Difference between revisions of "Line-of-sight"
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− | [[File:Line-of-sight.jpg|right| | + | [[File:Line-of-sight.jpg|right|525px|thumb]] |
− | '''Line-of-sight''' | + | '''Line-of-sight''' describes a clear, unobstructed path between an observer's eyes and a specific point in the environment. It represents the direct visual connection between the observer and their target. When using a [[Missile Weapons|missile weapon]], a combatant must have an uninterrupted line of sight to the target hex. Obstructions that can block line-of-sight include buildings, terrain features, dense vegetation, atmospheric conditions, elevation changes and the natural curvature of the earth. |
__TOC__ | __TOC__ | ||
− | + | Missile attacks into an ongoing melee are resolved by drawing a straight line between the attacker's hex and the target's hex. If this line passes through a friendly combatant, the shot is not permitted. Otherwise, a successful hit will either damage the target or pass harmlessly beyond them. However, if the attack roll results in a natural "2," the shot is considered [[Critical Hits & Fumbles#Friendly Fire|friendly fire]], striking an unintended ally. | |
− | == | + | == Cover == |
− | + | A target that is partially obscured can still be attacked, but the degree of visibility must be assessed. This is typically measured in 10% increments, simplifying the roll required when determining if a successful hit actually connects. '''For example,''' an archer fires at an opponent who is 40% visible. If the attack roll is successful, a second roll is made using a d10. If the result is 4 or lower, the shot lands; otherwise, the missile strikes the obstacle instead, either embedding itself or deflecting harmlessly. | |
+ | |||
+ | In rare cases, a character may attempt to fire at a target with only a minimal portion of their body exposed — 3% or less. While technically possible, this is highly impractical, as well-concealed opponents typically remain completely hidden. | ||
+ | |||
+ | Concealed targets, those obscured by mist, vegetation, rain or other semi-transparent barriers, should also be assessed on a 1 to 10 scale to determine their effective cover. Spells such as [[Fog Cloud (spell)|fog cloud]] and [[Obscurement (spell)|obscurement]] dictate their own rules for concealment. Otherwise, the DM must use discretion in judging how much protection limited visibility provides. A heavy rain that significantly reduces visibility should count as 10% cover, unless the storm is severe enough to make missile attacks entirely impractical. Light or moderate rain typically provides no meaningful cover. Dense foliage may range from 20% to 80%, depending on its thickness. | ||
− | + | Submerged targets are affected by water clarity and depth. A target 5 feet below the surface, in water of average turbidity, would have 20% cover. This increases to 60% at 10 feet, and at 15 feet or deeper, visibility is generally so poor that the target is effectively at 100% cover. | |
− | + | ||
+ | == Indirect Fire == | ||
+ | [[Siege Engines|Siege engines]] can fire over obstacles, striking unseen targets so long as they are "[[Sighting Targets|sighted]]" by a third party. This means that even if the artillerist lacks direct line-of-sight, another observer — such as a scout or forward observer — can guide the attack. In such cases, the siege engine can target an area, potentially striking the intended enemy or landing nearby, causing damage through [[Grenade-like Missiles|shrapnel]] and debris. Indirect fire affects an area roughly the size of a [[Ship's Hex|ship's hex]] or the width of four combat hexes. | ||
+ | |||
+ | |||
+ | See also,<br> | ||
+ | [[Combat]]<br> | ||
+ | [[Naval Combat]] | ||
− | + | [[Category: Reviewed]] |
Latest revision as of 18:14, 9 March 2025
Line-of-sight describes a clear, unobstructed path between an observer's eyes and a specific point in the environment. It represents the direct visual connection between the observer and their target. When using a missile weapon, a combatant must have an uninterrupted line of sight to the target hex. Obstructions that can block line-of-sight include buildings, terrain features, dense vegetation, atmospheric conditions, elevation changes and the natural curvature of the earth.
Contents
Missile attacks into an ongoing melee are resolved by drawing a straight line between the attacker's hex and the target's hex. If this line passes through a friendly combatant, the shot is not permitted. Otherwise, a successful hit will either damage the target or pass harmlessly beyond them. However, if the attack roll results in a natural "2," the shot is considered friendly fire, striking an unintended ally.
Cover
A target that is partially obscured can still be attacked, but the degree of visibility must be assessed. This is typically measured in 10% increments, simplifying the roll required when determining if a successful hit actually connects. For example, an archer fires at an opponent who is 40% visible. If the attack roll is successful, a second roll is made using a d10. If the result is 4 or lower, the shot lands; otherwise, the missile strikes the obstacle instead, either embedding itself or deflecting harmlessly.
In rare cases, a character may attempt to fire at a target with only a minimal portion of their body exposed — 3% or less. While technically possible, this is highly impractical, as well-concealed opponents typically remain completely hidden.
Concealed targets, those obscured by mist, vegetation, rain or other semi-transparent barriers, should also be assessed on a 1 to 10 scale to determine their effective cover. Spells such as fog cloud and obscurement dictate their own rules for concealment. Otherwise, the DM must use discretion in judging how much protection limited visibility provides. A heavy rain that significantly reduces visibility should count as 10% cover, unless the storm is severe enough to make missile attacks entirely impractical. Light or moderate rain typically provides no meaningful cover. Dense foliage may range from 20% to 80%, depending on its thickness.
Submerged targets are affected by water clarity and depth. A target 5 feet below the surface, in water of average turbidity, would have 20% cover. This increases to 60% at 10 feet, and at 15 feet or deeper, visibility is generally so poor that the target is effectively at 100% cover.
Indirect Fire
Siege engines can fire over obstacles, striking unseen targets so long as they are "sighted" by a third party. This means that even if the artillerist lacks direct line-of-sight, another observer — such as a scout or forward observer — can guide the attack. In such cases, the siege engine can target an area, potentially striking the intended enemy or landing nearby, causing damage through shrapnel and debris. Indirect fire affects an area roughly the size of a ship's hex or the width of four combat hexes.
See also,
Combat
Naval Combat