krm (02/17/83)
I guess I missed the original article but .... Mecenary rules are great if you like personal combat. You also get considerably more skills from book 4 or High Guard. I have played ship to ship but we usually do so using High Guard or Fifth Frontier War and seldom if ever during a basic campaign. I think you'll find a "researcher" listed in one of the supplements (can't remember the number) "Citizens of the Imperium" as well as bureaucrats, flyers, wet navy, doctors, barbarians, nobles, rogues, pirates, belters, (12 in all), bow combat, and a set of fairly worthless pre-rolls. I don't use FASA character systems for just the reason that they use a lot of unheard of and in my opinion garbage skills. I don't feel they integrate well with the other skills. I don't allow my characters (I'm a ref) to obtain JoT because I can't figure out how to run it well. Instead, I allow them one roll on a table that their character ordinarily would not have a chance to roll on, (I call them scatter skills). I think this makes for an odd skill, sometimes useful but other times not. A good example is a low tech army man recieving battle dress or even vacc suit. A bad example is for the same man to recieve fleet tactics. Regina Space Academy xoxorich
bsw (02/17/83)
Well, I've never tried any of these ways (or the one I'm about to suggest) so I don't know how well these work. It If a character has a pilot-8, he should be a master pilot on all ships, but a SUPER pilot on one or two specific types of ships (ie. He is good at all, but great at fighters and fat traders ). This would be hard to work-in for combat (laser rifle-5 only in some situations?), but could work in alot of things. Ben Walls cbosgd!bsw