Thanks that is a good point, but as part of the Pulp Fantasy genre the characters also get a +1 bonus to a fighting ability and a +1 bonus to non-combat ability (as they do with the Sci-Fi genre) in addition to the primitive restriction on shooting, so it is not all negative. The other option is not to use either the Fantasy or Sci-Fi Genres, however in that case I would apply the Primitive weapon rule on page 115 (can't move and fire, maximum range 18") to any figure with a musket or flint lock pistol (max range 12"). I am now leaning toward this latter option. Three of the leagues will likely be members of the city watch and will have a leader armed with a sword and a matchlock pistol leading 2 muleteers, the Doctor's team will have no fire arms, nor will the Bishops team, but the Master's team will have two cultists, one with a pistol the other with an SMG so the rules on page 115 would apply to them also. While that might give thMaster a slight advantage he will have the disadvantage of being the only evil league out of the 6. Plus the scenario is not a "shoot em up" scenario it is the lost keys scenario and is all about gaining the plot points. I will try to post a picture of all 6 leagues later (I am still painting some of the figures).