Demi_morgana wrote:-there's only single bonus for being in cover, -1 for enemy shooter no matter if model is in "hard" or "soft" cover
I've never played Necromunda, so this is a question not complaint - why do you want to remove differentation between hard and soft cover? This is a commonly applied solution in table-top games, and imho really useful thing in skirmish games with plenty of cover.
mahon wrote:I'd do it by rolling for initiative every turn - who wins initiative, he must/can choose to go first. The next turn you roll again. There would be room for some modifiers, eg. having infiltrators might modify the roll by +1 (for their scouting abilities), the more experienced leader might get +1, etc. Just suggestions.
Again, I'm not sure if my proposal could be implemented in necromunda game, but I'd suggest a solution taken from Warlord - Initiative Card Deck (it's called bit different, but I can;t recall actual name). Each player chooses a card colour and adds one card of that colour for each of his units (models in Necromunda?). Chosen cards make the mentioned ICD. The deck is shuffled before a game and each turn, and is used to generate order of deployment and moves.
This enforces whole lot of thinking (e.g., you can't move your troops into open that easily, because you don't know if you'd be able to cover them with a tank before you get shot to pieces).
You may then modify this system - each card is connected with specific model. If you choose you card, you would have to move that specific model, not any one chosen by you.
Special characters could give two cards to the Deck, to increase a chance of getting your model to move.
Infiltrators/scouts could allow to return any card to the deck immediately after it is chosen (once per turn, per game, in the deployment phase...)
Of course, cards are removed from the ICD when a model is killed (unit wiped out).