We ran our 21st session yesterday (first of the new year) and the players fought in a space station engine room that was littered with crates, fuel pods, etc. (ie: lots of cover).
The 2 minion groups were dug in behind cover and the PC's spent the session wildly sprinting from cover to cover - but it was incredibly time consuming.
There was a brief argument at the table about how cover should work - if someone runs to a wall, door, or slides behind a crate, everyone pretty much agreed they should be in cover. Narratively, it doesn't make sense that someone would run up to a door and then have to, what, snuggle up against it to keep from being hit? It also greatly slowed combat if they needed to take 1 maneuver to take out a weapon, take 2 strain to move, then fire, then next turn take cover, then take 2 strain to aim, then fire, or move again, etc.
It basically adds an unnecessary extra maneuver to every character. They want to have it so that if they run to cover or dive behind it, they gain the benefit. Given that the enemies they're fighting would also gain that ability, I don't really have a problem with it. In fact, I pointed out that minions could then move *and* take cover in the same turn now, since they couldn't take the strain to do 2 maneuvers in one round like players, rivals and nemesis can.
My question is - am I missing something? Is this going to muck my game up completely? They were a little sore that 4 out of the 5 PCs fighting were taken out by 2 minion groups with blaster rifles, but I think they were just more annoyed with the cover mechanic: it's not the first time it's come across as clunky.
And in the end, it is just 1 setback die on the attackers that doesn't stack with armor bonuses, so I'm not super concerned about it. Worst case scenario is that the PC's get a little bit more powerful, and I just throw another minion group at them, arm them with blaster rifles again (those things were beasts) or throw a few frag grenades around to spook them out of their cover.
Edited by Blue Dog