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[[folder:[=4X=]]]
* In ''VideoGame/{{Civilization}} V'', siege units such as catapults and cannon have a 1-hex sight range, as opposed to their 2-hex firing range, encouraging them to travel with another unit as a spotter (and to keep the enemy from directly engaging the siege, which is weak in melee). Artillery and Rocket Artillery are even more reliant on spotters as they have a ''3-hex'' range and the Indirect Fire ability, allowing them to attack over hills and other obstructions, but only if another allied unit has the target in sight.
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* In ''VideoGame/CommandAndConquerTiberiumWars'', the GDI Juggernaut can fire anywhere on the map provided a Sniper team is near the target.

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* In ''VideoGame/CommandAndConquerTiberiumWars'', the GDI Juggernaut can fire anywhere on the map provided a Sniper team is near the target. One campaign mission had fire support from a GDI Battleship that worked similarly.
** The Nod forces in the same game have a strange counterpart: their [[FrickingLaserBeams Beam Cannon]] can reflect its fire off the hull of a friendly Venom gunship, hitting anything within a radius around it. The relationship between the two units is thus very similar to the Juggernaut and Sniper.
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* ''VideoGame/NintendoWars'' uses this as a fairly complex mechanic. Infantry and some vehicles have a better than average viewing range, infantry on mountains can see a lot further, some terrain (like forests) can't be seen into by anything short of an allied unit being in or adjacent to it, etc. Indirect fire (like artillery) can only target enemies which can be seen.

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* ''VideoGame/NintendoWars'' uses this as a fairly complex mechanic. Infantry and some vehicles have a better than average viewing range, infantry part of its FogOfWar mechanic, which features on mountains many of its maps. Under Fog of War conditions, only visible enemies can see a lot further, some be targeted by units [[note]]though, if there are missile silos on the map, they can be used to cause terrain (like forests) damage to hidden enemies if targeted right[[/note]] ([[TheComputerIsACheatingBastard the AI of the earlier games notwithstanding]]), so the otherwise weak Recon units become invaluable for scoping out enemy troops. Additionally, infantry-type units gain a significant boost to their vision range when they stop on a mountain space. Lastly, ground units in forested areas and naval units atop reefs are hidden unless either discovered by an enemy unit on an adjacent space or if [[TheStrategist Sonja]] activates her [[DefogOfWar CO Power]]. Given that ranged units can't be seen into by anything short of an allied unit being in or adjacent to it, etc. Indirect move and fire (like artillery) can only target enemies which can be seen.on the same turn in this game series, all of this is vital if the player uses them on a Fog of War map, and they'll likely need to.
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* C3 Computers in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' rely radar data to all allies within 1 kilometer, which is necessary for the [[DeathFromAbove Long Tom Artillery tank]] to get enough data for accurate firing, as its radar only extends to 1250m, while the Long Tom's cannon can smite enemies up to around 1800m. C3 computers can also be linked together in "chains" by staying within range of each other, allowing for much further detection. The Target Acquisition Gear laser is a line-of-sight laser pointer which guides friendly missiles, particularly useful for the [[DeathFromAbove Arrow IV artillery missile]], which has a max range of about 3500 meters but can only achieve lock-on within 1500m. TAG laser guidance give no missile lock-on warnings to its hapless target - and TAG lasers are also invisible to the visible spectrum. NARC missiles have the same function, but are fire-and-forget (at the cost of being detectable and giving missile warnings); peg an enemy with it, and watch in amazement as [[MacrossMissileMassacre every friendly missile within 1000 meters]] homes in on the poor bastard.

