CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 5 6 [7] 8 9 ... 31

Author Topic: Midnight Lance - Maintenance, Repair, & Customization  (Read 23492 times)

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #90 on: January 15, 2019, 09:12:01 PM »

Shadow Hawk
Gyro arrives Jan 13th and work begins
SGT Serginson (6+), Field (+2), Gyro (+1), Quadruple Time (-3) = TN: 6
Rolled 2d6 : 3, 5, total 8

Install Gyro, Base Time: 200 minutes (x4) = 800 minutes
Complete work: Jan 14th, Ready Jan 15th
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #91 on: January 15, 2019, 09:46:35 PM »

Shadow Hawk
Gyro arrives Jan 13th and work begins
SGT Serginson (6+), Field (+2), Gyro (+1), Quadruple Time (-3) = TN: 6
Rolled 2d6 : 2, 6, total 8

Install Gyro, Base Time: 200 minutes (x4) = 800 minutes
Complete work: Jan 14th, Ready Jan 15th

Hunchback
All parts arrive by Jan 17th and work begins
SGT Serginson (6+), Maintenance Facility (-2), Destroyed Location (+4), Quadruple Time (-3) = TN: 5
Install RT, Base Time: 240 minutes (x4) = 1440 minutes [Jan 20th]
Install RA, Base Time: 180 minutes (x4) = 1080 minutes [Jan 23rd]
Install LA, Base Time: 180 minutes (x4) = 1080 minutes [Jan 25th]

SGT Cahill (9+), Maintenance Facility (-2), Actuator (-1), Quadruple Time (-3) = TN: 6
Install Upper Leg Actuator, Base Time: 120 minutes (x4) = 720 minutes
Rolled 2d6 : 3, 5, total 8

Start Jan 17th, Finish Jan 17th

SGT Johns (7+), Maintenance Facility (-2) Armor (-1) = TN: 4
RT: 20 points, Base Time: 300 minutes, Start and Finish Jan 20th
Rolled 2d6 : 1, 2, total 3

RA: 16 points, Base Time: 240 minutes, Start and Finish Jan 23rd
Rolled 2d6 : 1, 6, total 7
 
RL: 16 points, Base Time: 240 minutes, Start and Finish Jan 25th
Rolled 2d6 : 2, 3, total 5


SGT McDermott (6+), Maintenance Facility (-2), Weapon (+1), Quadruple Time (-3) = TN: 2
Install AC/20, Base Time: 120 minutes (x4) = 480 minutes
Rolled 2d6 : 4, 5, total 9

Start Jan 20th, Finish Jan 20th

SGT McDermott (6+), Maintenance Facility (-2), Weapon (+1), Quadruple Time (-3) = TN: 2
Install ML, Base Time: 120 minutes (x4) = 480 minutes
Rolled 2d6 : 2, 2, total 4

Start Jan 23rd, Finish Jan 23rd 

SGT McDermott (6+), Maintenance Facility (-2), Weapon (+1), Quadruple Time (-3) = TN: 2
Install ML, Base Time: 120 minutes (x4) = 480 minutes
Rolled 2d6 : 4, 4, total 8

Start Jan 25th, Finish Jan 25th
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #92 on: January 15, 2019, 09:48:48 PM »

Hunchback
All parts arrive by Jan 17th and work begins
SGT Serginson (6+), Maintenance Facility (-2), Destroyed Location (+4), Quadruple Time (-3) = TN: 5
Install RT, Base Time: 240 minutes (x4) = 1440 minutes [Jan 20th]
Rolled 2d6 : 4, 4, total 8

Install RA, Base Time: 180 minutes (x4) = 1080 minutes [Jan 23rd]
Rolled 2d6 : 2, 6, total 8

Install LA, Base Time: 180 minutes (x4) = 1080 minutes [Jan 25th]
Rolled 2d6 : 3, 1, total 4


SGT McDermott (6+), Maintenance Facility (-2), Armor (-1)
RT: 20 points, Base Time: 300 minutes, Start and Finish Jan 22nd, 
Rolled 2d6 : 2, 3, total 5


Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #93 on: January 15, 2019, 09:50:42 PM »

Hunchback
Start Work Jan 25th
SGT Banks (5+), Maintenance Facility (-2), Destroyed Location (+4), Quadruple Time (-3) = TN: 4
Install LA, Base Time: 180 minutes (x4) = 1080 minutes [Jan 28th]
Rolled 2d6 : 6, 3, total 9
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #94 on: January 15, 2019, 09:51:39 PM »

Shadow Hawk available Jan 15th
Hunchback available Jan 29th

Will do the Stinger repairs shortly.
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #95 on: January 15, 2019, 10:25:57 PM »

I realized I missed fixing 2 actuators on the Shad.

