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Author Topic: Fury Lance Repair and Customization Rolls  (Read 107626 times)

Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #90 on: July 23, 2025, 10:32:52 PM »

Natalie Watson gains +3 XP (36 total)

Caesar gains a Mech Quirk

1: Accurate Weapon UAC/20
2: Fast Reload UAC/20
3: Improved Cooling Jacket ERPPC
4: Easy to Maintain

Rolled 1d4 : 1, total 1
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #91 on: August 06, 2025, 12:48:18 AM »

12-2-62

Phoenix Hawk LAM customization

Tech Anita Fokker (TN 4+) presiding

Remove LRM 10, 120 min
Remove 2 tons LRM ammo, 240 min
Remove 2 medium lasers, 240 min
Remove Engine SHS, 90 min
Base time 690 minutes

Refit Class B (x3 time)
Class D modifier: +3
Basic Facility: +0
Total Base Time:2,070  minutes (5 days)
LAM customization penalty: +3
Total TN required: 10+

Rolled 2d6 : 3, 1, total 4

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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #92 on: August 06, 2025, 12:49:26 AM »

Customization roll fails, customization will complete in 10 days (12-12-3062)

Since the rest of the parts to compete it won't get there until December 22nd, that's fine with me.
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #93 on: August 06, 2025, 07:56:04 PM »

Remainder of planned LAM customization (not doing this now; this is posted so I don't forget what I plan to do).

Start date TBD; depends on operations schedule following SPRINGFIELD Mission 1 (12/14/62)

Planned customization as follows:

Add x10 IS DHS to engine, Class C due to not being completed in the same refit, 90 min
Add x2 HML (RT), 240 min
Add x1 HML (RA), 120 min
Add x1 SPL (LA), 120 min
Add x1 SPL (H), 120 min
Add x1 Guardian ECM (RT), 120 min
Add x1 Beagle Probe (LT), 120 min
Add x1 2-ton TComp (LT), 120 min
Total Time: 960 min

Refit Class C (x5 time)
Class D modifier: +3
Basic Facility: +0
Total Base Time: 4,800 min (10 days) - requires 20 days downtime if roll fails; plan for roll to fail
LAM customization penalty: +3
MixTech customization penalty: +2 (+0 if Clan Mech Tech utilized)
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #94 on: September 11, 2025, 09:13:53 PM »

12/26/62

Basic Facility Conditions +0


SGT Fokker (TN 4) repair - Penetrator
Replace blown-off limb (180 min)
Item Modifier +2
Double Time -1
Custom Unit +1
Clan Tech Knowledge
TN 4
Rolled 2d6 : 2, 2, total 4



SGT Fokker (TN 4) repair - Penetrator
2 points IS repair, LA  (90 minutes)
Item Modifier +0
Custom Unit +1
Clan Tech Knowledge
TN 5
Rolled 2d6 : 4, 1, total 5


SGT Fokker Total Time 450 min


----------------------------------------------------

SGT Turner (TN 5) repair - Penetrator
2 armor, RT  (20 minutes)
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 4
Rolled 2d6 : 5, 1, total 6


SGT Turner (TN 5) repair - Penetrator
2 armor, CT  (20 minutes)
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 4
Rolled 2d6 : 1, 6, total 7


SGT Turner (TN 5) repair - Penetrator
5 armor, RL  (50 minutes)
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 4
Rolled 2d6 : 2, 3, total 5


SGT Turner Total Time 380 min

----------------------------------------------------

SGT Hayes (TN 6) repair - Marauder
10 armor LA (100) minutes
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 5
Rolled 2d6 : 4, 5, total 9


SGT Hayes (TN 6) repair - Marauder
2 armor RA (20) minutes
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 5
Rolled 2d6 : 5, 1, total 6


SGT Hayes Total Time 480 min

----------------------------------------------------

SGT Watson (TN 6) repair - Marauder
12 armor LL (120) minutes
Item Modifier -1
Custom Unit +1
MixTech Unit +2
Quad Time -3
TN 5
Rolled 2d6 : 4, 2, total 6


SGT Watson Total Time 480 min
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #95 on: September 11, 2025, 09:16:10 PM »

12/25/62  Medical Roll

SGT Jessica Furey @ 1 pilot hit
Dr. Knoxx, presiding (TN 5)

Rolled 2d6 : 2, 4, total 6
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #96 on: September 11, 2025, 09:24:42 PM »

12/26/62

Basic Facility Conditions +0


SGT Fokker (TN 4) repair - Penetrator
24 armor, LA (240 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4
Rolled 2d6 : 5, 1, total 6



SGT Fokker (TN 4) repair - Penetrator
10 armor, LL (100 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4
Rolled 2d6 : 1, 5, total 6