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* C3 Computers A variety of spotting mechanics exist in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' rely radar data to Legends]]''. C3 computers share your EnemyDetectingRadar with all allies within 1 kilometer, which 1km, the Target Acquisition Gear fires an infrared laser to guide in allied missiles, and the NARC launcher fires a magnetic missile homing beacon. Using C3 is necessary critical for the [[DeathFromAbove Long Tom Artillery tank]] to get enough data for accurate firing, tank]], as its cannon's range exceeds the tank's own radar only extends to 1250m, while the Long Tom's cannon can smite enemies up to around 1800m. C3 computers can also be linked together in "chains" by staying within range of each other, allowing for much further detection. The Target Acquisition Gear laser is a line-of-sight laser pointer which guides friendly missiles, particularly useful for the [[DeathFromAbove range. TAG and [=NARCs=] allow Arrow IV artillery missile]], which has a max range of about 3500 meters but can only achieve lock-on within 1500m. TAG laser guidance give no missile lock-on warnings to its hapless target - and TAG lasers are also invisible to the visible spectrum. NARC cruise missiles have to attack targets from far beyond the same function, but are fire-and-forget (at the cost of being detectable and giving normal MissileLockOn range; additionally, by dumbfiring a missile warnings); peg an enemy with it, and watch in amazement as [[MacrossMissileMassacre every friendly missile within 1000 meters]] homes in on having an ally then engage the poor bastard.spotting mechanism a few seconds later, missiles can be brought down at odd angles (such as straight above) to get around cover.
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* In the Dressrosa arc of ''Manga/OnePiece'', Viola acts as this for Usopp, using her MagicalEye Devil Fruit powers to give him the exact location of a target so far away and behind walls Usopp can't hope to see her himself. It's thanks to this, his own prodigious sharpshooter skills, and [[spoiler:the spontaneous development of [[CombatClairvoyance Color of Observation Haki]]]] that Usopp is able to make the shot.
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* In ''VideoGame/CompanyOfHeroes'', indirect fire units, off map artillery strikes, and offensive air support runs cannot target anything in the fog of war, requiring the use of a unit or ability to reveal it.
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* In ''Franchise/StarCraft'' the siege tank can actually fire further than it can see. To get maximum range out of it you need a second unit acting as spotter. ''VideoGame/StarCraftI'' also arms Ghosts with a laser target designator for short-range ballistic missiles tipped with tactical nukes. This ability is transferred to the new Spectre unit in ''VideoGame/StarCraftII''.

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* In ''Franchise/StarCraft'' the siege tank can actually fire further than it can see. see in its immobile siege mode. To get maximum range out of it you need a second unit acting as spotter.spotter (or use the radar scan). ''VideoGame/StarCraftI'' also arms Ghosts with a laser target designator for short-range ballistic missiles tipped with tactical nukes. This ability is transferred to the new Spectre unit in ''VideoGame/StarCraftII''.''VideoGame/StarCraftII'' (if you chose it in the campaign).
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* In ''Anime/AldnoahZero'', after [[spoiler: Inaho and friends blind Trillram's surveillance drones with smoke grenades]], Slaine has to act as a spotter in his sky carrier and direct him where to move.

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* In ''Anime/AldnoahZero'', after [[spoiler: Inaho and friends blind Trillram's surveillance drones with smoke grenades]], Slaine has to act as a spotter in his sky carrier and direct him where to move.move, since [[spoiler: the Nilokeras's dimensional barrier renders him completely blind to the world outside his cockpit.]]
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* In ''Anime/AldnoahZero'', after [[spoiler: Inaho and friends blind Trillram's surveillance drones with smoke grenades]], Slaine has to act as a spotter in his sky carrier and direct him where to move.
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Trimming the MWLL example to be less of a wall of text


* C3 Computers in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' rely radar data to all allies within 1 kilometer, which is necessary for the [[DeathFromAbove Long Tom Artillery tank]] to get enough data for accurate firing, as its radar only extends to 1250m (less against enemies with ECM or passive radar), while the Long Tom cannon can smite enemies up to around 1800m. C3 computers can also be linked together in "chains", so long as they stay within 1 kilometer of each other, allowing for much further detection. The Target Acquisition Gear laser is a line-of-sight laser which guides friendly missiles, particularly useful for the Arrow IV artillery missile, which has a max range of about 3500 meters but can only achieve lock-on within 1500m, and TAG locks give no missile lock-on warnings to its hapless target - and TAG lasers are invisible to the visible spectrum . NARC missiles have the same function, but are fire-and-forget (at the cost of being detectable and giving missile warnings) - peg an enemy with it, and watch in amazement as [[MacrossMissileMassacre every friendly missile within 1000 meters]] homes in on the poor bastard.

