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Profile of Dragon (Moria)

250 pts

Hero or Valour

Infantry, Hero, Monster, Dragon, Drake

  • Mv
    Fv
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    7/+2
    7
    7
    4
    7
    4
    3
    3
    3
  • Wargear
  • Claws and teeth
  • Options
  • Breathe Fire

    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.

  • Fly

    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.

  • Though Hide

    The Mûmak has Defence 8 rather than 7.

  • Wyrmtongue

    A Dragon with this ability can spend a single Will point each turn without reducing its own store of Will, so long as the Will point is used to cast one of the following Magical Powers. The controlling player may still spend extra Will points to increase the number of dice in the usual way.

  • Heroic Action(s)
  • Heroic Channelling
  • Heroic Strike
  • Heroic Defence
  • Heroic Strength
  • Special Rule(s)
  • Monstrous Charge
    ACTIVE

    If a model with this special rule charges into combat, it will gain the Knock to the Ground and Extra Attack bonuses (see page 62) as if it were Cavalry, with a couple of exceptions:

    This model will Knock to the Ground any model that it Charges, including Cavalry or Monster models, with a lower Strength value than it, even if the charged model has a Strength of 6 or higher. The rider of a Cavalry model will automatically suffer the Knocked Flying result for its Thrown Rider test.

    Additionally, this model will still get the Extra Attack bonus if it Charges, or is subsequently charged by, Cavalry or another model with this special rule.

    If a model with this special rule is a Cavalry model, the mount will count as being In The Way of its rider, except that the rider will only be hit on a 5-6; a roll of 1-4 will hit the mount.

  • 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.

  • Survival Instinct
    ACTIVE

    Each time a model with this special rule suffers a Wound, it must take a Courage test. If the test is failed then the model flees the battlefield and counts as a casualty. This is an exception to the usual rules for taking multiple Courage tests in a turn.

  • 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.

  • 2 optional equipment maximum

    The Dragon can only have 2 optional equipment maximum.

  • 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.

  • 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.