Preparing for a dual RuneQuest role play campaign absorbed a lot of my time lately (making terrain, painting new miniatures, writing scenario's and so on ), and so it has been quite a while since I advanced with the SSOM rules. I have to press on and update the rules with all the remarks and feedback generated by the various playtests sessions, but it is a lot of work, even more so because I make a genuine effort to keep the structure of the manual intact: using styles and entering everything in such a way that generating indexes, footnotes, and table and illustration lists will be effortless. This requires a lot of discipline and slows down writing considerably, although I am confident in the long run it will make the task as lot more manageable.
I finally finished the Close Combat chapter, that features rules for infantry close combat, ambushes, concealment and cover, tank overruns, infantry versus tank close combat, and more. There is still a lot more to do, though. Here is the current list of open items (Chapter in capitals) as far as the manual is concerned.
| UNITS Heavy team: firegroup of rifle team and LMG/BAR team Heavy Squad: firegroup of 2 rifle teams and LMG/BAR team | ||
| COMBAT Mines and minefields | ||
| | Forward observer rules for artillery and mortars, also on board indirect fire | |
| MOVEMENT Infantry movement types and influence of terrain on movement | ||
| | Vehicular movement and influence on terrain | |
| | Limbered artillery, troop transport, tank riders | |
| GAMEPLAY Weather, wind, effects on smoke, fire | ||
| | Description of in game effect counters, dice, markers |

No comments:
Post a Comment