The Dwimmerlaik

(Entry)
Type: model
Categories: 25mm, Infantry, Hero, Legacies, Spirit, Ringwraith, Angmar, Mordor
EntryId: 3b2d-67c2-af95-51db
Hidden: false
Costs: 130 Points

Constraints:

max(roster): 1
max: 1
min: 1
Options (2)
Wargear:
Rules (4)
Sap Fortitude [Passive]
At the start of the Move Phase, before the Declare Heroic Actions step, the Dwimmerlaik may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, whenever an enemy Hero model within 6" of the Dwimmerlaik declares a Heroic Action, they must take an Intelligence Test. If the test is failed the Heroic Action is immediately cancelled, and the Might Point spent to declare it is lost.
Harbinger of Evil (X) [Passive]
An enemy model within the range shown in the brackets in this model's profile suffers a -1 penalty to any Courage Tests it is required to make. This is not cumulative with other special rules that also provide a similar effect. A model with this special rule is unaffected by the Harbinger of Evil special rule of enemy models.
Terror [Passive]
If a model wishes to Charge a model with this special rule, then it must take a Courage Test at the start of its Move. If the test is passed, the model may Charge as normal. If the test is failed, the model cannot Move that turn, but may otherwise act normally.

Sometimes a situation may open up the chance for a model to Charge a model with Terror part way through their Move, such as moving a different model with magic or killing something in the way with a throwing weapon. In such instances, the model only needs to take the Courage Test at the point in which the Terror causing model becomes possible to Charge. If a model making a Jump, Climb or Leap Test finishes within the Control Zone of an enemy with Terror and would normally be able to Charge, they will take their Courage Test after they have made their Jump, Climb or Leap Test.

Sometimes, a model may only cause Terro in certain enemies. In these instances, a keyword will follow Terror in brackets, and only models with that keyword will need to take a Courage Test to Charge the model. So, a model with Terror (Orc) will only cause Terror in Orc models.
Will of Evil [Passive]
This model must give up 1 Will Point during the End Phase if it has been involved in one or more Combats that turn; if it is in base contact with an enemy model, it is involved in that Combat - it cannot choose not to fight! Should this model be reduced to 0 Will Points, it is immediately banished and removed as a casualty. A model with this special rule cannot use their last Will Point to Cast a Magical Power or use a special rule if by doing so they would be reduced to 0 Will Points.

Additionally, this model ignores the Invisible special rule and, if it was involved in a Combat with an Inviible model that turn, does not give up a Will Point during the End Phase.

Profiles:

Wargear
Heavy Armour:

A model wearing heavy armour will add 2 to their Defence characteristic.

Where a model is listed as having a type of armour in its profile, then the improvement in its Defence characteristic will already have been included in their profile. If a model has the opportunity to upgrade one type of armour to another, then they will replace one with the other - they will not get the Defence benefits of both.

Two-handed Weapon:

A two-handed weapon is the kind that requires two hands to wield; as a result, a model wielding a two-handed weapon cannot use any other wargear that would also require the use of a hand (such as a shield) in the same Combat in which they use a two-handed weapon. If the only Melee Weapon a model carries is a two-handed weapon, then they must use it in a Combat - they cannot choose not to.

When a model fights with a two-handed weapon in a Combat, they suffer a -1 penalty to their Duel Roll. However, if the model rolls a natural 6 for their Duel Roll, they do not suffer this penalty. When a model with a two-handed weapon makes a Strike against an enemy model, they apply a +1 modifier to their To Wound Roll - so a 3 would become a 4, a 4 would become a 5, and so on. In the case of when two rolls are required (such as needing a 6+/4+), this will affect both rolls.

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic ActionsHeroic Tier
The Dwimmerlaik

6"

5

4+

4

8

1

1

4+

5+

0

16

2

Spirit, Ringwraith

Mordor, Angmar

Hero, Infantry, Unique

25mm

Channelling

Hero of Valour

Magical Power DurationRangeCasting
Black Dart

Instant

This Magical Power targets one enemy model within range. The target immediately suffers one Strength 6 hit. If this Magical Power targets a Cavalry model, the caster must choose whether the rider or the Mount is the target.

Compel

Instant

This Magical Power targets one enemy model in range. The caster may Move the target up to Half its Move Value, even if the target has already Moved this turn. They cannot Move the target out of Combat, make them take a Jump, Climb, Leap or Swim Test, lie them down or make them dismount. They can, however, make them Move into Difficult Terrain or Charge an enemy model (if able), in which case no Courage Test would be required to Charge an enemy with the Terror special rule. They can also make the target drop an Object they are carrying as part of a Scenario (but not Wargear) or put on the One Ring if they carry it. Once the target hhas been Moved, it cannot Move any further that turn for any reason but may otherwise act normally. If the model affected by this Magical Power would normally have to Charge as part of their Move, they are not forced to when under the influence of this Magical Power.

Drain Courage

Instant

This Magical Power targets oe enemy mmodel in range. The target immediately worsens their Courage value by 1 for the remainder of the game, so a model with a Courage of 5+ that is affected by this Magical Power would then have a Courage of 6+. A model can be affected by this Magical Power multiple times over the course of the battle, worsening its Courage value each time. If this Magical Power targets a Cavalry model, the caster must choose whether the rider or the Mount is the target.

Instil Fear

Temporary

This Magical Power targets the caster. Enemy models within 6" of the caster are considered to have the Fearful special rule.

Transfix

Temporary

This Magical Power targets one enemy model within range. Until the End Phase of the turn, the target cannot Activate, declare Heroic Actions, use Active Abilities, or make Shooting Attacks. If the target wins a Duel Roll, they may not make Strikes. If the target has a piece of wargear that has an Active ability, they still have that piece of wargear but cannot use the ability tied to it.

Curse

Instant

This Magical Power targets one enemy model in range. The target immediately loses 1 Fate Point. If this Magical Power targets a Cavalry model, the caster must choose whether the rider or the Mount is the target.

Modifiers:

remove category Infantry
1 selections of Horse in parent (recursive)
Used By (3)