- How should a bar brawl be handled, where the seven PCs and NPCs of the player's ship engage a rival crew of nine NPCs?
Divide the mass brawl into multiple seperate brawls with the option (where appropriate) for individual characters to shift from one brawl to an adjacent one between rounds. I've seen this in other RPGs.
- How is one of those brawlers healed when his 9A8 stats are reduced to 123 during the brawl. That's would Severity 9. A 9D task to heal this dude!!!
Perhaps, although I would sum up all the Hits from one attack to determine injury severity, I would *not* do so for multiple attacks during a combat. Stats going from 9A8 to 123 would take 21 Hits over the combat as a whole but from multiple injuries of lesser severity.
Actually, can you point me at the section that says a severity 9 injury takes a 9D roll to heal. (Not doubting you, just didn't spot it.)
- How does a PC hurt an NPC when his pistol does Bullet-1 damage when any damage 9- on an NPC are ignored?
That is in the NPC damage rules that I see as an optional extra to make the Referee's life easier. It does appear broken to I've set it aside for now. To be honest I've never trusted NPC shortcut rules so I probably wouldn't have used this one anyway.
- How do you reslove penetration with weapons? Each type of damage singlely, or by adding them together? If you do them one by one, what order do you use? If you combine them, then how do you resolve wound severity (where cuts are Hits/3 and wounds are Hits/2)?
As I've said before, I resolve each seperately for penetration but combine by injury type for those that do penetrate, (This post-penetration combining may be wrong, we'll have to see when it is addressed in the eratta.) Order doesn't matter as effects (like armour destruction) are applied next round.
The Cuts to Hits question is interesting. It appears that one point of Cut does 1 Hit of damage per turn (when applying that damage to C1/C2/C3) but you don't combine Hit injuries with Cut injuries for the purpose of wound severity.
- Why would any character ever use SnapFire, when AutoFire has the same requirements and penalizes the character less and provides better bonus damage?
Because you can't use AutoFire while running.
- How can a character using a revolver move and fire in the same combat round?
I suggested Revolvers and Autopistols (but not other pistols) should be classified as having "Rapid" action ... which is technically single action but treated as burst.
- You're OK with some attack rolls getting easier if the character decides to use a Hasty attack and add dice to difficulty?
Are you talking about the effect of "Spectacular Success"? It would be a simple enough fix to say that Spectacular Success is any *successful* roll where there are three or more "1"s. Thus the chance of success is untouched, it's just that a greater proportion of successes are spectacular the harder the task.
- You're OK with a character using Suppression Fire attacking 15 targets in the same round (all the attackers that attack him), yet his buddy, who is using the same weapon, can only attack one target?
Yes.
I could keep going...but I think I've made the point that T5 Combat problems are much more than "a few wierd values" throwing the game off.
I disagree. Right now, the issues with GunMaker and ArmorMaker seem to be the most intractable. After that there is the ambiguity of handling the extra damage from SnapFire and AutoFire, the apparently broken optional NPC damage rule, and (maybe) medical healing post-combat ... I'll have to read up on that. Other than that it looks "good to go!"