Monday, July 6, 2009

Night Fight

You remember how annoying it was to bring that Leman Russ or that Hammerhead and not be able to shoot with it just because you couldn't see your target? Well, what about muzzle flashes, the noise of marching boots and the cries of the wounded, not to mention, starlight not quite bright enough to see by but enough that it produces outlines? Me, Skjoldr, and another follower of this blog played a game last night that was entirly Night Fight, and this is how we altered it...

Night Fight:

In order to see an opponent, you must first roll 2d6 and multiply it by 3. That is the number of inches your unit can see. If the unit's target is within that range, you may fire any applicable weapons as if the night fight rules were not in effect. However, even if the target is beyond that range, you assume you can hear that target moving, or see the flash of their weapons, or something. You may fire at them, however, they are granted a 3+ cover save for being obscured by the dark. Basically, your men are just firing at noise and light, not at physical targets. It is very difficult to strike your intended target that way.

Going to ground still grants the same benefit in the Night Fight rules, so going to ground when out of sight range of your enemy means you gain a 2+ cover save.
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We intend to update "Custom Codex" with several of these slight rules alterations as we go along, so that you don't get bored while we work on our codicies. Enjoy, gamers!

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