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Missing Pistol Specializations?

Bllurr

New member
Hey all, new Hero Labs owner, here. Did some searching on the forums and have yet to be able to find anything pertaining to this, so I thought I'd just start a new thread about it.

Making up a new character, and I've discovered that the Pistols skill is missing specializations for Light and Heavy categories. Since I've only got a Hammerli 620S to start with, I'm fluffing it by taking a Semi-auto specialization, instead, but I'd prefer to have Light, like the standard Technomancer template in the core rules.

If this sort of thing's been mentioned before, please do point me in that direction. :)
 
Those specialties were from v3 and earlier. According to pg. 122 of the core rules, the specialties available for the pistols skill in 4th edition are Hold-Outs, Revolvers, Semi-Automatics, and Tasers.
 
Surely those are just a handful of possible choices, right? I didn't think the book listed absolutely every specialization for every skill, it just gave you some ideas for those cases where there may be a lot of options to list, for space reasons.

Is the specialization that the Technomancer template on pg. 112 has a mistake, then? Seems kind of odd to not be able to specialize in a listed category of pistols. Only reason I felt it should be included is because it's listed there, really.

Still, I suppose it doesn't affect things much, as I don't intend to stray from the Hammerli that often.

Thanks for the reply. :)
 
It won't, you'll have to remember it manually - or on the in-play tab, create a special Adjustment to that skill, and label it appropriately. Turn it on and off as needed.
 
I don't believe those were intended as possible choices. I believe they changed the choices available as pistol specialties between editions, and forgot that detail for the Technomancer sample character.

If you wanted to house rule that, use the editor (Tools menu...Launch editor, then file...new). On the Dicepool Helper tab, make copies of Semi-Automatic and Revolvers, rename them, and use "Replaces Thing Id" to make them replacements of what was there. Then, change the weapon categories that are assigned to each skill specialty.

You will need to replace them, not just add new specialties - if there are multiple specialties that can apply to a single weapon category, you won't be able to predict which specialty is chosen when looking up the dicepool - there's no provision for finding the highest - it'll just pick the first one it comes across.
 
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