Mordel's Bar & Grill
Repair Status
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Vagabond
Mercenary
Mr. Referee
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PostPosted: 06-Nov-2017 22:17    Post subject: Repair Status Reply to topic Reply with quote

T.Bolt - LRM Reload 1 shot 15m.

Wasp - SRM reload 5 shots 15m; LA armor 4 pts 20m -3; LA structure 135m -1.

Firestarter - MG reload 4 shot 15m.

S.Hawk - SRM reload 4 shot 15m; LRM reload 6 shot 15m; AC/5 reload 15m.

Vulcan - AC/2 reload 3 shot 15m; RL armor 5 pts 25m -2; LA armor 5 pts 25m -2; LT armor 5 pts 25m -2; LA LAA 90m -3; LA UAA salvage 90m -3; MG salvage 120m +0; LA armor salvage 1pt 5m -2. Will require replacement of arm and all components.

Grasshopper - LRM reload 10 shot 15m; LL armor 9 pts 45m -2; RL armor 7 pts 35m -2; LA armor 2 pts 10m -2; RA armor 10 pts 50m -2; LT armor 4 pts 20m -2; RT armor 5 pts 25m -2; CT armor 6 pts 30m -2.

Valkyrie - LRM reload 8 shots 15m.

Banshee - AC/5 reload 2 shots 15m.

Victor - LL armor 9 pts 45m -2; LL armor 5 pts 25m -2; LA armor 5 pts 25m -2; RA armor 4 pts 20m -2; CT armor 5 pts 25m -2.

Wyvern - SRM reload 5 shot 15m; LRM reload 5 shot 15m; RL armor 5 pts 25m -2; LA armor 2 pts 10m -2; RA armor 10 pts 50m -2; LTR armor 5 pts 25m -2; LT armor 10 pts 50m -2; RTR armor 5 pts 25m -2; RT armor 3 pts 15m -2; CTR armor 4 pts 20m -2; CT armor 7 pts 35m -2; LT IS repair 135m +0.

Centurion (Aero) - ML replace 120m +0; SI repair 600m +2; Aft armor 8 pts 120m -1; RW armor 26 pts 390m +0; LW armor 11 pts 165m +1; Nose armor 6 pts 90m -1.

Union - LRM reload 4 shots 15m; AC/5 reload 4 shots 15m; AC/5 reload 6 shots 15m; LRM reload 6 shots 15m; AC/5 reload 2 shots 15m; LRM reload 1 shots 15m; Aft armor 20 pts 300m -3.

Bulldog - SRM reload 6 shots 15m; LRM reload 2 shots 15m; LRM reload 6 shots 15m; LRM reload 6 shots 15m; Rear armor 16 pts 48m -2; Right armor 15 pts 45m -2; Front armor 3 pts 9m -2.

Salvage
Manticore - Sensor 260m +0; 240 Fusion 1 hit 360m -1; SRM/6 120m +0; LRM/10 120m +0; ML 120m +0; PPC 120m +0; Armor 26 pts 78m -2; Armor 13 pts 39m -2; Armor 33 pts 99m -2; Armor 30 pts 90m -2; Stabilizer x5 60m +0; SRM/6 Bin 120m -2; LRM/10 Bin 120m -2.

Prowler - 220 Fusion 360m -1; ML x2 120m +0; LRM/10 120m +0; Cargo 1t x8 120m +0; Fully Amphibious 120m +0; Armor 23 pts 69m -2; Armor 18 pts 54m -2; Armor 23 pts 69m -2; Armor 23 pts 69m -2; Stabilizer x5 60m +0; SRM/2 Bin 120m -2; LRM/10 Bin 120m -2.

Laser Carrier - Sensor 260m +0; 180 ICE 60m -1; ML 1 hit 120m +0; Armor 12 pts 36m -2; Armor 1 pts 3m -2; Armor 7 pts 21m -2; Stabilizer x4 60m +0.

Scorpion - Sensor 260m +0; 100 ICE 360m -1; MG 120m +0; ML x2 120m +0; Armor 16 pts 48m -2; Armor 11 pts 33m -2; Armor 11 pts 33m -2; Armor 16 pts 48m -2; Stabilizer x5 60m +0; 1/2 MG Bin 120m -2.
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Xeroth
ComStar
Master Sergeant
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Joined: 06-Jun-2017 09:10
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PostPosted: 07-Nov-2017 00:08    Post subject: Repair Status Reply to topic Reply with quote

Knock the easy ones out first. Then work on the poor vulcan. He may have to go into battle missing an arm unless we want to run one mech down.
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Mekslayer
Clan Wolf
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Joined: 30-Jan-2005 00:00
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PostPosted: 07-Nov-2017 16:10    Post subject: Re: Repair Status Reply to topic Reply with quote

No, fighting a running battle just makes it more fun and realistic. Its just a flesh wound. Razz Razz

Xeroth wrote:
Knock the easy ones out first. Then work on the poor vulcan. He may have to go into battle missing an arm unless we want to run one mech down.
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Xeroth
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PostPosted: 07-Nov-2017 21:16    Post subject: Re: Repair Status Reply to topic Reply with quote

But your arms off!!!
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Ronin
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PostPosted: 08-Nov-2017 20:16    Post subject: Repair Status Reply to topic Reply with quote

Top off the ammo bins too.
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Vagabond
Mercenary
Mr. Referee
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PostPosted: 10-Nov-2017 01:22    Post subject: Repair Status Reply to topic Reply with quote

Ok, Master Tech Stinger07. You are up.

