Ok I have decided that I really don't care for the cover and concealment rules as written. At least in deathwatch and I was thinking of changing it somewhat and came here to get some opinions and Input.
The reason? Well cover gives concealment making it harder to get a good shot at your target. So I was thinking of combining the 2 and adding a new step. I mean it even says on the cover rule that the target has concealment but doesn't go into further detail. I also feel to be more cinematic if the target is hit there is a chance that cover then comes into play. So here is the new rule I am implementing.
Rule cover and concealment.
Partial Darkness, fogs, mists, shadows And light cover gives -20 to ballistic skill checks. If the target actually has light cover the attacker must have 2 degrees of success on the attack roll not to hit whatever is giving the cover.
Total Darkness, thick smoke or complete concealment or full cover -30 to ballistic skill checks. If the target has full cover the attacker must have 3 degrees of success on the attack roll not to hit whatever is providing the cover.
Combat is fluid, with people bobbing and weaving. This will simulate that I think better than just Trying to figure out fairly if a limb or extremety is exposed. Takes time and in honesty sometimes just sucks. I think this system will work better. And speed play and leave no hurt feelings as well. I have already had players try to proclaim they would have kept more in cover etc etc. this handles that.