
There was something strange about the two non-operational mechs in the hangars. The Assassin and the Panther both resisted repair efforts of one of the mechteam teams. The Assassin ASN-21 had suffered extensive damage. The mechwarrior had died when the head was struck by multiple lasers. It was part of Captain Aliyu's lance, which had been hit the hardest on Kelenfold. The superficial damage appeared to all be fixed, with the armour all replaced and the mangled medium laser fixed, but now the damn mech's engine wouldn't turn on. It had limped into the hangars, but it couldn't even limp out like this. It was non-functional. The life support systems, forever a pain on an Assassin, were also reported as broken.
The Panther PNT-8Z is even worse. It has suffered an ammunition explosion. Thankfully, it had been low on SRM ammo at the time, but it had left a crater in the mech's left torso. They mechtech team had gotten the engine partially working again, but the replacement gyro was misaligned, the damage hadn't been fixed and it was still missing a leg from the kick it had taken when prone. Small wonder the pilot had retired from mercenary life after that scrap.
The failed efforts of the team had greatly displeased the Chief Mechtech. He was busy calmly yet thoroughly chewing them out as he went over their work. However, he had his own to get on with. Both mechs would need to be reworked from scratch.
This event can be joined by anyone with the technician: mechtech skill. Both mechs have issues that need addressing. Each character can focus on one mech and work on any issues. Each issue can only be fixed successfully once. Failed rolls will not cause any further harm; they just waste time. If all the issues are addressed, then the mechs will only need to be rearmed tomorrow. They'll be ready for combat on day 3. This will cause an increase of Strength. Additionally, each mech can be assigned to a lance. The player character who contributes the most to a mech's repair can choose which Combat character can have first pick of the mech as a replacement for one of the mechs in their lance. This won't have any negative impact on the mechwarrior piloting it.
Each character that joins this event will have 120 minutes they can use. Underlings may either a) assist with a single roll (adding their skill ranks to your roll as a static value e.g. technician: mechtech 4 will add +4 to your roll) or b) do a single task on their own, making an independent roll. All rolls are technician: mechtech [Intelligence] rolls unless stated otherwise.
Raises may be called to lower the time of a task by 10 minutes per successful raise. All tasks take a minimum of 10 minutes. E.g. Fully fixing the Assassin ASN-21 engine is TN 30 and would take 80 minutes. With 2 raises and a TN40 roll, you could finish the engine in 60 minutes.
Technician Techniques will do the following:
Spit and Polish - No effect.
No Wasted Effort - All tasks you personally do will take 25% less time (so only 3/4 the stated time)
Tape and Glue - You max reduce the TN of one roll done by you or one of your underlings by 5.
Assassin ASN-21 (worth 0.2 Strength) issues:
Remove HD armour: TN 15 (20 minutes)
Remove CT armour: TN 15 (20 minutes)
Figure out the engine issues: TN 20 Investigation [Perception] (20 minutes)
Fully fix engine: TN 30 (80 minutes)
Repair Head (HD) internals: TN 25 (40 minutes) OR TN 20 if you have the Small Disadvantage (and only 30 minutes)
Repair Life Support: TN 25 Technician: Mechtech [Perception] (20 minutes) OR TN 20 if you have the Small Disadvantage (and only 10 minutes)
Replace HD armour: TN 10 (20 minutes)
Replace CT armour: TN 10 (20 minutes)
Panther PNT-8Z (worth 0.1 Strength) issues:
Replace Left Leg (LL): TN 25 (80 minutes)
Figure out the engine issues: TN 15 Investigation [Perception] (20 minutes)
Fully fix engine: TN 25 (40 minutes)
Repair Left Torso (LT) internals: TN 20 (40 minutes)
Gyro alignment: TN 25 (40 minutes)
Replace LT armour: TN 10 (20 minutes)
Replace LL armour: TN 10 (20 minutes)