Range & Line of Sight Rules

Hex-Based Combat • Version 2.0 • 6-Hex-Side Facing System • Shield/Weapon Positioning

"Distance is measured in hexes. Death is measured in mistakes. Know your range. Know your angles. Miss once, and you're scrap."

Hex Grid Basics

Penance uses a hex grid for movement and combat.

Hex Counting

Do NOT count the hex you're standing in.

Range Diagram

        [ ][ ][ ][ ][ ]
       [ ][3][3][3][ ]
      [ ][3][2][2][3][ ]
     [ ][3][2][1][2][3][ ]
    [ ][3][2][1][X][1][2][3][ ]
     [ ][3][2][1][2][3][ ]
      [ ][3][2][2][3][ ]
       [ ][3][3][3][ ]
        [ ][ ][ ][ ][ ]

X = Your Casket
1 = Range 1 (adjacent, 6 hexes)
2 = Range 2 (12 hexes)
3 = Range 3 (18 hexes)
        

Range Bands (For To-Hit Modifiers)

Cards specify maximum range, but to-hit modifiers apply based on distance:

Range Band Distance To-Hit Modifier Weapon Examples
Short 0-3 hexes +0 (no penalty) Melee, pistols, shotguns
Medium 4-6 hexes +1 to target number Rifles, bows, crossbows
Long 7-10 hexes +2 to target number Sniper rifles, long bows
Extreme 11+ hexes +3 to target number Artillery, siege weapons

How It Works:

Card Range Examples:

Line of Sight (LOS)

To attack or target an enemy, you must have Line of Sight.

LOS Basics

You have LOS if:

LOS is BLOCKED by:

LOS is NOT blocked by:

LOS Diagrams

BLOCKED LOS (Wall in the way):
    [ ][T][ ]
    [ ][#][ ]   # = Wall
    [ ][A][ ]   A = Attacker, T = Target

    LOS blocked! Cannot attack.

CLEAR LOS (Rubble provides cover, doesn't block):
    [ ][T][ ]
    [ ][~][ ]   ~ = Rubble
    [ ][A][ ]

    LOS clear! Can attack, but target has +1 Defense (cover).

CLEAR LOS (Can shoot past other Caskets):
    [ ][T][ ]
    [ ][E][ ]   E = Enemy Casket
    [ ][A][ ]

    LOS clear! Other Caskets don't block.
        

Cover System (For To-Hit Modifiers)

Cover provides defensive bonuses without blocking LOS.

Cover Rules

If target is:

Cover Terrain Types:

Cover does NOT stack:

Facing & Firing Arcs (6-Hex-Side System)

Caskets have a facing (which direction they're pointed) AND a shield-side/weapon-side.

Hex Facing (6 Directional Sides)

Each Casket occupies 1 hex and faces ONE of the 6 hex sides.

Hex Sides (6 possible directions):
         1
      6     2
      5     3
         4

1 = Front (primary facing)
2 = Front-Right
3 = Rear-Right
4 = Rear (directly behind)
5 = Rear-Left
6 = Front-Left

6-Hex-Side Arc System:
         [1]          1 = FRONT (0° - 60°)
      [6] [X] [2]     2 = FRONT-RIGHT (60° - 120°)
      [5]   [3]       3 = REAR-RIGHT (120° - 180°)
         [4]          4 = REAR (180° - 240°)
                      5 = REAR-LEFT (240° - 300°)
X = Your Casket       6 = FRONT-LEFT (300° - 360°)
        

Rotation:

Shield Side & Weapon Side

When building your Casket, declare which side has your shield:

Shield-Side Options:

Example - Left-Shield Casket:
    [6-Shield][X][2-Weapon]     Shield protects Left + Front
    [5-Shield]   [3-Weapon]     Weapons on Right side
       [4-Rear]
        

Facing Modifiers (Detailed 6-Hex System)

Attacking from different hex-sides has specific effects:

Hex Side Arc Name To-Hit Mod Damage Bonus Defender Defense Shield Blocks?
1 (Front) Front +0 +0 Full Defense Yes (if shield)
2 (Front-Right) Weapon Side +0 +1 -1 Defense No (weapon exposed)
3 (Rear-Right) Flank (Weapon) -1 (easier) +2 -2 Defense No
4 (Rear) Rear -2 (easier) +3 -3 Defense No (blind spot)
5 (Rear-Left) Flank (Shield) -1 (easier) +2 -2 Defense No
6 (Front-Left) Shield Side +1 (harder) +0 Full Defense +1 Yes (shield covered)

To-Hit Modifier Explanation:

Tactical Considerations:

Shield Side Advantage:

Weapon Side Vulnerability:

Rear Arc (Hex-sides 3, 4, 5):

Facing Diagrams (6-Hex System)

DIRECT REAR ATTACK (Hex-side 4 - Most Vulnerable):
       [ ]
    [ ][T][  ]   T = Target (facing DOWN ↓)
    [A][ ][  ]   A = Attacker (hex-side 4)
       ↓
    Attacker at hex-side 4 (rear)
    +3 damage, target's Defense -3
    Target CANNOT use reactive defense cards

