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This month sees the release of the

much anticipated model of Sauron, the


Dark Lord. Alessio Cavatore has
provided full rules for using this
awesome character in your games, as
well as a scenario pitting
him against the
Free Peoples of
Middle-earth.

THE DARK LORD


Rules and scenario for Sauron, Lord of the Ring!

The Dark Lord Sauron


Sauron

Points value: 400

9/-

10

Might: 3
Will: 3 per turn
Fate: Special (see below)

Note: Sauron has a maximum move of 6"/14cm per turn.

auron, the Dark Lord, the Enemy, the


Lord of the Ring. Many are the names
of this powerful and evil being. Sauron is
driven by a consuming desire to
dominate the entire Middle-earth and by
a burning hatred of Elves, Men and all
who stand in his way. In distant times,
when he still hadnt revealed his evil
nature, he forged the Rings of Power and
gave them as gifts to the rulers of the

free races of Middle-earth. These kings


didnt know though that Sauron also
forged the Ruling Ring for himself,
imbuing into it a great portion of his own
life force and powers. Through this
mighty tool Sauron could control the
other Rings and enslave their bearers to
his will. Only the Rings of the Elves he
couldnt dominate, because he had no
part in their making. His vast armies of
Orcs and other fell creatures were about
to subjugate all the Western realms of
Middle-earth, but the combined armies of
the Last Alliance of Men and Elves
defeated Saurons hordes and finally laid
siege to his fortress of Barad-dr in the
land of Mordor. There, at a terrible price,
the One Ring was taken from the hand of
the Dark Lord and he was finally
vanquished. But Sauron was not
destroyed. As long as the Ring exists
Saurons spirit endures.

WARGEAR
Sauron carries a mace (hand weapon)
and is equipped with heavy armor.

SPECIAL RULES
Terror. Sauron is the living incarnation
of all the fears of the free people of
Middle-earth. He evokes Terror in his
enemies as described in the Courage
section of the game rules.
Master of Evil. All the servants of the
Enemy fear the anger of their Lord far
more than a simple death at the hands of
their opponents. Similarly, the Good
sides forces know that they are facing
the ultimate Evil and are prepared to sell
their lives to defeat it once and for all.
If Sauron is on the table, neither side
needs to test for courage if their forces
are reduced to 50% of their
original numbers.

Sauron, Dark Lord, the Enemy, Lord of the Ring.

Isildur desperately takes one last swing at Sauron with the broken Narsil.
The One Ring. As long as the One Ring
is with him, the Dark Lord is all but
invincible. Only by taking the Ring from
him can he be defeated. This is
represented by the fact that Sauron does
not have points of Fate as such, but
every time he loses his last wound he
can roll a dice, and on a roll of 2 or
more the wound is recovered and the
power of the Ring sustains him.
Therefore the only way to take down the
Dark Lord is to cause him to lose all his
wounds and then hope he rolls a 1 and
does not recover his last one. This rare
occurrence represents the last wounding
strike actually separating the Ring from
the Dark Lord (chopping his fingers off,
for example).
Unstoppable! The power of the Ring is
so great that to face the Dark Lord in
combat is almost invariably to face ones
death. Every time Sauron wins a fight
against multiple opponents, he can
choose to strike at the enemy three times
as normal or to sweep his mace around
in a deadly arc. If Sauron chooses this

second option, all the enemies that have


taken part in the fight (those in base
contact and even those fighting with
spears through friendly models) suffer
one strike from the Dark Lord.

MAGICAL POWERS
Sauron can use three points of Will per
turn to cast magical powers and to resist
the effect of magic. He has the
following powers:
Transfix. Range 18"/42cm. Dice score
to use: 2+. The victim can do nothing
further that turn. In combat his Fight
value counts as 1 and he rolls one dice
regardless of how many attacks he
normally has. If he wins a combat he
will not strike. The victim can still use
Might, Will and Fate but cannot make
heroic actions. The effect lasts for the
remainder of that turn.
Compel. Range 18"/42cm. Dice score to
use: 3+. The victim can do nothing
further that turn as described for
Transfix, except that the Evil player can

move the victim up to half a move as


soon as the Compel ability takes effect.
The player can do this even if the model
has already moved that turn.
Drain Courage. Range 18"/42cm. Dice
score to use: 2+. The victim loses 1
point of Courage from his characteristic
profile. This penalty applies for the rest
of the battle. This ability can take effect
several times on the same target,
reducing the models Courage value
each time.
Sap Will. Range 18"/42cm. Dice score
to use: 3+. The victims Will value is
reduced to 0. The effect lasts for the
remainder of the battle although it can
be increased by a Strengthen Will
magical power.
Chill Soul. Range 18"/42cm. Dice score
to use: 5+. With a single gaze the Dark
Lord can drain all life force from his
enemies. The victim suffers a wound,
exactly as if it had been wounded in
close combat.
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