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Author Topic: Bright Lance Warehouse & Rolls  (Read 8942 times)

Battlemaster

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Bright Lance Warehouse & Rolls
« on: July 03, 2017, 03:20:15 PM »

Starting funds CB's
430,000 CB Base funds + (4x wealth (6)) + (4x well-connected (3))

430,000 Base
480,000 Wealth bonus
60,000 Well-Connected bonus
970,000 Total Start up CB's

Attached is a spreadsheet of Start up warehouse purchased with these funds. After purchase CB remaining is 7100.
« Last Edit: July 04, 2017, 10:49:02 AM by Battlemaster »
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Timberwolfd

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Re: Bright Lance Warehouse & Rolls
« Reply #1 on: July 04, 2017, 11:30:51 AM »

Two points

1. A roll of 2 always fails, so you do need to roll regardless
2. Well-Connected is always a -1 modifier, higher ranks indicate area of effectiveness.
  • 2 point level [level 1] = planet/small state (e.g. St. Ives)
  • 4 point level [level 2]  = Successor State
  • 6 point level [level 3]  = Inner Sphere
So your TNs would be 3s
Base TN 7 - 3 Scrounge - 1 Well Connected = TN 3
Even if you get additional bonuses, TN 3+ is the lowest you can drive it.
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #2 on: July 08, 2017, 10:38:19 AM »

9-1-44 CB advances and purchases

Stating CB                                            7,100   
Contract Advance                      408,165   
Monthly Wealth & Well Con. Bonus  135,000   
Monthly Expense                       -10,740   
Sales                                       -10,000  tech hire bonus
Total                                                  529,525

Purchases   
Scrounge +2, +2 to Die roll
Well-Connected 1, -1 to TN
To simplify -3 to TN

Ammo LRM 5 1 ton TN7-3=4
Rolled 2d6 : 4, 1, total 5

Ammo LRM 10 1 ton TN7-3=4
Rolled 2d6 : 2, 2, total 4

Ammo A/C 2 1 ton TN7-3=4
Rolled 2d6 : 1, 3, total 4

LRM 5 TN7-3=4
Rolled 2d6 : 2, 2, total 4

LRM 10 TN7-3=4
Rolled 2d6 : 4, 6, total 10

Med Laser TN7-3=4
Rolled 2d6 : 1, 2, total 3

Med Laser TN7-3=4
Rolled 2d6 : 6, 1, total 7

Total of 20 DHS for Griffin
DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 1, 6, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 1, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 3, 2, total 5

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 1, 3, total 4

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 1, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 1, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 3, 6, total 9

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 5, 4, total 9

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 4, 6, total 10

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 5, 1, total 6

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 3, 4, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 2, 3, total 5

