Spot Rules

These are weird situations that the book gives instructions for. The GM can technically use these rules at their discretion...

However, important rules for swimming, cover, and range are in here! This section is not as optional as it seems! Rules lawyers, rejoice.

Movement
These special rules deal with moving in relation to another character, special types of movement, and movement as applied over a medium-to-long period of time.

Environment
These are all the other spot rules which make come in handy.

Cover
A combatant with only about ~75% of their body exposed (e.g. behind a low barrier, thick bushes, behind another combatant) has soft cover, which gives an extra d4 to Parry and Dodge.

A combatant with about ~50% exposure (e.g. waist-high barriers, hedges, castle crenellations - Google it) has fair cover, which gives an extra d8 to Parry and Dodge. Shields provide fair cover.

Combatants with only ~25% exposure (e.g. tall barriers, narrow windows) have hard cover, which provides an extra d12 to Parry and dodge.

If the character is behind a wall or a window, that person has total cover and can't be directly hit: any attacks would have to go through the cover first. Also, if the cover can't be seen through (like a wall!) then the character has total concealment.

Cover doesn't stack. A character behind hard cover, for example, would only roll an extra d12, not a d12, d8, and d4.

Cover absolutely does NOT aid Counterattacks.

Retreating behind Cover
A combatant attacked at range can claim a Retreat if they can get behind cover. This can easily break a tie in favor of the defender.

A character with a shield can 'Retreat behind the shield' for this same benefit, forcing an attacker on a tie to hit their shield instead. Apparently shields are OP.

A character CAN retreat behind another character for soft cover, but whoever they retreat behind must then also make a Dodge roll to avoid getting hit themselves! If the soft cover then Retreats behind the original target, the original target takes damage. (basically, hiding behind other characters is dickish unless that other character is an enemy or is super awesome and can tank a hit)

A target with a hostage can claim the hostage as fair cover (bonus d8) and can Retreat behind their hostage in the case of a tie. The grappled hostage, in contrast, can only Dodge with a d8 penalty and CANNOT Retreat (duh).