SGT Fokker Total Time: 340 min

----------------------------------------------------

SGT Watson (TN 5) repair - Marauder
Reload Gauss ammo (auto) (15 min)
TN n/a
Rolled 2d6 : 1, 3, total 4



SGT Watson (TN 5) repair - Caesar
Reload UAC/20 ammo (auto) (15 min)
TN n/a
Rolled 2d6 : 2, 6, total 8



SGT Watson (TN 5) repair - Caesar
8 armor, H (80 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 6, 1, total 7


SGT Watson (TN 5) repair - Caesar
5 armor, RL (50 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 5, 1, total 6


SGT Watson (TN 5) repair - Caesar
2 armor, CT (20 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 5, 3, total 8



SGT Watson (TN 5) repair - Caesar
22 armor, LA (220 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 4, 3, total 7



SGT Watson (TN 5) repair - Caesar
8 armor, RT (80 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 2, 4, total 6


SGT Watson Total Time 480 min

----------------------------------------------------

SGT Hayes (TN 5) repair - Caesar
20 armor, LT (200 min)
Item Modifier -1
Custom Unit +1
Double Time: -1
TN 4
Rolled 2d6 : 3, 6, total 9



SGT Hayes (TN 5) repair - Caesar
8 armor, RTR (80 min)
Item Modifier -1
Custom Unit +1
TN 5
Rolled 2d6 : 4, 2, total 6


SGT Hayes Total Time 480 min
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #97 on: September 11, 2025, 09:28:27 PM »

12/27/62

Basic Facility Conditions +0


SGT Fokker (TN 4) repair - Marauder
Repair damaged component: ECM (CT) (100 min)
Item Modifier +1
Custom Unit +1
Quad Time -3
Clan Tech Knowledge
TN 3
Rolled 2d6 : 6, 5, total 11



SGT Fokker Total Time: 400 min


----------------------------------------------------

SGT Watson (TN 5) repair - Caesar
10 armor, RA (100 min)
Item Modifier -1
Custom Unit +1
Quad Time -3
TN auto
Rolled 2d6 : 1, 5, total 6


SGT Watson Total Time: 400 min
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #98 on: September 30, 2025, 09:42:06 PM »

1/13/62

Basic Facility Conditions +0


SGT Fokker (TN 4) repair - Marauder
Repair armor (RT) 10 points (100 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 6, 6, total 12


SGT Fokker (TN 4) repair - Marauder
Repair armor (Ra) 1 point (10 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 6, 1, total 7


SGT Fokker (TN 4) repair - Marauder
Repair armor (CT) 10 points (100 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 1, 2, total 3


SGT Fokker (TN 4) repair - Marauder
Repair armor (RL) 6 points (60 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 3, 5, total 8


SGT Fokker (TN 4) repair - Marauder
Repair armor (LL) 5 points (50 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 6, 1, total 7


SGT Fokker (TN 4) repair - Penetrator
Repair armor (H) 3 points (30 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 4, 5, total 9


SGT Fokker (TN 4) repair - Penetrator
Repair armor (RA) 1 points (10 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 2, 2, total 4


SGT Fokker (TN 4) repair - Penetrator
Repair armor (RL) 1 points (10 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 1, 6, total 7


SGT Fokker (TN 4) repair - Penetrator
Repair armor (LL) 1 points (10 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 3, 5, total 8


SGT Fokker (TN 4) repair - Penetrator
Repair armor (LT) 4 points (40 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 2, 2, total 4



SGT Fokker (TN 4) repair - Penetrator
Repair armor (CT) 5 points (50 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 1, 5, total 6




SGT Fokker Total Time: 470 min


----------------------------------------------------

SGT Watson (TN 5) repair - Caesar
6 points IS, RA (540 min)
Item Modifier +2
Custom Unit +1
Quad Time -3
TN 5

Rolled 2d6 : 4, 2, total 6


SGT Watson Total Time: 540 min (finish Jan 14)


----------------------------------------------------

SGT Turner (TN 5) repair - Caesar
27 points armor, LL (540 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 4, 2, total 6


SGT Turner Total Time: 540 min (finish Jan 14)


----------------------------------------------------

SGT Hayes (TN 5) repair - Caesar
6 points armor, LA (120 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 2, 3, total 5



SGT Hayes (TN 5) repair - Caesar
10 points armor, LT (200 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 3, 4, total 7


SGT Hayes (TN 5) repair - Caesar
5 points armor, H (100 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 1, 6, total 7


SGT Hayes Total Time: 540 min (finish Jan 14)
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #99 on: September 30, 2025, 09:53:15 PM »

1/14/63

Basic Facility Conditions +0

Marauder CT armor failed via Elite Tech.  Strip remaining armor and reapply.