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 4, 1, total 5

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 6, total 12

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 1, total 7

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 4, 5, total 9

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 1, 3, total 4

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 1, 5, total 6

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 4, 4, total 8

DHS Griffin Ubiquitous TN10-3=7-2 ubiquitous=5
Rolled 2d6 : 6, 3, total 9

Total of 30 DHS
DHS TN10-3=7
Rolled 2d6 : 1, 4, total 5

DHS TN10-3=7
Rolled 2d6 : 4, 6, total 10

DHS TN10-3=7
Rolled 2d6 : 3, 3, total 6

DHS TN10-3=7
Rolled 2d6 : 4, 1, total 5

DHS TN10-3=7
Rolled 2d6 : 4, 4, total 8

DHS TN10-3=7
Rolled 2d6 : 3, 6, total 9

DHS TN10-3=7
Rolled 2d6 : 5, 5, total 10

DHS TN10-3=7
Rolled 2d6 : 4, 5, total 9

DHS TN10-3=7
Rolled 2d6 : 1, 2, total 3

DHS TN10-3=7
Rolled 2d6 : 3, 1, total 4

DHS TN10-3=7
Rolled 2d6 : 1, 1, total 2

DHS TN10-3=7
Rolled 2d6 : 2, 6, total 8

DHS TN10-3=7
Rolled 2d6 : 6, 1, total 7

DHS TN10-3=7
Rolled 2d6 : 2, 6, total 8

DHS TN10-3=7
Rolled 2d6 : 3, 5, total 8

DHS TN10-3=7
Rolled 2d6 : 4, 4, total 8

DHS TN10-3=7
Rolled 2d6 : 5, 1, total 6

DHS TN10-3=7
Rolled 2d6 : 5, 5, total 10

DHS TN10-3=7
Rolled 2d6 : 2, 2, total 4

DHS TN10-3=7
Rolled 2d6 : 3, 5, total 8

DHS TN10-3=7
Rolled 2d6 : 2, 5, total 7

DHS TN10-3=7
Rolled 2d6 : 2, 1, total 3

DHS TN10-3=7
Rolled 2d6 : 6, 4, total 10

DHS TN10-3=7
Rolled 2d6 : 2, 5, total 7

DHS TN10-3=7
Rolled 2d6 : 6, 6, total 12

DHS TN10-3=7
Rolled 2d6 : 6, 1, total 7

DHS TN10-3=7
Rolled 2d6 : 3, 1, total 4

DHS TN10-3=7
Rolled 2d6 : 6, 4, total 10

DHS TN10-3=7[roll2d6][/roll]
DHS TN10-3=7
Rolled 2d6 : 6, 2, total 8


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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #3 on: July 08, 2017, 10:43:37 AM »

failed med laser, 2 DHS (Griffin), 10 Standard DHS

1 DHS didn't roll due to typo.
Reroll TN 7
Rolled 2d6 : 5, 3, total 8
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #4 on: July 08, 2017, 10:48:57 AM »

It passed.

Total purchase.
Ammo LRM 5 1 ton
Ammo LRM 10 1 ton
Ammo A/C 2 1 ton
LRM 5
LRM 10
Med Laser
18 DHS (Griffin)
20 DHS (Standard)
Total CB cost 429,000
CB remaining 100,525

warehouse attached
« Last Edit: July 08, 2017, 03:24:55 PM by Battlemaster »
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Darrian Wolffe

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Re: Bright Lance Warehouse & Rolls
« Reply #5 on: July 08, 2017, 10:39:06 PM »

I really hate to tell you this, because I'm glad you got this up and done quickly, but you need to re-read the Ubiquitous quirk.

Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to.  Need a new left hand actuator?  Gets the bonus.  Need a jump jet?  Gets the bonus.  Replacing the -1N's PPC with, say, a Clan Large Pulse Laser?  Does not get the bonus.  Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use?  Doesn't get the bonus. 

If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply.  You can add more DHS to the order, or re-do the entire roll set if you like.
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #6 on: July 10, 2017, 12:01:04 PM »

I really hate to tell you this, because I'm glad you got this up and done quickly, but you need to re-read the Ubiquitous quirk.

Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to.  Need a new left hand actuator?  Gets the bonus.  Need a jump jet?  Gets the bonus.  Replacing the -1N's PPC with, say, a Clan Large Pulse Laser?  Does not get the bonus.  Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use?  Doesn't get the bonus. 

If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply.  You can add more DHS to the order, or re-do the entire roll set if you like.

Looking back at my rolls and taking Ubiquitous away from rolls 6 of the DHS I was getting for the Griffin failed. I still got 12 of them and 20 of the others for a total 32. That is exactly what I needed to change HS in both the Marauder and Griffin. Plus I had 8 DHS already in my stock.  So my modifications to mechs still got done because I had enough DHS and my Reg tech rolled a 12 removing 4 SHS from Marauder, if that gives my marauder a positive quirk.
I won't change my order or re-roll if that is ok?

New adjusted CB total 136,525.
 
