Topic: Rules Clarifications?

Cover: I really need some guidance on how cover works. For example, how would a low wall be reflected? Can, as in some systems, a trooper gain full cover bonus but ignore the corresponding penalty if he is in contact with the wall firing at an enemy in the open on the other side? I ask because I'm building basically a ruined suburb.... it has lots of walls. I assume a trooper is considerd out of LOS if he can't be seen behind a wall, WYSIWYG style, or is that abstracted (not necessarily a bad thing)?


Are there any plans to include rules for "prepared cover" for scenarios?

Re: Rules Clarifications?

I don't think there actually is such a thing as obstacle cover in D:VG. Obstacles can be used (there are rules pertaining to them such as climbing), and I believe that, if used, they do affect movement and may block LOS. Given this...

Can, as in some systems, a trooper gain full cover bonus but ignore the corresponding penalty if he is in contact with the wall firing at an enemy in the open on the other side?

This is strictly speaking not possible under the rules. You could designate the wall as terrain cover, but it would not lead to this type of resolution. The model benefiting from cover bonuses could be at either side of the wall from the attacker, for example, provided it is close enough (touching if PI, within 1" if SI) to it, and contrariwise would suffer cover penalties if firing accross the wall even if touching it.

I assume a trooper is considerd out of LOS if he can't be seen behind a wall, WYSIWYG style, or is that abstracted (not necessarily a bad thing)?

It can either be abstraced by designating the entire area as area cover, or you can designate the wall an obstacle. I think the implication is that only fairly tall obstacles, such as high walls, should actually be designated obstacles, while low (say below 2" height) stuff would simply be indication of area cover. So the LOS problem in combination with obstacles should actually be negligible for most models.

The path of least resistance would be to place the low walls and rubble piles so that they mark the boundaries of an area cover and make any obstacle walls so high that there is no particular problem at identifying them.

Re: Rules Clarifications?

Yeah, actually what I think I'll do with the walls is to use them to mark out areas of ruins, then use quite large stuff for "obstacles" and to block LOS. I have some second-floor ruins, which were very advantageous in Necromunda, but they're really only a way to get more of your troopers under an enemy template in Defiance.

My other option is, the walls are all mounted on surplus CD-R's, I might declare the CD to be the area of cover.

I can't help noticing that the two-edged nature of the cover and prone rules make cover and "prone" most advantageous to figures with a negative AR.

Re: Rules Clarifications?

As tnjrp points out, the major issue players must confront when dealing with terrain is deciding which objects will be impassable and which will allow for shooting over (this can be varied by figure size if desired).

With regard to low AR PI having a cover advantage, there is some truth to that, since the enemy will be nearing the 9+ to 10+ to 11+ statistical cliff at most ranges.  This was the primary reason for making SI more maneueverable and giving them the extra -1 LOS and within 1" bonuses to terrain cover.