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Author Topic: Dunedain Lance Repair and refits  (Read 1893 times)

Timberwolfd

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Dunedain Lance Repair and refits
« on: May 20, 2017, 11:27:25 PM »

Butcher's Bill

Pilots:
Linda " Boudicca" Barmel - Deceased
Cassius "Maximus" Cavel - 2 Hits

Mechs:
Wyvern WVE-5N - Destroyed
Centurion CN9-AL - Destroyed

Salvage:
Thunderbolt TDR-5S
Firestarter FS9-H

Repairs:

All repairs/salvage begin with a regular tech team.

Salvage Shadow Hawk Arm Components
Remove Upper Arm Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 3, total 8
Remove Lower Arm Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 5, total 9
Remove Hand Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 2, total 7
Remove Medium Laser, Regular, Double Time, TN 6, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6

Shadow Hawk:
Armor RT 9 Points, Regular TN 5, 135 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 3, total 8
Armor CT 3 Points, Regular TN 5, 45 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 6, total 8
Armor RL 5 Points, Regular TN 5, 75 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6
Fix <25% Internal RT, Regular TN 6, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 6, total 8
Fix <25% Internal RL, Regular TN 6, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 3, total 5
Replace LA, Regular, Quad Time, TN 6, 720 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 3, total 8
Install LA Upper Arm Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 5, total 6
Install LA Lower Arm Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 3, total 4
Install LA Hand Actuator, Regular, TN 4, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 5, total 10
Install LA Medium Laser, Regular, Double Time, TN 6, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 5, total 9
Armor LA 5 Points, Regular TN 5, 75 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 2, total 7

Crusader:
Armor RA 12 Points, Regular TN 4, 180 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 1, total 3
Armor RT 4 Points, Regular TN 4, 60 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 2, total 6
Armor RL 20 Points, Regular TN 4, 300 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 3, 5, total 8
Armor CT 15 Points, Regular TN 4, 225 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 6, total 10
Armor LT 14 Points, Regular TN 4, 210 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 2, total 4
Armor LL 8 Points, Regular TN 4, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 1, total 6
Armor LA 10 Points, Regular TN 4, 150 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 1, total 5
Armor CT(R) 5 Points, Regular TN 4, 75 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 2, total 6
Armor LT(R) 3 Points, Regular TN 4, 45 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 6, total 8


Thunderbolt:
Replace Head (salvage), Regular, Quad Time, TN 8, 800 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 6, 1, total 7
Fix <50% Internal H, Regular, Double Time, TN 6, 270 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 1, total 2
Armor H 9 Points, Regular TN 5, 135 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 5, total 10
Armor RT(R) 5 Points, Regular TN 5, 75 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5
Armor LT 13 Points, Regular TN 5, 195 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 3, total 7
Armor CT 17 Points, Regular TN 5, 255 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5
Armor RT 4 Points, Regular TN 5, 60 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 5, total 6
Armor LL 6 Points, Regular TN 5, 90 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 3, total 5


Firestarter:
Replace Head (salvage), Regular, Quad Time, TN 8, 800 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 1, total 5
Fix <50% Internal H, Regular, Double Time, TN 6, 270 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6
Armor H 9 Points, Regular TN 5, 135 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 4, total 8
Fix <50% Internal RL, Regular, Double Time, TN 6, 270 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 4, 6, total 10
Fix <50% Internal LL, Regular, Double Time, TN 6, 270 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 3, 4, total 7
Armor LA 1 Points, Regular TN 5, 15 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 6, 3, total 9
Armor RL 8 Points, Regular TN 5, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 6, 1, total 7
Armor LL 8 Points, Regular TN 5, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 6, 2, total 8
Armor RT 9 Points, Regular TN 5, 135 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 3, total 4
Armor LT 8 Points, Regular TN 5, 120 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 1, total 2
Armor CT 5 Points, Regular TN 5, 135 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 5, total 10
Fix Upper Leg Actuator LL, Regular, Double Time, TN 6, 240 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5
Fix Lower Leg Actuator LL, Regular, Double Time, TN 6, 240 Minutes
This dice roll has been tampered with!
Rolled 2d6 : 5, 3, total 8
« Last Edit: June 04, 2017, 12:09:23 AM by Timberwolfd »
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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #1 on: May 20, 2017, 11:34:31 PM »

