I understand why, but is there still any information on the availability of pilot ability analogs for the pilots themselves, not for their machines? Well, like Blood Stalker or others? Of course, there are Hot Shot that are only for mechs, but still, for example to hit twice per turn in close combat would be nice.
If you are asking how rare certain Special Piloting Abilities are, I don't think there's any indicator of that. Sure you can make some inferences based on the requirements but it's all guessing from you at that point.
Again about random events, what would you recommend using from the third edition for them if using the new "Family Training" path in the third stage?
This one will get multiple recommendations based on how you want to play it.
The description for Family Training boils down to "just rich enough to get out of actual military training, but not equipped enough to rival said big military academies".
Now my ideas all depend on what books you have.
The basic boring option is Military Academy, just use the events and descriptions from there and add in a cousin or sibling if there's mentions of rivals.
For a more harsh, let's say Periphery, kind of family? Freeborn Sibko. Sure your family is "Periphery Rich" but that doesn't save you from the fact you're stepping into a dangerous world.
If you're going to play out a family with a big corporate or social warrior vibe, Solaris Stable Internship from the 3rd edition Solaris book. It just feels right knowing one of the random events is embezzlement. Maybe your character wasn't destined to protect the home world after all.
For a more "military" focused Family Training, take a look at Warrior House Aspirant events from the Companion book for 3rd edition. There's still some political elements, but change out "The Death Commandos want you" to insert some other veteran House unit and honestly a lot of the event descriptions just work well.
Note I'm not saying anything about the actual skills you get in these, just descriptions for inspiration.
Also I've been analyzing the "career" skill a bit,
Career is strange and yet very useful for the overall "slice of life" within a job.
The best analogy I could find was in the latest episodes of Andor where Rebels were impersonating troopers to sneak into a facility under the Empire's nose. The hard nosed vet of the group would ride their butts about tightening formation, guns to this position, eyes forward, march like this, okay march now double time, keep with pace, etc.
All those minor things that showed this guy trained and was trained into that kind of life.
Yet even as vague as it is, i think it's also used in some rules to help bonus roll for pay? Which sort of makes sense, I like to think of it as how well someone works at their job, so they might get a better pay level compared to the standard person at their job.
And a little question about languages, is there any gradation of speech level?
Level 0 is you able to understand how to speak something but with a local accent.
Level 1 is similar to 0 but you have basic reading comprehension.
According to the book:
At Level 2, the character
attains enough ability in the language that he can be understood by
another character who has only recently learned the words himself
(effectively eradicating the worst of his accent),I find this funny because go look up some online videos of people making Bostonites try to say some words specifically. ;D
Level 3 is just fluent and 4 is so good you're able to write books about the language and probably be that snooty person who goes "Well actually it's pronounced..." at parties. A neat thing about the Illiterate trait is how if you have a certain amount of points in Language, then Illiterate goes away.
I understand that this is about modern fights with firearms, but am I right to understand that in general playing from melee is very difficult? As I understand it, even getting out of melee is not difficult, no "attack of opportunity", right?
Melee does require a lot more attention compared to ranged fighting but it's doable when you got the steps down.
Attacker and Defender both roll, it's just basically who got the bigger MoS. From there the result and the STR of the character will influence damage.
I do enjoy the idea because it is the one time the defender could be so good they might deal more smack down on the person trying to stab them. The only "disengage" I can find is if you're grappled, so if you managed to defend yourself in a melee and on your turn you want to get the hell out, I don't think there are Opportunity attacks