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9/-
10
Might: 3
Will: 3 per turn
Fate: Special (see below)
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.
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
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