We have time to repair the Light lance, run and gun, and aero.

You have 12 MechTechs and 2 Aero Techs.

What shall we patch up and how?
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Stinger07
The Quickscell Company
Head Engineer
Head Engineer


Joined: 11-Mar-2015 09:52
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PostPosted: 10-Nov-2017 15:45    Post subject: Repair Status Reply to topic Reply with quote

How much time do we have in total?
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Stinger07
The Quickscell Company
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PostPosted: 10-Nov-2017 15:57    Post subject: Repair Status Reply to topic Reply with quote

No matter what, aerotechs should work on reloading the dropship, and then double teaming on the Centurion. Once the Centurion is done, they can focus on the armor of the dropship.

As for mechtechs, let's focus on reloading everything and the basic armor repairs. Get the quick stuff done first. Then the wasp should be repaired. The vulcan should be the last thing, but we should shove as many available techs on it as possible.
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Xeroth
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PostPosted: 10-Nov-2017 18:53    Post subject: Repair Status Reply to topic Reply with quote

Sounds like a solid plan master tech.
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Pinhead
The Bloody Clans




Joined: 25-Feb-2002 00:00
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PostPosted: 12-Nov-2017 19:07    Post subject: Repair Status Reply to topic Reply with quote

OK question.. Fenstermaker has a tech/mech of 8+ If he wanted to help out with the maintenance of his mech, what would the rolls end up being and is he any better or worse than our normal techs?

If I read your previous reply correctly, the Tn is 10?

Wasp -
SRM reload 5 shots 15m; This is automatic?
LA armor 4 pts 20m -3; This needs 7 on the Tn? Or a -3 on my roll to try to get to 10?

LA structure 135m -1; Same question as above.. 1 lower Tn or one subtracted from the roll?
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Vagabond
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PostPosted: 12-Nov-2017 22:01    Post subject: Re: Repair Status Reply to topic Reply with quote

Pinhead wrote:
OK question.. Fenstermaker has a tech/mech of 8+ If he wanted to help out with the maintenance of his mech, what would the rolls end up being and is he any better or worse than our normal techs?

If I read your previous reply correctly, the Tn is 10?

Wasp -
SRM reload 5 shots 15m; This is automatic?
LA armor 4 pts 20m -3; This needs 7 on the Tn? Or a -3 on my roll to try to get to 10?

LA structure 135m -1; Same question as above.. 1 lower Tn or one subtracted from the roll?


If the CO is willing to pay you extra for working double duty, yes you can help. You'll only give half as much time as a full tech, but you can help.

You skill is 8+ so to replace the armor, you need a 5+ on roll. 7+ on structure.
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Vagabond
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PostPosted: 12-Nov-2017 22:24    Post subject: Re: Repair Status Reply to topic Reply with quote

Stinger07 wrote:
No matter what, aerotechs should work on reloading the dropship, and then double teaming on the Centurion. Once the Centurion is done, they can focus on the armor of the dropship.

As for mechtechs, let's focus on reloading everything and the basic armor repairs. Get the quick stuff done first. Then the wasp should be repaired. The vulcan should be the last thing, but we should shove as many available techs on it as possible.


Do you wish to use extra time or rush job? If so, give me a TN to aim for and a maximum level.

Ex: Armor at base 6+. TN = 5. Extra x2, Rush any. This way I'll use extra time to get as close to 5+ up to a max of Extra x2.
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Pinhead
The Bloody Clans




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PostPosted: 12-Nov-2017 23:24    Post subject: Re: Repair Status Reply to topic Reply with quote

Vagabond wrote:

If the CO is willing to pay you extra for working double duty, yes you can help. You'll only give half as much time as a full tech, but you can help.

You skill is 8+ so to replace the armor, you need a 5+ on roll. 7+ on structure.


Fenstermaker knocks on Xeroth's door. "Hey boss.. I am kind of handy with repairs. I kin keep a mech up and running under tough circumstances. I'd like to lend a hand on the scouts. That way we can get out faster. At least let me reload."
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Xeroth
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PostPosted: 13-Nov-2017 00:54    Post subject: Re: Repair Status Reply to topic Reply with quote

Yeah ill pay him extra for double duty.
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Xeroth
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PostPosted: 13-Nov-2017 00:55    Post subject: Re: Repair Status Reply to topic Reply with quote

Thats is fine. In game im captian Hellmourn.
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