Range & Line of Sight Rules
Hex-Based Combat • Version 2.0 • 6-Hex-Side Facing System • Shield/Weapon Positioning
Hex Grid Basics
Penance uses a hex grid for movement and combat.
Hex Counting
- Range 0: The hex you're standing in
- Range 1: The 6 hexes directly adjacent to you
- Range 2: The 12 hexes one ring out
- Range 3+: Continue counting outward
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:
- Base To-Hit: 5+ (roll 2d6 Attack Dice)
- Apply range modifier to target number
- Example: Medium range (5 hexes) = need 6+ instead of 5+
Card Range Examples:
- Faithful Thrust: "Range: Melee" (1 hex only, Short range modifier +0)
- Quick Shot (Pistol): "Range 3" (up to 3 hexes, Short range modifier +0)
- Rifle Shot: "Range 8" (up to 8 hexes, Long range modifier +2 if shooting 7-8 hexes)
- Sniper Shot: "Range 12" (up to 12 hexes, Extreme range modifier +3 if shooting 11-12 hexes)
Line of Sight (LOS)
To attack or target an enemy, you must have Line of Sight.
LOS Basics
You have LOS if:
- You can draw a straight line from center of your hex to center of target hex
- That line does NOT pass through LOS-blocking terrain
LOS is BLOCKED by:
- Walls (solid obstacles)
- Large terrain (buildings, cliffs)
- Dense forests (specifically marked as "blocks LOS")
LOS is NOT blocked by:
- Other Caskets (you can shoot past allies/enemies)
- Rubble (provides cover, doesn't block)
- Light terrain (water, ice, clear ground)
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:
- In or adjacent to cover terrain (forests, rubble)
- AND attacker's LOS passes through/near that terrain
- Attacker gets +1 to target number (harder to hit)
Cover Terrain Types:
- Light Cover (forest, rubble): +1 to target number
- Heavy Cover (fortress walls, dense forest): +2 to target number
- Other Caskets: +1 to target number if enemy Casket is between you and attacker
Cover does NOT stack:
- Use highest cover modifier only (even if multiple cover sources)
- Example: Target in forest (+1) AND behind fortress wall (+2) = +2 total (highest)
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:
- Free action (once per turn)
- Rotate 1 hex-side clockwise or counter-clockwise
- Can rotate multiple times by spending 1 SP per additional rotation
- Example: Rotate 3 hex-sides = 1 free + 2 SP
Shield Side & Weapon Side
When building your Casket, declare which side has your shield:
Shield-Side Options:
- Left-Shield (default): Shield on hex-sides 5, 6, 1 (left + front)
- Right-Shield: Shield on hex-sides 1, 2, 3 (right + front)
- No Shield: No shield bonuses (if using 2-handed weapon or dual weapons)
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:
- Easier to hit (flanks, rear): -1 or -2 to target number (need lower roll)
- Example: Base 5+, attacking rear (hex 4) = need 3+ instead
- Harder to hit (shield-side): +1 to target number (need higher roll)
- Example: Base 5+, attacking shield-side (hex 6) = need 6+ instead
- Front/weapon-side: +0 to target number (standard difficulty)
Tactical Considerations:
Shield Side Advantage:
- Attacks from shield-side hexes (6, 1) can be blocked with shield
- Hex-side 6 (Front-Left with left-shield) grants +1 Defense bonus
- Shield-side reactive cards (Deflect, Shield Wall) work on these hexes
Weapon Side Vulnerability:
- Attacks from weapon-side hexes (2, 3) cannot be blocked by shields
- Hex-side 2 (Front-Right with left-shield) gives attacker +1 damage
- You cannot use shield reactive cards against these attacks
Rear Arc (Hex-sides 3, 4, 5):
- All rear attacks gain +2 or +3 damage
- Cannot use reactive defense cards from rear attacks
- Must rotate to defend properly
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:
- -1 to target number (easier to hit)
- +1 damage to attacks (if hit)
- Ignore cover (shoot over it)
Shooting Uphill Penalty:
If you are 1+ levels lower than target:
- +1 to target number (harder to hit)
- -1 damage to attacks (if hit)
Levels:
- Level 0: Ground level (most of map)
- Level 1: Hills, platforms (+1 elevation)
- Level 2: Towers, rooftops (+2 elevation)
Climbing:
- Moving UP 1 level: Costs +1 SP (2 SP total)
- Moving DOWN 1 level: Normal cost (1 SP)
Quick Reference: Range/LOS/Facing Checklist
Before attacking, check:
- ✅ In range? (Count hexes from you to target)
- ✅ In firing arc? (Target in front 180° of your facing?)
- ✅ Have LOS? (No walls blocking straight line?)
- ✅ 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
- ✅ Roll 2 Attack Dice (add values, compare to target number)
- ✅ 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
Dice Pool Advantage
Flanking, rear attacks, and elevation grant Advantage (roll 3, take 2 highest)
Component Damage
Flanking and rear attacks make it easier to destroy enemy components