Wild Duck Shooting, William T. Ranney |
Anyhow, I'm working on the rest of the terrain rules, but I think I need to cover the standard shooting modifiers first, or else some of what I cover won't make much sense.
For those that aren't up to speed, all comparative tests will use the following chart:
+1 Evasion for Concealment
Units that are entirely within certain types of concealing terrain, are on a higher level than an opponent, or which have special camo tech, are considered to be concealed. This represents units which are hard to see.
+1 Evasion for Gone To Ground
Any infantry unit which doesn't move or shoot is automatically considered to have gone-to-ground. This represents them keeping their heads down and maximizing their use of available cover. Unlike 40K, you can move as normal in your following turn.
-1 Evasion for Being Exposed
If you're standing on a landing platform, a road, or are on a lower level than your opponent, this rule will kick in.
+1 Toughness for Hard Cover
This represents the advantage of being behind rocks or concrete walls instead of being behind bushes. Stronger weapons are needed to punch through.
+1 Toughness for Being Dug In.
Infantry may dig in during their movement phase. This represents them digging foxholes or rearranging local objects into barricades behind which they can hide.
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