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* C3 Computers in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' rely radar data to all allies within 1 kilometer, which is necessary for the [[DeathFromAbove Long Tom Artillery tank]] to get enough data for accurate firing, as its radar only extends to 1250m (less against enemies with ECM or passive radar), 1250m, while the Long Tom Tom's cannon can smite enemies up to around 1800m. C3 computers can also be linked together in "chains", so long as they stay "chains" by staying within 1 kilometer range of each other, allowing for much further detection. The Target Acquisition Gear laser is a line-of-sight laser pointer which guides friendly missiles, particularly useful for the [[DeathFromAbove Arrow IV artillery missile, missile]], which has a max range of about 3500 meters but can only achieve lock-on within 1500m, and 1500m. TAG locks laser guidance give no missile lock-on warnings to its hapless target - and TAG lasers are also invisible to the visible spectrum . spectrum. NARC missiles have the same function, but are fire-and-forget (at the cost of being detectable and giving missile warnings) - warnings); peg an enemy with it, and watch in amazement as [[MacrossMissileMassacre every friendly missile within 1000 meters]] homes in on the poor bastard.
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* Recruiting [[ColdSniper Craig Boone]] as a follower in ''Videogame/FalloutNewVegas'' will give the player the 'Spotter' perk, causing any enemies to glow red while the player uses iron-sights aiming.


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* Operatives in ''{{Brink}}'' can learn the ability to mark enemy players by iron-sighting over them for a few seconds. The marked enemies will emit a red aura that makes them visible to all friendlies for a few seconds, even through walls.
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* C3 Computers in ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' rely radar data to all allies within 1 kilometer, which is necessary for the [[DeathFromAbove Long Tom Artillery tank]] to get enough data for accurate firing, as its radar only extends to 1250m (less against enemies with ECM or passive radar), while the Long Tom cannon can smite enemies up to around 1800m. C3 computers can also be linked together in "chains", so long as they stay within 1 kilometer of each other, allowing for much further detection. The Target Acquisition Gear laser is a line-of-sight laser which guides friendly missiles, particularly useful for the Arrow IV artillery missile, which has a max range of about 3500 meters but can only achieve lock-on within 1500m, and TAG locks give no missile lock-on warnings to its hapless target - and TAG lasers are invisible to the visible spectrum . NARC missiles have the same function, but are fire-and-forget (at the cost of being detectable and giving missile warnings) - peg an enemy with it, and watch in amazement as [[MacrossMissileMassacre every friendly missile within 1000 meters]] homes in on the poor bastard.
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** The Tau may be the only army with a unit for whom this is the specific job: Pathfinders have a special ability to mark targets, which will increase the damage done to them by any other units. Unfortunately the Pathfinders themselves are rather weak and the target-marking ability requires them to get within grenade range, so getting them back out of harm's way can be tricky.
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For handheld target ''designators'', see PuppetGun.

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For handheld target ''designators'', ''designators'' (with which these spotters may be armed), see PuppetGun.
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For handheld target ''designators'', see PuppetGun.

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re: description edit: mechanic is not unique to Turn Based Tactics: also appears in Real Time Strategy


Target spotting is often a gameplay mechanic in tactical TurnBasedTactics games where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

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Target spotting is often a gameplay mechanic in tactical TurnBasedTactics games where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.



* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'' and ''Albion Prelude'' missile frigates' MacrossMissileMassacre has a maximum range of about 80 km, but scanner range is limited to under 30. The solution, of course, is to use another ship as spotter.

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* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'' and ''Albion Prelude'' missile frigates' MacrossMissileMassacre has a maximum range of about 80 km, but scanner range is limited to under 30. The solution, of course, is to use another ship (or a spy satellite, or some other player-owned object) as spotter.


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[[folder:Stealth-Based Games]]
* ''Franchise/StarCraft: Ghost'', the infamously {{vaporware}} stealth shooter title, was to include a laser target designator by which [[PlayerCharacter Nova]] could call in nuclear attacks.
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* The first chapter of ''Webcomic/{{Terra}}'' shows a ground battle between UEC and Azatoth forces, with FriendlySniper Grey O'Shea's spotter calling out targets for him, mainly Azatoth officers. Unfortunately they're flanked and an Azatoth shoots the spotter [[BoomHeadshot in the back of the head]].
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grammar


"Spotting" is a military term for relaying the coordinates of the enemy to an allied unit (usually a artillery battery or a sniper) so it can take them out from a long distance, without putting itself in danger. The spotter is usually a small mobile unit that approaches the enemy hopefully undetected, calls in a shot and moves on--but really, any unit can act as a spotter, given long range backup. A snipers' spotter also has the additional job of guarding the sniper from flanking attacks, something that is a little hard to do when they're currently focused on lining up their shot through a zoom scope.

