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Firearm Maneuvers

PostDateIcon Wed, 12/02/2015 - 10:02am | PostAuthorIcon The GIT

This is really a question for the game designers but I'm more than happy to hear the opinions of other Covert Ops players.

With regards to the Firearm Maneuvers option in the GM Operation Manual, the section states "Not all marksmen are soldiers...To them, it’s unimportant to be trained in the use of heavy weapons or demolitions." The rules then stipulate if using this optional system, a player may replace “demolitions” with a new aspect called “Firearm Maneuvers.”

It seems to me, reading the first statement, that it's not entirely unreasonable for a player to replace Gunnery instead of Demolitions. Is there any reason why this shouldn't be allowed?

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PostCommentsIcon Login or register  | PostCategoryIcon   | PostTagIcon Tags: Covert Ops
Submitted by taustinoc on Wed, 12/02/2015 - 11:29am.

It would seem to be that if someone were to only have part of the Soldier skill, they'd be more likely to learn about explosives than heavy weapons. Police, for instance, have bomb squads, but not howitzers (much as some would like to). Criminal syndicates may well have a bomb builder, but won't likely have any vehicle mounted machineguns. So I'd be inclined to agree. Only allowing firearms maneuvers to replace demolitions smacks too much of Gygax-esque game balance to me. :)

(I predict the official answer will include some variation of "the right way to do it is what works for you.")

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Submitted by The GIT on Wed, 12/02/2015 - 11:42am.

Yeah - having to drop Demolitions for Firearms Maneuvers is going to cause some long discussions in my game group; giving them the option of dropping Gunnery or Demolitions is an easier sell and also allows for a group to create a more diverse team of characters.

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Submitted by Bill Logan on Sat, 12/05/2015 - 6:02pm.

I agree. Allow them to drop either. Or maybe both and let them have an extra maneuver if they drop both. Whatever sells them on it, if you'd like the inclusion in your game.

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