Recently I was discussing with a friend what differences there were
between SciFi/Modern games and Fantasy/Medieval
We discussed the firepower a modern or scifi soldier faces, and to
reflect this drafted the following rule, which may be of interest to
AWWW2 players:-
[i]While games are generally played on flat tabletops in real life
most flat terrain has small undulations. In military circles such dips
and rises are termed "microterrain". When under fire infantry movement
is often a mixture of hugging microterrain and sprinting across open
spaces.
Infantry on foot can use a mode of movement known as "Tactical
movement". Beasts with a sufficient level of inteligence may also be
allowed to use Tactical movement. Sufficient level of inteligence
would mean a creature that understands firearms, not a simple animal.
A Hornagaunt can use tactical movement. A Zoat could not since its
body is not suited to crawling. Tactical movement can only be used by
Infantry and inteligent beasts on foot and capable of crawling.<ul>
<li>Moving tactically makes a figure -1 to target until their next
movement phase.
<li>Irrespective of normal move allowance tactical movement is D6"
rolled for each unit. The rolled distance is subject to usual
penalties for difficult and very difficult terrain.
<li>Because the fighter has to pay more attention to where they are
moving all shots or throws they make in the rest of the turn are at -1
penalty.
<li>A unit can begin or end a tactical move either standing or prone.
<li>The GM can rule that terrain such as undamaged highways or landing
pads are too flat to allow tactical movement.
<li>Models carrying Standards, Ladders, Battering rams, other models
or similar very bulky items or helping carry them cannot use tactical
movement.</ul>[/i]