Scooter goes about assessing the damages.
It was going to be alot harder than usual this time. The Union's stores of equipment was at best 'tight'. Repairs were going to be alot harder to come by.
(Characters assigned repair pools are 'halved' at this time.)
There is a finite 'weight' of 35 tons of repair tonnage available to repair the Eridani unit. Unit commanders will have to determine which mechs need to get on their feet as a priority for the next mission.
(10 tons for weapons)
(20 tons for Armor 320af - used 261 af)
(1 ton for internals 16pts - used 13 internals)
(3 tons for assorted ammo used / 1t of AC, SRM, and LRM)
(1 ton for incidentals) (Actuators)
Fully Repaired:
Blue Blood (No damage)
Goth (fully repaired)
10 af of Armor damage
BJ (fully repaired)
5 af of Armor damage
Halo (fully repaired)
30 SRM of Ammo (covered by Supply Pool - Only Standard Ammo Available)
Joker (no damage)
Holiday (fully repaired)
8 af of Armor Damage
Dom (fully repaired)
3 af of Armor Damage
Repairs Pending
Wild Stallions
New Kid
82 af of Armor
2 tons of weapons (2) LRM 5's {If available / Roll required}
90 LRM Ammo (covered by Supply Pool - Only Standard Ammo Available)
Dark Horses
Wolfman (Armor damage repaired)(cost modifier 1.4)
10 af of Armor
3 tons of weapons (SRM 6) {If available / Roll required}
Ammo for SRM if repaired
Rabbit (cost modifier 1.3)
39 af of Armor Damage (26 covered by 1/2 repair pool)
7 pt of Internals (1 point over Repair Pool)
1 ton of Weapons Medium Laser {If available / Roll required}
2 ton of Weapons Sword {If available / Roll required}
Engine Critical {If available / Roll required}
Ping Pong (cost modifier 1.35)
36 af of Armor Damage (28 covered by 1/2 repair pool)
Dancing Horses
Cowboy (fully repaired)
6 Precision AC/2 used (covered by Supply Pool - Only Standard Ammo Available)
Engine Critical
Back Draft
56 af of Armor Damage
6 internals Damage (Covered by Repair Pool)
Reaper's Wolfhound
12 af of Armor Damage
3 Heat Sinks Damage
This message was last edited by the GM at 15:27, Mon 04 June 2012.