thread: 2006-02-21 : Adding Objectives to Mechaton
On 2006-03-03, Vincent wrote:
TOTALLY CHANGING COVER
I'm not happy with how cover worked last time we played. Not happy.
New rules.
Everything on the board is one of a) nothing, b) a wall, c) cover.
Whenever you're within one hex of something...
If it's nothing: ignore it. This is, like, your mech's arm that got busted off, single bricks lying around, that kind of thing.
If it's a wall: if you're up against a wall, people on the other side can't attack you at all. People on the same side can attack you freely.
Exception: people on the other side of the wall can attack you at long range - that's either indirect fire or sniping through the chinks - and then the wall counts as cover.
Nuance: if you're at the end of the wall, a doorway, or a corner of the wall, it doesn't count as "up against" the wall. Instead, the wall counts as cover - imagine your mech ducking around to whichever side of the wall offers protection from whoever's attacking.
If it's cover: you're not exposed.
What does it mean, "not exposed"?
When your aren't within a hex of cover, you're exposed. When you're exposed, damage dice damage you on a roll of 5 or 6, move you on a roll of 3 or 4. It sucks to be exposed.
If it helps you to think of it this way, the default damage rule - damaged on a 6, moved on a 4 or 5 - assumes that you're in cover.
I notice that the "exposed" rules match the "knocked down" rules.
Yeah, but they shouldn't. New knocked down rule: when you're knocked down, you bump your defense die down by one. Same as when you're flying. Now the knocked down rule matches the flying rule instead.
This is good because you can't be both knocked down and flying.
Worst of all possible is knocked down + exposed: you lose 1 from your defense plus you take damage on a 5 or 6.