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EA005-Scxout Cruiser: picky question

Burocrate

SOC-12
We all know PCs will closely review the contents of any Ship's Locker. I see "Carbines" as the only long gun listed and yet, in the text concerning a possible boarding scenario reference is made to "the ACRs" used by the crewmembers.

So what kind of philosophy does the Scout Service use when stocking the small arms locker? Do they supply the Carbine, which most non-military characters should have the necessary Feat to use? Or do they supply military-grade ordinance for the crew knowing that the nearest Imp. Marine unit is several months away and not likely to respond if the engagement results in the lose of the entire Scout party.

Call me a compassionate conservative if you will, but I plan to provide both: Carbines for the “low risk” look-about and ACRs for expected force-on force encounters. On the third hand: there are only two types of encounters-Risk :mad: & High Risk :eek: .

And as a wise man once said: YMMV.
 
Small note: Scouts generally won't have Weapon Proficiency (Combat Rifleman) to use ACRs, and none of the scout NPCs listed in the adventure do, so they'd be at -4. OTOH, quite a few of them are proficient with lasers.

So if I were going for a mix, I'd mix ordinary carbines and some laser rifles.

HTH
 
The intention was to equip the scouts with carbines as standard, and a few laser pistols in the locker. Morte is correct of course - Scouts don't normally get combat rifleman proficiency so ACR's are not meant to be onboard.

The intent is to have the cruiser's turret weapons to provide heavy-weight backup should it ever be needed. The launch and the Grav-ATV have 2cm autocannon as well which can provide some relatively heavy-weight firepower while on-planet.

PCs are welcome to bring other weapons and armor onboard, if they have them.
And the referee, as always, is welcome to alter my suggestions for the Locker. But generally, Scouts don't use military grade slug throwers - as Morte suggests.
 
>Small note: Scouts generally won't have Weapon >Proficiency (Combat Rifleman) to use ACRs, and >none of the scout NPCs listed in the adventure >do, so they'd be at -4. OTOH, quite a few of >them are proficient with lasers.

This is what I was getting at: Combat Rifleman feat usually held by military characters, Marksman feat (and even Lasers) by anyone else. Of course expensive weapons/armor and permits always good way to bleed off those mustering out credits.

With the info. from Morte & Mr. Taylor, I plan to let the PCs carry on board the mil-spec weapons. Thanks all for you input.
 
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