Originally posted by kaladorn:
Don, nice work, but more comments:
Wow... I got to bask in the glow of a job well done for hours...
On pg 32, you list the weapons for CRM. Is Autoshotgun not one that should appear here? And does it need its own Autoshotgun(Weapon) appearance? And would it go under Rifleman too? If the autoshotgun is meant to be covered under Shotgun, the skill description should say so too. Autoshotgun appears as a discrete entry in the weapon table.
Excellent points all; let's treat Autoshotgun in the same way that Autorifle has been treated, and go from there. So...
Autoshotgun (Weapon): The individual can use a shotgun.
And Rifleman and Combat Rifleman both need Autoshotgun added to their Includes list.
Your page 44 errata has no bolding. Perhaps this is intentional, but I assume not.
No, that's a goof. Thanks...
What skill fires Flamethrower and where is this made explicit? (My guess is it should be covered under Heavy Weapons but isn't) There should probably also be some rules for what happens when someone wearing one gets hit with an attack...
I agree with Heavy Weapons, but as for rules when someone wearing one gets hit, I suspect that's addenda.
What skill fires CPR guns? Where is this made explicit? Why is there not a "CPR Gun" skill?
They are NOT covered by Mortars and Howitzers (as they are direct fire Hivels).
Wow... I don't know how many times this has come up in my MegaTraveller campaigns...
I'm tempted to lump them in with Mass Drivers; in fact, TNE's Heavy Guns skill is Mass Drivers and CPR Guns. It's a good question, but definitely addenda.
Should it be made explicit that Grenade Launcher includes normal GL, RAM GL, Auto GL and RAM Auto GL?
Does it need to be? The table is named "Grenade Launchers".
Should it be made explicit that Heavy Weapons, which covers machine guns, includes Light, Heavy and Gatling variants? (Just to be blatantly obvious, like the GL question above)
This really isn't the same, as "Gatling Gun" appears as a separate item. The text of the Machine Gun skill should amended...
Machine Gun (Weapon): The individual can use machine guns and gatling guns.
Should Tac Missile launchers be mentioned under Heavy Weapons? They don't really ever provide a table for these and yet there are a staple of the Traveller universe. I'd suggest Heavy Weapons. They appear in a number of canonical sources and I imagine FF&S could design them. Striker could. (By this, I'm not talking direct fire GLs, but Javelin, TOW, Hellfire, etc).
Fortunately, I don't have to worry about FF&S
Note that under PROBLEMS I note the need to incorporate Tac Missiles from MTJ #3.
What skill governs rifle grenades? Rifle or Grenade Launcher or both?
An excellent question that would be addenda if there were an obvious answer.
What skill governs Recoilless Rifle? I don't believe it is Mortars and Howitzers, but it could work under the suggested CPR Guns skill. Or maybe under Heavy Weapons (sort of depends on size... but with minimum 60mm, I'd say CPR Guns or both).
Could you live with CPR Guns, Recoilless Rifles and Mass Drivers in the same skill?
What skill governs MRLs? An MRL is basically a rocket mortar. But since MRLs are in the weapon tables, this should be explicitly stated under Mortars and Howitzers.
I could live with Mortars and Howitzers, but that's addenda.
Is there any task to emplace a mine successfully, perhaps a hazardous routine task with Dex and Demo as modifiers? Or a simple task, if you think they're easier to place?
According to MTJ #4, that's for the individual referee to determine, bearing in mind local conditions and information.
Should all Marine acquisitions of Vacc Suit be Battle Dress?
Interestingly enough, the notes indicate the answer is NO. The argument is that Marines get Vacc Suit training from the Navy, and then receive BD training from the Marines. There's a good argument for requiring Vacc Suit-1 before allowing taking BD-1, but no "rule" is ever explicitly defined. I think making the Special Combat cascade available closes this issue.