Hero of Legend
Infantry, Hero, Mordor, Monster, Spirit
WEARING THE RING
The model with the Ring (the Ringbearer) can put it on at any time during their Move phase. As soon as they do so, they become Invisible. Models cannot put the Ring on if they have already been charged and are in combat. If a model who put on the Ring is mounted, their steed will bolt and they must immediately take a Thrown Rider test.
INVISIBLE
Whilst they wear the Ring, the Ringbearer cannot be directly targeted by Magical Powers or shooting attacks (and does not count as In The Way). Whilst Invisible, the Ringbearer ignores enemy Control Zones and may move through friendly and enemy models, providing they do not end their move overlapping any part of another model’s base. The Ringbearer has no Control Zone whilst invisible and enemy models may even move ’through’ the Ringbearer. If an enemy model wishes to end its movement on the space the Ringbearer is taking up, move the Ringbearer the minimum distance to place them out of the way - this could involve hopping low walls, moving through foes or being shoved off a diff! This cannot be done if the Ringbearer is already in combat. If an enemy wishes to Charge the Ringbearer whilst they wear the Ring, it must pass a Courage test, applying a penalty of -1 to the roll for every l" the Ringbearer is away from the foe. Models that automatically pass Courage tests still need to make this test, as it represents them being able to see the Ringbearer, not how terrifying the Ringbearer is. If a model fails this Courage test it only means they are unable to locate the Invisible model, and they may continue the rest of their tum as normal; though they may not attempt to Charge the Invisible model again that tum. An Invisible model may still dedare Heroic Actions, however, they cannot call the likes of With Me!, Take Aim!, or any other action that would allow allied models to join in the Heroic Action. If an Invisible model dedares a Heroic Combat, other allied models may not move as part of a successful Heroic Combat.
During the Fight phase, any enemy model Engaged in combat with an invisible Ringbearer halves its Fight value for the duration of the duel.
None of the above rules apply to Sauron or Ringwraith models. Indeed, they actually gain some benefit, as described in their own special rules or the Will of Evil special rule.
REMOVING THE RING
If the controlling player wishes the Ringbearer to take off the Ring, they need to pass a Courage test to remove it. This test can be taken at any point during the Ringbearer’s Move phase, once it has been established which side has control of their movement (see below). If the test is failed, the Ringbearer must wear the Ring until the next tum, when they will have another chance to remove it. The Ringbearer cannot both put on and take off the Ring in the same turn.
SAURON’S WILL
If the Ring is already being worn, then the controlling player must test to see if the Ringbearer can overcome Sauron’s will. To do so, they must roll a dice immediately before they move the Ringbearer in the Move phase. If the player does not wish to move the Ringbearer, they must still roll a dice - but can do so at any time during their Move phase. The roll is made on behalf of the Ringbearer themself, so we allow the controlling player to use the Ringbearer’s Might points to modify this dice roll if they wish to do so. On a 3+, the controlling player moves the Ringbearer as usual. On a 1 or 2, the opposing player moves the Ringbearer instead of the controlling player. Regardless of which side moves the Ringbearer, they are still part of the controlling player’s side and all other actions, such as shooting and fighting, remain under the control of the controlling player. This means that when the opposing player moves the Ringbearer, all they can do is move the model, induding Charging (in this case, the Ringbearer does not need to take Courage tests to Charge terrifying foes) . They cannot perform Heroic Actions and cannot pick up or put down other items. They cannot be forced to perform actions that would cause direct harm to the model (such as jumping down a cliff ... ) or be moved off the table (if the Scenario allows). This represents the struggle between the Ringbearer and the will of Sauron.
MY PRECIOUS!
During Matched Play and Open Play games, if the Ringbearer is the only model left on the controlling player’s side and is wearing the Ring, they count as a casualty - their mind has been taken over by its power. As Scenarios may depend on them surviving, this is very important! If the opposing side’s objective is to kill the Ringbearer, this is achieved if they are the only model remaining on the table from the controlling player’s side and they are wearing the Ring.
There may be the odd occasions in Matched Play and Open Play games where there is more than one model on the board with The One Ring. As The One Ring is the only one of its kind (the due is in the name), we have created a hierarchy of who carries the Ring when this occurs. The model closest to the top of the hierarchy table will get the Ring.
An enemy model within 18" 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 Harbringer of Evil special rule, and so on.
If this model is targeted by a Magical Power, it may use an additional ’free’ dice when it makes a Resist test, even if it has no Will remaining or decides not to use any Will points from its store.
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.
Sauron does not follow the normal rules for The One Ring. Instead, whilst he wields The One Ring, whenever Sauron loses his last Wound or would be removed as a casualty, roll a D6. On a 2+, the power of the Ring sustains him and he has a single Wound restored. During the Fight phase, Sauron will make this roll for each Wound suffered that would cause him to be removed as a casualty. Sauron may use Might to influence this roll.
If Sauron is in your force, he must be your leader.
Sauron can spend a single point of Will each turn without reducing his own store.
Instead of striking as normal, Sauron can instead make one Strength 8 hit on every enemy model involved in the same fight, including spear and pike supports.
Sauron makes a single Strike against a single Infantry or Cavalry model Engaged in the fight. If the model is a Cavalry model, then only the rider will be affected. If the model is ’fortunate’ enough to survive, even if they did not suffer a Wound, then the target is also Set Ablaze - remember that this also inflicts one Strength 9 hit on the poor model that Sauron now has in his grasp.
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.
The target's Strength is instead reduced by D3.
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.
The target's Strength is instead reduced by D3.
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.
The target's Strength is instead reduced by D3.
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.
The target's Strength is instead reduced by D3.
This power targets one enemy model within range. The target model suffers a Wound, exactly as if it had been wounded in combat. If cast on a Cavalry model, the Attacker decides whether the rider or the mount suffers the Wound. This power may be cast on a model Engaged in dose combat.
The target's Strength is instead reduced by D3.
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.
The target's Strength is instead reduced by D3.