Well, see here's the cool thing about the system.  It actually doesn't make a distinction between Ranged and Melee combat.  They are both the same roll (Battle+Drive) so you can both be good at both.  The question isn't really how you fight, more the reason you are getting into fights in the first place.  Might be worth noting that leading troops into battle or directing or commanding an army would be the same roll!<br/><br/>Okay, so seems like we have a plan then.  Wander, you go ahead and make a Marshall character.<br/><br/>Pumpkin Seeds you can definitely make a roguish smuggler type.  I'm sure that you would be a useful person for House Dorcha to have around, after all, someone has to get our assassins where they are needed.  It's worth noting though that smugglers in this setting work a bit different than most settings.  I'll go ahead and include the passages below.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">  SMUGGLING<br/>Despite the Guild’s exclusivity on interstellar travel, all Houses of the Landsraad have vessels capable of spaceflight, though few are capable of safe and reliable travel between solar systems due to the incredible distances and time required. In addition to these House-owned vessels, there is an inevitable criminal trade of those who wish to travel to and from space and do not wish to do so under the official auspices of the House governing that planet. Reasons vary, whether fleeing persecution, espionage, or the most basic of needs: greed.<br/><br/>Most planets in the Imperium have smugglers of one sort or another, and Houses deal with them in various fashions, from looking the other way, working clandestinely with them, taxing them heavily, or attempting to stamp them out. The smugglers, in turn, must deal in some fashion with the Spacing Guild, creating a case of willful blindness on behalf of the Imperium. <br/><br/>The Guild clearly has some arrangement with these smugglers, allowing them access to their Heighliners, likely for exorbitant fees, but their policy of strict confidentiality and refusal to let the Emperor audit their books means that people and other illicit goods move from system to system through exactly the same means as legal transport, and none but the Guild are aware of what is moving where. <br/><br/>As the most valuable substance in the universe, there is an entire industry devoted to smuggling spice from Arrakis and into the hands of various Houses and even the various Schools for their own stockpiling. Arrakis’ spice smugglers are many and resourceful, openly defying the Houses that have held the planet, whether it be the Richese, Harkonnen, or now the Atreides. So precious is the spice that all are willing to pay dearly and risk exposure to maintain spice reserves that cannot be tracked or accounted for. The Guild, meanwhile,  keeps track of the quantity of spice leaving Arrakis and who it is held by. They cannot hope to track it  once it reaches the open market or the Houses that purchase it, but they are quite aware of how much spice is out there and who holds it. <br/><br/>In some ways, smugglers are the only members of the entire Imperium who stand outside the Land sraad and the control of the Faufreluches system.  Outlaws and criminals, the ranks of  mugglers are often the refuge of those on the run, and smugglers are often romanticized in ballads and stories, a refuge to any who would choose to live on their own terms. In truth, though, most smuggler bands are as regimented and disciplined as any military company, hardened folk who are driven by desperation to a life outside society. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>