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AFTERLIFE-Game-Rules-KS-Release

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8. CoverUnits can try to make maximum use of available cover to provide protection and concealment fromthe Enemy.Cover is anything which a figure could hide behind/in, and which provides some protectionfrom enemy fire. Examples include most walls/structures, rubble piles, wrecked vehicles, rockyoutcrops, trenches and similar - anything which could reasonably stop a bullet.1. A figure is in cover if they are at least 50% concealed (from the point of view of an attackingenemy Unit) or if they are in area terrain which is defined as Cover (e.g a Structure orWoodland base)2. Figures receive a +2 bonus to their Toughness Value against shooting attacks.3. Less substantial barriers such as light fencing, vegetation and similar do not confer aToughness bonus, but do count as cover for other purposes (for example detectionattempts).4. If some figures in a Unit are in cover, and others are not, the shooting player has a choice,which must be made before any Hit dice are rolled.1. Target the entire Unit - The entire Unit counts as being in cover. OR2. Target fire at the figures in the open - The Unit does not benefit from cover. Woundscannot be allocated to Figures in Cover. Excess Wounds after all Figures in the openhave been killed are ignored.The +2 bonus is a good universal average which can be applied to most examples of Cover..however if you and your opponent agree, feel free to assign +1 bonuses to cover which is rathersparse or does not provide as much protection. Similarly very dense and protective cover mayprovide a +3 bonus or even higher in rare circumstances.You should always discuss with your opponent before the game which terrain elements count ascover, and what values are assigned to them.14

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