Fallen statues, large munitorum containers, and shattered ruins can provide cover, granting some protection against incoming ballistics. There are three types of cover: Light Cover, Medium Cover and Heavy Cover. A target can only benefit from one type of cover at a time.
- Light Cover is usually about chest-high, and is large enough for a character to crouch behind to cover most of their body. Light Cover grants +2 Armour to all Hit Locations for ranged attacks.
- Medium Cover can protect most of a character's body, but still leaves some areas exposed. Medium Cover grants +4 Armour to all Hit Locations for ranged attacks.
- Heavy Cover can protect a character’s entire body, and is large enough to comfortably stand behind. Heavy Cover grants +6 Armour to all Hit Locations for ranged attacks.
If you start your turn in a Zone with the Cover Trait, you can use your Move to get into cover and immediately gain its benefit. If you enter a Zone with the Cover Trait, you must use the Take Cover Action to gain its benefit this turn.
At the GM’s discretion, Light Cover may only grant Armour to certain areas, like a low wall only providing Armour to the legs.