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		<title><![CDATA[Latest posts for the thread "Some proposed changes to cover."]]></title>
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				<title>Some proposed changes to cover.</title>
				<description><![CDATA[ So I've been hmmming and ahhhing over cover recently, and thinking of a way to make it more dynamic...<br /> <br /> Here are my rough ideas for development......<br /> <br /> 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..<br /> <br /> First up, that pesky <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>, with a big old blob behind it <span class="glossaryitem" onmouseover='gp(315);'>GTG</span> for a 2+. My change is adding 3 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> to the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> and everytime a successful cover save is taken against it roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and on a 5+ it looses a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> when it reduced to 0 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> 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 <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. Thinking of making the check a 6+, 5+ for ap2 and 4+ for ap1.<br /> <br /> Another one I have thought of for weapons that use blast templates, if the blast scatters on to open ground roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> and on the roll of a 6 place a crater which counts as area terrain and dangerous. <br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> the forest is set on fire and becomes dangerous terrain, removing all <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> <br /> 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. ]]></description>
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				<pubDate><![CDATA[Mon, 21 Jan 2013 00:42:26]]> GMT</pubDate>
				<author><![CDATA[ Eldercaveman]]></author>
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				<title>Some proposed changes to cover.</title>
				<description><![CDATA[ Sounds like you just played <span class="glossaryitem" onmouseover='gp(69);'>IG</span> with <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> and lost...]]></description>
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				<pubDate><![CDATA[Mon, 21 Jan 2013 02:41:26]]> GMT</pubDate>
				<author><![CDATA[ PittedPanda]]></author>
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			<item>
				<title>Some proposed changes to cover.</title>
				<description><![CDATA[ Not at all, I never have a problem with them personally, BIovores don't give a ..... about <span class="glossaryitem" onmouseover='gp(637);'>ADLs</span>. I just think it would add a cool, interactive, and slightly explosive element. Think of it like John Woo getting his hands on <span class="glossaryitem" onmouseover='gp(3);'>40k</span>....]]></description>
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				<pubDate><![CDATA[Mon, 21 Jan 2013 05:23:20]]> GMT</pubDate>
				<author><![CDATA[ Eldercaveman]]></author>
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