The Watcher in the Water

(Entry)
Type: model
EntryId: f8ac-3f50-3416-2582
Hidden: false
Costs: 200 Points

Constraints:

max(roster): 1
min: 1
max: 1
Options (1)
Wargear:
Rules (8)
Water Dweller (Passive)
The Watcher is not slowed when entering a water feature. In fact, whilst within one, its Move value is doubled and it always counts as having roll a 6 on the Swim chart. Additionally, if the Watcher charges whilst within a Water Feature, it gains the Monstrous Charge special rule.
Tentacles (Active)
In the Shoot phase, the Watcher may make D6 shooting attacks. These have a range of 6" and a Strength of 3, and never require In The Way rolls. Any model hit by a tentacle, but not slain, is immediately dragged into base contact with the Watcher by the shortest route possible, even over the heads of other models. Models moved in this way do not count as having charged. If there is no way to fit the model in base contact, it is not moved at all. The Watcher can still make these shooting attacks even if it is Engaged in combat.
Many Tentacles (Passive)
When the Watcher is reduced to 3 or less Wounds remaining, its Attacks are also reduced to 3.
From the Deep (Active)
The Water in the Water can never be part of another Hero model's warband. When you deploy your army, do not deploy the Water in the Water on the board - instead keep it to one side for later. During each Priority phase, after Priority has been rolled, announce if you would like the Watcher to arrive and if yes, roll a D6. On a 3+, the Watcher is ready to enter play. Once you have declared the Watcher is ready to enter, you must roll during each Priority phase thereafter until it is available.

When the Watcher is ready to enter play, immediately place it anywhere on the battlefield - it can displace models. Move any displaced models the minimum distance possible so that they are 1" away from the Watcher (or as close as this situation will allow). In this situation, players take it in turs to displace models, starting with the Watcher's controlling player. This may create some odd situations, but represents the Watcher bursting forth, scattering warriors both friend and foe alike. The Watcher cannot charge on the turn it arrives.
Dragged to the Depths (Brutal Power Attack)
Instead of striking normally, if the Water in the Water is within a water feature it can select a single Man-sized or smaller model involved in the same fight, and then roll a D6. On a 3+, that model suffers a Wound (Fate rolls can be made as usual). If the Wound is not saved, the model is dragged to the depths and immediately slain. The Watcher is then removed from the board and its controlling player will start to roll for the Watcher to re-arrive as described in the From the Deep special rule.
Terror (Passive)
Should a model wish to Charge this model, it must first take a Courage test before it moves. If the test is passed, the model may Charge as normal. If the test is failed, the model does not Charge and may not move at all this turn.

Sometimes, a model will only cause Terror in certain enemies. In these instances, the creatures that are affected are clearly listed, and only those models need to make a Courage test before charging this model. For example, a model with the Terror (Orc) will cause Terrior in all Orc models.
Resistant to Magic (Passive)
If this model is targeted by a Magical Power, it may use an additional 'free' dice when it makes a Resist test, even if it has no Will remaining or decides not to use any Will points from its store.
Harbinger of Evil (Passive)
An enemy model within 12" of this model suffers a -1 penalty to its Courage. Note, this is not cumulative with other similar penalties such as those provided by Goblin Drums, The Harbinger of Evil special rule and so on.

Profiles:

Hero MovementFightStrengthDefenseAttackWoundsCourageMightWillFateHeroic ActionsHeroic Tier
The Watcher in the Water

4"

6/3+

6

6

6

6

3

1

5

1

Strength

Independent Hero

Kraken Monster Infantry Hero

Trackers MightWillFateWounds
The Watcher in the Water

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