A cover system is a video game gameplay mechanic that allows a virtual avatar to hide from and avoid dangers, usually in a three-dimensional world. This method is a digital adaptation of the real-life military tactic of taking cover behind obstacles, for purposes of attaining protection from enemy ranged or area effect attacks, such as gunfire or explosions. In gaming, a cover system lets a player character use stationary or moving obstacles to avoid damage. To be considered a cover system, there must be some physical interaction with the source of cover and the avatar. This means moving to stand in a position behind an object, as in traditional shooter games, while strictly speaking would be classified as "taking cover", does not qualify as an actual cover system in terms of video game mechanics. Some first-person shooters such as Soldier of Fortune bridged the gap somewhat, by allowing players to lean to the sides, allowing the player's avatar to lean out from behind objects to survey the environment or open fire on the enemy, without fully exposing the entirety of the player's own body to the enemy. In addition, the player character must have the ability to move in and out of the covering objects' proximity, leaving the player with moments of vulnerability, partially exposing themselves when they wish to fire on the enemy. This excludes the exclusive use of portable shields as a cover system, though they may often be used to supplement a stationary source of cover, as seen in video games like Army of Two and Gears of War 2. Other titles outside of first- and third-person shooters also offer implementations of a cover system. Tactical role-playing games such as X-COM enable the player-controlled characters to take advantage of walls and other objects in the environment to provide cover for their units, providing the effect of reducing the chance for that unit to be hit, or reducing the damage taken when hit by incoming fire.