The Betrayer

(Entry)
Type: model
Categories: Haradrim
EntryId: cc0b-d272-62b1-a292
Hidden: false
Costs: 120 Points

Constraints:

max(roster): 1
min: 1
max: 1
Options (3)
Rules (5)
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 the 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.
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 model 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.

Sometimes, a model will only cause Terror in certain enemies. In these instances, the creatures that are affected are clearly listed, and only those models need to make a Courage test before charging this model. For example, a model with the Terror (Orc) will cause Terrior in all Orc models.
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 Harbinger of Evil special rule and so on.
Bane of Kings (Active)
This model must re-roll all failed To Wound rolls when making Strikes in close combat.

Profiles:

Hero MovementFightStrengthDefenseAttackWoundsCourageMightWillFateHeroic ActionsHeroic Tier
The Betrayer

6"

5/4+

4

8

1

1

6

2

14

2

Channelling

Hero of Valour

Spirit Ringwraith Haradrim Mordor Infantry Hero

Magical Power DurationRangeCasting
Sap Will

Instant

Rule:

This power targets one enemy model within range. The target immediately loses D3 Will point. If the target is a Cavalry model, the caster must choose whether the rider or the mount loses the Will.

Channelled:

The target loses D6 Will points.

Instill Fear

Instant

Rule:

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. If the model comes into contact with another model, or impassable terrain, 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 turn, for any reason.

Channelled:

Courage tests caused by this Magical Power are taken on 3D6, discarding the highest result.

Immobilise/Transfix

Temporary

Rule:

This power targets one enemy model within range. While 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.

Channelled:

Additionally, while this power is in effect, the target will halve their Fight and Attacks characteristics (rounding up).

Drain Courage

Instant

Rule:

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.

Channelled:

The target's Courage is instead reduced by D3.

Command/Compel

Temporary

Rule:

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 turn. The move cannot force the targat to jump, leap, climb, dismount or lie down, but it 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 107). 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 turn for any reason. Finally, the target suffers the effect of the Immobilise/Transifx magical power (see page 98).

Channelled:

Additionally, while this power is in effect, the target will halve their Fight and Attacks characteristics (Rounding up), and may not Strike if they win a Duel.

Black Dart

Instant

Rule:

This power targets one enemy model within range. The target immediately suffers one Strength 9 hit. Do not roll To Hit or for 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.

Channelled:

A wounding hit will cause D3 Wounds rather than 1.

Used By (2)