FLANK ATTACK - WEAPON SIDE (Hex-side 2 or 3):
       [ ]
    [ ][T←][A]   T = Target (left-shield, facing LEFT ←)
       [ ]       A = Attacker (hex-side 2, weapon side)
    Attacker at hex-side 2 (front-right, weapon side)
    +1 damage, target's Defense -1
    Target CANNOT block with shield

SHIELD SIDE ATTACK (Hex-side 6 - Best Defense):
       [ ]
    [A][T→][ ]   T = Target (left-shield, facing RIGHT →)
       [ ]       A = Attacker (hex-side 6, shield side)
    Attacker at hex-side 6 (front-left, shield side)
    +0 damage, target's Defense FULL +1
    Target CAN use shield reactive cards

FRONT ATTACK (Hex-side 1 - Expected):
       [A]
    [ ][T][ ]   T = Target (facing UP ↑)
       [ ]      A = Attacker (hex-side 1)
       ↑
    Attacker at hex-side 1 (front)
    +0 damage, target's Defense FULL
    Target can defend normally
        

Elevation & Height

Some hexes are elevated (hills, platforms, buildings).

Elevation Rules (For To-Hit & Damage)

Higher Ground Advantage:

If you are 1+ levels higher than target:

Shooting Uphill Penalty:

If you are 1+ levels lower than target:

Levels:

Climbing:

Quick Reference: Range/LOS/Facing Checklist

Before attacking, check:

  1. In range? (Count hexes from you to target)
  2. In firing arc? (Target in front 180° of your facing?)
  3. Have LOS? (No walls blocking straight line?)
  4. Calculate To-Hit Number:
    • Base: 5+
    • Range modifier: Short +0, Medium +1, Long +2, Extreme +3
    • Attacker movement: 0 hexes +0, 1-3 +1, 4-6 +2, 7+ +3
    • Defender movement: 0 hexes +0, 1-3 +1, 4-6 +2, 7+ +3
    • Hex-side facing: Front +0, Weapon +0, Flank -1, Rear -2, Shield +1
    • Cover: Light +1, Heavy +2
    • Elevation: Higher -1, Lower +1
  5. Roll 2 Attack Dice (add values, compare to target number)
  6. If hit, apply damage modifiers:
    • Strong Hit (7-8): +1 damage
    • Critical Hit (9): +2 damage, bypass 1 Defense
    • EXECUTION (10): Auto-destroy component, bypass all Defense
    • Hex-side bonus: Weapon +1, Flank +2, Rear +3
    • Elevation: Higher +1, Lower -1

Common Situations

Q: Can I shoot through my ally?
A: Yes. Other Caskets (ally or enemy) do NOT block LOS.

Q: Can I shoot an enemy I can't see?
A: No. You must have LOS. Walls/dense forest block attacks.

Q: Does rubble block LOS?
A: No. Rubble provides +1 Defense (cover), but doesn't block LOS.

Q: Do I need LOS to move?
A: Yes. You can't move into hexes you can't see (no blind movement through walls).

Q: Can I attack behind me without rotating?
A: No. You can only attack targets in your front 180° arc. Rotate first (free action).

Q: If I'm surrounded, can I be attacked from all sides?
A: Yes. Enemies attack from whatever facing they're in (front/side/rear). Rear attackers get +2 damage.

Q: I have a shield on my left arm. Which hex-sides does it protect?
A: Left-Shield protects hex-sides 5, 6, and 1 (rear-left, front-left, and front). Hex-sides 2, 3, 4 are vulnerable (weapon side + rear).

Q: Can I block an attack from my weapon-side with my shield?
A: No. Shield reactive cards (Deflect, Shield Wall, etc.) only work if the attack comes from your shield-side hexes.

Q: I'm being attacked from hex-side 4 (direct rear). Can I use Brace for Impact?
A: No. Rear attacks (hex-sides 3, 4, 5) cannot be defended with reactive cards. You must rotate to defend.

Terrain Types Summary

Terrain LOS Movement Cover Special
Clear Pass through 1 SP/hex No Baseline
Forest Pass through 2 SP/hex (difficult) +1 Def None
Rubble Pass through 2 SP/hex (difficult) +1 Def None
Wall BLOCKED Impassable N/A Blocks LOS
Water Pass through 1 SP/hex No Remove 2 Heat/turn
Elevated Pass through 2 SP/hex (climb up) No +1 dmg if higher

See Also

These rules work in conjunction with other core systems:

Combat System

To-hit calculations, Attack Dice, Defense Dice, and damage resolution

→ Read Combat Rules

Dice Pool Advantage

Flanking, rear attacks, and elevation grant Advantage (roll 3, take 2 highest)

→ Read Dice Pool Rules

Component Damage

Flanking and rear attacks make it easier to destroy enemy components

→ Read Component Rules

Turn Structure

Movement, facing changes, and action economy within each turn

→ Read Turn Structure

"Distance is measured in hexes. Death is measured in mistakes. Know your range. Know your angles. Miss once, and you're scrap."

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