 9 hours
Rolled 2d6 : 5, 3, total 8

Add JJ CT, Base TN: 6, Mod +1, +2 Cust, +2 Refit, -2 Maintenance (+3 Total), Final TN: 9; Base Time: 1.5 hours * 6 = 9 hours
Rolled 2d6 : 1, 1, total 2

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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #66 on: December 18, 2018, 12:56:44 AM »

SGT Serginson completes her work after 51 hours - part way into Jan 30th.
SGT McDermott completes his work after 60 hours - part way into Jan 31st.

NOTE: Negative Quirk for CT JJ - NEED TO DETERMINE WHAT.

SGT Serginson starts adding FF Armor to PHawk on Jan 31
Add 144 points standard armor, Base TN: 6, Mod -1, +1 Customized, +2 Customization, +2 Refit, -2 Maintenance (+2 Total), Final TN: 8; Base Time: 36 hours x 2 (Refit) x2 (Custom) = 144 hours [18 days]
Rolled 2d6 : 2, 5, total 7
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #67 on: December 18, 2018, 01:00:54 AM »

Shadow Hawk Customized and available before Feb 1st.
Thunderbolt Customized (to L2) and available Feb 1st.
Phoenix Hawk armor swapped and available March 8th.

Customizations to Vindy tentatively planned for Feb depending on contract status.

STILL TO DO:
1. Figure out negative mech quirk for adding CT JJ.  Any suggestions?
2. Determine Customization XP

(Too late now to finish)
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #68 on: December 18, 2018, 07:14:11 AM »

Customizations are supposed to be performed as a block using the highest time multiplier and TN modifier of the customization classes. Separating them out breaks the spirit of the rules, if not the letter. It also gives your techs huge opportunities for extra XP gain. The one case we've all agreed to separate customizations is factory refits where we land and work on the refits that require a factory separately and then get back on the DropShip and perform the rest. Don't worry about it this time, but keep it in mind for the next time.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #69 on: December 18, 2018, 08:23:52 AM »

Hi Jon, I’m fine eliminating XP. When I first started the unit went to a factory world. So to make sure I’m clear on expected non-factory process:

Do any uninstalls as maintenance if desired
Bundle all customizations into a single custom kit
Use the highest modifier and time multiplier
Make a single roll for results

Is that correct?

In that case you can’t have multiple techs working on different parts of the customizations such as a tech installing a weapon in the arm while another installs heat sinks or such, right?
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #70 on: December 18, 2018, 08:50:19 AM »

Hi Jon, I’m fine eliminating XP. When I first started the unit went to a factory world. So to make sure I’m clear on expected non-factory process:

Do any uninstalls as maintenance if desired
Bundle all customizations into a single custom kit
Use the highest modifier and time multiplier
Make a single roll for results

Is that correct?

In that case you can’t have multiple techs working on different parts of the customizations such as a tech installing a weapon in the arm while another installs heat sinks or such, right?
Correct to all
Uninstalls basically don't change the wiring of the mech, so you have an empty socket for that laser or heatsink you removed, not the correct socket for a new item.
Bundle yes, with the side effect of only one tech team being able to do the work. This may change with the revision to customization rules that's pending. It was something specifically brought to Xotl's attention.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #71 on: December 18, 2018, 08:58:48 AM »

Thanks for the confirmation. If I do any more customizations I’ll be sure to follow correct procedure.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #72 on: December 20, 2018, 11:30:50 PM »

Thunderbolt
Start March 1st
Swap Std for FF Armor
Assigned Tech: Kerry Serginson
Class C Refit, Time Mod: x2, Refit Mod: +2
Remove 208 Std Armor
Base TN: 6, Armor -1, Maintenance Bay -2, Customized +1, Final TN: 4
Rolled 2d6 : 6, 4, total 10

Base Time: 3120 minutes [6.5 days]
Complete: March 7th, Ready March 8th
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #73 on: December 20, 2018, 11:31:35 PM »

SGT Serginson continues work:

Add 211 FF Armor
Base TN: 6, Armor -1, Maintenance Bay -2, Customization +2, Customized +1, +2 Refit, Extra Time (Quadruple) -3, Final TN: 3
Rolled 2d6 : 6, 2, total 8

Base Time: 3165 minutes, x2 (Customization), x2 (Class C) x4 (Extra Time) = 50,640 minutes [105.5 days]
Start March 8th, Complete: June 21, Ready June 22nd.
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Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #74 on: December 20, 2018, 11:40:29 PM »

I forgot to account for adding 1 DHS.  This bumps up the refit class from C to D and the time multiplier to x3 from x2.  TN doesn't change.  To ensure the work is completed before contract start, I would have needed to do Triple Time vs. Quadruple.  That would have made it 56,970 minutes or just under 119 days.  Completion date changes from June 21 to July 4th, Ready July 5th.  TN would have increased from 3 to 4.  MoS therefore decreases by 1 to 4.
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