The Keeper of the Dungeons

(Entry)
Type: model
Categories: 25mm, Hero, Infantry, Orc, Dol Guldur
LinkId: 0293-e0e1-0373-710f
Hidden: false
Costs: 80 Points

Constraints:

max(roster): 1
max: 1
min: 1
Options (1)
Rules (5)
Torturer [Active]
Keep track of how many enemy models the Keeper of the Dungeons kills in Combat. Once he has killed one or more enemies, the Keeper of the Dungeons may re-roll To Wound Rolls of a natural 1 when making Strikes. Once he has killed three or more models, the Keeper of the Dungeons gains the Terror special rule. Once he has killed five or more models, the Keeper of the Dungeons may re-roll all failed To Wound Rolls when making Strikes.
"You have something my master wants" [Active]
The Keeper of the Dungeons gains a bonus of +1 To Wound when making Strikes against any model carrying a ring of power - either Narya, Nenya, Vilya, the Ring of Durin, or the One Ring.
Burly [Passive]
A model with this special rule does not suffer the -1 penalty to the Duel Roll for using a two-handed weapon. Additionally, a model with this special rule can still Move full Move Value whilst carrying a Heavy Object.
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.
Resistant to Magic [Passive]
Every time this model is targeted by a Magical Power, they gain an additional free dice when making a Resist Test, even if they have no Will Points remaining or decide not to use any Will Points. This is cumulative with other rules that confer a similar effect.

Profiles:

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic Tier
The Keeper of the Dungeons

6"

5

5+

5

6

3

2

5+

6+

3

3

0

Orc

Dol Guldur

Hero, Infantry, Unique

25mm

Hero of Valour

Challenge, Strength, Strike

Wargear
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.

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.

Used By (3)