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"Spotting" is a military term for relaying the coordinates of the enemy to an allied unit (usually a an artillery battery or a sniper) so it can take them out from a long distance, without putting itself in danger. The spotter is usually a small mobile unit that approaches the enemy hopefully undetected, calls in a shot and moves on--but really, any unit can act as a spotter, given long range backup. A snipers' spotter also has the additional job of guarding the sniper from flanking attacks, something that is a little hard to do when they're currently focused on lining up their shot through a zoom scope.
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[[folder:Fan Works]]
* ''Fanfic/BaitAndSwitchSTO'': Ens. Kate [=McMillan=] to sniper JG K'lak during an away mission in chapter seven. Played for laughs during the second firefight of the chapter, where [=McMillan=]'s overheard giving the following instruction to K'lak:
--> "Reference, large stump that looks like your--" ''(K'lak shoots)''
[[/folder]]
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Target spotting is often a gameplay mechanic in tactical TurmBasedTactics games where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

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Target spotting is often a gameplay mechanic in tactical TurmBasedTactics TurnBasedTactics games where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

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Digressions pruned.


"Spotting" is a military term for relaying the coordinates of the enemy to an allied unit (usually a artillery battery or a sniper) so it can take them out from a long distance, without putting itself in danger. The spotter is usually a small mobile unit that approaches the enemy (hopefully) undetected, calls in a shot and moves on--but really, any unit can act as a spotter, given long range backup. Calling in an artillery attack in a direct vicinity of an ally (particularly the spotter itself) is called "danger close".

Target spotting is often a gameplay mechanic in tactical games (such as TurnBasedTactics), where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands. Note that snipers' spotters also have the additional job of guarding the sniper from flanking attacks, something that is a little hard to do when they're currently focused on lining up their shot through a zoom scope.

to:

"Spotting" is a military term for relaying the coordinates of the enemy to an allied unit (usually a artillery battery or a sniper) so it can take them out from a long distance, without putting itself in danger. The spotter is usually a small mobile unit that approaches the enemy (hopefully) hopefully undetected, calls in a shot and moves on--but really, any unit can act as a spotter, given long range backup. Calling in an artillery attack in a direct vicinity of an ally (particularly the backup. A snipers' spotter itself) also has the additional job of guarding the sniper from flanking attacks, something that is called "danger close".

a little hard to do when they're currently focused on lining up their shot through a zoom scope.

Target spotting is often a gameplay mechanic in tactical TurmBasedTactics games (such as TurnBasedTactics), where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands. Note that snipers' spotters also have the additional job of guarding the sniper from flanking attacks, something that is a little hard to do when they're currently focused on lining up their shot through a zoom scope.
doesn't.
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%% Image and caption selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1384110922052068600
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/dogspotter_9732.jpg]]
[[caption-width-right:350:"ARF! Rrrrarfarf...arf." *pantpantpant*\\
"Max, I'm not shooting the lieutenant's cat."]]


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Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands. Snipers' spotters also have the job of guarding the sniper from flanking attacks.

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Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands. Snipers' Note that snipers' spotters also have the additional job of guarding the sniper from flanking attacks.
attacks, something that is a little hard to do when they're currently focused on lining up their shot through a zoom scope.

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* ''{{Warzone 2100}}'' allows you to build sensor vehicles and towers that can act as spotters for artillery and [=VTOLs=].

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* ''{{Warzone ''VideoGame/{{Warzone 2100}}'' allows you to build sensor vehicles and towers that can act as spotters for artillery and [=VTOLs=].



* In ''VideoGame/{{StarCraft|I}}'' the siege tank can actually fire further than it can see. To get maximum range out of it you need a second unit acting as spotter.

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* In ''VideoGame/{{StarCraft|I}}'' ''Franchise/StarCraft'' the siege tank can actually fire further than it can see. To get maximum range out of it you need a second unit acting as spotter. ''VideoGame/StarCraftI'' also arms Ghosts with a laser target designator for short-range ballistic missiles tipped with tactical nukes. This ability is transferred to the new Spectre unit in ''VideoGame/StarCraftII''.


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* ''VideoGame/{{Crysis}}'' has a few instances where Nomad has to paint targets for airstrikes. One example is a North Korean cruiser parked in the island's harbor whose ack-ack and ECM are preventing the Marines' [=VTOLs=] from landing.

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Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands.

to:

Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands.
stands. Snipers' spotters also have the job of guarding the sniper from flanking attacks.


