Cover
There is no dodging of projectiles that move at at least half the speed of sound. This means that the dodge skill is now fairly useless. It is supplanted by running and any other means one may use to reach cover. Cover, on the other hand, is very useful. It's even more useful the farther away you are. The base cover modifiers are given by the table below:
Fraction Covered | Cover Bonus |
1/4 | 1D |
1/2 | 2D |
3/4 | 3D |
>7/8 (slit) | 4D-5D |
Table 3.1:Cover
These cover bonuses are multiplied by two for medium range, three for long, and four for extreme range. For example, 3/4 cover at long range gives a 9D cover bonus! Basically, this is a lot more effective than dodging for the most part. The cover is rolled and added to the base difficulty to hit the target. If the to-hit check is above this number then the target is hit straight out. If the number is above the base to-hit and still below the cover bonus, then the cover in front of the target was hit. Damage is dealt to the cover and if the cover is damaged, some damage may be passed on to the target. If the to-hit check is below the base to-hit number, then the miss was complete. The chances of striking the cover with this shot are the same as the fraction of the target concealed, but this is only important in a few situations.