Veteran Work to fix regular mistakes
Shadow Hawk:
Fix <25% Internal RL, Veteran, Double Time, TN 4, 90 Minutes
Rolled 2d6 : 1, 1, total 2


Crusader:
Armor RA 12 Points, Regular TN 4, 180 Minutes
Rolled 2d6 : 5, 5, total 10


Thunderbolt:
Replace Head (salvage), Veteran, Quad Time, TN 7, 800 Minutes
Rolled 2d6 : 4, 5, total 9

Fix <50% Internal H, Veteran, Quad Time, TN 4, 540 Minutes
Rolled 2d6 : 2, 4, total 6



Firestarter:
Replace Head (salvage), Veteran, Quad Time, TN 7, 800 Minutes
Rolled 2d6 : 6, 3, total 9

Armor RT 9 Points, Veteran TN 4, 135 Minutes
Rolled 2d6 : 1, 3, total 4

Armor LT 8 Points, Veteran TN 4, 120 Minutes
Rolled 2d6 : 1, 4, total 5

Fix Upper Leg Actuator LL, Veteran, Double Time, TN 5, 240 Minutes
Rolled 2d6 : 3, 2, total 5
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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #2 on: May 20, 2017, 11:50:09 PM »

Only failed repair is the Shadow Hawk's RL internal, which has a permanent 1 damage to the internal (until replacement). This is ironic, since the damage to be repaired was 1 point...

Overall, repairs run out to 14 days.
The first repairs attempted were the head attachments, repairs and rearmorings.
The only parts from inventory are a fresh Shadow Hawk arm (the other components were salvaged) and 244 points of armor (15.25 tons).
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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #3 on: May 20, 2017, 11:53:37 PM »

Missed two repairs

Crusader RL Upper Leg Actuator Repair, Regular, Double Time, TN 5, 240 Minutes
Rolled 2d6 : 3, 6, total 9

Firestarter RL Fix Heat Sink, Regular, Quad Time, TN 5, 240 Minutes
Rolled 2d6 : 2, 3, total 5
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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #4 on: May 21, 2017, 10:16:29 AM »

Pilots
CO Aaron Saltier
XP Mission 1: 1 (Survive) + 1 (Victory) + 3 (Kills) = 5
XP Mission 2: 1 (survive) + 1 (Victory) = 2
Current XP: 7

John "Doe" Smith
XP Mission 1: 1 (Survive) + 1 (Victory) + 2 (Kills) = 4
XP Mission 2: 1 (survive) + 1 (Victory) = 2
Current XP: 6

Cassius "Maximus" Cavel
XP Mission 1: 1 (Survive) + 1 (Victory) + 1 (Kills) = 3
XP Mission 2: 1 (survive) + 1 (Victory) + 1 (Eject) = 3
Current XP: 6

Linda "Caught an AC/20" Barmel
XP Mission 1: 1 (Survive) + 1 (Victory) + 1 (Kills) = 3
XP Mission 2: Dead


6 Doctor rolls, stopping when healed
Cassius "Maximus" Cavel heal 2 pilot hits daily rolls TN 6
Rolled 2d6 : 3, 3, total 6

Rolled 2d6 : 6, 3, total 9

Rolled 2d6 : 6, 6, total 12

Rolled 2d6 : 6, 5, total 11

Rolled 2d6 : 3, 4, total 7

Rolled 2d6 : 1, 3, total 4

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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #5 on: June 03, 2017, 04:47:55 PM »

Recruit Rebecca Ramirez
With SPA - Maneuvering Ace - Assign to Thunderbolt
« Last Edit: June 03, 2017, 06:59:37 PM by Timberwolfd »
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serrate

