If memory serves, there are quite a few rare interactions (only allowed to exist by stuff like the Archaeotech device territory) that also need clarifying.
Of course there is :-DIf memory serves, there are quite a few rare interactions (only allowed to exist by stuff like the Archaeotech device territory) that also need clarifying.
It's even better to word the general rules for interactions and the rules for traits so that there is no need to specifically spell out how each pair interact. But failing that I agree with you.I think it is better to clarify unusual interractions of weapon traits from buffs of territories/skills/ammo in the description of those territories/skills/ammo, otherwise we'll bloat trait descriptions for no gain.
It's even better to word the general rules for interactions and the rules for traits so that there is no need to specifically spell out how each pair interact. But failing that I agree with you.
Is there a need for that though? I'd rather have goonhammer rule of allowing flame pistols to autohit in melee - obviously without template usage.Another thing that comes to mind: it could be useful to clearly identify what trait combinations are impossible. For instance, it seems to be a design rule that Sidearm and Template cannot coexist on the same weapon.
There will be no Archaeotech device territory in YCE campaignIf memory serves, there are quite a few rare interactions (only allowed to exist by stuff like the Archaeotech device territory) that also need clarifying.

Sidearms cannot be used alongside a Versatile weapon to make close combat attacks from afar. The proposed change is to allow for them to be used for that purpose (using the same rule as for using them alongside a Melee weapon when the 2 fighters are in b2b contact).Sidearm uses WS in official rules. What is the change? What does it solve?
Shooting a pistol at range is a very different action from shooting it point blank in close combat (that's why one use BS and the other WS). The later is more akin to punching the enemy with the gun and pulling the trigger. That's not something you can do from 3" away. For shooting a gun at range, the fighter should assume a shooting stance, more often than not use both hands, aim a little, etc. not something you can easily do while swinging a whip in with your dominant hand. If you want to use a Sidearm alongside a Versatile weapon then you should logically have to use BS for the sidearm and get either a -1 modifier (as you are firing one-handed, as per twin gun blazing) or a -2 one (as you can't correctly aim at all, as per Blind fire) but that would make it a monstrous hybrid of Fight and Shoot.It solves the "So tell me again why I can't shoot the dude when he's 2" from me if I also poke him with a whip, but as soon as he's in my face I can shoot him and poke him with my whip" question I have often fielded from players. I can't logically explain away that interaction, and I dislike not having a decent argument for it beyond that it's what the rules say.
Yes, the ability to new and unique melee weapons with ammo checks and related traits.We could skip Ammo for Melee weapons completely. Does it add anything to the game other than complexity?