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Author Topic: Freya Lance Rolls  (Read 11749 times)

Darrian Wolffe

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Freya Lance Rolls
« on: March 22, 2017, 11:37:45 AM »

Scrounge Skill +0
Well-connected -1
No location bonuses

1 June, 3044

10 tons standard Mech armor.  Need 4+
This dice roll has been tampered with!
Rolled 2d6 : 4, 3, total 7
10 tons standard Mech armor.  Need 4+
This dice roll has been tampered with!
Rolled 2d6 : 2, 1, total 3
10 tons standard Mech armor.  Need 4+
This dice roll has been tampered with!
Rolled 2d6 : 1, 1, total 2

x1 Mech RA, 75 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 4, 3, total 7
x1 Mech LA, 75 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 5, 1, total 6
x1 Mech RT, 75 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 5, 5, total 10
x1 Mech LT, 75 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6

x1 Mech RA, 60 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 5, 1, total 6
x1 Mech LA, 60 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 4, 6, total 10
x1 Mech RT, 60 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 1, 6, total 7
x1 Mech LT, 60 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 5, 4, total 9

x1 Mech RA, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 4, 2, total 6
x1 Mech LA, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 4, 1, total 5
x1 Mech RL, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 4, 6, total 10
x1 Mech LL, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 1, total 3
x1 Mech RT, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 1, 1, total 2
x1 Mech LT, 45 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 3, 6, total 9

x1 Mech RA, 30 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 3, 1, total 4
x1 Mech LA, 30 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 3, total 5
x1 Mech RL, 30 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 3, total 5
x1 Mech LL, 30 tons.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 3, total 5

Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 6, 4, total 10
Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 2, 5, total 7
Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 3, 4, total 7
Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5
Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 3, 5, total 8
Single Heat Sink.  Need 6+
This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5

Double Heat Sink. Need 9+
This dice roll has been tampered with!
Rolled 2d6 : 6, 3, total 9
Double Heat Sink. Need 9+
This dice roll has been tampered with!
Rolled 2d6 : 6, 2, total 8
Double Heat Sink. Need 9+
This dice roll has been tampered with!
Rolled 2d6 : 5, 6, total 11
Double Heat Sink. Need 9+
This dice roll has been tampered with!
Rolled 2d6 : 5, 2, total 7
« Last Edit: November 13, 2017, 04:55:13 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #1 on: March 22, 2017, 11:41:44 AM »

1 June, 3044
Subtract $282,000 CB from Warehouse.

Arrival Date for purchased items: 22 June, 3044

Next legal acquisition roll: 8 June, 3044
« Last Edit: March 22, 2017, 11:01:44 PM by Darrian Wolffe »
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Timberwolfd

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Re: Fairchild Lance Rolls
« Reply #2 on: March 22, 2017, 09:00:49 PM »

Now those are all purchases you are making after arriving on planet, correct? As in these are not your initial warehouse procurement, correct?
Is the 20 day delivery time fiat, AtB, or some other determination?
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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #3 on: March 22, 2017, 11:01:32 PM »

Now those are all purchases you are making after arriving on planet, correct? As in these are not your initial warehouse procurement, correct?

Correct.

Quote
Is the 20 day delivery time fiat, AtB, or some other determination?

It should be 3 weeks (21 days) dead even.  It's on page 12 of the Step-by-by Step Guide ("Parts, Acquisitions, and Selling Things"), written because the StratOps availability rules were incomprehensible.  Technically you're supposed to randomly determine how long each part takes to get to you; anywhere from 1 week to 6 months.  3 weeks is long enough to force people to have to think ahead and short enough to not completely screw a person if they get caught out without parts.
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Ice

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Re: Fairchild Lance Rolls
« Reply #4 on: March 23, 2017, 02:54:56 AM »

So silly question probably but is there a table that specifically states what the base number table is for each item per availability. I can find the items availability I am not seeing the base TN before (+/-) modifiers. Also is this a tech taking these scrounge rolls or is it just the PC? Anything else in particular I am missing or where i should be pointed to? i have taken a look in the BMR as well as some Strat Ops and Field Manual. Not sure if I am just over looking again.
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Timberwolfd

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Re: Fairchild Lance Rolls
« Reply #5 on: March 23, 2017, 07:31:39 AM »

I am pretty sure Rob got the availability TNs from AtB, so take this with a grain of salt, though the process should still be about the same.

It looks like a combination of StratOps p. 178 and Tech Manual starting on p. 290 for weapons and p. 277 for equipment (use the middle availability letter, star league - succession wars - clan invasion). AtB looks like it is using some additional regional/tech modifiers or the old BMR tables are different (the armor availability is too easy, and so are the limbs).

So you want a single heat sink. It is availability level B. In StratOps this is a -3 modifier.
A double heat sink is availability E, a 0 modifier.
So the difference in the procurement TNs is 3, as seen in Rob's numbers.
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serrate

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Re: Fairchild Lance Rolls
« Reply #6 on: March 23, 2017, 10:12:32 AM »

So silly question probably but is there a table that specifically states what the base number table is for each item per availability. I can find the items availability I am not seeing the base TN before (+/-) modifiers. Also is this a tech taking these scrounge rolls or is it just the PC? Anything else in particular I am missing or where i should be pointed to? i have taken a look in the BMR as well as some Strat Ops and Field Manual. Not sure if I am just over looking again.

