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
9. Moving and Fighting inStructuresA Structure is any terrain element featuring an enclosed space surrounded by walls or similar, andoften a roof, with clearly defined entrance/exit points, usually a conventional building.Each Structure in a game of <strong>AFTERLIFE</strong> is divided up into different Zones, a small building with asingle room contains one Zone. A larger building with more than one room, or rooms over severaldifferent floors, will count each room or separate space as a Zone.A Zone should not normally measure more than 10” in any dimension. In the case of larger areaswhich are technically Zones, such as hangars, warehouses etc, it will usually be better to count theinternal space as open terrain, but still use the LoS rules for structure walls detailed below.It’s important to discuss with your opponent before the game which terrain elements will use theStructure rules, and how many Zones each structure will be subdivided into.Movement in Structures1. A Unit can enter Zones by moving through a door, large window or other feature whichcould reasonably allow access. Figures in a Unit can move freely in and through Zones, butstill have to maintain coherency (so you will not normally be able to spread a Unit acrossmultiple floors/levels).2. A Unit wishing to move into a Zone above or below the one they are in can either use stairswhich are physically present on the terrain, or can sacrifice all horizontal movement andits figures may be positioned in approximately the same spot on the level above or below(representing the Unit redeploying via an internal ladder, lift or stairwell which isn’t shownon the physical model).3. If a Unit is Hidden, it can move up to two levels up or down in a single activation. This doesnot represent physically faster movement, but rather the uncertain location of the hiddenUnit.4. If a Structure is a solid model with no way to physically place figures inside, you canposition figures on the roof and count them as being inside. Use a D6 Die placed with theUnit to indicate which floor it is on (1 = lowest floor, 2 = next floor up and so on.Line of Sight in StructuresTo account for the many different types of buildings in player’s terrain collections, LoS in structuresis dealt with in a slightly more abstract way.• Figures within a Zone are always assumed to have LoS to any figure in the same Zone.• If a wall of a structure has no openings, doors, firing points etc, and is of reasonably solidconstruction (such that it will block most weapons fire), then there is never any LoS throughthe wall.• If a wall of a structure has doors, windows, firing points etc, and/or is not particularly strong(it would be possible for Figures to easily create firing points, or shoot straight through thewall using advanced scopes), then it is possible to gain LoS through it, as follows -15