Eye of Truth

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Eye of Truth
Protectorate Character Heavy Warjack

Resplendent with the glory of Menoth, the Eye of Truth banishes the foul sorceries of unbelievers with the might of divine will. When this magnificent warjack fights, there is no place for the wicked and unrepentant to hide, and their perfidies are soon cleansed from the world. The Eye of Truth has transcended its humble origins as a simple weapon of war to become a true instrument of the Great Crusade.

Basic Info[edit]

Eye of Truth
Eye of Truth.jpg
SPD 5
STR 11
MAT 7
RAT 6
DEF 10
ARM 19/21
(★)
HP 32
Cost 20
(★) 21 when you include the shield bonus
See also How to Read the statblock

Weapons and Attacks[edit]

  • Gaze of Justice - 8" range, POW 14 gun
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in Maintenance phase of owner's turn until the fire expires.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Damage Type: Fire - This weapon does fire damage.
  • Holy Wrath - 2" reach, P+S 18 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in Maintenance phase of owner's turn until the fire expires.
    • Flame Burst - When you box an enemy model with this weapon, enemy models within 1" of the boxed model suffer Continuous Fire.
  • Shield - 1" reach, P+S 13
    • Shield - This weapon is a shield that gives the model a cumulative +2 ARM bonus. A model does not gain this bonus while the weapon system with the shield is crippled or when resolving damage that originates in its back arc.

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
  • Ashen Veil - This model has concealment, and living enemy models within 2" suffer -2 to attack rolls, unless they have Fire immunity.
  • Bond [Malekus] - If Eye of Truth begins the game in Malekus's battlegroup, it is bonded to them. Eye of Truth is not considered to be bonded while under your opponent's control. While Eye of Truth is bonded to Malekus and in their control range, Malekus can channel through Eye of Truth.
  • Oracular Vision - Once per turn, when directly hit, this model can spend 1 focus to ignore the damage.
  • Holy Light - While within 5" of the Eye of Truth, friendly models ignore bonuses from spells that add to the DEF or ARM of their target.

Thoughts on Eye of Truth[edit]

Eye of Truth in a nutshell[edit]

The Eye of Truth hits hard, doesn't die easily, and provides the extremely useful Holy Light ability.

While it is a huge 20 point investment, it can be fairly survivable with effectively 21 armor, 12 DEF against many attacks (thanks to Ashen Veil), and the always useful Oracular Vision.

Other benefits include:

  • A ranged attack.
  • Two initial melee attacks, despite having a ranged option.
  • An arc node when taken with Malekus.

Combos & Synergies[edit]

The Vassal of Menoth is his best friend. It allows him to use all focus in combat and place a focus on him post-combat for Oracular Vision, or they can give him Enliven because he can "ignore" the inevitable free strike.

Drawbacks & Downsides[edit]

Costs as much as an Avatar of Menoth but has one less MAT, one less STR, and does not generate free focus.

Tricks & Tips[edit]

Because he has Immunity: Fire, any of the many sprays/fire AOEs the protectorate has can be sent right through him to remove any jamming infantry, letting him go destroy other targets he wants to be fighting.

Send him in first to fight that colossal/gargantuan. Assuming reasonable positioning, the psuedo "blessed" effect he gives will let other jacks following up ignore the upkeeps usually used to keep them alive.

Don't forget he's an arcnode when bonded with Malekus. A well placed Scourge arced through him can turn the tide of battle.

Although it will cost a focus, Oracular Vision works on your turn as well and can "ignore" a free strike. E.G. if a beast/jack engaged and failed to kill him, he may be uncrippled (mechanik, Durant 2, etc) and go engage a more critical target at full strength.

Other[edit]

Trivia[edit]

Released in 2017.01

Theme Forces[edit]

When taken by Malekus When taken by anyone else
Themes for any & all bonded warjacks (Edit)
  • Cannot be taken in a theme force

Other faction models[edit]

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters Durst - Cyrenia1 - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant
Blessing of Vengeance
Heavy Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher
Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy
Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack
Elias Gade - Hand of Silence - Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Severius0 - Covenant
Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

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Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Flame Burst      (Edit)

RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
RC symbol.png

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)


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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty do stack with each other, so someone making a ranged or magic attack while within 2" of you will suffer -4 to the attack.
RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
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Rules Clarification : Channeler and/or Arc Node     (Edit)
Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll.

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Oracular Vision      (Edit)

  • Effects that trigger on a Hit (such as Pull) will still trigger.
    Effects that trigger on Damage (such as Drag) will not.
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Rules Clarification : Holy Light      (Edit)

  • Similar to Blessed, Holy Light only ignores the DEF/ARM bonus. It doesn't ignore the entire spell just because the spell grants a DEF/ARM bonus. (Infernal Ruling)