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Profile of Galadriel (Lothlórien)

130 pts

Hero of Legend

Infantry, Hero, Elf, Lórien

  • Mv
    Fv
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    6/+3
    3
    3
    1
    3
    7
    3
    6
    3
  • Wargear
  • Nenya

    Galadriel can re-roll her dice when using Fate points.

  • Options
  • The Mirror of Galadriel

    The mirror is a Heavy Object with a Defence of 8 and 3 Wounds. It is deployed within 6" of Galadril at the start of the game. For Scenarios that require both armies to move onto the board, any models within Galadriel’s warband may carry the mirror onto the board. During the End phase of each turn, one friendly Hero model within 6" may restore their Fate to its starting value.

  • Heroic Action(s)
  • Heroic Resolve
  • Heroic Channelling
  • Heroic Defence
  • Special Rule(s)
  • Woodland Creature
    ACTIVE

    An Infantry model with this special rule may move through woods and forests that are classified as difficult terrain as if they are open ground. Note that this doesn’t mean they can automatically climb terrain in those areas, nor move through tree trunks or jump fallen Obstacles.

  • 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.

  • 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.

  • Galadhrim Warriors [Celeborn & Galadriel]

    If your army includes Celeborn, you may upgrade any number of Galadhrim Warriors in his warband to Galadhrim Guard at the cost of +1 point per model.Galadhrim Guard have a Courage of 6.

  • *The Lady of Lothlórien
    PASSIVE

    Galadriel may expend a single point of Will each turn without reducing her own store.

  • Magical Power(s)
  • Blinding Light (Duration :Temporary)Casting : 2+

    This power targets the caster themselves. Whilst this power is in effect, any shooting attacks directed at the caster, or a friendly model within 6" of them, will only hit on a To Hit roll of a 6. Additionally, an area within a 12" radius around the caster is illuminated as if it were daylight (perfect when you are fighting underground!). Models cannot benefit from this Magical Power if there is a piece of impassable terrain, such as a wall, directly between all parts of the model and the source of the light.



    Channeled

    The target's Strength is instead reduced by D3.

  • Blessing Of The Valar (Duration :Instant)Range : 12’’Casting : 3+

    This power targets one friendly mode.I within range. They immediately recover a Fate point spent earlier in the battle. This may not take a model's Fate beyond its starting level. If the target is a Cavalry model, the caster must choose whether the rider or the mount recovers the Fate point.



    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.