This page is a short list of some errors, inconsitencies, and
clarifications of the StarGrunt II rules, based on my e-mail correspondence
with the author.
- Yes, the author is working on Bugs Don't Surf. Please don't
bug him about it, he's very, very busy. I asked him due to paranoia
with other small-press supplements (such as the promised supplements
for the Amber RPG).
- Page 13, near the top left, says that being in cover modifies the
armour die. The summary on page 36 says that no modifiers should be
applied to the armour roll. Page 13 is correct. This has a
substantial effect on the affects of cover.
- Pursuant to the above: Being IP can make you harder to hit with
direct fire, but not harder to hurt once hit. So, being IP does
not affect the armour roll for direct fire. This is fine, as that's
what the rules say, but I checked specifically due to the error above.
- Page 6, paragraph 8 makes a reference to page 38, but no such remark
(about open shifts in an armour/impact roll) is made on page 38. Such
a comment is made on page 13 (right column, paragraph 4). The
author's verdict is that the armour/impact roll is an open shift for
vehicle hits as well as infantry. Combined with the above about
cover, the armour vs. impact roll for infantry takes on a
very different flavour.
- From the author: TO&E stands for Table of Organisation and Equipment
- this is standard "real" military terminology. I had to ask as I know
absoultely nothing of real-world military terminology.
- The fact that armour is ignored for purposes of close combat
is an abstraction/simplification to allow close combat to be
resolved faster and more easily. Much of close assault is more a
matter of psychology and weapons/armour anyway...