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Re: Dunedain Lance Repair - Mission 2
« Reply #6 on: June 03, 2017, 09:56:35 PM »

Just curious, did recruitment rolls happen after the game?
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Timberwolfd

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Re: Dunedain Lance Repair - Mission 2
« Reply #7 on: June 03, 2017, 11:08:29 PM »

She is the veteran MW from July's personnel market. Recruitment rolls indicated that three pilots were recruitable, but they weren't worth it.
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agustaaquila

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Re: Dunedain Lance Repair - Mission 2
« Reply #8 on: June 03, 2017, 11:21:06 PM »

They did, one 3/3 wolerine pilot was worth it.  The 6 and 7 pilots were not worth it.
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #9 on: June 04, 2017, 12:50:08 AM »

Planned customizations:

The T-bolt will be configured from a TDR-5S to a TDR-5SE with the LRM-10 in the conventional position instead of swapped like the actual TDR-5SE to save on modification time. Additionally CASE will be added to the right torso with the two tons of LRM-10 ammo moved there.  Customization time will be ~41 days at a TN of 7 at the factory with a veteran team.

The Firestarter will be refitted with 10x DHS, swap the two small lasers for one medium laser and remount the rear CT flamer facing forward. Additionally, hand actuators will be added to both arms. This will be done by a regular team at the factory over ~19 days with no extra time for a TN of 7.

The Crusader will have one ER PPC and both of the CT medium lasers removed to make room for 5 jump jets. One medium laser will be moved to the head and the other will be replaced by a flamer. Two more DHS will be added. Customization will be done by a regular team over ~16 days with a TN of 7.

The Shadow Hawk customization will remove the left arm medium laser, LRM-5, both SRM-2s and their ammo, replacing the SRM-2s with a single SRM-4 with 2 tons of ammo. All ammo is placed in the left torso with CASE. Armor is increased by 40 points.  Customization by a regular team  will require ~35 days and result in a TN of 8.
« Last Edit: June 05, 2017, 10:35:47 PM by Timberwolfd »
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #10 on: June 05, 2017, 10:42:04 PM »

Thunderbolt tear down will begin on the ride out of Asta. DHS on hand can cover the initial heatsink changeover with the two additional DHS arriving on August 9th to complete material requirements. Jump Jets arrive on August 2nd.
TN 7
Rolled 2d6 : 5, 6, total 11


Techs begin ripping the Shadow Hawk apart en route with CASE install after weapons removal and uparmoring, DHS for switchover arrive August 9th.
TN 8
Rolled 2d6 : 1, 1, total 2


Crusader refit begins stripping and moving weapons on landing. Installation of jump jets begins on August 2nd when they arrive. Additional DHS arrive August 9th.
TN 7
Rolled 2d6 : 2, 6, total 8


Assuming I hire a Regular/veteran tech, the Firestarter upgrade will begin immediately on the 1st, otherwise, refit will wait on the completion of the Crusader refit.
TN 7
Rolled 2d6 : 4, 3, total 7
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #11 on: June 05, 2017, 10:43:36 PM »

Well, 3 went right. The poor Shadow Hawk just can't catch a break though. Negative quirk time.
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #12 on: June 05, 2017, 11:01:08 PM »

Okay, let's see if we can get the hard parts done at the Factory before we leave on the next contract.
Mod 1 remove the LRM-5 and ammo, Install CASE
TN 6 for Vet team, double time, 6 days
Rolled 2d6 : 3, 3, total 6
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #13 on: June 05, 2017, 11:03:44 PM »

 :o

Okay, now to tempt fate on the DHS conversion
TN 7 at the factory over 16 days trying for 75% of time on planet (TN 9 if we leave before 75%, will use double/quad time for refit if available)
Rolled 2d6 : 2, 1, total 3
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Darrian Wolffe

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Re: Dunedain Lance Repair and refits
« Reply #14 on: June 05, 2017, 11:05:21 PM »

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