Yeah, so this is really messed up. BMR doesn't really touch customizations, though it's repair rules are great. The issue with StratOps is that most programs or spreadsheets based around it are incorrectly using the Refit Kit-based time multipliers and TN penalties, making them additive. I finished a conversation with Mike Miller last night and confirmed that they are not; you're supposed to use only the highest one (if you're doing a Class A and a Class D refit, you only use the Class D TN penalty and time multiplier). This is why we see TNs in the 14-18 range like this on MekHQ
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So I'm going to break down what's about to happen to my -3N Rifleman.
The plan here is to swap the heat sink type to DHS, pull the MLs and AC/5s and ammo, and install PPCs in place of the autocannons (because as fun as flak ammo is, actually being effective is more so). So here's how I'm breaking this down. First, I'm going to remove a bunch of stuff.
Remove 10 HS (90 min each)
Remove ML (120 min each)
Remove ML (120 min each)
Remove AC/5 (120 min each)
Remove AC/5 (120 min each)
Remove AC/5 ammo (120 min each)
Times are found in StratOps, Master Repair Table, pg. 183-185For a total amount of base time of 1,500 minutes of work. Note that removal of a component is NOT a customization, and thus will not incur the flat +2 penalty for making a custom unit.
Now I look at the Class of Refit. I'm adding or removing a heat sink, so this falls under a Class C Refit (Maintenance). A Class C Refit means that everything I do will have its time multiplied by a factor of 2, and there's a flat +2 penalty to the work. This means that pulling all this stuff off the Rifleman will take 3,000 minutes (7 days of tech time), and have a final modifier of +0 (+2 for Class, -2 for location). My Veteran Tech has a skill rating of 6, so I'm rolling against a 6.
Refit Class modifiers are found in StratOps, Refit Kit Installation Table, pg 188All of this is being started on the trip towards New Earth, so since I don't have an available factory for at least
75% the refit time, I don't get the bonus for doing this at a factory. We have called the DropShip a "maintenance" facility**. Therefore this will be a -2 bonus to the technician's roll.
Location-based modifiers are found in StratOps, Location Modifiers Table, pg. 171IF I FAIL, I can invest the time again, and try again. That's another 3,000 minutes. If I roll a 2 on the check, I'll pick up a negative quirk (GM's call), and if I roll a 12, I'll pick up a positive quirk (GM's call). If a 12 is required to succeed, you cannot pick up a positive quirk. Assuming I succeed, I ALSO add all of the removed parts to my warehouse (this is IMPORTANT).
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Then, once we're on New Earth and can take advantage of the Factory, I'm going to do the hard stuff.
I'm going to switch the heat sink type and add 13 Double Heat Sinks (remember, I've removed all 10 SHS it already had). I'm also going to install 2 PPCs (1 per arm) and I'm adding 2 tons of armor. Incidentally, I'm placing the orders for all this stuff pretty much as soon as we leave Asus, so it'll be here in time to actually install it. Remember to do that.
Install 13 DHS (90 minutes each)
Install PPC (RA) (120 minutes each)
Install PPC (LA) (120 minutes each)
Install 32 points armor (5 minutes each)
The base amount of time is 1,570 minutes. However, this is a Class D Refit, because I'm changing a heat sink type. This incurs the same +2 TN penalty...and the time multiplier is increased to a x3. On TOP of that, now I'm actually doing a customization. This adds a further +2 TN penalty, and then doubles the Refit Kit time multiplier. Which means my x3 penalty suddenly becomes a x6 penalty. This part of the customization will take 9,420 minutes, or essentially 20 days.
Customization TN and time penalties are dicussed in the first full paragrah, right-hand column, StratOps pg 189On the bright side, I'm not going to touch any part of this until I'm actually on New Earth and at the factory. Since I'm doing at least 75% of the work on a factory site, I get the TN bonus, which from the Location Table referenced earlier, is a -4 modifier. Which will offset completely the +2 Refit Kit modifier and the +2 Customization modifier. So, with a base TN of 6 for a Veteran Tech, a +2 for customizing, a +2 for the Class D refit, and a -4 for Factory Conditions, we see a final TN of 6 to pull off the customization.
IF I FAIL, the normal "try again" stuff applies, Oh, and again, 2's and 12's generate quirks. And that's the whole procedure.
Remember, we are not using Tech Rating (except ClanTech vs IS tech) modifiers, Unit Quality modifiers, or Era Modifiers either****. As a point of note, this unit would have to add a +6 in cumulative modifiers from those sources if we were using them, for a final TN of 12, or somewhere near 20 if we were using the MekHQ additive procedure.**Your Dictator DropShip - specifically - is considered a Maintenance Facility. Other DropShips are not. This is because DropShip gantries were considered Maintenance Facilities in all prior rules editions, and the separation into the multiple classes in StratOps is a deliberate effort (as per the writer of the section) to torpedo people being able to easily repair or maintain units.
****There is no benefit for using "Additional Tech Teams" as per StratOps pg 171, because those require us to actually use the full Tech Teams rules instead of the "Single Tech with some AsTechs" rules the way the game used for 23 years. Running, paying for, and having to find room on DropShips for 8-man Tech Teams really, really sucks, so since those penalties aren't in play, neither are the benefits.