It generally takes a few rounds to kill a(n N)PC, but only a couple to wound them enough that they're out of the fight. Even in MW 2nd Ed, the damage would be applied to a modified pilot consciousness meter, and enough damage would put a character on the ground, unconscious, although the first hit could be to an arm, rendering it useless, or a leg, rendering the character immobile.
When I initially came up with the stats, I had a randomized style of infantry-on-infantry resolution in mind that tracked crit level rather than body-count.
Because you're right. A lot of firefights involve maneuver from cover to cover, while laying down fire to keep the enemy pre-occupied enough so that they don't simply pick off your guys. This can go for minutes at a time. Or, something lucky could happen and it could be quick.
(Aside: This was why I think taking objectives would be what infantry are about, and why I proposed a simple value of whether they survive an attack or not. That's in another thread, though.)
But, being out in the open is very lethal, no matter how you move. Charges are not a thing in modern combat where it can be avoided. Throw in enhancement options like computer assisted targeting/aiming presented on a HUD in the helmet, and it might be pretty easy for both sides to pick each other off pretty quickly, even with cover.
It's 400 years in the future. The battlefield is probably a very scary place.
So, that's why I leave it up to the user.
If you think damage should be light most of the time, slowly piling up at random, then the actual amount of damage done to a squad should probably be small.
But, that's why I base the damage on the number of uninjured guys in a squad not dedicated to firing a support weapon. I'm not seeing damage as just killing the guy. Most troopers can be rendered Mission Kills by taking mere wounds that will either traumatize them, or make it so they simply can't fight without killing themselves. Assuming each man in a squad can pick off a guy, and maybe get lucky enough to spread the damage around between the group. If this feels like overkill, feel free to play around with it.
For example, maybe have the squad's anti-infantry damage simply be 1d6 minus the inactive number of squad troopers. (Inactive being someone firing a support weapon, or marked off as a casualty.)(C)
Or, you could relegate it to the advanced critical hit chart out of TacOps. (I'm thinking of MaxTech, actually, but I thought it got ported forward.) Add the squad's basic AnPers damage to a crit check, and the number of crits indicated is the number of troopers taken out in the target.
Heck, if you wish, you could even have cover reduce AnPers damage instead of adding it to a to-hit value.
Or, why bother with a to-hit roll altogether, and just got straight to modifying the squad's damage, maybe on the cluster table.
(C) I may play around with the cards again to reflect this soon, because I actually like the smaller value making for longer firefights, especially for bog standard support troops that have no built-in enhancement packages in their gear.
There are so many things we could use that already exist in other aspects of the game to make this work and still make it intuitive.
edit: removing a few 'so's.
