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<blockquote data-quote="TheHirumaChico" data-source="post: 9065176" data-attributes="member: 7022501"><p>A very similar situation arose in our WOIN game session this past weekend. One of the PCs took an overwatch covering a short corridor between two rooms. His expressed trigger and action for the overwatch was to shoot anyone or anything that appeared in his line-of-sight. So a bad guy made his way to the other end of the short corridor unseen, then he stuck out his arm with the intention of flinging a grenade down the corridor blind into the next room. After a short discussion, I allowed the Overwatch to trigger despite this contradicting the WOIN RAW, but I gave the player a -2d6 cover penalty to shoot the exposed hand/arm, along with a -1d6 size penalty for shooting a small target. The 7 MDP PC spent a couple luck dice and scored a critical hit on the arm with the grenade, so I said that it caused the grenade to fall rather than be flung. Pretty unlikely, sure, but we're playing a cinematic-style action game and this PC is a sniper character who has good reflexes and is particularly adept at skeet-shooting/shooting targeting clays.</p><p></p><p>But this brings up the core issue my players and I have with the Overwatch rule as written -- the idea that Overwatch can only trigger against targets that have <strong>zero</strong> <strong>Cover</strong>. Played as written, it gives no chance for characters (or their opponents) to react to the head and arm that pops up over the low wall or leans around a corner to take a quick shot. Just for the benefit of other WOIN GMs who may encounter this debate with their players, moving forward, my crew is going to play Overwatch as triggering when the target moves from <strong>Blocked</strong> to either <strong>In Cover </strong>or <strong>Open</strong>. If the target is still <strong>In Cover</strong> then the requisite penalty applies to the Overwatch shooter. I'm also going to allow the <strong>Cover</strong> penalties from Suppressive Fire, obscured vision, and physical barriers (all listed separately in the Ranged Attack modifiers table) to stack for these purposes. This latter choice is based on my previous argument that it's hard to hit someone partially hiding behind a low wall, harder still if the shooter is also trying to duck a spray of bullets when the target is benefitting from an ally's Suppressive Fire, and even harder if the lighting is dim.</p></blockquote><p></p>
[QUOTE="TheHirumaChico, post: 9065176, member: 7022501"] A very similar situation arose in our WOIN game session this past weekend. One of the PCs took an overwatch covering a short corridor between two rooms. His expressed trigger and action for the overwatch was to shoot anyone or anything that appeared in his line-of-sight. So a bad guy made his way to the other end of the short corridor unseen, then he stuck out his arm with the intention of flinging a grenade down the corridor blind into the next room. After a short discussion, I allowed the Overwatch to trigger despite this contradicting the WOIN RAW, but I gave the player a -2d6 cover penalty to shoot the exposed hand/arm, along with a -1d6 size penalty for shooting a small target. The 7 MDP PC spent a couple luck dice and scored a critical hit on the arm with the grenade, so I said that it caused the grenade to fall rather than be flung. Pretty unlikely, sure, but we're playing a cinematic-style action game and this PC is a sniper character who has good reflexes and is particularly adept at skeet-shooting/shooting targeting clays. But this brings up the core issue my players and I have with the Overwatch rule as written -- the idea that Overwatch can only trigger against targets that have [B]zero[/B] [B]Cover[/B]. Played as written, it gives no chance for characters (or their opponents) to react to the head and arm that pops up over the low wall or leans around a corner to take a quick shot. Just for the benefit of other WOIN GMs who may encounter this debate with their players, moving forward, my crew is going to play Overwatch as triggering when the target moves from [B]Blocked[/B] to either [B]In Cover [/B]or [B]Open[/B]. If the target is still [B]In Cover[/B] then the requisite penalty applies to the Overwatch shooter. I'm also going to allow the [B]Cover[/B] penalties from Suppressive Fire, obscured vision, and physical barriers (all listed separately in the Ranged Attack modifiers table) to stack for these purposes. This latter choice is based on my previous argument that it's hard to hit someone partially hiding behind a low wall, harder still if the shooter is also trying to duck a spray of bullets when the target is benefitting from an ally's Suppressive Fire, and even harder if the lighting is dim. [/QUOTE]
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