Profile of The Watcher In The Water (Moria)

200 pts

Independent Hero

Infantry, Hero, Monster, Kraken

  • Mv
    F
    S
    D
    A
    W
    C
    M
    W
    F
  • 4
    6/+3
    6
    6
    6
    6
    3
    1
    5
    1
  • Wargear
  • Tentacles
  • Heroic Action(s)
  • Heroic Strength
  • Special Rule(s)
  • 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 Ancient Evil special rule, and so on.

  • 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.

  • 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.

  • From the Deep
    ACTIVE

    The Watcher in the Water can never be part of another Hero model’s warband. When you deploy your army, do not deploy the Watcher 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 I 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 turns 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.

  • Many Tentacles
    PASSIVE

    When the Watcher is reduced to 3 or less Wounds remaining, its Attacks are also reduced to 3.

  • 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.

  • 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 rolled a 6 on the Swim chart. Additionally, if the Watcher charges whilst within a Water Feature, it gains the Monstrous Charge special rule.

  • Dragged to the Depths
    BRUTAL POWER ATTACKS

    Instead of striking normally, if the Watcher 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.