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<blockquote data-quote="Suskeyhose" data-source="post: 9044194" data-attributes="member: 6840540"><p>I also want to add a couple things here.</p><p></p><p>You can in fact move from one place of cover to another, firing in the middle.</p><p></p><p>In the OLD core rulebook p.146, Movement, it says if you take an action and move on your turn, the action can take place at any time during your movement.</p><p></p><p>So you can run from one doorway to another on a street, firing down the street as you do, both starting and ending your turn in cover or out of line of sight. The Skirmisher exploit simply allows the character to double move instead of single move while doing so. That said, other characters may be able to manage this too, e.g. by using a charge action to get closer to the enemy while firing at a -2d6 penalty, then using their second action to move to cover. This is restricted by requiring you move towards your target, but this isn't necessarily a huge constraint.</p><p></p><p>In addition, with the Cover rules, the three positions you can be in are Open, In Cover, and Blocked, requiring a move action to change between them. I interpret this to mean that it requires a full move action to change between them, so you cannot pop out of blocked, fire, and drop back with one move action and one attack action, as it requires a full move action to change between them both ways.</p><p></p><p>In the cowboy holdout example, this is representing that if you sit down with your back against the wall and head below the window you're blocked, and you can't pop up and drop back down fully out of view while firing between without exposing yourself to being fired at. Normal popping up and ducking I would just consider cover.</p></blockquote><p></p>
[QUOTE="Suskeyhose, post: 9044194, member: 6840540"] I also want to add a couple things here. You can in fact move from one place of cover to another, firing in the middle. In the OLD core rulebook p.146, Movement, it says if you take an action and move on your turn, the action can take place at any time during your movement. So you can run from one doorway to another on a street, firing down the street as you do, both starting and ending your turn in cover or out of line of sight. The Skirmisher exploit simply allows the character to double move instead of single move while doing so. That said, other characters may be able to manage this too, e.g. by using a charge action to get closer to the enemy while firing at a -2d6 penalty, then using their second action to move to cover. This is restricted by requiring you move towards your target, but this isn't necessarily a huge constraint. In addition, with the Cover rules, the three positions you can be in are Open, In Cover, and Blocked, requiring a move action to change between them. I interpret this to mean that it requires a full move action to change between them, so you cannot pop out of blocked, fire, and drop back with one move action and one attack action, as it requires a full move action to change between them both ways. In the cowboy holdout example, this is representing that if you sit down with your back against the wall and head below the window you're blocked, and you can't pop up and drop back down fully out of view while firing between without exposing yourself to being fired at. Normal popping up and ducking I would just consider cover. [/QUOTE]
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