Crew Chief Status and its Impact on Repairs & Maintenance
Jul 1, 2020 20:29:37 GMT -8
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Post by limburger59 on Jul 1, 2020 20:29:37 GMT -8
Felipe Santamaria had Crew Chief expertise as part of his Med Campaign. see www.mediafire.com/folder/ybg5dh4ucqyg9/EJEMPLO_EN_INGLES#7p88um9u1tc5l and go to MED_TABLES_7. In addition to the Crew Chief effects, Felipe had some other variants including Navigation errors, Fatigue, and the possibility that the Bombardier or Navigator had some piloting skills. (I’ve been inspired by Felipe with some of my variants.)
If you want the benefits for a good Crew Chief are y’all willing to suffer under a bad Crew Chief?
The simplest benefits are a roll giving the ability to ignore all mechanical failure rolls that mission, or providing the bomber with additional Lady Luck Smiles.
Types of Crew Chiefs available:
> (2) The Slacker - SGT - Has a -1 Die Modifier and all repairs take an extra day. More concerned with maintaining his still and managing the Craps game than fixing your bomber.
> (3-4) The Rookie - SGT - Tries hard and reads manuals at night, but has a -1 DM to Repairs and Maintenance.
> (5-9) Average Joe - S/SGT - No die modifiers.
> (10) The Dedicated - T/SGT - +1 Modifier to repairs and maintenance.
> (11) The Meticulous - T/SGT - +1 Modifier to repairs and maintenance. Reroll any result of a Mechanical Failure, but all repairs take an extra day.
> (12) The Mechanic - T/SGT - +2 DM to repairs and maintenance.
> MacGyver - M/SGT - +2 DM to repairs and maintenance. You'll never suffer a Mechanical Failure, and at the start of every mission roll a d10. On a roll of 10 your bomber has a "Lady Luck Smile" for this mission. This LLS can be used to mitigate one mechanical oriented damage result only, not a medical result (i.e. frostbite or wound).
Every 10 missions your crew chief advances from Rookie to Average to Dedicated to Meticulous and finally to Mechanic. Slackers don't advance - you'll need to plead with your CO to replace him after 10 missions of frustration.
REPAIRS & MAINTENANCE
Roll 2d6 before take-off and apply the die modifier.
2 = You will suffer a Mechanical Failure. Roll a d6. 1-3 = Mechanical Failure while taxiing; 4-6 Mechanical Failure in Zone 1, just 10 minutes after take off. (If you roll a medical emergency reroll until the result is a mechanical failure.)
3-9 = Standard mission and chances for Mechanical Failures.
10-11 = No Mechanical Failure rolls during this mission.
12 = No Mechanical Failure plus a Lady Luck Smile that can be used to try and mitigate one mechanical oriented damage result this mission.
If you want the benefits for a good Crew Chief are y’all willing to suffer under a bad Crew Chief?
The simplest benefits are a roll giving the ability to ignore all mechanical failure rolls that mission, or providing the bomber with additional Lady Luck Smiles.
Types of Crew Chiefs available:
> (2) The Slacker - SGT - Has a -1 Die Modifier and all repairs take an extra day. More concerned with maintaining his still and managing the Craps game than fixing your bomber.
> (3-4) The Rookie - SGT - Tries hard and reads manuals at night, but has a -1 DM to Repairs and Maintenance.
> (5-9) Average Joe - S/SGT - No die modifiers.
> (10) The Dedicated - T/SGT - +1 Modifier to repairs and maintenance.
> (11) The Meticulous - T/SGT - +1 Modifier to repairs and maintenance. Reroll any result of a Mechanical Failure, but all repairs take an extra day.
> (12) The Mechanic - T/SGT - +2 DM to repairs and maintenance.
> MacGyver - M/SGT - +2 DM to repairs and maintenance. You'll never suffer a Mechanical Failure, and at the start of every mission roll a d10. On a roll of 10 your bomber has a "Lady Luck Smile" for this mission. This LLS can be used to mitigate one mechanical oriented damage result only, not a medical result (i.e. frostbite or wound).
Every 10 missions your crew chief advances from Rookie to Average to Dedicated to Meticulous and finally to Mechanic. Slackers don't advance - you'll need to plead with your CO to replace him after 10 missions of frustration.
REPAIRS & MAINTENANCE
Roll 2d6 before take-off and apply the die modifier.
2 = You will suffer a Mechanical Failure. Roll a d6. 1-3 = Mechanical Failure while taxiing; 4-6 Mechanical Failure in Zone 1, just 10 minutes after take off. (If you roll a medical emergency reroll until the result is a mechanical failure.)
3-9 = Standard mission and chances for Mechanical Failures.
10-11 = No Mechanical Failure rolls during this mission.
12 = No Mechanical Failure plus a Lady Luck Smile that can be used to try and mitigate one mechanical oriented damage result this mission.