Question 1:
Some archetypes have limited action-values at the beginning
like [max 13] or (=14) for example. Thus you gotta stuck with
those values even if the sum of base attribute and skill bonus
exceeds the limit. That's ok during character creation. But how
to handle it when spending expierence points ?
Example: John Smith is a professional k... uhm.. businessman..
well.. at the beginning he got Dex 8 and guns +10,
but due to the limit his AV is only 15, not 18.
Now, after several 'jobs' he gained enough expierence to
increase his skill bonus. Does the player have to ignore that Dex 8
and guns +10 and simply pay 16 EXP for the new AV 16 ?
What if he increases his Base Attributes ?
Question 2:
"Golden Comeback" introduces us to the "wreck" rules.
Guns do, depending on their type, a constant wreck damage of 1 or 2,
rockets and grenades do 4 wreck damage.
Ramming a vehicle does wreckdamage equal to the drive-drive outcome.
Driving certain vehicles gives a bonus on ramming damage,
like modern tank (40+ountcome), so does a tanks gun (x+outcome).
It seems some weapons/vehicles do a constant wreck damage, while
others use or add the outcome.
In an adventure I am currently preparing I'd like to make use
of certain heavy weapon systems. Thus I'd like to know if there is any
rule I can decide upon, if a certain type of weapon adds the outcome to
the wreck damage or not.