diff --git a/combat.tex b/combat.tex
index bc897e6dddf85b67e8c0ae009c75ef4b146c4517..0f367c94cd572f55149870881d932ebd49a7e487 100644
--- a/combat.tex
+++ b/combat.tex
@@ -319,7 +319,22 @@ Once you have a total, round up anything over half.
 Stacked armour can consist of both partial and complete layers, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, but bypass all armour with a roll of 5 over the \gls{tn}.
 \iftoggle{verbose}{
 
-  For example, a basilisk with \gls{dr} 4 might die, and then get raised from the dead by a necromancer.
+  \sidebox{
+    \begin{boxtable}
+      \textbf{Roll} & \textbf{Effect} \\
+        3 & \Glsentrytext{pc} hit, no \gls{dr} \\
+        4 & \Glsentrytext{pc} hit, but \gls{dr} applies \\
+        7 & \Glsentrytext{npc} hit, but \gls{dr} applies \\
+        12 & \Glsentrytext{npc} hit, no \gls{dr} applies \\
+    \end{boxtable}
+  }
+  For a basic example, a \gls{pc} with \textit{partial} leather armour faces off against a white knight, with \textit{complete} plate armour.
+  If the \gls{pc} fails their roll by 4 or more points below the \gls{tn} then the knight hits them, and bypasses their leather armour's \glsentrylong{dr}.
+  And if the \gls{pc} hits the knight and rolls 6 points above the \gls{tn} then they bypass the knight's \gls{dr}.
+
+  Assuming the player's total \gls{tn} is `7', the possible results will look like this:
+
+  Now for a convoluted example -- a basilisk with \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.
   If the mage were crazy enough to add plate armour to the basilisk, the total \gls{dr} would be $5 + \frac{4}{2} + \frac{2}{4} = 7.5$, or `8'.