Hero of Legend
Infantry, Hero, Mordor, Spirit, Ringwraith, Angmar
Mv | F | S | D | A | W | C |
---|---|---|---|---|---|---|
10 | 3 | 3 | 5 | 0 | 1 | 2 |
Mv | F | S | D | A | W | C |
---|---|---|---|---|---|---|
10 | 3 | 3 | 4 | 0 | 1 | 2 |
Once per game, this model’s controlling player may declare they are using their Morgul blade during the Fight phase before rolling To Wound. If a model is using a Morgul blade, they must direct all of their Strikes against a single target. An enemy that suffers a Wound from the Morgul blade is automatically slain, regardless of the number of Wounds on their profile. Heroes may use Fate to avoid these Wounds, but if even a single Wound is not saved, they are slain. If the model using the Morgul blade is mounted, they must use the rider’s Attacks and Strength if using the Morgul blade.
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 Ancient Evil special rule, and so on.
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 models 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.
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.
When buying the Witch-king for your force, decide how many points of Might/Will/Fate to give him, up to the maximums shown in his profile. At his weakest, the Witch-king starts the game with no Might, no Fate and 10 points of Will, and costs 70 points. Each extra point of Might, Will or Fate costs an extra 5 points, so the Witch-king with 3 Might, 3 Fate and 20 Will points will cost 150 points, before any upgrades.