Core Rules
Cover
Core Rule Cover provides defensive benefits by reducing the effectiveness of incoming attacks. Gaining Cover A unit gains Cover when it meets the positional or terrain-based requirements that grant it Cover. Cover Values Cover…
Core Rule
Cover provides defensive benefits by reducing the effectiveness of incoming attacks.
Gaining Cover
A unit gains Cover when it meets the positional or terrain-based requirements that grant it Cover.
Cover Values
Cover is expressed as a modifier, typically +1 or +2.
Shooting Interaction
Cover modifies Target Lock results:
- +1 Cover removes successful Target Lock rolls of 1
- +2 Cover removes successful Target Lock rolls of 1 and 2
If a Target Lock roll that would have caused Critical Damage is removed by Cover, no Critical Damage occurs.
Damage Interaction
Cover does not directly reduce damage rolls.
It prevents damage by removing successful Target Locks before damage is rolled.
Movement Interaction
Movement may cause a unit to gain, retain, or lose Cover according to the relevant movement rules.
A unit that moves does not benefit from Cover until that command is fully resolved unless a rule explicitly states otherwise.
A unit that Shunts retains Cover bonuses it would normally lose for moving.
If a movement rule creates an exception to normal Cover loss or retention, that rule must state so explicitly.
Losing Cover
A unit loses Cover when it no longer meets the requirements or performs an action that removes it.
Command Interaction
Commands may grant, retain, ignore, or modify Cover, but Cover itself is defined here.
Exceptions
If a command, weapon, or rule ignores or modifies Cover, that rule must state the exception explicitly.
Snap Fire always causes Critical Damage on successful rolls of 1, regardless of Cover.
Notes
- Cover acts before damage is resolved by modifying Target Locks.
- Cover does not interact with damage after rolls have been made.
- Command or weapon exceptions to normal Cover behavior must be stated in their own rules.
