Would it be overly-presumptuous of me to include this in my signature? It makes me feel warm and fuzzy inside. It also gives me an idea for a sig fig.stubby wrote:Who is this Hal guy and why is he so smart?
Scouts can already nullify Stealth and spend an Action to Target an object so that allies get +1 to Ranged Attack Skill Rolls.stubby wrote:I think I've talked about Gunners before, you haven't seen them yet because they live at the bottom of Ch. 8, but their big Specialty is Fire Direction, which lets them spend an Action to help aim mounted weapons, adding die sizes to the Skill of the weapon operator. I think you'll probably be able to give that Specialty to an onboard targeting computer, unless I think of some balance issue to prevent it.
On the other hand, Scouting also confers the ability to spot traps, which seems to me would fit under Trailblazing. Are you splitting up these roles so that Gunners get targeting bonuses and Scouts only blaze trails? I guess I'll see when Chapter 8 goes live.
Unconventional ammunition falls under "Launchers." Of course, you'll have to*CRAZYHORSE* wrote:Are there any rules for unconventional ammo, like lets say a giant mech that has a launcher that shoots Nuclear politician Sheep at the enemy with a *phoom* noise.
to get rules for nuclear politician sheep, but that's what Book II is for.



