Post by KF5AQX on Oct 31, 2015 1:47:59 GMT
Cover
In battle, you want to avoid bad BTD (Bullet Transmuted Diseases) like death and suffering. The condom to avoid these, is cover. Whether it's going prone under a hail of gunfire, ducking behind a broken car, or peeking out from a full wall, it all applies dice penalties and positives to hit. Your enemy will get bonus dice if they catch you off guard or flank you. Similar, you can take away their dice by seeking cover or positioning yourself smartly prior to combat beginning. Note that cover works as RP flavor, not as actual bonus soak. If you're in heavy cover and someone hits you, they can RP them shooting through the only weak point in the entire wall, or just shooting a point sticking out. Medium and light cover works the same. They can shoot right through that brick wall with a well placed shot, or they can just snipe your shoulder sticking out. The point is, it takes more skill to hit you either way, usually. In addition, all cover can allow you to steady your weapon against it with a minor action before you fire, allowing you to tap off bursts with lower DC. You may also steady it against the wall and aim prior to your turn, providing both bonuses but eating the whole turn. The cover loses 1 DC bonus from this, meaning if you're steadying your weapon against the corner of a drywall sheet, you might as well be standing in the open. Steadying around the corner of a concrete bunker however, is fully viable.
Cover is simple, but life saving. It comes in three forms. Light, medium, and heavy, just like armor. Light is things like a single sheet of drywall or going prone in a pile of weeds. Mostly makes you harder to see, not to hit; a bullet isn't going to care about drywall in the slightest. Light cover imbues +1 DC to all shots taken to hit you.
Medium cover is things like a thick sheet of ply wood, or a waist high brick wall. Something that either can stop bullets slightly well, or stops them nicely but is harder to hide behind. This imparts +2 DC to all shots taken to hit you, provided they come from the direction you're taking cover from. Watch for flankers!
Heavy cover stops bullets dead and fully covers the body. This is usually something like a concrete wall, a solid metal plate several inches thick, or even just hiding behind an actual tank. This provides +3 DC to any shots to hit you from the direction of cover.
In battle, you want to avoid bad BTD (Bullet Transmuted Diseases) like death and suffering. The condom to avoid these, is cover. Whether it's going prone under a hail of gunfire, ducking behind a broken car, or peeking out from a full wall, it all applies dice penalties and positives to hit. Your enemy will get bonus dice if they catch you off guard or flank you. Similar, you can take away their dice by seeking cover or positioning yourself smartly prior to combat beginning. Note that cover works as RP flavor, not as actual bonus soak. If you're in heavy cover and someone hits you, they can RP them shooting through the only weak point in the entire wall, or just shooting a point sticking out. Medium and light cover works the same. They can shoot right through that brick wall with a well placed shot, or they can just snipe your shoulder sticking out. The point is, it takes more skill to hit you either way, usually. In addition, all cover can allow you to steady your weapon against it with a minor action before you fire, allowing you to tap off bursts with lower DC. You may also steady it against the wall and aim prior to your turn, providing both bonuses but eating the whole turn. The cover loses 1 DC bonus from this, meaning if you're steadying your weapon against the corner of a drywall sheet, you might as well be standing in the open. Steadying around the corner of a concrete bunker however, is fully viable.
Cover is simple, but life saving. It comes in three forms. Light, medium, and heavy, just like armor. Light is things like a single sheet of drywall or going prone in a pile of weeds. Mostly makes you harder to see, not to hit; a bullet isn't going to care about drywall in the slightest. Light cover imbues +1 DC to all shots taken to hit you.
Medium cover is things like a thick sheet of ply wood, or a waist high brick wall. Something that either can stop bullets slightly well, or stops them nicely but is harder to hide behind. This imparts +2 DC to all shots taken to hit you, provided they come from the direction you're taking cover from. Watch for flankers!
Heavy cover stops bullets dead and fully covers the body. This is usually something like a concrete wall, a solid metal plate several inches thick, or even just hiding behind an actual tank. This provides +3 DC to any shots to hit you from the direction of cover.