Hero of Fortitude
Infantry, Hero, Mordor, Spirit, Ringwraith
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
10 | 3 | 3 | 4 | 0 | 1 | 2 |
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
3 | 5 | 6 | 6 | 2 | 3 | 3 |
Mv | Fv | S | D | A | W | C |
---|---|---|---|---|---|---|
3 | 5 | 6 | 7 | 2 | 3 | 3 |
This is a Fell Beast with a Defence of 7 rather than 6.
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 Nazgûl 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 Nazgûl starts the game with no Might, no Fate and 7 points of Will, and costs 55 points. Each extra point of Might, Will or Fate costs an extra 5 points, so the Nazgûl with 2 Might, 2 Fate and 14 Will points will cost 110 points, before any upgrades.
There can only be a maximum of nine Ringwraith models, of any combination (including Ringwraiths or any of the named Wraiths), in your force. Additionally, a Hero wearing the Ring is not invisible to these models as he is to others.
If a model with this special rule charges into combat, it will gain the Knock to the Ground and Extra Attack bonuses (see page 62) as if it were Cavalry, with a couple of exceptions:
This model will Knock to the Ground any model that it Charges, including Cavalry or Monster models, with a lower Strength value than it, even if the charged model has a Strength of 6 or higher. The rider of a Cavalry model will automatically suffer the Knocked Flying result for its Thrown Rider test.
Additionally, this model will still get the Extra Attack bonus if it Charges, or is subsequently charged by, Cavalry or another model with this special rule.
If a model with this special rule is a Cavalry model, the mount will count as being In The Way of its rider, except that the rider will only be hit on a 5-6; a roll of 1-4 will hit the mount.
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.
This model may ignore all intervening models and terrain as it moves - flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don’t try to perch your model precariously upon trees, sloped roofs, and so on). When flying, a model may move up to 12". A model with this special rule may still choose to use their normal Move value if they wish, however, they will gain none of the benefits of the Fly special rule if they move in this way. If a model with the Fly special rule walks into a wood, they cannot use the Fly special rule again until they have fully left the wood.
Furthermore, a model with this special rule may pass ’over’ enemy Control Zones without charging the model - as long as they end their move outside the Control Zone.
If the Ringwraith riding a Fell Beast is slain or dismounts, the creature automatically fails its Courage test and flees the battlefield.
If a model with this special rule charges into combat, it will gain the Knock to the Ground and Extra Attack bonuses (see page 62) as if it were Cavalry, with a couple of exceptions:
This model will Knock to the Ground any model that it Charges, including Cavalry or Monster models, with a lower Strength value than it, even if the charged model has a Strength of 6 or higher. The rider of a Cavalry model will automatically suffer the Knocked Flying result for its Thrown Rider test.
Additionally, this model will still get the Extra Attack bonus if it Charges, or is subsequently charged by, Cavalry or another model with this special rule.
If a model with this special rule is a Cavalry model, the mount will count as being In The Way of its rider, except that the rider will only be hit on a 5-6; a roll of 1-4 will hit the mount.
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.
This model may ignore all intervening models and terrain as it moves - flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don’t try to perch your model precariously upon trees, sloped roofs, and so on). When flying, a model may move up to 12". A model with this special rule may still choose to use their normal Move value if they wish, however, they will gain none of the benefits of the Fly special rule if they move in this way. If a model with the Fly special rule walks into a wood, they cannot use the Fly special rule again until they have fully left the wood.
Furthermore, a model with this special rule may pass ’over’ enemy Control Zones without charging the model - as long as they end their move outside the Control Zone.
If the Ringwraith riding a Fell Beast is slain or dismounts, the creature automatically fails its Courage test and flees the battlefield.
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 immediately suffers one Strength 9 hit. Do not roll To Hit or fo r 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.
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.