Sturn wrote:Sorry, but as self-designated arbiter I'm on the side that says the Scouts should be able to learn Gunnery without jumping through hoops. By their nature they are out on the frontier and as pointed out already they can be enlisted to fight during war. If the OTU was "real" then being able to use the turret mounted on your ship would be required in scout basic training. Your argument is kinda like saying Scouts shouldn't be able to learn a skill to operate an Air/Raft since it's pointless, their ships are streamlined, while carrying an Air/Raft in the trunk. Some (many?) Scouts would learn Gunnery. Perhaps not all Scouts will learn it, but it's ridiculous that an essential skill used on the Scout's iconic craft isn't even available during normal character generation.
Old West and musket era "Scouts" weren't tasked to fight battles, only explore the frontier. "Soldiers" were for actually fighting battles. Scouts still all knew how to use a musket or rifle that was an essential part of their kit. Any rules system not allowing such a Scout career access to, "Musket", or "Rifle" skill would be ridiculous. I think the same applies to their far future brethren.
And 20th century scouts were tasked to sing around campfires, your point is based on a irrelevant analogy (I don't recall that Indian scouts were able to handle the naval artillery of the 19th century either). Traveller scouts are not the Kit Carson's of the wild frontier, most are part of a scientific and exploratory organisation, which also runs the galactic post office and assists navigation. There is no need for them to have turret gunnery skills (especially when the ships computer can be loaded with fire control software to operate the turrets), other skills are of much more relevance. If they are going into areas where space combat is a real possibility, then a naval escort will be provided (and lets be honest, the classic type S scout ship, if carrying three lasers, or even one particle beam, is still a very weak combatant, an armed free trader will probably be able to destroy the scout, even if one of the crew has gunner skill).
More interesting, not including flyer or drive skill in the scout career table seems to be more of a limitation. The inclusion of gun combat skill is interesting, it is included, but most scouts will not have more than a level 0. I can see an argument for replacing it with, say, flyer (grav), but have rationalised it as a basic scout requirement, a "just in case".