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** In ''Film/TransformersRevengeOfTheFallen'' Simmons phones a railgun-armed Navy destroyer in the Persian Gulf to have them triangulate his cell phone signal and destroy Devastator. As part of its formation Devastator had absorbed a pair of wrecking ball-equipped cranes and left the wrecking balls dangling, leading to the unforgettable line:
--> '''Simmons:''' I'm directly beneath ... the enemy's scrotum.

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* ''VideoGame/SteelPanthers'' adds yet another layer of complexity by restricting ''who'' can call in fire: an average rifle squad sergeant isn't typically trained in adjusting fire, for instance, so very often it's not enough to see your target: you need someone who's trained to do so call in fire. One common tactic is to use specially-trained (and expensive) spotters to call in the initial strike in the general vicinity of the target, then use platoon and company commanders who can see the shell splash radio in corrections. Note that using a trained spotter instead of a random company leader typically results in a faster response from the artillery or air units.



* ''VideoGame/SteelPanthers'' adds yet another layer of complexity by restricting ''who'' can call in fire: an average rifle squad sergeant isn't typically trained in adjusting fire, for instance, so very often it's not enough to see your target: you need someone who's trained to do so call in fire. One common tactic is to use specially-trained (and expensive) spotters to call in the initial strike in the general vicinity of the target, then use platoon and company commanders who can see the shell splash radio in corrections.

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* ''VideoGame/SteelPanthers'' adds yet another layer of complexity by restricting ''who'' can call in fire: an average rifle squad sergeant isn't typically trained in adjusting fire, for instance, so very often it's not enough to see your target: you need someone who's trained to do so call in fire. One common tactic is to use specially-trained (and expensive) spotters to call in the initial strike in the general vicinity of the target, then use platoon and company commanders who can see the shell splash radio in corrections.
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* ''VideoGame/SteelPanthers'' adds yet another layer of complexity by restricting ''who'' can call in fire: an average rifle squad sergeant isn't typically trained in adjusting fire, for instance, so very often it's not enough to see your target: you need someone who's trained to do so call in fire. One common tactic is to use specially-trained (and expensive) spotters to call in the initial strike in the general vicinity of the target, then use platoon and company commanders who can see the shell splash radio in corrections.
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** Infantry has enormous viewing range, which is not obscured by forests, but are quite vulnerable in the open. Anti-air units and particularly tanks, on the other hand, have extremely long firing ranges but limited viewing range, so skillful players hide their infantry quietly in the woods close to the enemy position, while the tanks bombard it from safe distance, covered by hidden AA.

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** Infantry has squads have an enormous viewing range, which is not obscured by forests, but are quite vulnerable in the open. Anti-air units and particularly tanks, on the other hand, have extremely long firing ranges but limited viewing range, so skillful players hide their infantry quietly in the woods close to the enemy position, while the tanks bombard it from safe distance, covered by hidden AA.

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* In ''VideoGame/WorldInConflict'', infantry has enormous viewing range, which is not obscured by forests, but are quite vulnerable in the open. Anti-air units and particularly tanks, on the other hand, have extremely long firing ranges but limited viewing range, so skillful players hide their infantry quietly in the woods close to the enemy position, while the tanks bombard it from safe distance, covered by hidden AA.

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* In ''VideoGame/WorldInConflict'', infantry ''VideoGame/WorldInConflict'':
** Infantry
has enormous viewing range, which is not obscured by forests, but are quite vulnerable in the open. Anti-air units and particularly tanks, on the other hand, have extremely long firing ranges but limited viewing range, so skillful players hide their infantry quietly in the woods close to the enemy position, while the tanks bombard it from safe distance, covered by hidden AA.AA.
** The one-shot tactical aids include airstrikes, bombs, and artillery barrages that arrive after a delay and must target a location, not a unit. Paratroopers also have an ability to call in a delayed artillery strike near their position, working similarly to the tactical aids.
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Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such replace human forward observers but the principle still stands.

to:

Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such can replace human forward observers and target designators allow the spotter to communicate directly with the weapon, but the principle still stands.
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"Spotting" is a military term for relaying the coordinates of the enemy to an allied unit (usually a artillery battery or a sniper) so it can take them out from a long distance, without putting itself in danger. The spotter is usually a small mobile unit that approaches the enemy (hopefully) undetected, calls in a shot and moves on--but really, any unit can act as a spotter, given long range backup. Calling in an artillery attack in a direct vicinity of an ally (particularly the spotter itself) is called "danger close".

