remember, or manually check, the approximate number of rounds that are left in the gun's magazine. Additionally, the game employs a realistic mode of reload management. When reloading a weapon, the character checks the weight of the new magazine and determines if it is heavy (full or close to full) or light (empty or close to empty). The game's first-person cover system allows players to hide behind objects to avoid enemy fire. While in cover, players can peek out to take more accurate shots or fire blindly. However, the shape, size, and composition of the object changes its effectiveness at protecting the player. Smaller objects may not cover the player's entire body, and some may not stop bullets. Health does not regenerate over time or by use of medical equipment, but non-fatal wounds must still be bandaged to prevent further blood loss. The player gains "Kill Points" and "Honor Points" which level up their weapons and the Honor level of each class, which is akin to the class level. The higher the character's Honor, the more rugged their outfit will be, and the weapons receive new features upon levelling up, such as a bayonet for a bolt-action rifle, or a drum magazine for a submachine gun. The game features a limited number of slots for each of its various classes for the Soviet army, Wehrmacht army, Imperial Japanese and the US Marine Corps. Each class is based on a historical role of the respective army in that time frame. Tanks do not appear in Rising Storm. The classes available in Rising Storm/Red Orchestra 2 are: Commander, who can use radio emplacements to call in artillery or recon planes. Squad Leader, who can give artillery co-ordinates to the Commander, and teammates can spawn on the SL, allowing them to reach the frontline faster. Sniper, whose rifle is equipped with a scope, letting them engage at longer ranges. Rifleman, who can only use a bolt-action rifle, with the exception of the American forces, who can have a semi-automatic M1 Garand. Elite Rifleman, Red Orchestra 2 only, elite riflemen can use a semi-automatic rifle. Automatic Rifleman, exclusive to the American forces, who uses an M1918 BAR. Assault, who can use a submachine gun, not available to American forces. Engineer, who is equipped with satchel charges which can destroy enemy barricades, bunkers or tanks. Machine gunner, whose machine gun must be deployed in order