Chapter 20

Line of Sight, Cover, and Targeting

20.2Line of Sight

A unit has line of sight to a target if an unobstructed line can be drawn from the attacker to the target.

Terrain, buildings, and large models may block line of sight.

Terrain that blocks line of sight must be defined before the game begins.

20.3Shooting Through Friendly Buildings

If a unit is within 1 inch of a friendly building, it may shoot through that building if the building has firing ports, elevated platforms, transparent shields, or similar battlefield features.

When doing so, a natural 2 on the Hit Check causes the attack to hit the friendly building instead of the intended target.

20.4Cover

Cover represents defensive protection from terrain, buildings, barricades, ruins, smoke, or energy fields.

Cover TypeEffect

Light Cover Target gains +1 Armor for Wound Threshold.

Heavy Cover Target gains +1 Armor and attacks against it suffer -1 to Hit Checks.

Obscuring Cover Blocks line of sight.

A unit can benefit from only one type of cover against a single attack. Use the best applicable cover.

20.5 Cover From Buildings

Units behind buildings that block line of sight may gain cover if the attacker can still partially see them.

If a building fully blocks line of sight, the unit cannot be targeted unless a rule allows it.

20.6 Stealth Units

A unit with the Stealth tag cannot be targeted by ranged attacks from more than 4 inches away unless the attacker has Stealth Detection or another rule that allows it.

Ranged and melee attacks against Stealth units suffer -1 to Hit Checks.

20.7 Split Fire

Units with multiple weapons may split their attacks between different targets if their datasheet allows it.

If a unit splits fire, declare all targets before rolling any attacks.


21. Melee Combat and Engagement

21.1 Engagement

A unit is engaged if it is:

  • Adjacent to an enemy unit when using hexes, or
  • Within 1 inch of an enemy unit when using free measurement

21.2 Melee Requirement

A unit engaged in melee must participate in melee combat during the Melee Phase if it is able to do so.

21.3 Ranged Attacks While Engaged

Units engaged in melee cannot make ranged attacks unless a rule allows it.

21.4 Disengaging

A unit may use the Disengage Action during the Action Phase to leave melee.

A unit that Disengages:

  • May move up to half its Movement, rounded up
  • Must end movement no longer engaged
  • Cannot make ranged or melee attacks later that turn unless a rule allows it

21.5 Melee Range

Most melee attacks require adjacency or 1 inch range.

Some weapons have extended melee range.

21.6 Multiple Enemy Units

If a unit is engaged with multiple enemy units, it may choose which engaged enemy unit to attack unless a rule forces a different target.

If it has multiple melee attacks, it may split them among engaged enemies if the datasheet allows it.