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Sneak: a minor boost to infantry survivability.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Nasty Nob






This mechanic is inspired by the spotting mechanics in the video game World of Tanks, where many long-ranged units need spotters to locate the enemy before they can see them. It is intended to make long-range shooting (especially first turn shooting) a bit less lethal and make deploying infantry on the ground a bit less suicidal.

All Infantry and Beast units have the Sneak special rule.

A unit with this special rule may only be fired on with snap shots unless there is an enemy unit within spotting distance or they ran or made a shooting attack in their last shooting phase. Jump units which used their jump ability to move or charge lose this rule until the start of their next movement phase.

Default spotting distance is 24".

If the unit has the Infiltrate rule or any rule which increases cover saves (e.g. Stealth, Shrouded), spotting distance is reduced by 12".

If the unit has any form of the Bulky rule, spotting distance is increased by 12".

Enemy units with the Scout or Acute Senses rules increase their spotting distance by 12".

Enemy units which are vehicles (or embarked in vehicles or buildings) except walkers and open-topped vehicles decrease their spotting distance by 12".

   
Made in us
Gore-Soaked Lunatic Witchhunter







The biggest issue with this is you're severely limiting the range of indirect-fire artillery (since you can't snapfire Ordnance or blast weapons), which is actually the weapon you'd most expect to be able to shoot at people without knowing precisely where they are.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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