As an alternative to simply dodging for their action, characters may choose to try and take cover instead. Taking cover can make your wastelander harder to hit, but rather than changing a characters MFD to be hit, it gives them a percentage of concealment that acts as a roll penalty to whoever is targeting them. The roll penalty represents the chance that the attacker is attempting to hit the character and instead hits the cover. Please note: for particularly flimsy cover (or armor piercing bullets), if the attacker would normally have hit the concealed character without the penalty, then they still hit the bullet simply goes through the cover, giving the target additional DT, but still hitting them. This is particularly important when facing enemies using SATS, as not only do SATS guided shots ignore concealment penalties, but savvy enemies can use SATS and their EFS to see a concealed targets location and then fire normally at that location, continuing to ignore concealment penalties.
Taking cover requires only a successful dodge roll MFD 1 as long as there is some sort of nearby cover to get behind, which can be substituted out for a flight roll (to fly behind cover), a magic roll (to teleport behind or magically create cover this requires that you spend the appropriate amount of strain), or a dig roll (to dig yourself into cover). In special circumstances, other skills or attributes may be able to be substituted, such as in instances where ponies might create their own cover by manipulating their environment.
This dodge roll wont do anything for your character, however, unless there is actually cover to be found near their position specifically, within one actions move distance of their person. The odds of cover being available are outlined in the table below. What type of cover is present is ultimately is up to the GM or the specific location, but a listing of various types of common cover and their provided benefits can be found on the next page.
Area type
Cover Availability
(The odds that youll find cover within movement distance of you)
Cover Type
(How good the cover will be, in terms of DT; zero DT cover might still provide concealment)
Wasteland Near Roads/Rails
15%
0 10
Wasteland Off the Beaten Path
10%
0 5
Wasteland Tundra
10%
0 2
Old Battlefield
45%
5 20
Desert (High Desert)
15%
1 10
Ravine or Valley
25%
0 15
Isolated Building/Compound
20%
0 20
Small Town Ruins
40%
0 10
Strip Mall
40%
0 15
Suburban Ruins
30%
0 20
Office Complex
60%
0 20
Train Yard
50%
5 30
Urban Ruins
70%
10 50
Factory
50%
0 30
Small Settlement
30%
0 20
Large Settlement
50%
0 35
Military Facility
50%
0 50
Stable
20%-50% (Varies by stable)
5 40
Mountains
15%
0 15
Wasteland - Scrub
20%
0 15
Forest
70%
0 20
Everfree Forest
90%
0 50
Coastal Beach
5%
0 20
Tunnels/Sewers
60%
5 25
Dockyard/Warehouses
60%
0 50
Research Lab
60%
0 25
Cover Name
(Per unit or
Per unit Thickness)
DT Provided
(Per unit or
Per unit Thickness)
% Concealment
(Maximum not necessarily what youll receive, especially if youre sharing!)
When taking cover behind a character or creature wearing armor, the worn armor of your cover counts double towards providing the hiding character with DT against any damage directed through the cover character. This can allow some weapons fire to penetrate and kill multiple targets, especially if armor penetrating munitions are used.