DESOLATOR OF
THE NORTH
Allies:
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Goblin Town |
Desolator of the North |
Mordor |
Angmar and Gundabad |
Dol Guldur |
Harad and Umbar |
Eastern Kingdoms |
Moria |
Isengard |
Desolator of the North |
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HEROES
SMAUG (Dragon, Monster) Point value: 700
|
Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Smaug |
8/2+ |
9 |
9 |
4 |
20 |
6 |
3 |
6 |
- |
12” |
Special Rules:
Fearless: This model automatically passes Courage tests, but cannot use the rules for Shielding.
Resistant to Magic - If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice.
Fly: This model can 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). Furthermore, a model with this special rule may pass `over' enemy Control Zones without charging the model - as long as he ends his move outside the Control Zone.
Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.
Ancient Evil: All Good models within 18” suffer a -1 penalty to their Courage value until they move out of range (note that this is not cumulative with other rules that confer similar penalties).
Breathe Fire: Smaug must expend a point of Will to Breathe Fire. Treat Smaug's fiery breath as a bow with a range of 18". If the hot hits, the target and all models (Good or Evil) within 2" of the target suffer from the Set Ablaze special rule, though the immediate hit these models suffer is Strength 10 instead of Strength 9. Fate rolls may be taken as normal to prevent Wounds, but any model that suffers a Wound from Smaug's fiery breath is automatically slain.
Desolator of the North: Smaug may expend a single point of Will every turn without depleting his own store. Furthermore, Smaug re-rolls To Wound rolls of 1 when making Strikes against Dwarves.
Immovable Object: Smaug cannot be knocked to the ground or otherwise moved against his will, and never backs away if he loses a Fight - his opponents must back away, even if they win! As a result of this, Smaug can never be Trapped.
Missing Scale: If a model rolls a 6 To Hit Smaug with a shooting attack, then makes a successful roll To Wound, Smaug suffers a number of Wounds equal to the Strength value of the missile weapon used by the shooting model.
Unstoppable Momentum: If Smaug Charges into combat and wins the ensuing Fight, all his opponents are Knocked to the Ground, regardless of their size (except a War Műmak of Harad!). Furthermore, should Smaug choose to make a Barge Brutal Power Attack, any models forced to Back Away also suffer a Strength 9 hit.
Magical Powers:
Sap Will 4+ 12”
Compel 4+ 12”
Transfix 3+ 12”
1