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Profile of Smaug (Desolator of the North)

700 pts

Hero of Legend

Infantry, Hero, Monster, Dragon, Drake

  • Mv
    Fv
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    8/+2
    9
    9
    4
    20
    6
    3
    6
    0
  • Wargear
  • Razor-sharp teeth and massive talons
  • Heroic Action(s)
  • Heroic Channelling
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge
  • Special Rule(s)
  • 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.

  • 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.

  • Fearless
    PASSIVE

    This model automatically passes any Courage test it is required to make.

  • 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.

  • Fly
    ACTIVE

    This model may ignore all intervening models and terrain as it moves - flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don’t try to perch your model precariously upon trees, sloped roofs, and so on). When flying, a model may move up to 12". A model with this special rule may still choose to use their normal Move value if they wish, however, they will gain none of the benefits of the Fly special rule if they move in this way. If a model with the Fly special rule walks into a wood, they cannot use the Fly special rule again until they have fully left the wood.
    Furthermore, a model with this special rule may pass ’over’ enemy Control Zones without charging the model - as long as they end their move outside the Control Zone.

  • Breathe Fire
    ACTIVE

    Each time a Dragon Breathes Fire, it expends a point of Will. Treat the Dragon’s fiery breath as a bow with a range of 12". If the shot hits, the target and all models (friend and foe) within 2" suffer a Strength 10 hit. Any model that suffers an unsaved Wound (Fate may still be taken) from a Dragon’s Breathe Fire is automatically slain.

  • *Desolator of the North
    PASSIVE

    Smaug may expend a single point of Will each turn without depleting his own store. Furthermore, Smaug re-rolls To Wound rolls of 1 when making Strikes against Dwarf models.

  • Immovable Object
    PASSIVE

    Smaug cannot be Knocked to the Ground or otherwise moved against his will, and never Backs away if he loses a Fight - his opponents must Back Away, even if they win! As a result of this, Smaug can never be Trapped.

  • Missing Scale
    PASSIVE

    If a model rolls a natural 6 To Hit Smaug with a shooting attack, then makes a sucessful roll To Wound, Smaug suffers a number of wounds equal to the Strength value of the missile weapon used by the shooting model.

  • Unstoppable Momentum
    ACTIVE

    If Smaug Charges into combat and wins the ensuing Fight, all of his opponents are Knocked to the Ground, regardless of their size (except a War Mumak, Iron Hills Chariot, or any other model that can never be knocked Prone). Furthermore, should Smaug choose to make a Barge Brutal Power Attack, any models forced to Back Away also suffer a Strength 9 hit.

  • Magical Power(s)
  • Transfix (Duration :Temporary)Range : 12’’Casting : 3+

    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 (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.

  • Instiller la Peur (Duration :Instant)Range : 3’’Casting : 5+

    Instiller la Peur.description



    Channeled

    Instiller la Peur.channelled

  • 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.