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #7 on: July 13, 2017, 08:18:21 PM »

2-1-45 order
Scrounge 2, well-connected 1=-3 from TN

Standard Armor 10 TN 5-3=2
Rolled 2d6 : 5, 5, total 10

Standard Armor 10 TN 5-3=2
Rolled 2d6 : 4, 2, total 6

75 ton Actuator, Upper arm TN 7-3=4
Rolled 2d6 : 6, 5, total 11

75 ton Actuator, Lower arm TN 7-3=4
Rolled 2d6 : 3, 4, total 7

75 ton Actuator, Hand TN 7-3=4
Rolled 2d6 : 6, 3, total 9

75 ton Actuator, Upper leg TN 7-3=4
Rolled 2d6 : 5, 3, total 8

75 ton Actuator, Lower leg TN 7-3=4
Rolled 2d6 : 6, 1, total 7

75 ton Actuator, Foot TN 7-3=4
Rolled 2d6 : 3, 6, total 9

75 ton Mech head (w/life support & sensors) TN 7-3=4
Rolled 2d6 : 1, 1, total 2

70 ton Actuator, Upper arm TN 7-3=4
Rolled 2d6 : 4, 3, total 7

70 ton Actuator, Lower arm TN 7-3=4
Rolled 2d6 : 2, 6, total 8

70 ton Actuator, Hand TN 7-3=4
Rolled 2d6 : 5, 1, total 6

70 ton Actuator, Upper leg TN 7-3=4
Rolled 2d6 : 1, 5, total 6

70 ton Actuator, Lower leg TN 7-3=4
Rolled 2d6 : 4, 2, total 6

70 ton Actuator, Foot TN 7-3=4
Rolled 2d6 : 2, 2, total 4

70 ton Mech head (w/life support & sensors) TN 7-3=4
Rolled 2d6 : 2, 5, total 7

55 ton Actuator, Upper arm TN 7-3=4-2 Ubiquitous=2
Rolled 2d6 : 2, 3, total 5

55 ton Actuator, Lower arm TN 7-3=4-2 Ubiquitous=2
Rolled 2d6 : 1, 4, total 5

45 ton Actuator, Lower arm TN 7-3=4
Rolled 2d6 : 5, 1, total 6

Ammo,LRM-10 1 ton TN 7-3=4
Rolled 2d6 : 5, 1, total 6

PPC TN 7-3=4
Rolled 2d6 : 4, 2, total 6

LG laser TN 7-3=4
Rolled 2d6 : 1, 5, total 6

Cockpit TN 7-3=4
Rolled 2d6 : 4, 1, total 5


Rolls allowed cha 5x5=25 used 25
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #8 on: July 13, 2017, 08:21:47 PM »

All passed except 75 ton mech head.

1,002,350 CB spent
402,935CB left

Order arrives 2-22-45
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #9 on: September 30, 2017, 11:32:53 PM »

March 1 acquisition rolls
Scrounge +3 , well-connected  -1 ( for simplicity, -4 from TN)
25 rolls available using 25

10 ton armor TN 1
Rolled 2d6 : 4, 2, total 6

10 ton armor TN 1
Rolled 2d6 : 5, 4, total 9

10 ton armor TN 1
Rolled 2d6 : 3, 6, total 9

10 ton armor TN 1
Rolled 2d6 : 6, 1, total 7

10 ton armor TN 1
Rolled 2d6 : 1, 2, total 3

Marauder
75 ton mech head TN 3
Rolled 2d6 : 1, 4, total 5

75 ton mech RA TN 3
Rolled 2d6 : 5, 5, total 10

75  ton mech LL TN 3
Rolled 2d6 : 1, 1, total 2

Griffin Ubiquitious another -2 to TN
Actuator Hand TN 1
Rolled 2d6 : 4, 6, total 10

Actuator Upper Leg TN 1
Rolled 2d6 : 4, 6, total 10

Actuator Lower leg TN 1
Rolled 2d6 : 5, 3, total 8

Actuator Foot TN 1
Rolled 2d6 : 6, 1, total 7

Phoenix Hawk Ubiquitious another -2 to TN
Actuator Upper Arm TN 1
Rolled 2d6 : 6, 1, total 7

