Nice - gives me that ‘laser squad’ feeling, but with enough unique qualities to make it really stand out. Have played 3 missions, tend to lose one member each mission, but armored up and with competent medic, feel like I can get that number down.
The rescuing of hostages and scavenging for gear are super cool systems.
Haven’t yet played around with the ‘training’ function just yet - should probably roll an extra recruit or two just for that.
I love how transparent the ruleset is - thank you for writing a delightful manual. It seems like a well-balanced ruleset, and you’ve rendered it in enough detail for tabletop play!
I wasn’t able to understand what constitutes critical success - I see that a 6 in the skill is needed, and that 11 out of 36 2d6 rolls provide them, but not what rolls qualify? Mathematically, I’m guessing a one on either die (5x2) plus a double one, so any number of ones?
Also a little unclear how creeping works - do you have to make a skill check for every step, or some other interval? And does using ‘detection’ get ‘contested’ by creeping, or does a success just automatically reveal all creepers in LoS?
Important rule when considering how brutal overwatch can be.