-By: Scott (PG_Sc077y)
In our ongoing series to clarify rules that sometimes get a little clunky, I have received several questions regarding line of sight and the rules that modify line of sight and how they work. While this won’t be a huge rules clarification post, it is an important. So, let’s dive in.
Understanding line of sight is one of the most critical functions of the game. Who can see what models, and what can be targeted by attacks and at what ranges is often clean cut, but when we start adding rules like stealth and eyeless sight, it can become very difficult to determine out what rules work and where they work, vs when some rules don’t work or when they don’t work as intended. In this document, we are doing to discuss Eyeless Sight, Mage Sight, Phantom Seeker, Stealth, Birds Eye, and True Sight.
These abilities modify or change the line of sight rules. Every one of these abilities or spells do something different to the line of sight rules, so it’s very important that we all understand how these rules work and how you interact with them. So without any more pause or long-winded introduction, let’s jump in:
- Mage Sight – Mage sight is a spell that costs 2 focus or fury, and allows the spell caster to put a 5” AOE completely within the spell casters control range. It then allows models in the spell casters battlegroup to draw line of sight to the model, ignoring forests and cloud effects for purposes of determining line of sight. It also ignores stealth. A couple of things that you need to remember:
- Like many abilities that ignore terrain features for purposes of drawing line of sight; spells, and abilities do only what is written on their card. While you can draw line of sight, models do not lose the concealment bonus for being in forests or clouds. You can simply see them. For example, if you use mage sight and shoot at a Warpwolf Stalker completely within a forest, the Stalker can be targeted in the forest because Mage sight ignores the forest for drawing line of sight, but he will still get the +2 defense for concealment, as Mage Sight doesn’t ignore that. You will see this repeated several times throughout this document as this is common.
- Another common mistake made with Mage sight, and other effects like it, is that mage sight only effects the battlegroup of the spell caster. Infantry, and other Warjacks or Warbeasts not in the spell casters battlegroup will not benefit from Mage sight.
- Lastly, on Mage Sight, remember that only the models touching the 5” AOE loose stealth, it does not affect entire units if there are models with stealth that are outside of the AOE.
- Eyeless Sight – Primarily a Legion of Everblight ability, Eyeless Sight allows the model with it to ignore the Stealth advantage, clouds for determining line of sight, and ignores concealment bonuses given by terrain features.
- Just remember – the game has changed. In the previous addition, Eyeless Sight ignored forests when determining line of sight, but it no longer does. I have seen a lot of well-intentioned players just coming back to the game get this wrong and take a lot of shots they shouldn’t have.
- Eyeless Sight ignores all concealment, not just concealment given from clouds, so if a model with this advantage can draw line of sight to something in a forest, (remember, line of sight can be drawn up to 3” into a forest, but not through it) the model with Eyeless Sight will get to ignore the concealment bonus.
- Phantom Hunter is a spell found on one Retribution caster (Kaelyssa, The Nights Whisper) and the model affected by Phantom Hunter ignores line of sight for determining the target of an attack or charge. The model affected by it also ignores stealth, concealment and cover.
- Just don’t confuse this with other abilities in the faction. Phantom Hunter is unique in that it ignores stealth. The Phantom Barrage on the Mage Hunter Strike Force ignores forests, clouds, and intervening models, but doesn’t ignore stealth. Eirys 1, ignores concealment, cover and line of sight when using her Phantom Seeker ability, but still does not ignore stealth.
- With so many abilities that modify line of sight in Retribution of Scyrah it’s easy to get confused as to what will stop them from seeing you and what wont. The reality is, almost every model has something different, so when in doubt, ask to see the card or for your opponent to remind you. It’s an open information game, if they refuse, ask a judge.
- True Sight is a field marshal ability found on Kara Sloan and Sovereign Tristan Durant, as well as an ability on many other Warlocks, Warcasters, and other models. This field marshal ability ignores clouds for determining line of sight, (but not concealment, just like with Mage Sight) and ignores stealth.
- Remember that as a field marshal, only models in their battlegroup gain the advantage, just like with Mage Sight. Models out of their battlegroups do not gain the True Sight ability.
- Stealth is an advantage found on many models, units, and even Warjacks and Warbeasts throughout the game. The stealth advantage confers to its model that ranged and magic attacks targeting this model from more than 5” away automatically miss.
- Stealth does not stop the unit from being seen from more than 5” away. Line of sight can be drawn to a stealth model normally. The only advantage given to the stealth model is that ranged and magic attacks automatically miss.
- Stealth models don’t count as intervening models for purposes of blocking line of sight. So, if I have a medium based unit base to base in front of my small based warcaster, but the unit has stealth, the unit will not block line of sight to my warcaster.
- Birds Eye and Awareness like effects are the last one to discuss. While they do differ slightly from one and another, the big points is that they both ignore clouds, and forests for their battlegroup for determining line of sight.
So there we have it. This certainly isn’t an exhaustive list, but it will help clarify some of the more fiddly parts of modifying line of sight through abilities and rules, and does help clarify some of the common mistakes I have seen when working with it. But just one last thing that always gives people headaches, and I figured I would clarify it here before I say goodbye for now:
Arc Nodes and Line of sight. Arc Nodes complicate things. A lot. When using an arc node with any of the above advantages, it’s important to note a few very important interactions. Because the arc node is the point where line of sight is drawn from when casting a spell, even if the spell caster can ignore stealth, it doesn’t mean the arc node can. So, if the arc node is more than 5” away from the target, the spell will automatically miss, even if the spell caster could normally ignore stealth. Conversely, since the arc node is the point from where line of sight is drawn and distance is measured, if the spell caster can ignore concealment or cover, then you will get to ignore those defensive benefits when making the attack. On the opposite side, if the spell caster cannot ignore defensive bonuses, and the arc node CAN ignore those benefits (like concealment and cover), the target will STILL benefit from concealment and cover because the spell caster is the spells point of origin, and any rules, outside of range and line of sight (because those are determined by the arc node) are all determined by the spell caster.
It’s a little confusing for sure, but the way I remember it to make it easy on me is if it’s a question of range and line of sight, you follow the Arc Nodes rules, and if it’s a question of bonuses and penalties, you follow the spell casters abilities.
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