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Scout and Merchant Gun Combat

SgtHulka

SOC-12
Could someone with Book 6: Scouts and Book 7: Merchant Prince let me know what the Gun Combat options are for these two professions?

I'm referring to the fact that Gun Combat in Mercenary *must* be Combat Rifleman, but then has a number of other options as a secondary skill, and that in High Guard it can only either be Pistols, Submachineguns or Laser Weapons. I don't have books 6 and 7 and would like to get a sense of "standard" Scout/Merchant weapons for my Snapshot games.

Thanks in advance.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by SgtHulka:
Could someone with Book 6: Scouts and Book 7: Merchant Prince let me know what the Gun Combat options are for these two professions?

I'm referring to the fact that Gun Combat in Mercenary *must* be Combat Rifleman, but then has a number of other options as a secondary skill, and that in High Guard it can only either be Pistols, Submachineguns or Laser Weapons. I don't have books 6 and 7 and would like to get a sense of "standard" Scout/Merchant weapons for my Snapshot games.

Thanks in advance.
<HR></BLOCKQUOTE>

Book 6 says, "The character selects a gun from the list of guns available in Basic Traveller." So that covers Scouts.

Book 7, for merchants, "Character must select from Handgun, SMG, Rifle, Shotgun, Carbine, or Laser Weapons.

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I am increasingly of the opinion that RPGs are by the nature of their creation subjective phenomenon. due to the interaction between game designers, game masters, and game players all definitions, rules, settings, and adventures are mutable in acordance with the uncertainty principle as expounded by Heisenburg. This is of course merely my point of view.

David Shayne
 
I have to admit, I was a bit more leinant with gun selection for most characters. No, that didn't mean that I had Scouts or Merchants in CT or MT taking High Energy Weapons and Battledress skill, but since the Scouts are at least "semi-military", I had no problem with them having Combat Rifleman, the idea of a lone Scout with a gauss rifle didn't grate against me senses...a lone Scout with a Gauss Rifle loaded with an underslung Grenade Launcher and in TL 14 Combat Armor...okay, that was a bit heavy. I also didn't have any problem with a Merchant character taking skill in Zero G Weapons, I could almost see Accelerator Rifles become standard ship locker fare on ships on more dangerous routes for instance.

Me



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It is not I who am crazy, it's I who am mad!
 
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