| Cover, Flanking & Defend | |
|---|---|
| Category | Combat Rules |
| Flanking | +2 to melee hit |
| Defend cost | Ends the turn |
| Take Cover | +2 AC; +4 when already in cover |
Cover, Flanking & Defend
A good position can protect a unit or open a target to an ally's attack. Cover and flanking serve different purposes: cover changes defense, while flanking improves a melee attack.
Flanking
Gain +2 to hit with melee when a melee ally stands within reach on the far side of the target. Flanking adds nothing if the target is already off-guard, such as while prone or grabbed.
Defend
Defend ends the turn; any remaining actions are lost. The benefit lasts until the start of that unit's next turn.
| Equipment and position | Defend benefit | Bonus type |
|---|---|---|
| Usable shield | Raise a Shield: add that shield's Shield AC. | Shield |
| No usable shield; not already in cover | Take Cover: +2 AC. | Circumstance |
| No usable shield; already in cover | Take Cover: +4 AC (greater cover). | Circumstance |
Combining cover and Defend
Terrain cover and Take Cover use the same Circumstance AC pool. Greater cover replaces the lesser benefit; it is not +4 on top of the existing cover. A raised shield uses the separate Shield pool, so it can combine with a Circumstance cover bonus.
