I've been reading through Mercenary, and trying to resolve some of the issues that I've found.
The core rule book doesn't list any specialties for the Zero-G skill. So with only one specialty available, is every character who receives the Zero-G skill supposed to take this one specialty?
However on Mercenary pg 103, the Heavy Weapons table lists:
None of these weapons seem to fit with any of the Heavy Weapons specialties listed in either rule book.
For a house rule, I'll probably use Gun Combat (slug rifle) for both the LAG and ARMP, and add an AutoCannon or AutoWeapons specialty to cover the rest. But is this this intended solution?
Also, on pg 28, the Specialist: Sniper skill table lists a Magrails specialty for Heavy Weapons, which doesn't appear to be mentioned anywhere else. Is this intended to cover only the MagRail Minigun, or all MagRail weapons (pistol, carbine, or rifle)?
For my own house rule, I'll probably replace it with Navigation or Survival, unrelated skills but more appropriate to my view of a sniper's skill set.
Mercenary said:Zero-G
- Personal Combat: This specialty allows...
The core rule book doesn't list any specialties for the Zero-G skill. So with only one specialty available, is every character who receives the Zero-G skill supposed to take this one specialty?
Core Rulebook said:Heavy Weapons
...
Specialties:
- Launchers: Rocket launchers and grenade launchers
Man Portable Artillery: Man portable fusion and plasma weapons
Field Artillery: Fixed guns, mortars, and other indirect-fire weapons
Mercenary said:Heavy Weapons
Flame throwers: Using weaponry designed to project dangerous payloads in a fan or gout at short ranges
However on Mercenary pg 103, the Heavy Weapons table lists:
LMG
LAG
ARMP
AutoCannon
VRF Gouss Rifle
MagRail Minigun
None of these weapons seem to fit with any of the Heavy Weapons specialties listed in either rule book.
For a house rule, I'll probably use Gun Combat (slug rifle) for both the LAG and ARMP, and add an AutoCannon or AutoWeapons specialty to cover the rest. But is this this intended solution?
Also, on pg 28, the Specialist: Sniper skill table lists a Magrails specialty for Heavy Weapons, which doesn't appear to be mentioned anywhere else. Is this intended to cover only the MagRail Minigun, or all MagRail weapons (pistol, carbine, or rifle)?
For my own house rule, I'll probably replace it with Navigation or Survival, unrelated skills but more appropriate to my view of a sniper's skill set.