Terrain

When a unit attacks another unit, the defending unit may benefit from cover if at least half of it is obscured from the perspective of the attacking unit.

Soft Cover: Soft cover makes the defending unit harder to see, but does not provide any substantial solid protection against attacks. Examples include smoke and tall grasses. Soft Cover grants a +1 bonus to a unit's evasion.

Hard Cover: Hard cover is something solid enough to provide substantial protection against enemy attacks, but does not obscure the unit from vision. Examples include force fields and armoured windows. Hard Cover grants a +1 bonus to a unit's Durability.

Full Cover: Full cover is something solid enough to provide substantial protection against enemy attacks, and which obscures the unit from vision. Examples include walls, trees, and other units. Hard Cover grants a +1 bonus to a unit's Evasion *and* Durability.

Difficult Terrain: Difficult terrain is an area which impedes a units movement across it, such as rubble or jungles or vertical movement directly up to another level of a structure. A unit that moves across difficult terrain as part of it's movement may only use the lower of it's Speed and Proficiency stats to determine the total distance it may move in that action.