I am merging the two gunnery ship skills

Abub's picture
Abub
September 22, 2014 - 10:42am
So finally I kicked off my SF Space Fleet game last night and in the first mission I had to downgrade the ship from a frigate to an assault scout due to loosing a player (which means two crew members in my game )

Anywho the pc gunner was set up as a rocket gunner so I'm merging the two gunnery skills for convenience but really now that I'm actively running. I just feel they shouldn't be seperate. A weapons crewmen i think would have a rounded knowledge of spacefleet's offensive and defensive ship systems. 

How to handle the prereqs for gunnery then. I don't know. I'm leaning to just saying either set of prereqs gets you in the door. Really the prereqs for gunnery aren't logical anyways. Being good at shooting a rifle really means nothing for firing the lazer battery on a warship. Really "Xbox" is more a qualification for using ship based weapons. 

Anybody have any opinions on this merging?

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Comments:

Ascent's picture
Ascent
September 22, 2014 - 7:00pm
It makes sense. There's no real reason for them to be separate. Though the reason is probably because on modern ships, cannons and rockets are two separate stations. Cannons, like they show in the book, are controlled at the cannon, whereas rockets are controlled from the bridge. Also, each has to know how to repair their cannon or launcher.
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OnceFarOff's picture
OnceFarOff
September 22, 2014 - 7:03pm
I have done this as well. The skill is just called "Gunnery".

In my game we use the Skilled Frontiersman skill rules from SFman #9, so the pre-req's are not an issue. To be honest, I've pretty much chucked the entire Knight Hawks system from my game. 

jedion357's picture
jedion357
September 22, 2014 - 8:45pm
I've often thought that the skills shoule be Pistol shooting, rifle shooting, artillery/gunnery station shooting
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