SGT Fokker (TN 4) repair - Marauder
Strip armor (CT) 25 points (250 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 4, 5, total 9



SGT Fokker (TN 4) repair - Penetrator
Repair armor (LA) 6 points (60 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 4, 6, total 10


SGT Fokker (TN 4) repair - Penetrator
Repair armor (RT) 8 points (80 min)
Item Modifier -1
Custom Unit +1
Clan Tech Knowledge
TN 4

Rolled 2d6 : 6, 1, total 7


SGT Fokker Total Time: 390 min


----------------------------------------------------

SGT Watson (TN 5) repair - Caesar
6 points IS, RA (540 min)
Completes in 60 minutes


SGT Watson (TN 5) repair - Caesar
Repair armor (RA) 22 points (220 min)
Item Modifier -1
Custom Unit +1
TN 5

Rolled 2d6 : 3, 4, total 7


SGT Watson (TN 5) repair - Caesar
Repair armor (LT) 9 points (90 min)
Item Modifier -1
Custom Unit +1
TN 5

Rolled 2d6 : 2, 2, total 4



SGT Watson (TN 5) reload - Caesar
Reload UAC bin (15 min)
TN auto

Rolled 2d6 : 4, 6, total 10



SGT Watson (TN 5) reload - Caesar
Reload UAC bin (15 min)
TN auto

Rolled 2d6 : 5, 2, total 7



SGT Watson (TN 5) reload - Marauder
Reload Gauss bin (15 min)
TN auto

Rolled 2d6 : 1, 2, total 3



SGT Watson Total Time: 415 min

----------------------------------------------------

SGT Turner (TN 5) repair - Caesar
27 points armor, LL (540 min)
Completes in 60 minutes


SGT Watson (TN 5) repair - Wraith
Repair armor (CT) 7 points (70 min)
Item Modifier -1
Difficult to Repair +1
TN 5

Rolled 2d6 : 2, 3, total 5


SGT Watson (TN 5) repair - Wraith
Repair armor (RT) 5 points (50 min)
Item Modifier -1
Difficult to Repair +1
TN 5

Rolled 2d6 : 5, 3, total 8


SGT Watson (TN 5) repair - Wraith
Repair armor (LT) 5 points (50 min)
Item Modifier -1
Difficult to Repair +1
TN 5

Rolled 2d6 : 6, 2, total 8



SGT Watson (TN 5) repair - Wraith
Repair armor (LA) 5 points (50 min)
Item Modifier -1
Difficult to Repair +1
TN 5

Rolled 2d6 : 6, 3, total 9



SGT Watson (TN 5) repair - Wraith
Repair armor (RA) 5 points (50 min)
Item Modifier -1
Difficult to Repair +1
TN 5

Rolled 2d6 : 3, 3, total 6


SGT Watson Total Time: 330 minutes
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #100 on: September 30, 2025, 10:03:02 PM »

1/15/63

Basic Facility Conditions +0


SGT Turner (TN 5)
Replace armor (CT), 35 points (1400 minutes)
Item Modifier -1
Custom Unit +1
Clantech on base IS unit +2
Quad Time -3
TN 4

Rolled 2d6 : 3, 2, total 5


SGT Turner finishes on 1/18/63

----------------------------------------------------

SGT Watson (TN 5) repair - Caesar
Repair armor (CT) 10 points (200 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 2, 5, total 7


SGT Watson (TN 5) repair - Caesar
Repair armor (RT) 5 points (100 min)
Item Modifier -1
Custom Unit +1
Double Time -1
TN 4

Rolled 2d6 : 6, 6, total 12



SGT Watson total time: 300 min

----------------------------------------------------


SGT Fokker (TN 4) repair - Wraith
Repai IS (LL) 4 points (405 min)
Item Modifier +1
Difficult to Repair +1
Clan Tech Knowledge
Triple Time -2
TN 4

Rolled 2d6 : 1, 4, total 5



SGT Fokker total time: 405 min

----------------------------------------------------

SGT Hayes (TN 5) repair - Wraith
Replace Lower Leg Actuator (LL) (180 min)
Item Modifier -2
Difficult to Repair +1
Double Time -1
TN 4

Rolled 2d6 : 1, 6, total 7


SGT Hayes total time: 180 min

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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #101 on: September 30, 2025, 10:06:01 PM »

1/15/63

Basic Facility Conditions +0


SGT Watson (TN 5) repair - Wraith
Repair armor (LL) 20 points (400 min)
Item Modifier -1
Difficult to Repair +1
Double Time -1
TN 4

Rolled 2d6 : 6, 6, total 12
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #102 on: September 30, 2025, 10:10:02 PM »

