The Shadow of Rhudaur

(Entry)
Type: model
Categories: 25mm, Spirit, Angmar, Hero, Infantry
EntryId: f5a7-018e-2178-dc31
Hidden: false
Costs: 80 Points

Constraints:

max(roster): 1
max: 1
min: 1
Options (1)
Rules (6)
Herald of Doom [Passive]
At the beginning of the game, after both sides have been deployed, choose one Hero model in your opponent’s Army. Whilst the Shadow of Rhudaur is within 6" of the chosen Hero, that Hero suffers a -1 penalty to their Fate Rolls and a -1 penalty to any Courage Tests they are required to take.
Power of Angmar [Active]
If the Shadow of Rhudaur rolls a natural 6 when making a Casting Roll, then the target model cannot spend Will Points to attempt to Resist the Magical Power.
Blades of the Dead [Active]
Models with this special rule don't roll To Wound when making Strikes in the same way. Instead, when a model with this special rule makes a Strike, the target counts their Defence value as 10 minus the numerical value of their Courage. So, a model with a Courage of 8+ would treat their Defence as 2 (10-8) when a model with Blades of the Dead makes a Strike against them.
Spectral Walk [Passive]
A model with this special rule is never slowed by Difficult Terrain. Additonally, a model with this special rule always counts as rolling a 6 for any Climb, Jump, Leap or Swim Tests.
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.
Stalk Unseen [Passive]
An Infantry model with this special rule that is partially concealed from view by a piece of terrain cannot be seen at distances of more than 6". This means that enemy models cannot target this model with Shooting Attacks, Magical Powers, special rules, or anything else that requires Line of Sight unless they have a completely clear view of this model.

Profiles:

Wargear
Armour:

A model wearing armour will add 1 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.

Hand Weapon:

These are the standard kind of weapon a model may carry, and is anything wielded in a single hand, such as a sword, an axe, a mace or all manner of other weapons. The exact kind of weapon being carried doesn't matter; all hand weapons function the same. A hand weapon has no specific rules attached to it.

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic ActionsHeroic Tier
The Shadow of Rhudaur

6"

5

4+

3

7

2

2

4+

5+

2

5

2

Spirit

Angmar

Hero, Infantry, Unique

25mm

Challenge

Hero of Valour

Magical Power DurationRangeCasting
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.

Fog of Disarray

Exhaustion

This Magical Power targets the caster. Enemy models within 6" of the caster suffer a -1 penalty to any Intelligence Tests they are required to take.

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.

Wither

Instant

This Magical Power targets one enemy model in range. The target immediately reduces their Strength value by 1 for the remainder of the game. A model can be afftected by this Magical Power multiple times over the course of the battle, reducing its Strength value each time. Should a model ever have its Stength reduced to 0, they are immediately slain and removed as a casualty. If this Magical Power targets a Calavry model, the caster must choose whether the rider or the Mount is the target.

Used By (2)