Difference between revisions of "Line-of-sight"

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'''Line-of-sight''' refers to an unobstructed, straight path between an observer's eyes and a point in the environment. In other words, it's the clear and direct visual connection between the observer and the target.
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'''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.
 
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When firing a [[Missile Weapons|missile weapon]], combatants must be able to trace a direct line of sight between themselves and the target hex.  Common obstructions to line of sight include buildings and structures, terrain features, vegetation, atmospheric conditions, curvature of the earth and differences in elevation.
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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.
 
 
== Targeting in Combat ==
 
When firing missiles into an ongoing melee, hurled and fired weapons can be employed by drawing a straight line between the observer and target from one [[Combat Hex|combat hex]] to another. Where the shot is obstructed by a friendly combatant, the shot cannot be taken. Otherwise, it's always assumed that the hit or missed shot will either cause damage to the target or fly past harmlessly ... unless a natural '2' is rolled, in which case the missile is considered [[Critical Hits & Fumbles#Friendly Fire|friendly fire]].
 
  
 
== Cover ==
 
== Cover ==
Objects that are partly but not wholly obscured by obstacles can be targeted.  However, it must be determined what percentage of the whole target is visible; this is usually rated in 10% increments, simplifying the roll that must be made if a "hit" is achieved.  For example, an archer fires at a target, of which 40% can be seen. If the archer hits, a second roll is made on a d10. If the d10 result is 4 or less, the hit counts; if not, then the missile has struck the obstacle and either stuck or bounded away harmlessly.
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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 extreme situations, players may wish to fire at targets that have as little as 3% or less that's visible. This is actionable, but keep in mind that most of the time, a hidden combatant won't show any visibility when hiding.
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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''' objects, those that are screened by vegetation, mist, rain or semi-transparent obstacles should also be rated as 1 to 10 in terms of how much cover they offer. In cases of the spells [[Fog Cloud (spell)|fog cloud]] and [[Obscurement (spell)|obscurement]], rules there should apply. Otherwise, the DM should employ good judgment in determining how much "cover" a lack of visibility provides.  A heavy rain, enough to obscure clear visibility, except in a storm so intense that any missile fire would be impractical anyway, should count as 10% cover. Light or moderate rain would provide none at all. Foliage may offer between 20% and 80%.
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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.
  
The cover for '''submerged objects''', fired at from above, depends on the clarity of the water and depth. In most cases, a target five ft. below the surface of water filled with the normal amount of particulates would have a cover of 20%; thrice that at 10 ft., and at 15 ft., 100%.
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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 ==
 
== Indirect Fire ==
[[Siege Engines|Siege engines]] have the advantage of firing over obstacles and are able to target an enemy so long as the enemy is "[[Sighting Targets|sighted]]" — meaning, the enemy can be seen by a third party that is signalling to the artillerist. In such cases, the engine can fire a missile that hits in the vicinity of the target (or with great luck, the target itself), most likely causing damage with [[Grenade-like Missiles|shrapnel]]. Indirect fire hits an area the size of a [[Ship's Hex|ship's hex]], or the width of four combat hexes.
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[[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.
  
  
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[[Combat]]<br>
 
[[Combat]]<br>
 
[[Naval Combat]]
 
[[Naval Combat]]
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[[Category: Reviewed]]

Latest revision as of 18:14, 9 March 2025

Line-of-sight.jpg

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.

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