Good morning folks! I can see the light at the end of the number-crunching tunnel. Modifications are ready (
https://docs.google.com/spread...8xk/edit?usp=sharing). In short they take a Stinger-3R, remove both MGs, the MG Ammo, and 2 Jump Jets to add three MLs. Making it a 6/9/4 mech with 48 points of armor and 4 medium lasers.
There are still a fair number of C-Bills left over and I know there are options there. I need to determine what to do with the equipment removed for modifications (sell or keep), but I'm not sure where to go from there. What kind of supplies can I get for post-mission repairs? Other options?
Character creation is basically done, but I still need to sort out how to finish spending (or not spending) the exp. I have two options, and I appreciate any insight that you're willing to offer.
Option #1:
This one starts out with more specialties but will have some unspent exp regardless of what I do. I can a) sit on the 70 exp to buy something in play, or b) bump something that costs 50 exp to 2 and sit on the remaining 20. The things which can be bumped to 2 for 50exp include Mental, Edge, Light Mech Specialist, and Hazard Checks. The bonus of the last one would be leaving me only 15 exp short of Roll with the Punches to help out with the inevitable crits.
Experience Log | | Wallet |
---|
Entry | Amount | Current | Total | | Entry | Amount | Current | Total |
---|
Character Creation | 350 | 350 | 350 | | Character Creation | 3,200,000 | 3,200,000 | 3,200,000 |
---|
Bug Warrior | 50 | 400 | 400 | | Bug Warrior | -500,000 | 2,700,000 | 3,200,000 |
---|
Accuracy 3 | -100 | 300 | 400 | | Walking the Edge | -300,000 | 2,400,000 | 3,200,000 |
---|
Physical 2 | -50 | 250 | 400 | | STG-3R Stinger | -1,615,440 | 784,560 | 3,200,000 |
---|
Mental 1 | -25 | 225 | 400 | | Modifications | -162,200 | 622,360 | |
---|
Light Mech Specialist 1 | -25 | 200 | 400 | | | | | |
---|
Energy Weapons 1 | -50 | 150 | 400 | | | | | |
---|
Hazard Checks 1 | -25 | 125 | 400 | | | | | |
---|
Energy Weapons (Some like it hot) | -25 | 100 | 400 | | | | | |
---|
Hazard Check (Evasive Movement) | -15 | 85 | 400 | | | | | |
---|
Light Mech Specialist (Sprinting) | -15 | 70 | 400 | | | | | |
---|
Attributes |
---|
Accuracy | 3 | Base tn 5+ |
Physical | 2 | Base tn 6+ |
Mental | 1 | Base tn 7+ |
Character Options |
---|
Edge | 1 |
Light Mech Specialist | 1 | Roll 2d7 for pilot checks in 10-20T mechs |
Energy Weapons | 1 | Roll 2d7 for attacks with energy weapons |
Hazard Checks | 1 | +1 to pilot skills to avoid falling |
Specialties |
---|
Light Mech Specialist | Sprinting |
Energy Weapons | Some like it hot |
Hazard Check | Evasive movement |
Option #2:
This option leaves no unspent exp, at the cost of limited specializations and focusing on energy weapons out of the gate. Energy Weapons 2 is quite expensive as far as purchase options go and this would permit me to buy a second specialization for it in the not-too-distant-future.
Experience Log | | Wallet |
---|
Entry | Amount | Current | Total | | Entry | Amount | Current | Total |
---|
Character Creation | 350 | 350 | 350 | | Character Creation | 3,200,000 | 3,200,000 | 3,200,000 |
---|
Bug Warrior | 50 | 400 | 400 | | Bug Warrior | -500,000 | 2,700,000 | 3,200,000 |
---|
Accuracy 3 | -100 | 300 | 400 | | Walking the Edge | -300,000 | 2,400,000 | 3,200,000 |
---|
Physical 2 | -50 | 250 | 400 | | STG-3R Stinger | -1,615,440 | 784,560 | 3,200,000 |
---|
Mental 1 | -25 | 225 | 400 | | Modifications | -162,200 | 622,360 | |
---|
Light Mech Specialist 1 | -25 | 200 | 400 | | | | | |
---|
Energy Weapons 1 | -50 | 150 | 400 | | | | | |
---|
Hazard Checks 1 | -25 | 125 | 400 | | | | | |
---|
Energy Weapons (Some like it hot) | -25 | 100 | 400 | | | | | |
---|
Energy Weapons 2 | -100 | 0 | 400 | | | | | |
---|
Attributes |
---|
Accuracy | 3 | Base tn 5+ |
Physical | 2 | Base tn 6+ |
Mental | 1 | Base tn 7+ |
Character Options |
---|
Edge | 1 |
Light Mech Specialist | 1 | Roll 2d7 for pilot checks in 10-20T mechs |
Energy Weapons | 1 | Roll 2d8 for attacks with energy weapons |
Hazard Checks | 1 | +1 to pilot skills to avoid falling |
Specialties |
---|
Energy Weapons | Some like it hot |