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Lets talk about cover

Posted: Tue 09 Jun 2026, 22:28
by Ducatidon
Partial cover provides no penalty to be hit, but provides armor of the cover to areas behind it.
Total cover provides a -3 to hit and adds armor.

Private Scholfield is kneeling next to a Hummvee using it as partial cover.
Marauder Joe shoots at him with an AK. He rolls 2 successes and two “bullets”. The AK does 3 points of damage, plus one for the exra success and two more for the ammo dice. Thats 6 points. The hit location die indicates torso. We have 1pt body armor, plus 1 point humvee armor for two. Our private suffers 4 points, and rolls for a critical injury. Had the location been arm or head, the humvee would not have provided any protection.

Same situation, butthis time Schofield is using the humvee as total cover. The -3 to hit reduces the marauders dice pool from B/C to D/D. Lets say for the argument he rolls the same, 2 successes, and 2 bullets on the ammo dice. Schofield will take the exact same damage as above. Had the marauder not aimed, or been green instead a veteran or regular, schofield would be safe, successes would be unlikely.

The key learning point here,i believe is to find cover that provides more than 1 point of protection, preferably 5+…and hope your exposed parts arent hit, or choose total cover and return fire unaimed.

By simply running, and imposing a -1 to be hit, might be more valuable than taking the random partial cover value, especially if its low enough to be injured anyway.

BTW, if taking cover from a vehicle, does the vehicle suffer damage too?
Can you target someone inside a vehicle, say a turret gunner or driver? Is that a called shot?

My guys were making a lot of called head shots last session. Even hitting folks in total cover due to high skills.

Also, will there be rules for recruiting and adding more people to the unit, and managing a larger team? Developing a village, or kingdom?

Id also like encounter sites such as supply depots to raid, fuel tankers, and such. Did i miss any details on the POW camp supposeldy in Raciborz?

Sorry…all over the place,

PS i blew up the maps and printed them with 2” hexes. MUCH better scale to play on. Hint hint hintImage

Re: Lets talk about cover

Posted: Wed 10 Jun 2026, 00:02
by Fenhorn
Full Cover breaks LoS and normally makes it impossible to hit. The Referee can allow it (with the -3) if he thinks that the attacker knows the approximately location of the target.

You can't use Called Shots against someone that you can't see (have LoS to).

If someone is behind a vehicle out of LoS that is a little bit beyond Full Cover since you have an entire vehicle (with several layers of armour and also interior) between the shooter and the target. That will be up to the Referee to rule case by case.

If someone is inside a vehicle you have vehicle combat or at least combat against a vehicle so use those rules. If the car is stationary and is just part of the scenery, then the Referee can rule that it is just something that you can take cover in.

Re: Lets talk about cover

Posted: Wed 10 Jun 2026, 00:09
by paladin2019
If the target has total cover, you need the GM to allow you an opportunity to hit. Normally, you can't!

Scoring two successes on D/D is unlikely, 1/36 chance.

The HMMWV in this scenario doesn't meet the definition of a Barrier. Since Cover is generally environmental and a component of a hex, it doesn't meet that definition, either. However, it's also not ruled out as Cover doesn't exclusively come from terrain. So, using another model as cover should be allowed and transfer a hit on a protected location to the covering model.

Vehicles do not allow called shots against things inside them, only external bits. Exposed passengers could be targeted, but generally not crew. To hit them, you must go through the penetration process.

Re: Lets talk about cover

Posted: Thu 11 Jun 2026, 17:29
by Ducatidon
I guess im considering a situation where someone is hiding behind a vehicle or wood wall, vs a sniper with a powerful enough rating to easily punch through. I know you are behind that brick wall, but my .50 cal sniper rifle doesnt care…… same with taking cover behind a disabled car or truck….

I feel there needs to be concealment modifiers, and cover modifiers separated out.

I also feel we are missing a reaction table for encounters. This game currently puts a lot of weight on the shoulders of the GM to do everything.

Finally some sample supply depot sotes would be nice, they are the most likely targets for pcs wanting to get fuel and ammo

Re: Lets talk about cover

Posted: Sat 13 Jun 2026, 04:57
by paladin2019
I guess im[sic] considering a situation where someone is hiding behind a vehicle or wood wall, vs a sniper with a powerful enough rating to easily punch through. I know you are behind that brick wall, but my .50 cal sniper rifle doesnt[sic] care…… same with taking cover behind a disabled car or truck….
That's what the barrier rules are for.
I feel there needs to be concealment modifiers,[sic] and cover modifiers separated out.
They are. See the line of sight rules.

Re: Lets talk about cover

Posted: Tue 21 Jul 2026, 09:06
by FatherJ_ct
Easiest way to offset those high skill people/snipers is having NPCs overwatching, soon as they pop out, BAM. (makes em think twice anyway). For the longer distance snipers there are many terrain features/LoS issues that can creep up (plus if they are alone, NPCs could flank or another support group comes in or calls in a 60mm mortar).

I have essentially banned .50 sniper rifles from my game (well, especially for starting characters) due to the rarity and years of war. Still have to worry about sniper players anyway. :)

I was discussing NPC squad usage with fellow t2k GM the other day. Say 4 guys, you treat as one unit/squad to shoot and they have +3 due to the "helpers". All fine and good, but what if the standard operating procedure was 2 overwatch and 2 fire, so now that squad is attacking as a +1 and overwatch firing at +1. Granted, a bit trickier to keep track of, but it makes the squad usage a bit more versatile.