Post by Marshal Commidus on Nov 17, 2009 14:38:53 GMT -6
500 Pts - Forces of Darkness
Name # F S D A Wounds C Might Will Fate Option Summary Cost
Hero (1 , 170 pts)
Saruman 1 5/- 4 5 1 [OOO] 7 [OOO] [OOOOOO] [OOO] 170
Palantir: Once per game, the Evil player may user the ability of the Palantir to automatically win a Priority roll - he must declare he
is using this ability before any dice are rolled for priority.; Staff of Power: Saruman's staff is not only a symbol of his authority but
a potent talisman. To represent his staff's power he can expend 1 point of WIll each turn without reducing his own Will store.
; Voice of Command: Such is the fear of failure that Saruman inspires in his followers that they will often figh tto the last man if
his eye is upon them. To represent this, the range of Saruman's "Stand-Fast" is increased to 12"/24cm.
; Command: Difficulty: 3+ Range: 12"/28cm
The victim can do nothing further that turn as described for Immobilise/Transfix except that the caster can move the victim up to
half a move as soon as the power takes effect, even into bas contact with an enemy. No compex moves (jump, mount etc...) and no
move that would cause direct harm (ex going over a cliff).; Immobilise: Target: 2+ Range: 12"/28cm
The victim can do nothing further that turn. In combat, his Fight calue counts as 1 and rolls one dice regardless of how many
attacks he normally has. If he wins a combat he will strike. The victim can still use Might, WIll and Fate but cannot make heroic
actions. The effect lasts for the remainder of that turn.; Sorcerous Blast: Difficulty: 5+ Range: 12"/28cm
This power can be used against a single enemy model. The target is blasted directly away from the caster and knocked to the
ground, roll a D6 and move the target that number of inches or double that number of centimetre. Please see P.41 for more details.;
Terrifying Aura: Difficulty: 2+ Range: -
Once this power has been successfully cast, the model counts as terrifying to all enemies as long as he has at least 1 point of Will
remaining.
; Hand Weapon
Uruk-hai Horde (16 , 160 pts)
Uruk-hai Warrior 16 4/4+ 4 5/6 1 1 3 160
Hand Weapon; Shield; Heavy Armour
Uruk-hai Horde (16 , 160 pts)
Uruk-hai Warrior 16 4/4+ 4 5 1 1 3 160
Hand Weapon; Pike; Heavy Armour
Total Cost: 490
Option Footnotes
Equipment
Heavy Armour +2 Defence
Pike Can support a fight by moving into touch with a friend, or a friend with a spear or pike who is already in touch.
Shield +1 Defence
Validation Report
Regular: Tournament
Roster satisfies all enforced validation rules
Roster Statistics
Minor Heroes: 0
Hero Count: 1
Warmachines: 0
Model Count: 33
Warriors: 32
Standard: 0
Group Min Max Used
Heroes 0 0 1
Minor Heroes 0 0 0
Warriors 0 0 2
War Machines 0 0 0
Name # F S D A Wounds C Might Will Fate Option Summary Cost
Hero (1 , 170 pts)
Saruman 1 5/- 4 5 1 [OOO] 7 [OOO] [OOOOOO] [OOO] 170
Palantir: Once per game, the Evil player may user the ability of the Palantir to automatically win a Priority roll - he must declare he
is using this ability before any dice are rolled for priority.; Staff of Power: Saruman's staff is not only a symbol of his authority but
a potent talisman. To represent his staff's power he can expend 1 point of WIll each turn without reducing his own Will store.
; Voice of Command: Such is the fear of failure that Saruman inspires in his followers that they will often figh tto the last man if
his eye is upon them. To represent this, the range of Saruman's "Stand-Fast" is increased to 12"/24cm.
; Command: Difficulty: 3+ Range: 12"/28cm
The victim can do nothing further that turn as described for Immobilise/Transfix except that the caster can move the victim up to
half a move as soon as the power takes effect, even into bas contact with an enemy. No compex moves (jump, mount etc...) and no
move that would cause direct harm (ex going over a cliff).; Immobilise: Target: 2+ Range: 12"/28cm
The victim can do nothing further that turn. In combat, his Fight calue counts as 1 and rolls one dice regardless of how many
attacks he normally has. If he wins a combat he will strike. The victim can still use Might, WIll and Fate but cannot make heroic
actions. The effect lasts for the remainder of that turn.; Sorcerous Blast: Difficulty: 5+ Range: 12"/28cm
This power can be used against a single enemy model. The target is blasted directly away from the caster and knocked to the
ground, roll a D6 and move the target that number of inches or double that number of centimetre. Please see P.41 for more details.;
Terrifying Aura: Difficulty: 2+ Range: -
Once this power has been successfully cast, the model counts as terrifying to all enemies as long as he has at least 1 point of Will
remaining.
; Hand Weapon
Uruk-hai Horde (16 , 160 pts)
Uruk-hai Warrior 16 4/4+ 4 5/6 1 1 3 160
Hand Weapon; Shield; Heavy Armour
Uruk-hai Horde (16 , 160 pts)
Uruk-hai Warrior 16 4/4+ 4 5 1 1 3 160
Hand Weapon; Pike; Heavy Armour
Total Cost: 490
Option Footnotes
Equipment
Heavy Armour +2 Defence
Pike Can support a fight by moving into touch with a friend, or a friend with a spear or pike who is already in touch.
Shield +1 Defence
Validation Report
Regular: Tournament
Roster satisfies all enforced validation rules
Roster Statistics
Minor Heroes: 0
Hero Count: 1
Warmachines: 0
Model Count: 33
Warriors: 32
Standard: 0
Group Min Max Used
Heroes 0 0 1
Minor Heroes 0 0 0
Warriors 0 0 2
War Machines 0 0 0