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Defend
Defend
Cover, Flanking & Defend
CategoryCombat Rules
Flanking+2 to melee hit
Defend costEnds 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 positionDefend benefitBonus type
Usable shieldRaise a Shield: add that shield's Shield AC.Shield
No usable shield; not already in coverTake Cover: +2 AC.Circumstance
No usable shield; already in coverTake 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.

Related scrolls

Attacks & Armor Class · Typed Bonuses · Shields

See also

All Combat Rules scrolls

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