In (working title) cover is pervasive. 25-50%mof the board should be filled with different sizes of terrain. This terrain can be used as cover. First we need to classify terrain.
Obstacles: barriers, barricades, short walls, traffic barriers
Features: Large pieces of terrain that block view pervasively
Hazards: Specific elements that have a fair amount of risk
Areas: Woods, cities, outcroppings ect.
Obstacles are scale-able only for movement. They cannot be stood on at any point. In order to use an obstacle as good cover a unit must be:
within 1" of the obstacle.
50% behind cover from the view point of it's attacker.
Pinned or Planted(Planted: abstained from moving in prior turn, Pinned: player elects to count as Planted when fired upon resulting in a -1 to all stats next turn.)
To use as bad cover you must be:
50% behind cover from the view point of it's attacker.
Areas always count as bad cover when a unit is 50% inside.
Features are scale-able and grant bad cover when on top. Otherwise features grant cover as obstacles.
Hazards are dangerous but have specific rules for each piece. These should be agreed upon pre-game.
Vehicles act much differently in cover. For starters vehicles may not get a cover save unless covered by terrain by more then 50%. In which case they achieve good cover
The last important system of cover has more to do with shooting operations but here goes. A unit may always be fire at as long as 1 model is visible. However a unit may never take casualties on models which are not visible. Units that are placed in good cover in deployment count as hidden as long as they remain their without shooting or assaulting. Once this unit Moves fires or assaults it is no longer hidden and can not hide again.
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