**Quick rule:** Positioning changes the odds. Cover is measured **relative to an individual attacker**, not as a permanent property of a creature’s square. **Source:** *Player Core*, pp. 394, 410, 416–419, 425–426, 435–440.

## Cover

| Cover | Defence bonus | Can Hide? | Typical source |
|---|---|---|---|
| **Lesser** | **+1 circumstance to AC** | No | Another creature partly blocks the shot. |
| **Standard** | **+2 circumstance to AC**, Reflex vs area effects and Stealth to avoid detection | Yes | Barrier or substantial obstacle. |
| **Greater** | **+4 circumstance** to those same statistics | Yes | Especially substantial obstruction or enhanced standard cover using Take Cover. |

**Take Cover (1 action):** When qualifying, upgrade standard to greater cover or otherwise gain standard cover. Ends if you move from your space or use an attack action, among other end conditions. A creature **two or more sizes larger** than both shooter and target can provide standard rather than lesser cover. A complete solid barrier usually blocks **line of effect** altogether. **Source:** pp. 410, 416, 419.

## Flanking

- You and an ally are on **opposite sides or corners** of a foe, with a line between your spaces crossing opposite sides/corners of the foe’s space.
- Both flankers must be able to act and have the foe within reach of their melee weapon or unarmed attack.
- **The foe is off-guard (−2 AC) only against the flankers’ melee attacks.** Flanking does **not** automatically help other allies’ ranged attacks.

## Target visibility

| Target state | Targeting |
|---|---|
| **Observed** | Normal targeting. |
| **Concealed** | **DC 5 flat check** when targeting; failure means no effect. |
| **Hidden** | **DC 11 flat check**; you know the square but cannot see the target. |
| **Undetected** | Usually choose a square without knowing if the foe is there; GM resolves targeting secretly. |

Area effects are generally **not** subject to concealment/hidden targeting flat checks. **Source:** pp. 425–426, 435–438.

## Ranged weapons and range penalties

- **First range increment:** no range penalty.
- **Second through sixth increments:** **−2 / −4 / −6 / −8 / −10** respectively to the attack roll.
- **Beyond six increments:** cannot make the ranged or thrown attack.
- Check the weapon’s **Reload** entry for action cost and **Expend** for ammunition usage.

## Multiple attack penalty

| Attack during turn | Normal | Agile |
|---|---:|---:|
| First | +0 | +0 |
| Second | −5 | −4 |
| Third and later | −10 | −8 |

Attack-trait actions count, including many Athletics manoeuvres. MAP and range penalties are **untyped** and both apply when relevant. **Source:** p. 394.

## Other modifiers

- **Prone:** off-guard (**−2 AC**) and **−2 circumstance to attack rolls**. Can Take Cover while prone for greater cover (**+4 AC against ranged attacks**), but remains off-guard.
- **Frightened N:** **−N status** to all checks and DCs; normally reduces by 1 at end of turn.
- **Suppressed:** **−1 circumstance to attack rolls** and **−10-foot status penalty to all Speeds**.
- **Bonuses/penalties:** same-type bonuses normally do not stack (use the best); same-type penalties normally use the worst; **untyped penalties add together**.

**Source:** pp. 392–394, 435–440.