Stinger
Start Jan 14th
SGT Murat (7+), Maintenance Facility (-2), Blown Off Limb (+2), Quadruple Time (-3) = TN: 4
Attach RL, Base Time: 180 Minutes (x4) = 720 Minutes
Rolled 2d6 : 5, 1, total 6


SGT Murat (7+), Maintenance Facility (-2), Armor (-1), Triple Time (-2) = TN: 2
RL: 4 Points, Base Time: 60 minutes (x3) = 180 Minutes
Rolled 2d6 : 5, 1, total 6

Completed Jan 16th, Available Jan 17th
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #96 on: January 21, 2019, 01:31:38 PM »

March 1st Maintenance Rolls
Warhammer WHR-6R
SGT Kerry Serginson (6+), Maintenance Facility (-2), Remove weapon or other equipment (+1), Extra Time:  Triple (-2), TN: 3 [510 minutes/day (8.5 hours)]
Remove PPC, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 5, 3, total 8

Remove PPC, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 6, 3, total 9

Remove MG, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 4, 6, total 10

Remove MG, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 5, 3, total 8

Remove MG Ammo, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 4, 3, total 7

Remove SL, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 4, 6, total 10

Remove SL, Base Time: 120 Minutes (x3) = 360 Minutes (6 hours)
Rolled 2d6 : 1, 6, total 7


SGT Kerry Serginson (6+), Maintenance Facility (-2), Remove Heat Sinks (-1), TN: 3
Remove 18 SHS, Base Time: 27 hours,
Rolled 2d6 : 3, 1, total 4


SGT Kerry Serginson (6+), Maintenance Facility (-2), Remove Armor (-1), TN: 3
Armor (All) 160 points, Base Time: 40 hours,
Rolled 2d6 : 3, 1, total 4

Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #97 on: January 21, 2019, 01:34:17 PM »

Work completes March 14th

Customization Starts: March 15th (start with parts and armor already on hand and the rest show up early in the process).

Customization
SGT Kerry Serginson (6+), Maintenance Facility (-2), Class D Refit (+2), Equipment Types (+1), Customization (+2) = TN: 9
Rolled 2d6 : 4, 1, total 5

Base Time: Customization (x2) + Class D Refit (x3) = (x6)
Install 215 points of FF Armor, Base Time: 3,225 Minutes
Install SPL (RT), Base Time: 120 Minutes
Install SPL (LT), Base Time: 120 Minutes
Install 15 DHS (Engine, LA, LT, RA x2), Base Time: 1,350 Minutes
Install ER PPC (LA), Base Time: 120 Minutes
Install ER LL (RA), Base Time: 120 Minutes
Install 4 JJ (LT x2, RT x2), Base Time: 240 Minutes
Total Base Time: 5,295 Minutes (x6) = 31,770 Minutes (62 days, 2.5 hours)
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #98 on: January 21, 2019, 01:35:45 PM »

Customization check fails and takes twice as long: 124 days, 5 hours.  Mech available: July 17th
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #99 on: February 09, 2019, 11:03:26 PM »

Inspection of new Phoenix Hawk LAM for Cooling Jacket (on 7+ No Cooling Jacket)
Rolled 2d6 : 3, 4, total 7
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #100 on: February 09, 2019, 11:44:33 PM »

SGT Kerry Serginson (6+), Maintenance Facility (-2), Remove Equipment (+1), Quadruple Time (-3) = TN: 2
Rolled 2d6 : 2, 5, total 7

Maintenance
Uninstall MG LA, Base Time: 120 minutes, x4 = 480 Minutes
Uninstall MG RA, Base Time: 120 minutes, x4 = 480 Minutes
Uninstall MG Ammo CT, Base Time: 120 minutes, x4 = 480 Minutes
Uninstall LL RA, Base Time: 120 minutes, x4 = 480 Minutes

