The CSC is an excellent book. Overwhelming, in fact, in the amount of weaponry, both small arms and larger, chemical projectile or more advanced. However, it is guilty of something so far MGT has sort of avoided.
There are too many specialisms to Gun Combat.
TMB had just Slug Pistols, Slug Rifles, Shotguns, Energy Pistols, Energy Rifles.
Now we have: Slug Pistols, Slug Carbines, Slug Rifles, Shotguns, Laser Pistols, Laser Carbines, Laser Rifles, Zero-G Weapons, Man-Portable Artillery (for fusion pistols, etc), and Neural Weapons. From 5, to 10!
So, in a game with wide skills definitions, where a spacer can pilot every kind of spaceship, from a 10ton work pod to a million ton dreadnought, with just 3 specialisms, yet a marine needs 10 specialisms just to use small arms, and larger weaponry being a separate skill!
Now I'm not saying that said marine should be well trained in every weapon, but there a 5 specialisms just for projectile weapons, making it unlikely that even military men will be skilled in more than a couple of firearms.
I gonna be returning my game to just the original 5. SMGs will use slug pistol or slug rifle depending on their 'type'. Laser carbines (a skill with only a handful of weapon types) will use Energy Rifle, along with fusion rifles and the like, including neural weapons. And snub weapons will use the relevant slug skill.
I just hope the tendency to go back to the bad old days of needing a different skill to shoot a revolver over an auto-pistol is simply a relic of the time some of the CSC material was in T20 or CT form.
Otherwise, the occasional nitpick aside (such as a HuD giving a +2 to hit, better than a smart-gun can - I'm going to shift that to +2 Initiative), this CSC is a totally crucial buy.
There are too many specialisms to Gun Combat.
TMB had just Slug Pistols, Slug Rifles, Shotguns, Energy Pistols, Energy Rifles.
Now we have: Slug Pistols, Slug Carbines, Slug Rifles, Shotguns, Laser Pistols, Laser Carbines, Laser Rifles, Zero-G Weapons, Man-Portable Artillery (for fusion pistols, etc), and Neural Weapons. From 5, to 10!
So, in a game with wide skills definitions, where a spacer can pilot every kind of spaceship, from a 10ton work pod to a million ton dreadnought, with just 3 specialisms, yet a marine needs 10 specialisms just to use small arms, and larger weaponry being a separate skill!
Now I'm not saying that said marine should be well trained in every weapon, but there a 5 specialisms just for projectile weapons, making it unlikely that even military men will be skilled in more than a couple of firearms.
I gonna be returning my game to just the original 5. SMGs will use slug pistol or slug rifle depending on their 'type'. Laser carbines (a skill with only a handful of weapon types) will use Energy Rifle, along with fusion rifles and the like, including neural weapons. And snub weapons will use the relevant slug skill.
I just hope the tendency to go back to the bad old days of needing a different skill to shoot a revolver over an auto-pistol is simply a relic of the time some of the CSC material was in T20 or CT form.
Otherwise, the occasional nitpick aside (such as a HuD giving a +2 to hit, better than a smart-gun can - I'm going to shift that to +2 Initiative), this CSC is a totally crucial buy.