Back to topic...
I find it worth pointing out that the random encounters section of Bk3-77 and Bk3-81 lack any provision for encountered random types to have weapon skill. It's reasonable to presume the universal (¹⁄₂ or 0, by year)... but it doesn't even go that far.
Nor is there errata for it.
TTB gives more kinds of encounters (from 3+2 - routine, random, patron explicit in bk3, plus the law enforcement check from the LL description, and the animal encounters in that section), to 7 (Routine, Random, Rumor, Legal, Patron, Adventure, Animal - note the addition of Rumor and Adventure).
One can infer from character gen that the various types corresponding to extant careers should have the free skills given in term 1... which means Soldiers Rifle 1, and Marines Cutlass 1.
I think it fair to say, CT doesn't provide a good model of normal people of the Imperium; if one's as simulationist as I used to be, I assumed it was producing the average traveller, that 1 in a thousand who make it off world, not the average Citizen of the imperium.
I later adoped 4d6k2L -1 with a resulting 11 having a 1/3 chance of being promoted to 12, and similarly 12 to 13, 13 to 14, and 14 to 15.
Soc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B+ |
N/1296 | 171 | 244 | 261 | 224 | 171 | 108 | 65 | 32 | 15 | 4 | 1 |
% | 13.2% | 18.8% | 20.1% | 17.3% | 13.2% | 8.3% | 5.0% | 2.5% | 1.16% | 0.31% | 0.077% |
This does great unpleasantness to the middle class... making them about 15% of the populace. But it gets the nobles down to under the UK current percentage.
So, Knights become some 2/3 of the nobles (0.052%), barons 4/9 (0.034%), Viscounts 8/27 (0.023%), Counts 16/81(0.015%), Dukes 8/81 (0.0076%).
If I were on such a simulationist bent now, I'd keep dice 2 and 3 of 5d6. And from 11 up, I'd use 1/6 chance.
1 276 3.549382716049383%
2 610 7.844650205761317%
3 1116 14.351851851851851%
4 1300 16.718106995884774%
5 1416 18.209876543209877%
6 1170 15.046296296296296%
7 926 11.90843621399177%
8 540 6.944444444444445%
9 306 3.9351851851851856%
10 90 1.1574074074074074%
11 26 0.3343621399176955%
This puts the middle class (6-8) around 34%, and the working class (3-5) at about 48%... with the deeply impoverished, the criminal, and serf classes (1-2) at 11.3%
On the skill levels... the average character generated totally randomly has about 2/18 chance of key skills, 2/24 if well educated. so expected...
so T+C+R = 1, 1/9 chance of skill 2.
T+C+R=2 16/81 of skill 2, 1/81 of skill 3
T+C+R=3: 192/729 skill 2, 24/729 of skill 3, 1 of 729 of skill 4
T+C+R=4: 2048/6561 skill 2, 384/6561 of skill 3, 32/6561 of skill 4, 1/6561 of skill 5.
T+C+R=5: 20480/59049 skill 2, 5120/59049 skill 3, 640/59049 skill 4, 40/59049 skill 5, 1/59049 skill 6
Code:
out = [0,0,0,0,0,0,0,0,0,0,0,0]
for a in d9:
for b in d9:
for c in d9:
for d in d9:
out[a+b+c+d]+=1
print(out)
Numbers are actually slightly off, but it gives the rough idea. Why? because some skills are not twice, and because it's not checking for other skills we're not interested in. It's a process for "I need a man of skill X on his records"...
Add a new variable for line setting out each step, and add its variable inside the braces after out