Hi,
Here my comments regarding Combat (but not vehicle combat):
- Combat skills: here I propose some changes based on the following arguments:
- in my experience it is 100 times easier to learn how to shoot than to use Martial Arts or
an archaic weapon. Therefore a DP spent on modern weapons should have more impact
than a DP spent on an archaic weapon
- future energy weapons will be most likely designed to have the same look and feel as
firearms. So the only difference will be recoil, impact of gravity and atmosphere and
different velocity of "bullet"
- Gunnery is for weapon systems (although the description says its for mortars and the
like as well). But there are weapons like barrel-mounted grenade launchers (which BTW
I miss completely here), small mortars, shoulder launched missiles and mounted
machine guns (and their energy equivalent) which in my opinion are personal weapons
who do not require the use of the gunnery skill.
- Mounted Machine Guns are not 2-H weapons in my experience (they behave very
different to an Assault Rifle...)
My proposal therefore:
- I suggest only the following 4 categories for future weapons: Thrown: Grenades, 1-H
Modern, 2-H Modern, Modern Support Weapons (MSW). The groups would be Flamer,
Laser, Firearm, Blaster and for MSW additionally Mortar, Grenade Launcher, Missile
Launchers,...
- The HARP rule for untrained 1-H Edged and 1-H Concussion groups applies for all four
of these 4 modern categories
- +40 OB when foe is downed: in my opinion with modern weapons a downed foe is actually harder to hit...
- Armor: there is a lot doubled from the equipment chapter. I suggest to have it only once.
- Charging: max OB/DB is +-60, in HARP it is +-50 -> I would align it with HARP
- Escape Blast: There is no difference whether the character has already had an action or not this round. I think this action is similar to Sudden Dodge, and there the character looses his action in the next round if he has already acted this round -> I would align these 2 actions.
- I suggest to seperate the actions for melee and modern ranged attacks, now they are mixed together.
- In modern warfare you do a lot of movement while crouching/robbing (is this the English term?) -> I suggest to include ruling on the change of BMR when doing this.
- Blast radii are very digital. I suggest RIs also for mines/grenades, as otherwise I throw a grenade with a blast radius of 25m at a foe who is 26m away and keep standing - and this is not healthy in reality.
- Grenades that are not properly timed can be thrown back -> I would like to see a ruling on that
- I suggest to change the headline "missile use in melee", as the paragraphs below also deals with modern weapons.
- The description "firing into melee" only mentions archaic missile weapons -> I would include modern weapons as well.
- Some actions ignore the damage cap. This is only mentioned in "Damage Cap" but not in the descriptions of the respective actions -> I suggest to include this also in the descriptions of the actions (Aimed Burst,...).
- Stunned: I would exchange the two paragraphs - stating at first how to become stunned and then what happens when you are stunned.
- What I forgot in the "Adventuring Chapter":
- p128: "protects against both wave and particle radiation..". Radiation is always both wave and particle (Wave-particle dualism).
- p128: CR150 for "area that received a nuclear blast": that's only true shortly after the blast. Nuclear weapons are normally designed in a way that radiation levels drop fast.
- In addition I suggest an overview tables for the Decompression, Vacuum , Low/High Pressure rules (CRRs).
BR
Juergen