Actuator Lower Arm TN 1
Rolled 2d6 : 3, 5, total 8

Actuator Hand TN 1
Rolled 2d6 : 3, 1, total 4

Actuator Upper Leg TN 1
Rolled 2d6 : 5, 6, total 11

Actuator Lower Leg TN 1
Rolled 2d6 : 5, 6, total 11

Actuator Foot TN 1
Rolled 2d6 : 5, 5, total 10

45 ton mech Endo Steel RA TN 3
Rolled 2d6 : 5, 4, total 9

45 ton mech Endo Steel RL TN 3
Rolled 2d6 : 6, 5, total 11


Med Pulse TN 3
Rolled 2d6 : 5, 3, total 8

LRM 15 Ammo 1 ton TN 3
Rolled 2d6 : 6, 5, total 11

Life Support TN 3
Rolled 2d6 : 3, 3, total 6

DHS TN 4
Rolled 2d6 : 1, 5, total 6

DHS TN 4
Rolled 2d6 : 1, 1, total 2

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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #10 on: September 30, 2017, 11:39:52 PM »

75 ton mech LL and 1 DHS failed

CB's:
Start 402,935
Feb 2 Salv 98,124
Feb 11Salv 262,460
Contract Adv Mar 1 486,060
Monthly bonuses 140,000
Monthly expense -11,340
Cost of order -908,150
CB's remaining 325,289

Order arrives Mar 22
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #11 on: November 12, 2017, 08:56:13 PM »

4-1-45 Warehouse

Total Rolls allowed 25

Scrounge +3 to roll, Well-Connected -1 to TN. For ease of rolls, I’m going to reduce all TN by 4

10 ton armor TN 5-4=1
Rolled 2d6 : 3, 4, total 7

10 ton armor TN 5-4=1
Rolled 2d6 : 1, 2, total 3

75 ton mech LL TN 7-4=3
Rolled 2d6 : 5, 6, total 11

45 ton mech endo steel Head TN 10-4=6
Rolled 2d6 : 5, 5, total 10

45 ton mech endo steel RT TN 10-4=6
Rolled 2d6 : 4, 2, total 6

45 ton mech endo steel LT TN 10-4=6
Rolled 2d6 : 5, 3, total 8

45 ton mech endo steel RA TN 10-4=6
Rolled 2d6 : 4, 6, total 10

45 ton mech endo steel RL TN 10-4=6
Rolled 2d6 : 1, 4, total 5

45 ton mech Actuator Upper arm TN 7-4=3
Rolled 2d6 : 1, 3, total 4

45 ton mech Actuator Lower arm TN 7-4=3
Rolled 2d6 : 6, 5, total 11

45 ton mech Actuator Hand TN 7-4=3
Rolled 2d6 : 4, 5, total 9

45 ton mech Actuator Upper leg TN 7-4=3
Rolled 2d6 : 6, 2, total 8

45 ton mech Actuator Lower leg TN 7-4=3
Rolled 2d6 : 1, 5, total 6

45 ton mech Actuator Foot TN 7-4=3
Rolled 2d6 : 5, 2, total 7

45 ton 2 jump jets TN 7-4=3
Rolled 2d6 : 4, 4, total 8

LRM 15 ammo 1 TN 7-4=3
Rolled 2d6 : 1, 3, total 4

Anti-missile ammo 1 TN 7-4=3
Rolled 2d6 : 4, 4, total 8

Cockpit TN 7-4=3
Rolled 2d6 : 5, 2, total 7

DHS TN 10-4=6
Rolled 2d6 : 6, 4, total 10

DHS TN 10-4=6
Rolled 2d6 : 6, 4, total 10


Rolls used 20
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #12 on: November 12, 2017, 08:57:51 PM »

