Profile of The Witch-King Of Angmar (The Black Riders)

80 pts

Hero of Legend

Infanterie, Héros, Mordor, Esprit, Nazgûl, Angmar

  • Mv
    F
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    5/+4
    4
    8
    1
    1
    6
    0
    10
    0
  • Wargear
  • Heavy armor
  • Horse
    Mv F S D A W C
    10 3 3 4 0 1 2
  • Sword
  • Options
  • Morgul's Blade

    Once per game, this model’s controlling player may declare they are using their Morgul blade during the Fight phase before rolling To Wound. If a model is using a Morgul blade, they must direct all of their Strikes against a single target. An enemy that suffers a Wound from the Morgul blade is automatically slain, regardless of the number of Wounds on their profile. Heroes may use Fate to avoid these Wounds, but if even a single Wound is not saved, they are slain. If the model using the Morgul blade is mounted, they must use the rider’s Attacks and Strength if using the Morgul blade.

  • Heroic Action(s)
  • Heroic Resolve
  • Heroic Channelling
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge
  • 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.

  • 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.

  • 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.

  • Might/Will/Fate (Witch-King of Angmar)

    When buying the Witch-king for your force, decide how many points of Might/Will/Fate to give him, up to the maximums shown in his profile. At his weakest, the Witch-king starts the game with no Might, no Fate and 10 points of Will, and costs 70 points. Each extra point of Might, Will or Fate costs an extra 5 points, so the Witch-king with 3 Might, 3 Fate and 20 Will points will cost 150 points, before any upgrades.

  • 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 (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 : 4+

    Instiller la Peur.description



    Channeled

    Instiller la Peur.channelled

  • Votre Bâton est Rompu (Duration :Instant)Range : 12’’Casting : 4+

    Votre Bâton est Rompu.description



    Channeled

    Votre Bâton est Rompu.channelled

  • Black Dart (Duration :Instant)Range : 12’’Casting : 5+

    This power targets one enemy model within range. The target immediately suffers one Strength 9 hit. Do not roll To Hit or fo r In The Way tests. If the target is a Cavalry model then the Attacker must choose whether the rider or the mount is hit. This power can still be used on a target that is Engaged in combat.



    Channeled

    The target's Strength is instead reduced by D3.

  • Volonté Sapée (Duration :Instant)Range : 12’’Casting : 5+

    Volonté Sapée.description



    Channeled

    Volonté Sapée.channelled