Regardless of where Rob got it from, he's provided the table in the Step-by-step ATB to TableTop Campaign Guide.pdf. Here's the relevant info:

Quote
Purchasing replacement parts requires a skill roll on the part of the PC. This is a Scrounge roll, requiring a base value of the following

Normal BattleMech armor (10 ton lots only for our sanities sake): 5+
IS F/F BattleMech Armor (10 ton lots only): 8+
Clan F/F BattleMech Armor (10 ton lots only): 12+
IntroTech parts, weapons, and Equipment: 7+
Advanced Tech parts, weapons, and Equipment (3044-3055): 10+
Advanced Tech parts, weapons, and Equipment (3056-3060): 9+
ClanTech parts, weapons, and Equipment (3049-3052): 14+
ClanTech parts, weapons, and Equipment (3053-3060): 12+

Your PC’s Scrounge Skill will always apply to this roll; if your Scrounge score is a +3, then roll 2d6+3.
For each +10% you are willing to pay over the base price of a part, weapon, or equipment, add +1. This doesn’t apply to ClanTech.
Each negative trait which is listed in the rules as “making it harder to get things” will apply a -1 modifier per trait or level of trait which applies. The reverse is true for positive traits. It’s up to the players to keep these modifiers straight.
Any parts, weapons, or equipment you purchase will be delivered to you in 3 weeks flat.
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Ice

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Re: Fairchild Lance Rolls
« Reply #7 on: March 23, 2017, 10:52:32 AM »

I am part of the way through that guide but wanted confirmation on one thing so didnt go any further. Didnt think it would be in there as it was more a walk through for ATB. I will check more of that plus from what you gave. thanks

« Last Edit: March 23, 2017, 10:58:48 AM by Ice »
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Black Omega

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Re: Fairchild Lance Rolls
« Reply #8 on: March 24, 2017, 05:20:30 PM »

Add the date when these rolls are being made, please.  Second, please ensure that MASC is available in the region of space you're in when the rolls are made.  If it's available in FedCom space but not in Drac space, and you didn't make the roll until 1 June, then it's illegal, because on 1 June the unit is in Drac space.

Please explain how you ordered double heat sinks in Drac space when according to the upgraded tech table, the DC did not get double heat sinks until 3047?
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Ice

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Re: Fairchild Lance Rolls
« Reply #9 on: March 24, 2017, 06:09:10 PM »

Add the date when these rolls are being made, please.  Second, please ensure that MASC is available in the region of space you're in when the rolls are made.  If it's available in FedCom space but not in Drac space, and you didn't make the roll until 1 June, then it's illegal, because on 1 June the unit is in Drac space.

Please explain how you ordered double heat sinks in Drac space when according to the upgraded tech table, the DC did not get double heat sinks until 3047?

thats a good question because that will impact my warehouse as well

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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #10 on: June 05, 2017, 07:19:26 PM »

July 12-17

Remove stuff from Rifleman: TN 6

Rolled 2d6 : 5, 5, total 10

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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #11 on: June 06, 2017, 12:22:59 AM »

August 4th-25th
(Have to wait to begin refit for parts to arrive)

TN 6 to complete refit of Rifleman
Rolled 2d6 : 6, 6, total 12


Grace Park, Tech.
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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #12 on: June 06, 2017, 12:33:43 AM »

Well, OK.  I'm pretty clearly balancing out Jon's rolls.

First, Grace Park gains +6 XP for the 6-point MoS on a customization (see rules changelog for Tech advancement).

Second, add a positive Quirk to the RFL.  There isn't much that makes sense that the RFL doesn't already have, so in this case I'll have it lose Ubiquitous (a custom Mech probably shouldn't get that bonus anyway), and add Combat Computer (a slightly higher-value quirk), fluffing it as a side effect of the new cooling system and having all that torso space to cycle coolant through (nothing in either torso but DHS).
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ItsTehPope

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Re: Fairchild Lance Rolls
« Reply #13 on: June 06, 2017, 11:39:24 AM »

Well, OK.  I'm pretty clearly balancing out Jon's rolls.

First, Grace Park gains +6 XP for the 6-point MoS on a customization (see rules changelog for Tech advancement).

Second, add a positive Quirk to the RFL.  There isn't much that makes sense that the RFL doesn't already have, so in this case I'll have it lose Ubiquitous (a custom Mech probably shouldn't get that bonus anyway), and add Combat Computer (a slightly higher-value quirk), fluffing it as a side effect of the new cooling system and having all that torso space to cycle coolant through (nothing in either torso but DHS).


Your tech added some Cylon tech in a moment of epiphany.
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Darrian Wolffe

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Re: Fairchild Lance Rolls
« Reply #14 on: June 06, 2017, 01:58:46 PM »

Well, OK.  I'm pretty clearly balancing out Jon's rolls.

First, Grace Park gains +6 XP for the 6-point MoS on a customization (see rules changelog for Tech advancement).

Second, add a positive Quirk to the RFL.  There isn't much that makes sense that the RFL doesn't already have, so in this case I'll have it lose Ubiquitous (a custom Mech probably shouldn't get that bonus anyway), and add Combat Computer (a slightly higher-value quirk), fluffing it as a side effect of the new cooling system and having all that torso space to cycle coolant through (nothing in either torso but DHS).


Your tech added some Cylon tech in a moment of epiphany.

See, the difference was, when I started farking around with the Rifleman, I actually HAD a plan...
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