T5.1 Book 1, p202: Mentions the different attack type, including, “… the Melee Attack (for close quarters grappling and fighting).”
T5.1 Bool 3, p108: The Gunmaker section mentions, “Close Quarters weapons are more usable in confined spaces (inside buildings and spaceships).” It goes on to list …
Launchers and non-SMG machineguns are allowed in CQ (albeit with negative mods) seems a little ... odd.
However, melee weapons and body weapons don’t have a CQ mod. This includes everything from a dagger to a pike. If CQ is range ‘0’ and ‘R’, why not?
T5.1 Bool 3, p108: The Gunmaker section mentions, “Close Quarters weapons are more usable in confined spaces (inside buildings and spaceships).” It goes on to list …
- Recoilless, VHeavy, VRF, AutoCannon, Cannon, and Gatling are unusable in CQ
- Snub and Projector are preferred in CQ
- Pistols and Revolvers have a positive CQ mod (EOU in CQ situations)
- Carbine, Designator, Gun, Launcher, Machinegun, Multi-Launcher, Rifle, and Shotgun have negative CQ mods (EOU in CQ situations)
Launchers and non-SMG machineguns are allowed in CQ (albeit with negative mods) seems a little ... odd.
However, melee weapons and body weapons don’t have a CQ mod. This includes everything from a dagger to a pike. If CQ is range ‘0’ and ‘R’, why not?