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Posted: June 19th, 2009, 17:42
by deject
I already sent you my updated sheet, but for the record I upgraded my Detect from 3 to 4.

I think going with the original rules might be good. By changing the penetration I think you have to change some bullet stats and then it starts to get a bit complicated.

Posted: June 20th, 2009, 8:20
by TezzRexx
I'll submit mine tonight!

Posted: June 20th, 2009, 17:24
by Grimmie
Can you sell bullets?

Shopping list:
1x LAD Account (1c)
1x Rifle Maghold (5c)
1x Ammo Maghold (2c)
1x SLA Thumper beacon (4c)
2x Hotline pistol ammo (30c)
1x Laser Microphone (15c)

Total: 57c

Experience expenditure (13 to spend)
Detect 3 > 5 (9xp)
Climb 2 > 3 (3xp)

Total: 12xp

http://files.getdropbox.com/u/598322/SLA/Grimmie.xls

Posted: June 20th, 2009, 17:50
by Joose
K'trr has been on a mild shopping spree, to sate his thirst for INCREASED AWESOME.

First off, his armour has been given an all over bright red paint job. Fancy! (50c)

He then went bugnuts, and bought a waldo unit with 4 points of recoil baffling for the Warbastard. I can now fire it one handed! (240c for the waldo, 80 for the baffling) BTW, Mr Pants, there seems to be no listing for what the Warmongers standard recoil is.

I shall be saving the XP for now.

Posted: June 23rd, 2009, 11:33
by Grimmie
Can has Scenario synopsis?
http://www.5punk.co.uk/wiki/index.php?title=Campaign

Have also added Eraser, Kt'rr and Phoebe to the squad list, if they want to add bios?

Posted: June 23rd, 2009, 17:48
by Dog Pants
Will do. It's more difficult from the forums though so artistic license may be used*.



*I.e., maling bits up I've forgotten

Posted: June 23rd, 2009, 21:18
by Dog Pants
Phew. Done.

Posted: June 23rd, 2009, 21:44
by The Shutting Downs
If Joose remembers to bring his rulebook into work tomorrow (hint hint) I'll get my sheet updated and on the way.

Also, Mr Pants, after the 1st forumised BPN, you were considering giving Joose and I some xp after Toast and Mephit, was that the case or should I just go away?

Posted: June 23rd, 2009, 22:03
by Dog Pants
Ah yes, I do remember something about that. Not a lot, but an extra 2 xp for the roleplaying. I'm not encouraging characters that fuck up the group dynamic and cause in-fighting, but I am encouraging strong personalities and brilliant accents.

Posted: June 23rd, 2009, 22:10
by The Shutting Downs
Awesome, that makes my choices a bit easier...

Posted: June 23rd, 2009, 22:17
by Joose
ooh, hurrah!

Im still not upping any skills just yet, but its nice to have :)

Posted: June 26th, 2009, 10:32
by Dog Pants
Added a few guides for downtime, and their game effects; http://www.5punk.co.uk/wiki/index.php?title=SLADowntime

If anyone has any suggestions for other ways of spending their time, speak up and I'll have a ponder about them.

Posted: June 26th, 2009, 11:03
by Grimmie
Cool :) Might send Grim on a blue or two after this next one.
For now though, I'm just gonna hang in Virtual and try to beat my high scores..

Posted: June 28th, 2009, 7:55
by The Shutting Downs
Bit of a query.

The squad is fast progressing up the BPN scale, as shown by the Jade SCL9.

When they took the first few missions, picking up an SCL10 op wasn't an issue, they were all almost the same.

It's going to get harder for them to pick up SCL10 members should they need to replace team members, as that would place them back down the scale. In reality, noone would take a school leaver on to join a SWAT team for example.

Reasonably, they would be looking for higher ranked Ops who have lost thier squad for whatever reason, so as to keep the better paid jobs coming in.

What can be done to make the recruitment process more reasonable for what would happen? What can be done for new characters that the players make?

Posted: June 28th, 2009, 9:44
by Dog Pants
Ah, glad you asked. In previous campaigns I've run this has happened too. Previously I started new characters at the base level of the lowest SCL of the squad, so for example say the lowest was 9A.6, they'd start at 9A.0. I'd then give bonus starting XP at a rate of (I think) 3 for ever 4 SCL, based on an assumption of an average XP and SCL per BPN. Similarly, working on a base of 200c net per BPN, then a quarter of that outgoing on cost of living based on 4 BPNs a month and say another (arbitrary) 50c per BPN in repairs and ammo, we come to 100c profit per BPN.

So, our SCL 9A.0 starting character would have recieved 30 increases, which is 7 BPNs at an average of .4 (no partial awards, this is free remember), giving them 21 XP and 700c extra.

Sound reasonable? If it feels a little low it could be simplified to 1 xp per .1 increase.

Posted: June 28th, 2009, 9:56
by The Shutting Downs
Sounds reasonable here, was just a thought I had regarding balance.

I guessed you'd have something, I just wondered ;)

Edit: none of you are allowed to die until Eraser, Pheebs and Cutter get to a decent SCl ;)

Posted: June 28th, 2009, 11:12
by Dog Pants
The Shutting Downs wrote:Edit: none of you are allowed to die until Eraser, Pheebs and Cutter get to a decent SCl ;)
Well this has been a minor problem so far. There's always somebody SCL10. I think the squad has stabilised to the point now where we'll start advancing (although we do have one more waiting to join).

Posted: June 28th, 2009, 11:17
by Grimmie
Re. my question further up..

Can you sell bullets?

Posted: June 28th, 2009, 11:21
by Dog Pants
Ah. Not really practical with the laws on the resale of equipment, as they cost so little most of it would go to SLA in tax. However, if you want to have a go see the wiki: http://www.5punk.co.uk/wiki/index.php?t ... _Equipment

Posted: September 21st, 2009, 18:31
by Dog Pants
Couple of things I'd consider changing for next BPN;

Suppressive fire rules: I might remove the -3 for wild fire so that firing at a close group has more hits.

Bringing to bear: I might allow a dex check on bringing to bear on another nearby target for 0 actions. Possibly modifiers depending on distance between targets.

As usual I'm open to suggestions and opinions.