Breaking this up to clarify...
May as well get comments on it while I can..
Replaces Hull Down p11 ASC. (Note this is also intended to move Hull Down to standard rules. As such I wanted to try and simply the rules for Hull Down, while also not just making it a free partial cover. So it had to be simpler and have something to separate it from partial cover.)
1) A ground unit may use the Hull Down Movement Mode to find low-level cover. ‘Mechs and ProtoMechs duck or crouch, while most vehicles take advantage of integral suspension system controls to settle deeper into their position behind the cover.
2) A unit spends 4” of movement to attempt a hull down position. An infantry unit, or Quad or Tripod ‘Mech reduces the movement cost to 2”.
3) After spending the movement cost, the unit rolls 2d6, on a 7+ the unit has achieved a hull down position. The unit may subtract 2 from the target number if the unit occupies terrain with an additional movement cost, or if within 2” of an elevation change. If a scenario or ability provides a premade hull down or fortified position (see Fortified Positions, pp. XX), the hull down roll automatically succeeds. The unit may continue to make additional hull down attempts as long as it has enough remaining movement to pay the hull down movement cost again.
4) A unit using Hull Down Movement Mode cannot use its Move for anything except finding a hull down position.
5) A unit in a hull down position gains +1 to-hit modifier to any attacks made against it, unless they are from the rear attack direction (see pp. XX). The unit is considered half it’s normal height for line of sight.
6) A hull down vehicle can only attack using weapons and special abilities listed in its turret (TUR). BattleMech and IndustrialMech units reduce all attack values by 1 (minimum of 0* as long as the unit had a non-zero attack value initially). Other units reduce all attack values by half (rounded down, to a minimum of 0).
Once hull down, a unit cannot move until it leaves the hull down position.
7) The unit already in a Hull Down position may use the Stand Still Movement Mode.
8 ) A hull down unit must spend the same hull down movement cost to leave a hull down position, but there is no roll necessary to leave the hull down position.
All good to me except for the following:
- Skip the skill check and leave #3 out. This is Alpha Strike after all, and not TotalWarfare... though with all-due respect I understand that the rule in TacOps p.21 calls for a "Standard Piloting Roll" for the maneuver, we strive to keep such mundane things from bogging down play (as desirable as a roll might be, KIS should continue to be the norm)
- #5 should exclude infantry since they don't have a Rear arc (just a stipulation will do; it might not be obvious to players who don't use them)
Couple things of note:
Concerning #6... I need to research, but shouldn't units (mech or vehicles) be allowed to use IF# and ARTxxx-# Specials while Hull Down, even if they're not turret mounted?
I am imagining my Mars Assault (missiles Front facing but mounted in the rear), LRM Carriers (fixed Forward, elevated above the hull), and LongTom Carriers (upward tracking barrels) being allowed, but I don't want to make special cases out of a handful of units if SIMPLE would be better. [I understand reduced height for Mechs behind 1" elevation; I am assuming blocked Line of Sight adjacent to 1" terrain and the battlemech's ability to "lean back" and fire indirect.]
Concerning #4... if "entire Movement" is going to be used for this maneuver, why bother having a Movement cost in #2?
I am guessing this is to deny a unit going Hull Down a TMM? While I disagree with the notion, I do believe some clarity needs to be made for units coming UP from Hull Down, such as "gets its full TMM" or some portion thereof.
Alternatively, perhaps award "Half TMM" to units going down or standing up? This is of course a suggestion but I do not believe it to be an unreasonable one. Referring to the rules in TacOps, the MP cost is identical... so the benefit/penalty should also be identical). Since I believe a unit coming up from Hull Down should receive a TMM based on its available movement, it should also be an adjusted value and not full (TMM/2 or TMM-1 is sufficient in my eyes, but anything besides full).
Regardless of what happens with #4, I don't believe special maneuvering should be "stacked" meaning a unit that spends movement standing up from Hull Down should not also be allowed to Sprint or use other Special Movement modes. (As it currently reads, a unit obviously intending to go Hull Down cannot Sprint in place to do so, so I'm not really concerned unless something changes)