6 hours ago, SEApocalypse said:If you want your attack and counter attack in a single roll, opposed rolls are not the way to go, but instead a competitive check should be a good base, which is basically like opposed checks work mostly in different systems anyway.
For the line of sight thing: Cover is cover, taking a maneuver and adding defense depending on the quality of cover. Yous still peak out shoot, get back to cover, etc … that is why you spend a maneuver for it. You don't get out of line of sight with cover.
If you want to move out of sight, you are naturally not able to shoot either. This might be still advantageous if you want to make a medicine check for example anyway and it can force opponents to spend a maneuver to flank you or chase you to get line of sight for their ranged attacks again … or they just throw a grenade. Either way, imho LOS != taking cover in this system. Furthermore getting out of line of sight is harder than it sounds, because the round are long, smaller movements within a turn are to be expeded even without spending a maneuver and when you spend maneuvers to move you can cover rather larger distances without trouble as well. On top are there force powers, talents and gear that all can make you even more mobile. So relying on line of sight for defense not a safe bet anyway.
In this case we are not doing attacks and counter attacks in the same roll. The idea is to use an opposed check to represent incoming fire, or opponents combat skill, to prevent the movement. Actual damage in this step is very rare, and occurs only on a Despair roll. The use of the opposed check is intended to mostly balance out against similarly matched skills with a bias towards success, with some extra strain from rolled Threat.
For line of sight, I leave that to my players. If they shot the previous round, then typically they are at best able to take cover (rather than allowing 1 movement to go to the corner, shoot, and one movement to retreat half way down the adjoining hallway to avoid being shot), so basic rule of thumb is that if you shot, you can be shot. Some exceptions to this are made depending on the narrative (such as shooing and then running away, starting a chase, etc), or if the player was badly wounded I may made an exception as their motivation is to get out of combat, rather than trying to exploit the turn based combat system.