Light Cover
A character in Light Cover gains +1 Defense when attacked.
Official Rules Reference

Terrain can provide Cover, create differences in elevation, and increase Movement costs.
A character in Light Cover gains +1 Defense when attacked.
A character in Heavy Cover gains +2 Defense when attacked.
A Hidden character is considered not visible and outside all opponents' Line of Sight. A Hidden character cannot be targeted by an Attack.
A character attacking from Higher Ground gains +1 Attack against a character below them.
A character in Flight, or on Higher Ground whose elevation exceeds the height of a character miniature, gains +1 Attack and cannot be engaged in Melee unless the opposing character is at the same height. This remains a +1 Higher Ground bonus and does not stack.
Each space of movement used to ascend onto Higher Ground costs 2 spaces of Movement instead of 1. Ascending onto Higher Ground taller than the moving miniature consumes that character's entire Movement allowance for the Phase.
Summoned Minions and Summoned Beasts begin with their own independent pool of 10 Max HP and 5 Max Action Points. They do not share HP or Action Points with the summoning Character.
A summoned unit otherwise mirrors the summoning Character's traits as stated by its Summon Card and takes its own separate turn, paying for Actions from its own AP pool.
A summoned unit is immediately removed from play when its HP or its Action Points reach 0. Because reaching 0 AP removes the unit, its Action Points are not restored in a later Round.
Any Ability Card that causes a Character to Shapeshift, Morph, Transform, become Ascended, or otherwise change form remains active for the entire Round in which it is activated. The form does not end when the activating player's Turn ends.
A Character cannot freely switch between forms. To change into another available form, or to activate a form again in a later Round, the player must activate the applicable Ability Card again and pay its normal Action Point cost.