Well, the problem with T2k is that ultimately it is a fantasy game, and it is a fantasy game written by fallible people, and it is a fantasy game written by fallible people based on what we now know are incorrect assumptions, along with some HUGE things done to "make" not only the T2k world like it is but to make 2300AD like it is: the small level of nuclear exchange, NATO not only falling apart but things like Italy throwing in with the USSR, and so on and so forth. I personally have "fixed" a lot of "bugs" in my own at-home T2k dealings but this is to follow canon as best I can, not just canon timeline but canon rules, and to those I will adhere.
With that said, the first snag I/we hit is the rule that states : "Since the game begins 'on the run', the only equipment players should be allowed to purchase is that which they can carry".
However this sourcebook does not start "on the run" but rather in a comparatively well equipped cantonment with a number of troops, that has been established for at least two years. Plus, it will alleviate the question of "why have you been here for two years, just sitting on your 'buy points'?" and also "how have you held this position with no heavy equipment" and so on and so forth.
So, yes, ultimately that will be a rule I "bend" to flesh out this combat unit as I want. And who knows, when I initially roll for vehicles I may get some surprises there, too.
Well, enough faffing about, back to work.
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THIS IS MY SIG, HERE IT IS.
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