This really seems like a funny idea, but I keep wondering if it will really work. I'm also really interested in seeing how MGP has solved hte following issues
By biggest concern is that shooting in SST is based on the assumption that forces use accurate fire - no to hit rolls, the only deciding factor is whether the weapon can damage the target. My understanding is that in modern (ww2 and onwards) warfare it is actually just the other way around. When firing at a human with modern weapons, the biggest concern is hitting the target. While there is a lot of discussion about wound profiles and such, I would guess that it is safe to assume that any hit will seriously affect the fighting capability of a human fighter. This is assuming that he is not completely drugged etc.
IMHO games based on "real life" modern combat can easily look quite ridiculous because of rules abstractions. A far future plasma rifle with a range of 20 metres might just be OK, but what about an assault rifle? It becomes quite silly if the rightmost guy in a line can't reach the leftmost one with his rifle.. Or a 'nuke' that won't hurt you if it goes off at the other end of a mcdonalds counter
How can the weapons be made comparable? Anti-Tank weapons for example. In WW2 the best man portable rockets would penetrate around 200-300 mm of steel. Current comparable weapons penetrate more than 1 metre. I'd guess that the difference between modern and SST is even more extensive than between WW2 and modern. If a SST AT weapon does D10 damage, would a modern one do like D6.. how to build a good system with that. Or just rule that modern AT weapons are ineffective against multiwound SST models or something like that?
By biggest concern is that shooting in SST is based on the assumption that forces use accurate fire - no to hit rolls, the only deciding factor is whether the weapon can damage the target. My understanding is that in modern (ww2 and onwards) warfare it is actually just the other way around. When firing at a human with modern weapons, the biggest concern is hitting the target. While there is a lot of discussion about wound profiles and such, I would guess that it is safe to assume that any hit will seriously affect the fighting capability of a human fighter. This is assuming that he is not completely drugged etc.
IMHO games based on "real life" modern combat can easily look quite ridiculous because of rules abstractions. A far future plasma rifle with a range of 20 metres might just be OK, but what about an assault rifle? It becomes quite silly if the rightmost guy in a line can't reach the leftmost one with his rifle.. Or a 'nuke' that won't hurt you if it goes off at the other end of a mcdonalds counter
How can the weapons be made comparable? Anti-Tank weapons for example. In WW2 the best man portable rockets would penetrate around 200-300 mm of steel. Current comparable weapons penetrate more than 1 metre. I'd guess that the difference between modern and SST is even more extensive than between WW2 and modern. If a SST AT weapon does D10 damage, would a modern one do like D6.. how to build a good system with that. Or just rule that modern AT weapons are ineffective against multiwound SST models or something like that?