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Author Topic: Sample Personal Warehouse Spreadsheet  (Read 1995 times)

Darrian Wolffe

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Sample Personal Warehouse Spreadsheet
« on: March 20, 2017, 03:24:23 AM »

Here's a very basic spreadsheet to track your quantities and running totals of *stuff*.  It's my lance, but this'll let you see all the various components and so forth and you can just relabel stuff for your lance if you prefer.  Cells do have calculations in them, so be aware that it's possible to break equations.

Since it doesn't actually seem to be in TechManual, replacement locations (such as a 45 ton Right Arm) are a separate line item.  The cost is (240*Mech tonnage) in C-bills.  A replacement Head is a completely separate item, and I can't recall the equation (I'm pulling those prices out of AtB), so if you find it in TM, please cite the page.  Everything else is straight out of the book.  Remember, a shoulder or hip actuator hit requires you to replace the entire location, which is why the actuators don't appear in the listing, as they're included for free in the replacement limb.

And since it WILL come up, remember that using your Techs to pull parts and armor off of destroyed units is absolutely a thing.  PCs are expected to make a reasonable attempt at an even split of salvage ("you take the Jenner since you have a 30-ton Mech in your lance, since I have two 50-tonners I'd like that dead Centurion").  If there's a dispute, or if/when people aren't reasonable, the PC commander for a particular mission will split up salvage as they see fit.
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Timberwolfd

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Re: Sample Personal Warehouse Spreadsheet
« Reply #1 on: March 20, 2017, 12:54:28 PM »

Can we simplify some of the ammo tracking by grouping all SRMs into 1 kind of SRM ammo and the same for LRMs? The number of missiles per ton is constant (excluding the SRM-6) and the price is the same anyway. Then when loaded they become SRM-2 or SRM-4 ammo.
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serrate

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Re: Sample Personal Warehouse Spreadsheet
« Reply #2 on: March 20, 2017, 01:47:38 PM »

Rob, I think you took the base extra $20k payout after purchasing parts instead of your Wealth + Well-connected. Just letting you know in case that wasn't intentional.

Quote
Finally, each player force will have EITHER 20,000 CB in cash, OR 1 month's Wealth/Well-connected money in cash form.  This is given after you purchase your spare parts, and is intended so you have cash on-hand to pay salaries and maintenance costs.  Anything you don't spend on spare parts will also be added at this time.
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Darrian Wolffe

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Re: Sample Personal Warehouse Spreadsheet
« Reply #3 on: March 20, 2017, 02:41:07 PM »

Rob, I think you took the base extra $20k payout after purchasing parts instead of your Wealth + Well-connected. Just letting you know in case that wasn't intentional.

There's $60,850 in my cash pool.  With Wealth 3, that's 60k per month, and I didn't spend $850 on parts and supplies.  Ergot, $60,850.
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serrate

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Re: Sample Personal Warehouse Spreadsheet
« Reply #4 on: March 20, 2017, 03:07:18 PM »

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...and I didn't spend $850 on parts and supplies
Ok, I see the problem. You're adding Wealth trait money only....

Quote
Each PC lance will receive 430,000 CB, (plus x4 your Wealth and/or Well-connected bonuses), to purchase your warehouse of spare parts, spare armor, etc.

So, you need to add another 40k to your warehouse cash, and then you need to also add another 10k to your starting balance.
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Darrian Wolffe

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Re: Sample Personal Warehouse Spreadsheet
« Reply #5 on: March 20, 2017, 03:19:26 PM »

Ok, I see the problem. You're adding Wealth trait money only....

So, you need to add another 40k to your warehouse cash, and then you need to also add another 10k to your starting balance.

Oh...geez.  That's what I get for 4am AccounTech.

I'll update my own record, I'm not going to bother uploading a new version to the OP.
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Ad Hoc

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Re: Sample Personal Warehouse Spreadsheet
« Reply #6 on: March 21, 2017, 05:25:33 AM »

Can internal structure be repaired per point as long as all in points in a single location isn't destroyed? 

