Wrong Eye & Snapjaw

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Mercenary Minion Gatorman Character Lesser Warlock Solo & Heavy Warbeast

The bokor Wrong Eye emerges from the swamp like a shrewd, reptilian oracle. All who live in the bayous know the legend of the gatorman and hope to avoid his capricious wrath and his guardian Snapjaw. The oversized alligator is never far, lingering just submerged beneath the water's surface until goaded to battle. Unimaginably fierce when driven to a killing frenzy, Snapjaw will continue to devour until it drowns its primordial hunger in a tide of meat and blood.

Basic Info[edit]

Wrong Eye[edit]

Wrong Eye
Wrongeye.jpg
SPD 5
MAT 6
DEF 12
ARM 17
FURY 4
HP 8
Cost 17

Weapons and Attacks[edit]

  • Bite - 0,5" range, P+S 13 melee weapon
    • Life Drinker - When this weapon destroys a living target the wielder heals a little damage.
  • Swamp Hook - 2" range, P+S 12 melee weapon

Special Abilities[edit]

  • Mercenary - Will work for Cryx
  • Minion - Will work for Circle, Legion, Skorne and Trollbloods.
  • Lesser Warlock - Needs to bring at least one warbeast in battlegroup and shares many warlock rules including fury manipulation, but is counted as a solo.
  • Gatorman Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.

Spells[edit]

Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
For one round, enemy models in the caster's control range must roll an additional die on attack rolls and remove the highest.

Snapjaw[edit]

Snapjaw
Snapjaw.jpg
SPD 5
STR 12
MAT 6
DEF 12
ARM 18
FURY 4
HP 27

Weapons & Attacks[edit]

  • Bite - 1" range, P+S 18 melee weapon
  • Tail - 1" range, P+S 15 melee weapon

Special Abilities[edit]

  • Companion: (Wrong Eye) - This model only comes with Wrong Eye, is part of their battlegroup, and when Wrong Eye dies it leaves play.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Bloodthirst - This models gains a movement bonus when it charges a living model.
  • Man Eater - Charge living warriors without being forced.
  • Bond: (Wrong Eye) - If this model begins the game in Wrong Eye's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Wrong Eye and in their CTRL range, to heal either himself or Wrong Eye when he kills an enemy. Also causes RFP

Animus[edit]

  • Submerge - Cheap animus that means the model can't be targeted by ranged or magic attacks and doesn't block LoS.

Thoughts on Wrong Eye & Snapjaw[edit]

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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Wrong Eye & Snapjaw .

Wrong Eye & Snapjaw in a nutshell[edit]

Snapjaw is a solid brawler warbeast, while Wrong Eye can be incredibly obnoxious with Star Crossed while Submerged. Star Crossed works obnoxiously well with both bricks and DEF skew, making them popular, especially in Circle.

Combos & Synergies[edit]

Within a Minion list

Drawbacks and Downsides[edit]

Placeholder.

Tricks and Tips[edit]

  • Snapjaw can charge a living warrior model to get extra movement, and end up next to a non-living model which would normally be out of reach such as a Warjack.

Notable Changes from Mk II[edit]

  • Now has access to Primal (and Rage if with a Gator caster).
  • Snapjaw's tail now has half its former melee range.
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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Wrong Eye & Snapjaw .

Other[edit]

Trivia[edit]

Placeholder.

How can I include this model in my army?[edit]

Mercenaries & Minions are a bit more complicated than regular faction models, they can be taken in one of three different ways.

  1. This model can be included in a pure Mercenary or a pure Minion army.
  2. This model can be included in the following Faction armies:
  3. This model can be included in the following theme forces:
MinionsLogo.jpg

(Edit)

Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
  M  
I
N
I
O
N
S
 
Units, Solos, & Battle Engines
Warlock attachments Targ Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance

Rules Clarifications[edit]

Rules Clarification : Life Drinker - None yet. (Edit)

Rules Clarification : Lesser Warlock      (Edit)

  • Placeholder

Rules Clarification : Gatorman Warlock      (Edit)

  • Placeholder

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)

Rules Clarification : Influence      (Edit)

Taking Control of an Enemy Model (Edit)

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.

Melee Attacks (Influence, Seduction, Bone Shaker, etc)

  • Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
  • Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
  • Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!

Rules Clarification : Star-Crossed - None yet. (Edit)

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Companion - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Bloodthirst - None yet. (Edit)

Rules Clarification : Man Eater      (Edit)

  • Placeholder

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.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Submerge      (Edit)

  • Placeholder


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Note to Editors
To edit Snapjaw's tagged abilities, Click here