@@ -226,7 +226,7 @@ Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weig
\subsubsection*{Example}
An armoured knight stands with a flail.
His basic Attack Score is 10, so rolling 10 means a draw.
His full plate armour has a Covering of 5,
His full plate armour has \pgls{covering} of 5,
so to hit him, a \gls{pc} will need to roll the $\gls{tn}+5$.
Rolling 9 or less means the \gls{pc} is hit, and since he has no armour, that won't go well!
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@@ -280,11 +280,11 @@ This occurs before Damage applies to \glspl{fp}, so \gls{dr} and \glspl{fp} make
\label{vitals}
\index{Combat!\Glstext{vitalShot}}
Just as real armour covers parts of the body, armour in BIND covers numbers on the dice.
An armour with Covering 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2.
An armour with \gls{covering} 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2.
But if they roll lower than this, the armour does nothing, as the attack strikes flesh.
We call this a `\gls{vitalShot}'.
When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more Covering).
When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more \gls{covering}).
\armourchart
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@@ -317,7 +317,7 @@ Allowing someone to move within this pile of metal requires rare artisans.
\paragraph{Natural Armour}
means tough skin (or scales, or chitin\ldots) thick enough to push back blades.
Natural armour always has a Covering of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps.
Natural armour always has \pgls{covering} of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps.
\begin{figure*}[t!]
\projectilesChart
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@@ -330,7 +330,7 @@ Some creatures have a natural \gls{dr}, which would then stack with their armour
The primary armour counts for its full value, and the lower \gls{dr} score counts for half.
Any tertiary armour counts for a quarter, and so on.
Once you have a total, round up anything over half.
Stacked armour can consist of different levels of Covering, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with a Covering of 4) still applies.
Stacked armour can consist of different levels of \gls{covering}, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with \pgls{covering} of 4) still applies.
Consider this convoluted example: a basilisk with natural \gls{dr} 4 dies, and then get raised from the dead by a necromancer.
The undead naturally have a \gls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5.