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Ice

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Re: Sample Personal Warehouse Spreadsheet
« Reply #7 on: March 21, 2017, 07:34:05 AM »

Can internal structure be repaired per point as long as all in points in a single location isn't destroyed?  



good question not sure how repairing internals works

Do we need to purchase internal structure in bulk or do we just repair whats there as like a regenerative type thing?

also mech musculature is that something else to consider like actuators or is that going to in depth and only for creation?

also rob i think techmanual has a typo for cost of JJ

says formula 200x(number jj)2xchassis weight

i noticed on spreadsheet it has 18k for 2 45 ton jj if the book is wrong i will make note if not would it not be 36k?


revised master rules has like you have
« Last Edit: March 21, 2017, 10:52:56 AM by Ice »
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Timberwolfd

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Re: Sample Personal Warehouse Spreadsheet
« Reply #8 on: March 21, 2017, 10:12:55 AM »

An additional issue, replacement heads come with cockpits, life support, and sensors, which need to be included in the costs.
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Ice

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Re: Sample Personal Warehouse Spreadsheet
« Reply #9 on: March 21, 2017, 10:27:04 AM »


Since it doesn't actually seem to be in TechManual, replacement locations (such as a 45 ton Right Arm) are a separate line item.  The cost is (240*Mech tonnage) in C-bills.  A replacement Head is a completely separate item, and I can't recall the equation (I'm pulling those prices out of AtB), so if you find it in TM, please cite the page.  Everything else is straight out of the book.  Remember, a shoulder or hip actuator hit requires you to replace the entire location, which is why the actuators don't appear in the listing, as they're included for free in the replacement limb.


Where did you find the 240 x tonnage formula for limbs?

For the shoulder/hip hit how is that calculated exactly? I know from what you said all actuators must be replaced. i know the cost for all the actuators but the hip/ shoulder itself as well as any internals and the limb itself.

Say as an example I have 1 arm completely destroyed and another with a shoulder hit. The completely destroyed arm will have to be calculated then have all the actuators and weapons etc. replaced separately is there a need for musculature calculation in there as well as some special cbill amount for said shoulder/hip not listed? I would assume yes but want to know so I am not screwing something up. Then it comes to the shoulder hit on the opposite arm. I have to replace only the actuators or do I need to replace the entire arm in same fashion as a destroyed arm?

This is all new to me at this point

I may not be looking in the right spots for any of these.

As far as I found in master rules revised page 90 it has a formula for replacing head/limbs/locations        heres the standard internal structure formula found

(2400*unit tonnage)/10   this doesnt include actuators weapons armor etc thats all additional

i notice TM has musculature cost at 2k instead of 2400 as well

Since I dont have strat ops that maybe why I am not seeing it. If so that will be fixed after the next 2 games or so I think.


how much cash on hand is a safe bet to have? i mean im sitting at like 440k right now after ammo armor HS JJ
« Last Edit: March 21, 2017, 10:41:19 AM by Ice »
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Timberwolfd

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Re: Sample Personal Warehouse Spreadsheet
« Reply #10 on: March 21, 2017, 11:37:44 AM »

StratOps is unfortunately vague on several key repair/refit issues. This one reason Rob is considering punting StratOps for BMR.

One example is hip/shoulder actuators, which are part of the leg/arm internal structure. To replace a hip actuator you have two options.
1. Buy a brand new leg for that mech and simply replace the whole assembly.
2. Buy the hip actuator+leg internal combo, and then install the other three actuators, armor, and any equipment in the leg.

Unfortunately, neither option is particularly easy to determine a number for by hand. For 1 you need to know the armor, equipment, actuator, and internal cost for the leg and for 2 it is just the hip actuator plus internal cost.

Guess which part is not clearly defined? The internal cost is 400*tonnage, so you can figure out the percentage of internal structure in the leg and then multiply that by the cost to get there. Note, that internal points per ton of internal structure vary by mech weight (the table rounds the calculate formula values to whole points in each location). A Centurion has 16.6 points per ton while an Atlas has 15.2.
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serrate

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Re: Sample Personal Warehouse Spreadsheet
« Reply #11 on: March 21, 2017, 04:15:52 PM »

Quote
how much cash on hand is a safe bet to have? i mean im sitting at like 440k right now after ammo armor HS JJ

The advantage to spending that cash now on your warehouse is that you aren't making rolls for parts availability. Page 12 of the step-by-step will you give you an idea of what those rolls will look like later when you're trying to find a specific item. The intention was for you to use that opening cash to buy as much as possible, and then you get a final additional disbursement of $20k or wealth+well-connected to act as your opening "wallet". You don't have to do it that way, it's up to you.

Looking at Rob's example, that's exactly what he did, spending all his cash except for 850 CB (not counting the 40k he forgot about). Then he gets his final disbursement. For myself, I'm going to do the same thing because buying hard-to-find parts now is better than rolling for them later.

Also look at the durability and roles of your various mechs, and try to guess what parts might be more likely to be replaced. For instance, Rob has a JVN-10N Javelin, which will be running into close range to launch those SRMs. It's likely to get kicked at some point, so he bought a couple cheap replacement legs, as well as multiples of the leg actuators. He didn't bother with actuators for the arms, because the arms aren't vital to the mech's usability. On the other hand, arm actuators are pretty important to the Marauder, so he got some extras.

