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So I've been hmmming and ahhhing over cover recently, and thinking of a way to make it more dynamic...
Here are my rough ideas for development......
Before giving specific examples, the general idea of this, is that if you take a cover save from something getting in the way, it does just that it gets in the way of the shot, so it takes the hit..
First up, that pesky ADL, with a big old blob behind it GTG for a 2+. My change is adding 3 HPs to the ADL and everytime a successful cover save is taken against it roll a D6 and on a 5+ it looses a HP when it reduced to 0 HP it becomes a ruin for all intents and purposes. tech marines can use blessing of omiwhatever it is called in order to repair a hull point. But may not repair any once it has been ruined. And a unit can only ever cause a single test on the ADL. Thinking of making the check a 6+, 5+ for ap2 and 4+ for ap1.
Another one I have thought of for weapons that use blast templates, if the blast scatters on to open ground roll a d6 and on the roll of a 6 place a crater which counts as area terrain and dangerous.
Forests. I want to give forests some sort of structure or hull point system, maybe 2 for each forest. so when successful cover saves are made in forests, make a roll of 5+ and it will lose a point, when it looses all its hull points, it becomes dangerous terrain to represent the trees falling over from battle damage. Also if a flame template is shot into a forest, on a separate roll of a 6 on a d6 the forest is set on fire and becomes dangerous terrain, removing all HPs.
What do you guys think? I'm looking at devolping the rules, and maybe including them into a campaign. So these are first drafts and should be taken as such for all critics. Thanks for your suggestions in advance.
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