Out of LoF, Inside ZoC (regardless of smoke or marker state) - If the First Short Skill is not Move, it allows for reciprocal AROs : Examples- If BS Attack is declared, then available AROs are BS Attacks, Dodge and ZoC Required Attacks/Reset. If CC Attack is declared, then available AROs are CC Attack, Dodge and ZoC Required Attacks/Reset. If Dodge is declared, then available AROs are Dodge and ZoC Required Attacks/Reset. If Second Short Skill is a Move that grants LoF, AROs are allowed to be changed to BS Attacks. If any movement during the current order brings the attacker into silhouette contact of the target's rear arc without granting LoF anytime during this order, apply a -3 to the target in CC for that order. Sure template weapons are better now but if you got that close to swing a sword, you're either invisible, in smoke or armored up and should be able to use those skills to get you all the way there without taking a template. The new Dodge Rules, are great and 3 to 4 inches of movement is pretty far. This also makes the smoke scenario simpler as well. For all other rules and modifiers, apply as normal.
I like this myself but what happens if the first skill IS a Move? What happens to Long Skills that stay out of LoF but in ZoC and dose not bring the Active Model into contact with the Reactive model?
Not sure if I like this suggestion. The reactive player should not be rewarded for poor positioning by being allowed to shoot when outside of LOF, especially when models could be deployed differently. Additionally if the active player spends the orders to move round into the reactive player's back arc they should be allowed to keep that advantage of forcing the dodge while outside LOF. This scenario is called outplaying your opponent, you should not be penalized for doing so especially when there are rules such as Look Out/ Warning, 360 visors and the ability to deploy models watching the reactive models back arc.
Poor positioning isnt real when people holding a gun on a battle field all the sudden, wont use it when someone charges at them from out of smoke. That being said, -3 to BS weapons and -6 BS roll to shoot a DTW if changing ARO should smooth that out (consider it a roll for reaction time and not accuracy for a DTW). The reciprocal ARO is for simplicity and a level of "fairness", and the -3 to dodge will still be applied, and the -3 for some edge while in the active turn for making the effort to get that close and manage to get to the rear arc. Sure, those rules exist but it turns out there's still a community upset, which means something is wrong.
I can't understand anything of what you just said here, changing AROs? Can you elaborate more and either break it down or make it easier to read?
So you know how the promise I'm suggesting is, granting the option for a reactive troop to be allowed to declare a reciprocal ARO and should the active troop make itself visible, if the reactive troop would rather shoot, it would be allowed to change its declared ARO to BS Attack after the second short skill at -3 penalty. The reason why is because it doesnt make any sense for for a reactive trooper to not use its firearms especially if the game is "quantum" as people say and has abstractions to represent real life/real time events and mechanics.