Target spotting is often a gameplay mechanic in tactical games (such as TurnBasedTactics), where some units deliberately have longer firing range than viewing range. This allows these units to target enemies even without a direct line of sight, provided another friendly unit can see them. Whether they need a direct line of ''fire'', depends on their type: snipers usually do, artillery usually doesn't.

Naturally, this trope is very much a case of TruthInFiction, as [[CommonMilitaryUnits snipers and artillery personnel]] in real life are frequently paired with spotters who pick targets and transmit coordinates to the shooter or gunner. In the modern era, satellites and such replace human forward observers but the principle still stands.

May overlap with SeeingThroughAnothersEyes in speculative settings.
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!!Examples of this trope as a game mechanic:

[[foldercontrol]]

[[folder:Tabletop Games]]
* Classic ''TabletopGame/{{Traveller}}'' had the Forward Observer skill. If a character with the skill could see a target, they could transmit instructions to an indirect fire weapon (such as artillery) and call in attacks on the target, improving the weapon's aim with each attack.
* Avalon Hill's ''Panzerblitz'' WorldWarII game. If a unit could see an enemy unit out in the open ''or'' was adjacent to an enemy unit hidden in cover, it could allow another long range unit (such as artillery or self-propelled artillery) to attack the enemy unit even if the long range unit didn't have line of sight to the target.
* In ''TabletopGame/BattleTech'', units armed with Long-Range Missiles can indirect-fire them at a target in cover if it can be seen by another friendly unit.
* ''TabletopGame/{{Warhammer 40000}}'': Tau Pathfinders can use a targeting laser to fire a missile from a nearby Skyray tank, even if the Skyray doesn't have line-of-sight.
* The Spotter is a unit in a sci-fi version of ''TabletopGame/{{Stratego}}'', it has a special ability where you can guess the rank of an adjacent enemy and if correct destroy it with an OrbitalBombardment.
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[[folder:ActionRPG]]
* In ''[[VideoGame/MegaManLegends Mega Man Legends: The Misadventures of Tron Bonne]]'', this is the job for the Servbots when they are in the Gustaff (a Mecha where Teisel and then Tron rides), curiously this is called a "Sniper" as the designated spot.
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[[folder:First-Person Shooter]]
* In ''VideoGame/{{Battlefield 4}}'', the [[AnAdventurerIsYou "Recon" character class]] can use laser designation binoculars to mark enemy vehicles, enabling missiles from friendly [[DeathFromAbove attack jets, helicopters]], and man-portable rocket launchers to [[HomingProjectile lock on and hit targets]] far beyond their normal effective range, as long as the spotter maintains the lock-on.
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[[folder:Real-Time Strategy]]
* In most RTS games, siege equipment with a huge range needs another unit or intel of a building being there to fire at said spot. However, when a unit fires from outside the FogOfWar, it becomes visible to them. Accuracy for units detected this way is shot to hell, though, since they can move.
* In ''VideoGame/WorldInConflict'', infantry has enormous viewing range, which is not obscured by forests, but are quite vulnerable in the open. Anti-air units and particularly tanks, on the other hand, have extremely long firing ranges but limited viewing range, so skillful players hide their infantry quietly in the woods close to the enemy position, while the tanks bombard it from safe distance, covered by hidden AA.
* ''{{Warzone 2100}}'' allows you to build sensor vehicles and towers that can act as spotters for artillery and [=VTOLs=].
* In ''VideoGame/CommandAndConquerTiberiumWars'', the GDI Juggernaut can fire anywhere on the map provided a Sniper team is near the target.
* In ''VideoGame/{{StarCraft|I}}'' the siege tank can actually fire further than it can see. To get maximum range out of it you need a second unit acting as spotter.
* ''VideoGame/DawnOfWar'':
** This is a feature of every artillery unit in the game. Blind firing reduces their already less-than-stellar accuracy, though the fact that they're more useful as [[KnockBack infantry-dispersal weapons]] means it doesn't matter as much. Special mention should go to the Imperial Guard's Basilisk, which has the highest range of all (there are some maps where ''no'' unit can ever be out of range), and the fact that the Guard has a radar ability that allows them to briefly remove FogOfWar from any point on the map.
** This becomes a plot point in the IG stronghold mission of ''Soulstorm''. They will occasionally send cloaked spotters that order a barrage on their position as soon as they're seen.
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[[folder:Simulation Games]]
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'' and ''Albion Prelude'' missile frigates' MacrossMissileMassacre has a maximum range of about 80 km, but scanner range is limited to under 30. The solution, of course, is to use another ship as spotter.
* ''VideoGame/M1TankPlatoon''. If any of the NATO commander's units can see an enemy unit, he can call in an OB (off board) artillery bombardment on that unit.
* This is the role of light tanks in ''VideoGame/WorldOfTanks''. They lack armor and heavy weaponry, so they are forced to use their speed to protect themselves while they spot enemy tanks for the big guns.
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[[folder:Turn-Based Strategy]]
* In the ''VideoGame/XCom'' series, you can target aliens outside of a soldier's sight range as long as there are no obstacles between them and you know where to target, and the latter is usually achieved via a soldier/tank/mind-controlled alien who acts a "spotter".
* A level two {{perk}} of the Sniper class called "Squadsight" in ''VideoGame/XCOMEnemyUnknown'' allows the sniper to target any enemy that any of the Sniper's squadmates sees, as long the Sniper has a direct line of fire (but is not necessarily in visual range). It's also extremely handy when combined with a suit of flying PoweredArmor.
* ''VideoGame/NintendoWars'' uses this as a fairly complex mechanic. Infantry and some vehicles have a better than average viewing range, infantry on mountains can see a lot further, some terrain (like forests) can't be seen into by anything short of an allied unit being in or adjacent to it, etc. Indirect fire (like artillery) can only target enemies which can be seen.
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!!Non-mechanical examples:

