OK, Thanks a LOT for the examples. They've helped clarify combat quite a bit.
That said, the combat system seems like it may be a bit cumbersome. Could you maybe include a simplified system that has a straight initiative roll? I know this means the effect loss would lower the damage of weapons but this could easily be fixed by making rolls 1D+DMs, so that effect isn't lost. Heck, you might even consider sneaking in an excellent combat flow if you wanted to use strike ranks.
Better Using 2*END HP and used Minor/Serious/Major wound levels, might also improve flow but that might cause a riot.
The reason I bring this up is My players are my kids. Having a simpler flow makes it faster paced, easier to track, and more fun for them. In a video ame world, faster pace and simple flow might bring in a new generation of players and they beg me to play MRQ every weekend.
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Armor on the lower end seems just about right.
TL14 combat armor and Battle Dress almost automatically defeat a Gauss Rifle or pretty much any small arm lesser than a Plasma rifle. I know these armor types are tough but maybe the Gauss rifle is a little underpowered?
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Energy weapons: What is the vl of a power pack? Is the pack bulky as in older versions?
The heavy energy weapons have no magazine rating. Is it a single shot per power pack? If so, I'm not sure how viable they would really be in combat, esp as a standard Marine firearm.
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I know you stated in the doc to expect typos and the like but there's an antry in one of the Navy tables that would be easy to miss, even by an excellent editor. Flight specialist lost Comms as a spec skill and gained another pilot entry. I wasn't sure if that was intentional or not but I thought it'd be worth mention.
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Tech in a generic ruleset:
It's my personal opinion that you guys have struck a decent balance in the tech perspective. I especially liked the equipment mods. These could be ignored by folks wanting the older flavors while others could embrace and use them. The armor medikit immediately reminded me of something right out of Hammers Slammers.
That's a good thing IMO.
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Shotguns could use some shell options. Maybe the slug would be the standard round while shot could be fired at multiple targets in a fashion similar to the auto settings? (maybe an auto 3 damage 10)
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Sorry for the length. I'm positively salivating over the product and you guys actually seem interested in listening to testers. That's no small thing.
Thanks!!