Begin Refit (June 1st)
SGT Briana Banks (5+), Maintenance Facility (-2), Install Equipment (+1), Class C (+2), LAM Refit (+1), Quadruple Time (-3) TN: 4
Rolled 2d6 : 2, 3, total 5

Class C Refit (Time x2, Mod +2, +1 for LAM Refit)
Replace 12 SHS with 12 DHS, Base Time: 1080 Minutes x8 = 8640
Install ML LT, Base Time: 120 Minutes x8 = 960 Minutes
Install ML RT, Base Time: 120 Minutes x8 = 960 Minutes
Install ER LL LT, Base Time: 120 minutes x8 = 960 Minutes
Available June 24th
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #101 on: March 09, 2019, 04:43:31 PM »

CODE GENERATION TEST - NOT AN ACTUAL ROLL:

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: MSGT Brianna Banks, Rating: Elite, Fix <75% Internal Dam, LT, Base Time: 180, Time Multiplier: x4 = 720 Minutes, Completed: 5/11/3050, Minutes: 240, Base TN: 5, Repair Mod: 2, Loc: Field 2, Extra Time: -3, Custom: 1, Tech Mod: 2, Final TN: 9;
Rolled 2d6 : 2, 3, total 5


AGAIN, NOT AN ACTUAL ROLL.
Logged

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #102 on: March 09, 2019, 07:10:33 PM »

Testing copypasta from Excel?
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #103 on: March 09, 2019, 08:16:58 PM »

Testing copypasta from Excel?

Yes. Been working on refining the original maintenance spreadsheet so it’s a few quick selections and you can generate all your maintenance numbers, code etc in just a few minutes if that even for an extensively damaged mech.  The goal will be to do the same sort of automatic calculations for retirements, etc.
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Midnight Lance - Maintenance, Repair, & Customization
« Reply #104 on: March 09, 2019, 08:27:51 PM »

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Kerry Serginson, Rating: Veteran, Fix <75% Internal Dam, LT, Base Time: 180, Time Multiplier: x4 = 720 Minutes, Completed: 5/11/3050, Minutes: 210, Base TN: 6, Repair Mod: 2, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 8;
Rolled 2d6 : 5, 6, total 11

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: MSGT Brianna Banks, Rating: Elite, Fix <50% Internal Dam, CT, Base Time: 135, Time Multiplier: x4 = 540 Minutes, Completed: 5/11/3050, Minutes: 30, Base TN: 5, Repair Mod: 1, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 6;
Rolled 2d6 : 3, 2, total 5

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Douggie McDermott, Rating: Veteran, Fix <75% Internal Dam, RT, Base Time: 180, Time Multiplier: x4 = 720 Minutes, Completed: 5/11/3050, Minutes: 210, Base TN: 6, Repair Mod: 2, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 8;
Rolled 2d6 : 6, 1, total 7

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Regina Swanson, Rating: Elite, Fix <50% Internal Dam, LL, Base Time: 135, Time Multiplier: x4 = 540 Minutes, Completed: 5/11/3050, Minutes: 30, Base TN: 5, Repair Mod: 1, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 6;
Rolled 2d6 : 3, 6, total 9

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Caroline Murat, Rating: Regular, Replace Armor 17, LA, Base Time: 85, Time Multiplier: x4 = 340 Minutes, Completed: 5/10/3050, Minutes: 340, Base TN: 7, Repair Mod: -1, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 6;
Rolled 2d6 : 6, 4, total 10

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Mary Johns, Rating: Regular, Replace Armor 10, RA, Base Time: 50, Time Multiplier: x4 = 200 Minutes, Completed: 5/10/3050, Minutes: 200, Base TN: 7, Repair Mod: -1, Loc: Field 2, Extra Time: -3, Custom: 1, Final TN: 6;
Rolled 2d6 : 2, 4, total 6

Warhammer WHM-6Rx, Start: 5/9/3050, Assigned Tech: SGT Maira Cahill, Rating: Green, Replace Armor 15, RL, Base Time: 75, Time Multiplier: x4 = 300 Minutes, Completed: 5/10/3050, Minutes: 300, Base TN: 8, Repair Mod: -1, Loc: Field 2, Extra Time: , Custom: 1, Final TN: 7;
Rolled 2d6 : 3, 2, total 5

Logged
Pages: 1 ... 5 6 [7] 8 9 ... 31