Rob,
I had changed my characters mech ...
OK, I'll get to this ASAP tomorrow.
Can I get a quick explanation of how this affects us, since we have transport already? Does having dropship/jumpship assets reduce transport costs by a certain %, or does it eliminate them in favor of overhead?
I...don't actually remember. I'll check. It basically always means you bring in more money though.
All of the Overthinking About Administration Staff1) Administrators, like Techs and Docs, can build XP. That's why they must be assigned a specialty, even if they aren't Veteran or better now. This would be the primary "argue about their dispersment" thing I was going for. Each Admin needs to be given a specialty BEFORE I generate contracts.
2) Administrators work for the overall unit. In addition, they can "lend a hand" to a specific lance. Benefits aren't instant - they won't kick in until the Admin has been helping your lance for a calendar month (or longer if you assign then in a weird way; I'm too tired to think of how that works right now). Once they've helped your lance for at least a month, the bonus will go "live". That bonus will stay live until the *day* that the Administrator is assigned away from your lance (ie, it cuts off immediately).
3) You may order your Admins to "lend a hand" as often as you like. Of course, assigning them to lend a hand to a new lance every week is possibly not the best use of their particular talents.
Also, (how) are we assigning techs to individual lances? We have 22 techs for 36 mechs.
Each lance is guaranteed to get 1 Veteran and 1 Regular Tech, as I've mentioned several times. If there are more Techs available, you can ask for a Tech to be permanently assigned to your lance. If you want more Techs then THAT, go start hiring them on 1 May, 3044.
Also, rules ruling for Rob. How are you ruling for this campaign on adding multiple tech teams to a repair/refit when they have different skill levels? If we have one each Veteran, Regular, and Green team can the lower ranked teams contribute when added to the job (and which base TN should be used)?
I'm almost certain I'm too tired for this, but as far as I'm concerned the answer is no. 2 Techs can work on the same Mech (Veteran Tech takes extra time to repair a Gyro hit, while the Regular Tech does armor replacement), but their rolls are independent of one another. If there's rules for stacking Tech teams to get "cooperation bonuses", then no. There aren't.
(I have read through the StratOps repair/maintenace rules like 4 times today, and I swear to god I'm a single crude metaphor from saying "fuck it" and going back to the FM:Mercs/BMR-era repair/maintenance rules and only use StratOps for customization/refit rules)