Sweet. Done and done.
The playtest was very revealing - as in, damn but there's a lot of holes in the rules. Also, the GM has waaay more power than I had originally thought, but not in a bad way at all. Basically, the GM gets to control the pacing of the entire game through how long they draw out Action scenes, which is cool and something I need to talk about in the text. The biggest problem was that the game basically starts in a vaccuum - the players suggested, and I agreed, that there needs to be about a 2-page writeup on the background of the squad itself, in order to have pre-existing dynamics to riff off of.
So yeh. Playtesting is teh roxxor.
-N