NEW RULES
The following are
unofficial house rules, additional rules, and rules suggestions
that you might want to use in your games. Make sure that you and
your opponent agree on their use beforehand though.
Take Cover!!!
Many army's tactical doctrine
uses `suppressive fire' to keep their enemy from moving or
firing, allowing other units to advance or flank their enemy's
position. Soldiers also know that it is sometimes better to `hit
the dirt' and minimize their chances of becoming a casualty,
rather than standing in the open with guns-a-blazing.
The following optional rule is intended to address the above
situations.
- When unit is selected as a
target by an enemy unit, the unit has the option to
Take Cover!!!, and hopefully survive the
incoming attack.
- After the enemy has declared
his targets and checked his range, but before he has
rolled to hit, the targeted unit may declare that they
are taking cover; models drop to the ground,
dive for cover and generally try to make themselves as
small a target as possible. This gives the targeted unit
a +2 to any cover saves they it is allowed (e.g. a 5+
cover save becomes a 3+ cover save).
- If they are not in cover,
then they receive a 5+ cover save.
- Taking Cover cannot modify a
Cover save to better than 2+ regardless of any other
bonuses.
- Any unit taking
cover will not be able to move, fire their weapons,
or initiate an assault in their next turn.
- If they are assaulted, they
will not benefit from being in cover and the attacking
enemy may strike first. This is because they are not in
any position to fire or defend themselves from an
assault, as they have opted for a purely defensive
posture.
- Models that may normally
strike first (Banshee masks or for whatever reasons) lose
their first strike ability when "taking cover".
HOME
Stealth Mode.
Copyright © 1999, 2000. Troy Arakaki. All rights reserved.
Revised: August 10, 2001.