I agree with METLAY in most respects except the following:
> ... it
> becomes obvious that you're not going to be able to do a good job on them on
> the workbench in the engine room of your ship! Armories at TL 12 and up are
> among the best-equipped shops in history, and they handle very different needs
> than a starship shop. It's one thing to get a fusion gun; it's another to keep
> it working.
Maintainance is difficult, yes, but if you buy a set of tools for the repair
of the guns, one of the best places to repair a gun's fusion plant is the
workshop in your ship. After all where are you going to repair the damage to
the fusion guns in the ship's turrets? Plus unless the character has a *good*
gun skill, it won't be safe for them to work on it.
I don't know about other GM's but my players seldom provide their own
transportation. (Mainly due to the fact that their air/raft in the ship
doesn't have the correct licenses to operate on a planet, and it takes a
couple of weeks for processing. :-) That leaves rental, or public transport.
You aren't going to get on a grav-bus with armour, or any form of energy
weapon (unless you hijack it), and the rental agreements restrict carrying
of energy weapons (in fine print of course) so the first accident has the
charaters paying outrageous penalties for transporting prohibited material.
-Dan
Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator: [email removed] ...!watmath!julian!engrg!dan
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