Also, assuming all your mechs survive and remain in your lance for awhile, what sort of customizing do you plan to do? If that customizing involves advanced equipment, you might want to grab some of it now.
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Ice

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Re: Sample Personal Warehouse Spreadsheet
« Reply #12 on: March 21, 2017, 04:50:31 PM »

Quote
how much cash on hand is a safe bet to have? i mean im sitting at like 440k right now after ammo armor HS JJ

The advantage to spending that cash now on your warehouse is that you aren't making rolls for parts availability. Page 12 of the step-by-step will you give you an idea of what those rolls will look like later when you're trying to find a specific item. The intention was for you to use that opening cash to buy as much as possible, and then you get a final additional disbursement of $20k or wealth+well-connected to act as your opening "wallet". You don't have to do it that way, it's up to you.

Looking at Rob's example, that's exactly what he did, spending all his cash except for 850 CB (not counting the 40k he forgot about). Then he gets his final disbursement. For myself, I'm going to do the same thing because buying hard-to-find parts now is better than rolling for them later.

Also look at the durability and roles of your various mechs, and try to guess what parts might be more likely to be replaced. For instance, Rob has a JVN-10N Javelin, which will be running into close range to launch those SRMs. It's likely to get kicked at some point, so he bought a couple cheap replacement legs, as well as multiples of the leg actuators. He didn't bother with actuators for the arms, because the arms aren't vital to the mech's usability. On the other hand, arm actuators are pretty important to the Marauder, so he got some extras.

Also, assuming all your mechs survive and remain in your lance for awhile, what sort of customizing do you plan to do? If that customizing involves advanced equipment, you might want to grab some of it now.


noted i was thinking of picking up a few ppc or er ppc in addition to some legs and such i just cant figure out how the repairing hip and shoulder works exactly im just not grasping it im missing something somewhere
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Darrian Wolffe

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Re: Sample Personal Warehouse Spreadsheet
« Reply #13 on: March 21, 2017, 05:21:19 PM »

noted i was thinking of picking up a few ppc or er ppc in addition to some legs and such i just cant figure out how the repairing hip and shoulder works exactly im just not grasping it im missing something somewhere

You DON'T repair hip or shoulder actuators.  You have to replace the entire limb.

Step 1) Get a Right Arm shoulder actuator hit, go to repair bay
Step 2) Spend the time and make the rolls to remove *all* components from the arm.  All weapons and equipment, and all actuators - except the shoulder (which can't be removed).
Step 2.5) Technically now you have to "scrap" the existing Right Arm...but since it takes no time and requires no roll it doesn't matter that much.
Step 3) Go to your warehouse and ensure that you have a spare Right Arm location for that Mech.
Step 4) Spend the time and make the roll to install the new Right Arm location.
Step 5) Spend the time and make the rolls to install *all* the components back on to that arm.

Congrats, you've fixed your Shoulder Actuator.  Follow the same process for Hips.


Looking at Rob's example, that's exactly what he did, spending all his cash except for 850 CB (not counting the 40k he forgot about). Then he gets his final disbursement. For myself, I'm going to do the same thing because buying hard-to-find parts now is better than rolling for them later.

Also, I outright know that I can't afford to buy spare weapons and several components.  I'm planning to salvage them off of destroyed units. 
« Last Edit: March 21, 2017, 05:22:51 PM by Darrian Wolffe »
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Ice

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Re: Sample Personal Warehouse Spreadsheet
« Reply #14 on: March 21, 2017, 05:37:46 PM »

noted i was thinking of picking up a few ppc or er ppc in addition to some legs and such i just cant figure out how the repairing hip and shoulder works exactly im just not grasping it im missing something somewhere

You DON'T repair hip or shoulder actuators.  You have to replace the entire limb.

Step 1) Get a Right Arm shoulder actuator hit, go to repair bay
Step 2) Spend the time and make the rolls to remove *all* components from the arm.  All weapons and equipment, and all actuators - except the shoulder (which can't be removed).
Step 2.5) Technically now you have to "scrap" the existing Right Arm...but since it takes no time and requires no roll it doesn't matter that much.
Step 3) Go to your warehouse and ensure that you have a spare Right Arm location for that Mech.
Step 4) Spend the time and make the roll to install the new Right Arm location.
Step 5) Spend the time and make the rolls to install *all* the components back on to that arm.

Congrats, you've fixed your Shoulder Actuator.  Follow the same process for Hips.
  
That makes more sense now. I replace entire structure with said limb location containing the hip shoulder then add actuators etc from there. Thought was a part and just couldnt find it.
« Last Edit: March 23, 2017, 01:05:56 AM by Ice »
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