RM's Homebrew 2011/2012 Night rules

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Re: RM's Homebrew 2011/2012 Night rules

Postby Gungnir » Mon Jan 02, 2012 12:22 am

One good way to balance out night vision goggles is to make them impractical to use where there is light. If a unit is wearing night vision goggles, any units interacting with a light source (either carrying one or being the target of one) get 2/3 cover instead of the usual 1/3, including CC.
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Re: RM's Homebrew 2011/2012 Night rules

Postby newcowboy » Fri Jan 06, 2012 1:58 pm

Gungnir wrote:One good way to balance out night vision goggles is to make them impractical to use where there is light. If a unit is wearing night vision goggles, any units interacting with a light source (either carrying one or being the target of one) get 2/3 cover instead of the usual 1/3, including CC.

Acctully have him blinded for a turn, and then this.
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