QUOTE (hermit @ Dec 28 2010, 05:12 AM)

It is solid with the Base Rules, I guess that was what Daishi meant
Yes, that is what I meant. It fits well with the base rules which is the important part to me. It may have thrown off some of the example systems in other books, but even in Unwired there were example systems with ratings 7+. The costs and availability is consistent, but the one thing I think they screwed up in this regard was in the fluff and the grunts' gear - distributing that high end stuff at too low a level. Rating 6 should remain the cutting edge for the rank and file. Rating 7+ is only what you break out for your crazy elite specialists that already have vast piles of nuyen dumped into their training and the rest of their gear.
Just because an item has a price and availability doesn't mean a GM has to allow it for the PCs or make it common for the NPCs. It just gives the GM rules to work with in deciding whether to allow it and what it takes to bring it into the game. I also like having rules for things like Deltaware and autocannons. Those probably won't come up in most campaigns, but for some it will. And in such a campaign, having rules for the matrix side to move up is a welcome addition.
QUOTE (Tzeentch @ Dec 28 2010, 03:33 AM)

p. 156 Anti-Tank Rounds.
[SUGG] Either remove as redundant with APDS or eliminate availability for sniper rifles.
Reason: Most sniper rifles use battle rifle caliber ammunition so the "large-bore" limitation is nonsensical.
I rather like the option of an extra 2 AP for heavier weapons, but I can understand people thinking it's excessive relative to existing ammo. The Sniper Rifle inclusion makes sense though. Battle rifles are 7P -1 AP, which is the same as Sports Rifles, and that's probably ~7.62 rounds. Sniper Rifles are something larger since they start at 7P -3 AP and go to 9P -4 AP, which to me suggests they are in the .338 Lapau Magnum to .50 BMG range. The Barrett Model 121, for instance, is almost certainly a reference to the
Light Fifty. The Desert Strike is probably a playful reference to the
Arctic Warfare Magnum. Those are large-bore weapons.
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p. 156 Armor-Piercing Flechette
-- These are effectivelly AP Mod -5, which may be a balance concern.
Agreed. Since armor is basically ubiquitous in SR, I've always wondered about the utility of ammo that gives +5 AP, so I like the concept of AP flechette but the complete elimination of that AP modifier may be excessive. I'd be inclined to say bump the AP to +2, but I have a weak commitment to that position.
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p. 162 Tactical Satellite Mapping
[SUGG] Change to Tactical Map or simply delete.
Reason: This doesn't even neeed a satellite to work. Anyways, this should be something that is part and parcel of a tactical network.
Part of me likes this software for fluff reasons, but it seems to exist too much in isolation. I'd say shelve it until there are some more rules or even just fluff about satellite and aerial reconnaissance (which I really feel like was missing from War!).
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p. 163 Armor Foam
-- Someone with better rules-fu than me should comment on the balance of it being an instant Armor 14 structure. Rules lawyers could argue that a spray application to any vehicle would add the Armor as no minimum thickness is specified.
No minimum thickness is mentioned, but all the application examples talk about 1 m thickness so that seems like a reasonable minimum to get that effect. Those same rules lawyers could always argue about welding structural steel to the exterior of vehicles. Both options are either irrelevant (vehicles have hard armor caps in Arsenal) or lead to great room for hilarity on the part of the GM, especially for the barrier foam which is explicitly hard to shape or control. "Door's been sealed shut. Use the window."
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p. 163 MCT Gun Pit
-- So the soldier has to climb a 1 meter wall to get into or out of this pit?
That's a bit over waist high. What's the problem?
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p. 163 Emergency Field Dressing
-- This thing is big time munchkin bait. Simply apply it to yourself to benefit from the High Pain Tolerance 2 quality, injured or not.
Possibly, but if the effect is drug based then addiction rules apply. If its something else related to the dressing, then it would only apply to the wound in question. There's room for clarification in this to balance it out.
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p. 171 Hull Breaches and Sinking
-- These rules are nonsensical and need to be replaced. A starting point may be that the vessel can withstand a number of breaches equal to its Structure or something.
What's nonsensical about the rules? The only real function of ship size in the stats is the length, not structure, so making the damage proportional to the length is reasonable. At least that's my first take on it. Break it down for me if you disagree.