1
Contact / Cover - maybe a bit too good?
« am: 05. Juli 2018, 10:43:53 »
Hi guys
After having played with the cover rules a bit last night when I did a mission for two players, I think they seemed a bit too good. A lot of the time our firefights were situated in hallways with combatants having half the body in cover. That equals a -100% modifier. It meant that nobody could hit anything if they did not aim at exposed body parts.
So cover effectively did that combat actions cost more AP as everybody had to aim.
You can not aim if you fire full auto weapons however, so the heavy weapons guy could not really do anything, except Spray and Pray for a 2% hit chance. However you have a 5% of critical failure so it did not seem worth it. Only if you fired at Cannon Fodder for the psychological effect and so losing APs.
How do you guys play cover?
After having played with the cover rules a bit last night when I did a mission for two players, I think they seemed a bit too good. A lot of the time our firefights were situated in hallways with combatants having half the body in cover. That equals a -100% modifier. It meant that nobody could hit anything if they did not aim at exposed body parts.
So cover effectively did that combat actions cost more AP as everybody had to aim.
You can not aim if you fire full auto weapons however, so the heavy weapons guy could not really do anything, except Spray and Pray for a 2% hit chance. However you have a 5% of critical failure so it did not seem worth it. Only if you fired at Cannon Fodder for the psychological effect and so losing APs.
How do you guys play cover?