Net XP gain from repairs
SGT Watson +2 XP
SGT Fokker +1 XP


Medical Rolls
1/13/63

Dr. Knoxx (TN 5) caring for Jessika Furey (1 hit)
Rolled 2d6 : 3, 6, total 9


Dr. Kate (TN 5) caring for Ella Mars (2 hits)
Rolled 2d6 : 1, 4, total 5



1/20/63
Dr. Kate (TN 5) caring for Ella Mars (2 hits)
Rolled 2d6 : 6, 3, total 9

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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #103 on: October 01, 2025, 12:09:01 AM »

1/15/63

Basic Facility Conditions +0


SGT Fokker (TN 4) - salvage Supernova 2
Remove cDHS (LA), (68 minutes)
Item Modifier -1
Clan Tech Knowledge
Rush Job +1
TN 4

Rolled 2d6 : 5, 4, total 9



SGT Fokker (TN 4) - salvage Supernova 2
Remove cDHS (LA), (68 minutes)
Item Modifier -1
Clan Tech Knowledge
Rush Job +1
TN 4

Rolled 2d6 : 3, 1, total 4



SGT Fokker (TN 4) - salvage Supernova 2
Remove cDHS (RA), (68 minutes)
Item Modifier -1
Clan Tech Knowledge
Rush Job +1
TN 4

Rolled 2d6 : 3, 5, total 8



SGT Fokker (TN 4) - salvage Supernova 2
Remove cDHS (RA), (68 minutes)
Item Modifier -1
Clan Tech Knowledge
Rush Job +1
TN 4

Rolled 2d6 : 4, 2, total 6




SGT Fokker (TN 4) - salvage Supernova 2
Remove cERLL (RA), (90 minutes)
Item Modifier +1
Clan Tech Knowledge
Rush Job +1
TN 6

Rolled 2d6 : 4, 1, total 5


SGT Fokker (TN 4) - salvage Supernova 2
Remove cERLL (LA), (90 minutes)
Item Modifier +1
Clan Tech Knowledge
Rush Job +1
TN 6

Rolled 2d6 : 3, 3, total 6


SGT Fokker total time: 452 min

----------------------------------------------------

SGT Watson (TN 5) - salvage Supernova 2
Remove 16 armor (RA), (320 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 5, 6, total 11




SGT Watson (TN 5) - salvage Supernova 2
Remove 8 armor (RTR), (160 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 3, 1, total 4


SGT Watson total time: 480 min

----------------------------------------------------

SGT Hayes (TN 5) - salvage Supernova 2
Remove 16 armor (LL), (320 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 3, 4, total 7


SGT Watson (TN 5) - salvage Supernova 2
Remove 8 armor (H), (160 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 1, 2, total 3


SGT Watson total time: 480 min

----------------------------------------------------

SGT Turner (TN 5) - salvage Supernova 2
Remove 16 armor (LA), (320 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 5, 4, total 9


SGT Turner (TN 5) - salvage Supernova 2
Remove 8 armor (LL), (160 minutes)
Item Modifier -1
IS Tech on Clantech +3
Double Time -1
TN 6

Rolled 2d6 : 5, 3, total 8


SGT Turner total time: 480 min

----------------------------------------------------
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Darrian Wolffe

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Re: Fury Lance Repair and Customization Rolls
« Reply #104 on: October 01, 2025, 02:33:27 AM »

12-2-62

Phoenix Hawk LAM customization

Tech Anita Fokker (TN 4+) presiding

Remove LRM 10, 120 min
Remove 2 tons LRM ammo, 240 min
Remove 2 medium lasers, 240 min
Remove Engine SHS, 90 min
Base time 690 minutes

Refit Class B (x3 time)
Class D modifier: +3
Basic Facility: +0
Total Base Time:2,070  minutes (5 days)
LAM customization penalty: +3
Total TN required: 10+

1-21-63

OK, time to try and complete this thing.

Phoenix Hawk LAM customization

Tech Natalie Watson (TN 5+) presiding

Add Heavy Medium Laser (RA), 120 min
Add Heavy Medium Laser (RT), 120 min
Add Heavy Medium Laser (RT), 120 min
Add 2-ton Targeting Computer (RT), 120 min
Add Small Pulse Laser, RA, 120 min
Add Small Pulse Laser, LA, 120 min
Add Guardian ECM, CT, 120 min
Add Beagle Active Probe, LT, 120 min
Add 16 points Armor, 160 min
Add 10x DHS (engine), 90 min
Base time:  1,210 minutes


Refit Class C (x5 time) - adding something where nothing was removed in the same refit
Class C modifier: +3
Basic Facility: +0
Triple Time: -2
Total Base Time: 18,150 minutes (38 days)
LAM customization penalty: +3
ClanTech Penalty: +2
Total TN required: 11+

 
Rolled 2d6 : 6, 6, total 12
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