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Profile of Radagast The Brown (Radagast's Alliance)

150 pts

Hero of Legend

Wizard, Infantry, Hero

  • Mv
    Fv
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    D
    A
    W
    C
    M
    W
    F
  • 6
    5/+4
    4
    5
    1
    3
    7
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    6
    3
  • Wargear
  • Staff of Power

    A Staff of Power is a hand-and-a-half staff, and may use the Stun Special Strike like all other staffs. In addition, the bearer can expend 1 point of Will each turn without reducing their own Will store.

  • Dagger
  • Opzioni
  • Exchange Staff of Power for Great Eagle
    Mv Fv S D A W C
    3 7 6 8 2 3 6

    This is a mount. Additionally, if Radagast dismounts, the Great Eagle automatically passes its Courage test to stay and fight

  • Sleigh
    Mv Fv S D A W C
    10 3 2 3 4 4 2

    This is a mount with the following profile and the Woodland Creature special rule. If Radagast is slain or dismounts, remove the sleigh from play

  • Horse
    Mv Fv S D A W C
    10 3 3 4 0 1 2
  • Sebastian

    If Radagast is accompanied by Sebastian, he may always make an additional Attack in close combat with a Fight value and Strength of 1 (roll a separate D6 for Sebastian) which cannot be altered by Might.

  • Heroic Action(s)
  • Heroic Channelling
  • Heroic Defence
  • Special Rule(s)
  • Master of Birds
    PASSIVE

    Radagast is always assumed to have Line of Sight to any point on the battlefield. Additionally, Eagle models within 12" of Radagast have the Resistant to Magic special rule.

  • One with Nature
    PASSIVE

    Whilst he has the Infantry keyword, Radagast may move through areas of dificult terrain without penalty. Additionally, he will also gain the Stalk Unseen special rule.

  • 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.

  • 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.

  • Great Eagle - Mount

    This is a mount. Additionally, if Radagast dismounts, the Great Eagle automatically passes its Courage test to stay and fight.

  • 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.

  • Magical Power(s)
  • Panic Steed (Duration :Instant)Range : 12’’Casting : 2+

    This power targets one enemy model within range. This power may only target Cavalry models. The rider is immediately thrown and the mount instantly flees. Remove the mount from play and roll on the Thrown Rider table to determine the effect on the rider.



    Channeled

    The target's Strength is instead reduced by D3.

  • Terrifying Aura (Duration :Exhaustion)Casting : 2+

    This power targets the caster themselves. Whilst this power is in effect, the caster causes Terror.



    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.

  • Renew (Duration :Instant)Range : 12’’Casting : 3+

    This power targets a single friendly model within range. The target immediately regains a single Wound lost earlier in the battle. If the target is a Cavalry model, the caster must choose whether the rider or the mount rega ins the Wound.



    Channeled

    The target's Strength is instead reduced by D3.

  • Nature'S Wrath (Duration :Instant)Casting : 4+

    This power targets all enemy models within range. All enemy models within 3" of the caster are knocked Prone. Cavalry models are automatically treated as having suffered a Knocked Flying result on the Thrown Rider table - both rider and mount are then knocked Prone.



    Channeled

    The target's Strength is instead reduced by D3.

  • Aura de confusion (Duration :Exhaustion)Casting : 5+

    Aura de confusion.description



    Channeled

    Aura de confusion.channelled