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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Dunedain Lance Repair and refits  (Read 1892 times)

Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #15 on: June 05, 2017, 11:10:21 PM »

Okay forget the DHS conversion, finishing up the weapon swap and rearmoring on the Dropship (if we are still on the planet, I'll use the factory).

TN 7
Rolled 2d6 : 2, 5, total 7

::Prays to digital dice gods::
::Entertains Rob::
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #16 on: June 05, 2017, 11:21:11 PM »


Well, except for the DHS conversion, everything got done. (I hate you by the way.)
So, Customization of the Shadow Hawk starts on July 17th to take advantage of 75% time on planet. Failure occurs on August 21st. 2nd attempt at CASE Refit finishes August 27th. If we load up on a short hop on 9/1/3044 I would double time it (31.5 days), else quad time for (63 days) for a longer hop. Weapons cleanup and rearmoring takes 11.5 days. If remaining travel time is long enough.... (Glares at Rob).
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #17 on: July 02, 2017, 06:42:59 PM »

Parts order for 9/1/3044 arrives 9/22/3044
Next Planned Act of Masochism:
Refit Shadow Hawk - remove excess SHS (Veteran Team, Maintenance Facility (Dictator DropShip), Double Time, Customization) TN 7, 4.5 Days
  • Remove 3x SHS

Refit Shadow Hawk (Veteran Team, Maintenance Facility (Dictator DropShip), Quad Time, Customization) TN 6, 18.7 Days
  • Add 1 ton of armor
  • Add LPLas to RT
  • Remove AC-5 LT
  • Replace AC-5 Ammo with SRM-4 Ammo
  • Add SRM-4 CT

Refit Shadow Hawk for DHS again (pick up revolver, spin cylinder, cock revolver, squeeze....) (Veteran Team, Maintenance Facility (Dictator DropShip), Double Time, Customization) TN 7, 27 Days
  • Change to DHSx11
  • Add DHS LT


Final configuration
RT LPLas
CT SRM-4
H SRM-4
LT 3x @SRM-4 (2x Std, 1x Inferno)
LT CASE
RA MLas
5x JJ
12x DHS
8 tons armor
BV = 1,180 (Lance BV = 5,162/5,200)


Assuming we pick THYMESCIRA and leave on 9/1/3044, the initial failure with quad time will occur on October 29th, with weapons and armor changes completing on November 10th.

Assuming we pick THYMESCIRA and are still in transit, from there I would continue the beatings until morale/luck improves.
Removing the excess SHS would run from November 11th through the 16th. (TN 7)
Rolled 2d6 : 1, 3, total 4

Refitting the weapons would run from November 16th through December 5th (TN 6)
Rolled 2d6 : 1, 4, total 5

Completing the DHS refit runs from December 5th through January 2nd (TN 7)
Rolled 2d6 : 4, 4, total 8

What are the odds of this working? *Click*
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #18 on: July 02, 2017, 06:45:29 PM »

Given the time available, both failures can be attempted again before landing.
Remove excess SHS (TN 7)
Rolled 2d6 : 6, 6, total 12

Refit weapons (TN 6)
Rolled 2d6 : 3, 4, total 7

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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #19 on: July 02, 2017, 07:14:41 PM »

And the relieved tech Sylvia Hicks buttons up the last rivet on the 25th of January.
Removing the excess heatsinks failed on Novermber 16th and was completed on the second try on the 20th.
From there weapons customization failed on December 10th and the second attempt completed on the 28th.
The DHS conversion went flawlessly and completed on January 25th.
Mech Tech Sylvia Hicks (Veteran) manages a 12 on the refit for fame and glory. Total XP gained = 5+1+1+0+0 = 7 on Shadow Hawk Refit

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Ad Hoc

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Re: Dunedain Lance Repair and refits
« Reply #20 on: July 04, 2017, 10:44:15 AM »

FYI... in Robs new rule set under repairs, refit, and customization, he says all "Failure on the Tech’s skill check during a Refit, Refit Kit Installation, or Customization means that the refit is completed, but takes double the time (assuming constant access to the facility required, see above if this is not the case). Rolling a natural 2 on the check will result in a GM-determined Negative Quirk applied to the Mech. Rolling a natural 2 on the check will result in a GM-determined Positive Quirk being applied to the Mech. Some existing Quirks which are not integral to the Mech can also be bought off in this fashion."

So you don't need to keep trying to roll for success.
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Timberwolfd

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Re: Dunedain Lance Repair and refits
« Reply #21 on: July 04, 2017, 11:18:15 AM »

FYI... in Robs new rule set under repairs, refit, and customization, he says all "Failure on the Tech’s skill check during a Refit, Refit Kit Installation, or Customization means that the refit is completed, but takes double the time (assuming constant access to the facility required, see above if this is not the case). Rolling a natural 2 on the check will result in a GM-determined Negative Quirk applied to the Mech. Rolling a natural 2 on the check will result in a GM-determined Positive Quirk being applied to the Mech. Some existing Quirks which are not integral to the Mech can also be bought off in this fashion."

So you don't need to keep trying to roll for success.

You just want to take Sylvia's XP away.   :o   I was looking forward to a positive quirk that would be really cool like improved life support...
Meanie.  :'(

Unless there is major heartburn about it, I would prefer not to go through all of the retcons on timing since the success on second tries is roughly analogous in time consumption (and the 3xSHS removal would be unnecessary as it would be included in the original conversion to DHS, also the final DHS refit would be shorter by a DHS addition).
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Darrian Wolffe

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Re: Dunedain Lance Repair and refits
« Reply #22 on: July 04, 2017, 01:44:42 PM »

You just want to take Sylvia's XP away.   :o   I was looking forward to a positive quirk that would be really cool like improved life support...
Meanie.  :'(

It was also pointed out that everything everybody *was* doing is completed under the old rules, not the new ones, to avoid exactly the sort of retconny stuff you're worried about.  The new rules don't take effect, essentially, until you lift off New Earth for the new contract.
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