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Profile of The Betrayer (Mordor)

120 pts

Hero or Valour

Infantry, Hero, Mordor, Spirit, Ringwraith, Haradrim

  • Mv
    Fv
    S
    D
    A
    W
    C
    M
    W
    F
  • 6
    5/+4
    4
    8
    1
    1
    6
    2
    14
    2
  • Wargear
  • Heavy armour
  • Sword
  • Opzioni
  • Horse
    Mv Fv S D A W C
    10 3 3 4 0 1 2
  • 189.name
    Mv Fv S D A W C
    3 5 6 6 2 3 3
  • Armoured Fell Beast
    Mv Fv S D A W C
    3 5 6 7 2 3 3

    This is a Fell Beast with a Defence of 7 rather than 6.

  • Heroic Action(s)
  • Heroic Channelling
  • 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.

  • Bane of Kings
    ACTIVE

    This model must re-roll all failed To Wound rolls when making Strikes in close combat.

  • Master of Poisons
    PASSIVE

    At the start of the Move phase, before Heroic Actions are declared, The Betrayer may spend a Will point to activate this ability. Until the End phase of that turn, friendly models with the Poisoned Weapons special rule, within 6" of The Betrayer, may re-roll all failed To Wound rolls made with those weapons.

  • 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.

  • Feral
    PASSIVE

    If the Ringwraith riding a Fell Beast is slain or dismounts, the creature automatically fails its Courage test and flees the battlefield.

  • 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.

  • Feral
    PASSIVE

    If the Ringwraith riding a Fell Beast is slain or dismounts, the creature automatically fails its Courage test and flees the battlefield.

  • Magical Power(s)
  • Drain Courage (Duration :Instant)Range : 12’’Casting : 3+

    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 : 4+

    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 : 5+

    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.

  • Instill Fear (Duration :Instant)Range : 3’’Casting : 5+

    This power targets all enemy models within range. Each affected model must take a Courage test, in an order chosen by the caster; if the test is failed then the model must move its maximum Move distance directly away from the caster, though this cannot move a model out of combat. If the model comes into contact with another model or impassable terrain, or would be forced to fall, then it will stop so it is not in base contact with it. If a model comes into base contact with the edge of the board, they will immediately stop moving; this will not allow or force models to leave the board in Scenarios where models may leave the board. Models that fail a Courage test due to the effects of this Magical Power may then move no further that tum, for any reason. Models that cannot be moved against their will are unaffected by this Magical Power.



    Channeled

    The target's Strength is instead reduced by D3.

  • Black Dart (Duration :Instant)Range : 12’’Casting : 6+

    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.

  • 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.