Cookie Consent by Free Privacy Policy Generator Profile of The Necromancer Of Dol Guldur (Dark Powers of Dol Guldur) - MESBG Army Tracker

Profile of The Necromancer Of Dol Guldur (Dark Powers of Dol Guldur)

250 pts

Hero of Legend

Infantry, Hero, Spirit, Dol Guldur

  • Mv
    F
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    7/+4
    6
    8
    1
    1
    6
    3
    25
    0
  • Heroic Action(s)
  • Heroic Channelling
  • Heroic Strength
  • Heroic Challenge
  • Special Rule(s)
  • Will of Evil
    PASSIVE

    This model must give up 1 point of Will at the end of the Fight phase if it has been involved in one or more Fights that turn. Note that if a model is in base contact with an enemy model then it must fight - it cannot choose not to fight! Once the model is reduced to 0 Will points, it is banished and therefore removed as a casualty. If a model with this special rule uses their last Will points to cast a Magical Power with the Instant duration, the effects of the Magical Power will be resolved before the model is removed as a casualty.

    Additionally, a Hero wearing The One Ring is not invisible to this model as they are to others. Furthermore, this models does not need to give up a point of Will if they are fighting a model wearing the Ring - not even if other enemy models are included as part of a Multiple Combat.

  • Ancient Evil
    PASSIVE

    An enemy model within 18" 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 Harbringer of Evil special rule, and so on.

  • 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.

  • *He cannot yet take Physical Form
    PASSIVE

    The Necromancer may use his Will Points as Fate points if he wishes.

  • Drain Soul
    ACTIVE

    Any model that suffers a Wound from the Necromancer during the Fight phase is automatically slain regardless of the number of Wounds on its profile. A Hero can use Fate to avoid Wounds suffered, but if even a single Wound is not avoided, then the Hero is slain and removed as a casualty.

  • Master of the Nazgûl
    PASSIVE

    Any Nazgûl of Dol Guldur in the same army as the Necromancer of Dol Guldur gains a bonus of +1 to their rolls for their Unholy Resurrection special rule whilst he is alive and on the board.

  • Magical Power(s)
  • Drain Courage (Duration :Instant)Range : 12’’Casting : 2+

    This power targets one enemy model within range. The target immediately reduces their Courage characteristic by 1 for the remainder of the battle, to a minimum of 1. This power can take effect multiple times over the course of a battle, reducing the target's Courage each time. If the target is a Cavalry model, the caster must choose whether the rider or the mount reduces their Courage value.



    Channeled

    The target's Strength is instead reduced by D3.

  • Immobilise/Transfix (Duration :Temporary)Range : 12’’Casting : 2+

    This power targets one enemy model within range. Whilst this power is in effect, the target model may not move ( except to Back Away should they lose a Fight), shoot, cast Magical Powers, declare Heroic Actions, call a Stand Fast! or use Active abilities, and may not Strike if they win a Duel. If the target has a piece of wargear that has an Active ability, they will still have that piece of wargear but cannot use the ability tied to it.



    Channeled

    The target's Strength is instead reduced by D3.

  • Command/Compel (Duration :Temporary)Range : 12’’Casting : 4+

    This power targets one enemy model within range. The caster may move the target model up to half of its maximum Move distance. They can do this even if the model has already moved this tum, though cannot move a model out of combat. The move cannot force the target to jump, leap, climb, dismount or lie down, but can take them into difficult terrain, and even make them Charge an enemy. No Courage test is required to Charge Terror-causing foes ( see page 111 ). It can even force an unengaged victim to drop an object (but not wargear) that it is holding or to put on The One Ring (if they carry it). Once the target has finished the move, it may move no further that tum for any reason.
    Finally, the target suffers the effect of the lmmobilise/fransfix magical power.



    Channeled

    The target's Strength is instead reduced by D3.

  • Curse (Duration :Instant)Range : 12’’Casting : 4+

    This power targets one enemy model within range. The target model immediately loses 1 Fate point. If the target is a Cavalry model, the caster must choose whether the rider or the mount loses the Fate point.



    Channeled

    The target's Strength is instead reduced by D3.

  • Instill Fear (Duration :Instant)Range : 3’’Casting : 3+

    This power targets all enemy models within range. Each affected model must take a Courage test, in an order chosen by the caster; if the test is failed then the model must move its maximum Move distance directly away from the caster, though this cannot move a model out of combat. If the model comes into contact with another model or impassable terrain, or would be forced to fall, then it will stop so it is not in base contact with it. If a model comes into base contact with the edge of the board, they will immediately stop moving; this will not allow or force models to leave the board in Scenarios where models may leave the board. Models that fail a Courage test due to the effects of this Magical Power may then move no further that tum, for any reason. Models that cannot be moved against their will are unaffected by this Magical Power.



    Channeled

    The target's Strength is instead reduced by D3.

  • Shroud Of Shadows (Duration :Temporary)Range : 12’’Casting : 4+

    This power targets a friendly model in range. The target cannot be directly targeted by Magica l Powers or shooting attacks (and does not count as In The Way). Whilst invisible, the target ignores enemy Control Zones and may move th rough friendly and enemy models, providing they do not end their move overl apping any part of another model's base. They have no Control Zone while invisible and enemy models may even move 'th rough' them. An enemy model may not end its movement on the space the target is taking up. If an enemy wishes to Charge the target, it must pass a Courage test, applyi ng a penalty of -1 to the roll for every full 1" the target is away from the foe. Models that automatically pass Courage tests still need to take this test, as it represents them being able to see the target, not how terrifyi ng the target is. If a model fa ils this Courage test, it only means they are unabl e to locate the Invisible model, and they may continue the rest of their turn as normal; though they may not attempt to charge the Invisible model again that turn. An Invisible model may still declare Heroic Actions, however, they cannot call the likes of With Me!, Ta ke Aim' , or any other action that would allow allied models to join in the Heroic Acti on. If an Invisibl e model declares a Heroic Combat, other allied models may not move as part of a successful Heroic Combat. None of the above rules apply to Sauro n or Ringwraith models. Indeed, they actually gain some benefit, as described in their own special rul es or the Will of Evil special rule. This Magical Power has no effect on a War Beast.



    Channeled

    The target's Strength is instead reduced by D3.

  • Your Staff Is Broken (Duration :Instant)Range : 12’’Casting : 4+

    A rare magical power that can shatter the formidable Staffs of Power belonging to the Wiuzrds, only the greatest of sorcerers and magic users can harness this power.
    This power targets one enemy model within range, so long as they have a staff. This power destroys the staff of the target model. All the advantages associated with the staff are immediately lost (including the hand-and-ahalf weapon bonus).



    Channeled

    The target's Strength is instead reduced by D3.

  • Chill Soul (Duration :Instant)Range : 12’’Casting : 5+

    This power targets one enemy model within range. The target model suffers a Wound, exactly as if it had been wounded in combat. If cast on a Cavalry model, the Attacker decides whether the rider or the mount suffers the Wound. This power may be cast on a model Engaged in dose combat.



    Channeled

    The target's Strength is instead reduced by D3.

  • Sap Will (Duration :Instant)Range : 12’’Casting : 5+

    This power targets one enemy model within range. The target immediately loses D3 Will points. If the target is a Cavalry model, the caster must choose whether the rider or the mount loses the Will.



    Channeled

    The target's Strength is instead reduced by D3.