All passed except 45 ton endo steel RL
Order arrives 4-22-45
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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #13 on: November 30, 2017, 06:01:07 PM »

5-5-45 Warehouse purchases
Scrounge +2, well-connected +1 ( for ease, lowering TN by 3)

Armor 10 ton TN 5-3=2
Rolled 2d6 : 1, 4, total 5

Sensors Griffin TN 7-3-1 ubiquituous=3
Rolled 2d6 : 1, 4, total 5

Phoenix hawk  Actuator Upper Arm TN 7-3=4
Rolled 2d6 : 6, 6, total 12

Phoenix hawk  Actuator Lower Arm TN 7-3=4
Rolled 2d6 : 1, 1, total 2

Phoenix hawk  Actuator Hand TN 7-3=4
Rolled 2d6 : 2, 2, total 4

Phoenix hawk  Actuator Upper Leg TN 7-3=4
Rolled 2d6 : 3, 1, total 4

Phoenix hawk  Actuator Lower Leg TN 7-3=4
Rolled 2d6 : 3, 3, total 6

Phoenix hawk  Actuator Foot TN 7-3=4
Rolled 2d6 : 6, 4, total 10

Phoenix Hawk endo steel Head TN 7-3=4
Rolled 2d6 : 4, 4, total 8

Phoenix Hawk endo steel RT TN 7-3=4
Rolled 2d6 : 4, 2, total 6

Phoenix Hawk endo steel LT TN 7-3=4
Rolled 2d6 : 1, 5, total 6

Phoenix Hawk endo steel RA TN 7-3=4
Rolled 2d6 : 3, 5, total 8

Phoenix Hawk endo steel LA TN 7-3=4
Rolled 2d6 : 5, 6, total 11

Phoenix Hawk endo steel RL TN 7-3=4
Rolled 2d6 : 6, 2, total 8

Phoenix Hawk endo steel LL TN 7-3=4
Rolled 2d6 : 6, 4, total 10

Phoenix Hawk JJ TN 7-3=4
Rolled 2d6 : 4, 6, total 10

Phoenix Hawk JJ TN 7-3=4
Rolled 2d6 : 4, 2, total 6

Phoenix Hawk Sensors TN 7-3=4
Rolled 2d6 : 4, 1, total 5

Med Laser TN 7-3=4
Rolled 2d6 : 2, 4, total 6

Med Laser TN 7-3=4
Rolled 2d6 : 2, 6, total 8

Med Laser TN 7-3=4
Rolled 2d6 : 2, 2, total 4

Med Laser TN 7-3=4
Rolled 2d6 : 2, 4, total 6

Med Laser TN 7-3=4
Rolled 2d6 : 4, 3, total 7

LG Laser TN 7-3=4
Rolled 2d6 : 6, 2, total 8

LG Laser TN 7-3=4
Rolled 2d6 : 4, 2, total 6

Cockpit TN 7-3=4
Rolled 2d6 : 2, 3, total 5

Life Support TN 7-3=4
Rolled 2d6 : 5, 4, total 9




5-1-45 XP rolls
Mech warriors gain 1d6 xp on TN 9+ on 2d6
Jake Brightsword
Rolled 2d6 : 4, 6, total 10

Omar Timmons
Rolled 2d6 : 6, 6, total 12

Emmit O’Leary
Rolled 2d6 : 2, 3, total 5

Caleb Spears
Rolled 2d6 : 4, 6, total 10


Doctors gain 2xp on TN 3+ on 1d6
Dr Marlene Elton
Rolled 1d6 : 1, total 1

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Battlemaster

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Re: Bright Lance Warehouse & Rolls
« Reply #14 on: November 30, 2017, 06:11:49 PM »

All items ordered except Phoenix Hawk lower arm actuator.

Following mech warriors gain 1d6 xp
Jake Brightsword
Rolled 1d6 : 2, total 2

Omar Timmons
Rolled 1d6 : 3, total 3

Caleb Spears
Rolled 1d6 : 4, total 4
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