Cover And Concealment

Combat

Cover is the main rule the game uses to represent partial obstruction. It matters most for ranged attacks, some spells, and any fight where terrain, corners, furniture, battlements, or allies complicate a clean shot.

Cover What it means
Half CoverPartial obstruction. The target is somewhat protected by terrain, objects, or other bodies.
Three-Quarters CoverMost of the target is screened off, leaving only a narrow attack window.
Total CoverThe target cannot be targeted directly by most attacks or spells because the effect cannot reach it cleanly.
Cover is about obstruction, not stealth. A creature can be fully visible and still benefit from cover if walls, objects, or angle interfere with the attack path.

Solid terrain. Walls, pillars, door frames, crenellations, wagons, and boulders are the most common cover sources.

Occupied space. Other creatures can complicate line of attack, especially in crowded or narrow fights.

Angle and elevation. High ground, stairwells, and partial corners change whether the target is actually exposed to a clean line.

Total cover blocks direct targeting. If the effect cannot reach the target at all, this is no longer a “harder shot” problem. It becomes a “not a legal target” problem.

Ranged Attacks

Cover matters most when archers, throwers, and blasters are trying to thread attacks past terrain or allies.

Spell Targeting

Some spells need a clean target, while others can be aimed at a point in space and catch targets indirectly.