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Free Trader Gunners

Greetings,

Just recently got the Mongoose Traveller Core Rulebook, and noticed that Merchants in the Free Trader specialty cannot get the Gunner skill. It this an accidental omission or intentional?
 
Greetings,

Just recently got the Mongoose Traveller Core Rulebook, and noticed that Merchants in the Free Trader specialty cannot get the Gunner skill. It this an accidental omission or intentional?
Odds are Mongoose and the authors will not make an official response.

Obviously with just 6 skills per table, some possible career skills will be absent. Which skills are most pertinent and make it to the tables and which to leave out likely varies from person to person as Traveller accommodates a wide variety of play styles.

This is actually a topic that came up a while back but I don't know on which forum. Maybe someone else knows if it was here and can point to it?

I'll do my best to recall my input in that previous discussion.

If you are the type that likes to do things by the book and would like some reasoning behind it not being in the tables, I offer the following. This is mostly my reasoning with some reference to the rules. There is no need to argue over my points, these are just possible reasons that may or may not fit with your way of doing things. Use whatever makes sense to you and throw out what doesn't.

If you look at the ship specs for the small trade ships, weapons are not included. This may be indicative that some, many, or even most smaller trade ships are not equipped and have no need for such. While the 1,000 ton heavy freighter does include weapons in the turrets, for some reason it only has 2 of ten possible turrets installed. Again, perhaps a sign that a lot of combat is not seen by these types of ships?

The larger ships have Merchant Marines. The small ships have small crews. You don't have the time or money to invest in training someone. You can hire someone that has the skill if and when you think it is necessary.

The pilot, astrogator, engineer and so on are kept busy every trip but Gunnery skill is probably not used too often to improve upon it. Even if you have weapons, engaging in space combat every month is counter productive to a trade ship and likely does not occur often outside the whims of a GM and players. The guns may be mostly for show so that you are not seen as easy prey. The most likely time for an even, or winnable fight in a free trader is when a GM sets it up. In the realistic setting (my opinion) combat in these ships would be rare as local officials, pirates, and anyone that tries to bully you around will likely be far better armed and armored than you. Other means than combat need to be used as fighting is likely suicide. Who's going to fight you unless they think they have a good chance of winning?

In my opinion, weapons will often be more trouble than then are worth. You have weapons? Why? Must have valuable cargo, be smuggling or up to some other mischief. More scrutiny, inspections, longer delays, some locations may not even let you approach and land/dock.

Some people that like Traveller like FireFly and think it is Travelleresque. Not sure if you are familiar with that show, but Serenity did not have weapons.

If you are the type that likes to tweak the game to fit their play style, you can always put Gunnery on the table. Probably not a big deal to lose Vacc Suit. It is on the Service Skills table.
 
"Merchant Marines"...

One way to look at this is to look at the careers as separate from the services. If a merchanter needs security troops or gunners, those are basically Marines or Navy characters, not Merchants. Even if the logo on their arm is Tukera instead of the Imperial Sun. It is one of the strengths of the MGT mechanic for switching careers; you can start a character as a Marine for a term then switch to Merchant Line, and easily assume that he's been part of that merchant company the whole time, switching from Security to a more sedate assignment once that youthful edge wore off.
 
Another thing you can do is allow the player to roll a d2 or d3 to allow for some extra skills they have learned somewhere in the past. I wouldn't do this if you allow players to pick skills from those group packages that are in the main book.
 
Another thing you can do is allow the player to roll a d2 or d3 to allow for some extra skills they have learned somewhere in the past. I wouldn't do this if you allow players to pick skills from those group packages that are in the main book.

IIRC, the part I bolded would allow a Merchant character to get Gunner skill, just at the end of chargen. Backstory that skill however you like, and you're set.
 
You have weapons? Why? Must have valuable cargo, be smuggling or up to some other mischief. More scrutiny, inspections, longer delays, some locations may not even let you approach and land/dock.

For ships working in more or less seccure and patroled areas, one reason could be just to be labeled as armed and so to make it easier to obtain mail runs (see modifiers in CB page 162).
 
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Yeah I can understand the in-game reasons why a free trader might not carry weapons but when you consider cow common piracy is and how spread out naval patrols are, I would think armed traders would be more common.

I know I could house-rule it, but still...
 
Yeah I can understand the in-game reasons why a free trader might not carry weapons but when you consider cow common piracy is and how spread out naval patrols are, I would think armed traders would be more common.

I know I could house-rule it, but still...

This is (off course) setting dependent, but I don't think piracy to be so common in most the Imperium, due to its inherent difficulties (not only Navy patrols, but also needs for repairs, markets controls for the stolen goods, etc.). Only in zones where they can cross a border may piracy really be common (and even so, not all borders would serve, as I think, just as example, that the Solomani and Imperium will mostly collaborate on this).

And, as said in some posts, no house rules are really needed. Just having some crewmemebers that come from other careers (Navy, Marines, Scouts, Larger Merchant Marine, etc.), the Skills Packages (though not as traders) or the connection rules will allow them to gain the skill.

I don't know if Merchant Prince fixed that, in any case.
 
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And, as said in some posts, no house rules are really needed. Just having some crewmemebers that come from other careers (Navy, Marines, Scouts, Larger Merchant Marine, etc.), the Skills Packages (though not as traders) or the connection rules will allow them to gain the skill.

I would think that some ex-navy gunners, after spending most of their mandatory patriotic duty sitting in an SDB; would jump at the opportunity to use some of their skills to see their sector as opposed to lurking in a gas giant.
 
one explanation:

most merchant companies do not have the abilities or time to train gunners themselves, but instead rely on the navy leavers are such for such skills.

So, they buy in the trained gunner rather than pay to train a gunner.
 
Greetings,

Just recently got the Mongoose Traveller Core Rulebook, and noticed that Merchants in the Free Trader specialty cannot get the Gunner skill. It this an accidental omission or intentional?

Thankfully, Merchants are one of the careers which get their own book with a more granular character creation set. In Book 7, Merchant Prince, the Free Trader specialty allows the gunner skill if you take the Trade Crew or Tramp Pilot sub-specialty. I've looked at how the 18 skills you can pick up in the three sub-specialties fit into the 6 you can in the core rulebook, and I pretty much agree with the choices. That two of the sub-specialties get it, but the core book doesn't include it is unusual. I would still say that it is a choice, rather than an error.

You could change it, or 1) use Merchant Prince, 2) assume that most merchants with this skill got it during an earlier career in the navy/marines, or 3) alter the background skills selection to include it.
 
You could change it, or 1) use Merchant Prince, 2) assume that most merchants with this skill got it during an earlier career in the navy/marines, or 3) alter the background skills selection to include it.

Or, just say that Gunner is one of the "Basic Training" service skills that merchants get at the beginning of their career (at level-0), but that they don't get to improve it thru the career process, since it is not actually on the service chart. For that, they either need to take it as an events-table skill acquisition, or as a muster-out skill (thru the "finalizing the character" group skill selection), or have had prior-service career training in the skill.
 
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