[[foldercontrol]]

[[folder:Anime and Manga]]
* The ''Franchise/LyricalNanoha'' series has a spell called Area Search that seeks out remote targets and transmits its coordinates to the caster's Device, allowing for long range, no line of sight aiming. In ''[[Anime/MagicalGirlLyricalNanohaStrikerS StrikerS]]'', this is how Nanoha finds and defeats the SmugSnake Quattro, who believed herself safe by hiding on the deepest levels of [[CoolStarship the Cradle]]: the moment the AS found her, Nanoha simply [[DungeonBypass blasted through the entire installation separating them]].
* Pain from ''Manga/{{Naruto}}'' has six bodies, each with a pair of [[MagicalEye Rinnegan]]; among its functions is sharing one body's sight to another. This gives them, among other things, awareness of each other's locations, elimination of blind spots, and easier targeting.
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[[folder:Film]]
* Used in a couple ways by the humans in the ''Film/{{Transformers}}'' film series:
** In ''Film/{{Transformers}}'', a communications officer on foot marks a target for an [[GunshipRescue AC-130 Specter gunship]], which is the first time humans damage a Transformer in the film.
** Later in the same film, the same officer marks a Decepticon via a laser for a fighter jet for missile bombardment.
* Wesley Snipes' character, [[NoNameGiven The Painter]], from ''Film/TheMarksman'' gets his nickname from his skills in infiltrating hardened locations and painting them for DeathFromAbove.
[[/folder]]

[[folder:Literature]]
* Literature/CiaphasCain's first assignment was to an artillery regiment, where the Colonel took barely-disguised joy in sending him to the advanced observation posts miles away from the base and other hotspots in the hopes of proving him a coward. Cain once levels a Chaos cult by frantically ordering a full barrage on his own position.
[[/folder]]

[[folder:Video Games]]
* In ''VideoGame/MassEffect3'' Shepard uses a targeting laser to paint [[spoiler:a landed Reaper destroyer]] as a target for the ''Normandy'' and the Quarian Migrant Fleet, letting them destroy it with OrbitalBombardment.
* ''VideoGame/StarTrekOnline'': Episode "Romulan Mystery", mission "Cutting the Cord". An optional objective in this mission has you marking locations so that your ship can [[OrbitalBombardment take them out from orbit]]. The resulting accolade is titled "DeathFromAbove". The mission's final objective has you call in another orbital strike to [[spoiler:take out an Iconian gate]].
[[/folder]]

[[folder:Webcomics]]
* In [[http://tsoalr.com/?p=116 one strip]] of ''Webcomic/TurnSignalsOnALandRaider'' an allied Imperial Guard spotter calls in an artillery barrage. Unfortunately, when they launch a spotting round:
--> '''Guardsman:''' Battery Bravo, this is Alpha Charlie Kilo Four Niner Niner. Uh, [[FriendOrFoe direct hit on our allies' Land Raider]]. Adjust scatter and fire for effect.\\
'''Kren and Frep:''' ''(walking past, smoking)'' See you on the shelf!
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