Watchers - Sub-types
1.Watcher Squire Assigned watcher may carry any one single or double handed weapon for his attached character. Thus, the three weapons carried by the character and the watcher may be used by the character in any combination. This combination may change between the shooting phase and the assault phase. The character has to pay the additional cost the for extra weapon.
2.Watcher Psychic The watchers innate and extremely psychic powers stabilize the warp near his presence. This allows any psychically attuned character to use his psychic talents better. Re-roll any failed psychic tests, once per turn.
3.Watcher Healer The watcher's innate powers are used to heal horrendous wounds that might kill or maim even a space marine. Once per game the watcher may perform his healing to his attached character, if the character is reduced to zero wounds, regardless of the type of weapon causing the wound (PW, S >double T) To do so roll a D6 and on a 4+ the character stands up again with one wound.
If the healer watcher is attached to the apothecary, then he enhances the apothecary and this effect may be used on any character in the command squad.
4.Watcher Protector The watcher uses his powers to alter the plane of reality and warp against an enemy assaulting his character. The character will always strike first in close combat, when defending against an enemy assault, regardless of the enemy's initiative and other factors. This effect is present only in the first round of close combat. This does not affect the initiative if the character initiates the charge.
5.Watcher of Vision This watcher focuses the psyche of the attached character providing accuracy for his weapons. Also removes the shadows and darkness from his visual fields. This allows the character a single re-roll for his to-hit rolls each turn. In addition it has the effect of having an auspex in detecting infiltrators.
6.Watcher of faith The watcher imbues a flood of faith amongst the strongly faithful space marines. Any squad to whom the attached character belongs, receives the stubborn attribute. If the watcher is attached to the standard bearer, the range of effect of the standard increases to 9". If the watcher is attached to an Interrogator- chaplain then any squad within 6" of the chaplain will behave as though they he were attached to them, ie become stubborn. |