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 Post subject: The dark lord and Balrog profile updated
PostPosted: Tue Sep 02, 2014 12:39 am 
Loremaster
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Well according to new rules and all I think the dark should get new profile...

cost: 415 (spirit, monster)

F-9/4+ S-8 D-10 A-4 W-6 C-7 3*/6*/***
Wargear: Heavy Armour; Mace

One Ring***........ (same cost)

Terror; Ancient Terror: Same rules as Ancient evil but suffer a -2 to courage.

The Lord of the Rings: Sauron can use either 1 point of might or 1 point of will per turn without reducing his own might and will store.

Unstoppabble: change line to: strike at enemy four times as normal*
Additionally if enemies survive from the second option attack, they will be pushed away 3" and knock to the ground. Models with Strength 6 or higher wont be affected by this rule.


The Necromancer: 250 (spirit, monster)
F-7/4+ S-6 D-8 A-4 W-1 C-7 3/25/*

wargear: armour

options (same)

special rules: same

Magical powers: same
Add Wither (channeled reduces D3 S)



Balrog: 500 (spirit, monster)

F-10/3+ S-9 D-9 A-4 W-10 C-7 -/10/-

Wargear: Fiery Lash(same)


Special Rules:

Resistant to magic; Terror;

Ancient Terror: Same rules as Ancient evil but suffer a -2 to courage.

Crushing Blow: The Balrog may halve his number of attacks for a more potent strikes, shaking the ground and killing all who stand nearby. If the Balrog wins the fight, models in that combat suffer an automatic wound and all models (friend or foe) around 3" of the Balrog suffer a S4 hit.

Flaming Aura: At the end of the movement phase, all models (friend or foe) within 3" of the Balrog suffer a S2 hit.

You sword will not avail you: At the beginning of the fight, all enemies with mundane weapons engaging the Balrog roll a D6, on a roll of a 6, their weapons melt or break and lose all the special strikes the weapon might have given them. Models with multiple weapons must decide which weapon they are gonna use. Models with no weapons count as disarmed.

Too big to be affected: The Balrog is Immune to Stun effects from clubs and staffs from models with less than S6.


Last edited by Galanur on Wed Sep 03, 2014 2:21 am, edited 2 times in total.
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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Tue Sep 02, 2014 12:41 am 
Loremaster
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Plz try out this rules..
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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Tue Sep 02, 2014 2:00 am 
Kinsman
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I think that Sauron (Dark Lord) should count as a Monster... Will see if I can get around to trying the profiles :)

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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Tue Sep 02, 2014 11:13 pm 
Elven Warrior
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I am sorry for the misunderstanding but I'm confused, is this included on an official release or is it unofficial made for test?

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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Wed Sep 03, 2014 1:22 am 
Elven Elder
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It's test profiles and yes Sauron must have the monster special strikes

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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Wed Sep 03, 2014 2:20 am 
Loremaster
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Valadorn wrote:
I am sorry for the misunderstanding but I'm confused, is this included on an official release or is it unofficial made for test?


Unofficial made for test since you guys play lotr more than I do...:P

Also Gave the necromancer monster rule to see what happens... will make a significant diference and seems legit (you saw how gandalf got picked and slammed into the wall in the movie by the spirit form)
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 Post subject: Re: The dark lord and Balrog profile updated
PostPosted: Wed Sep 03, 2014 6:22 am 
Elven Warrior
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I wouldn't particularly increase the points cost of either of them, just to get them on the field more often. Good ideas all round though :)

For Sauron, I like the 3" knock back and knock to the ground, could be devastating to heroes though. Ancient Evil being -2 is good on both models. To be honest I'd be interested in seeing it as a -1 but making it add up with the others. The others should have a smaller range so could still work ok.
He shouldn't be a monster, he doesn't need it, he has might. The Balrog has no might therefore needed it. Its just too much to give him all those options, if you mix it with a taskmaster and manage some decent rolls, there is no way people could stand up to him. Channelled chill soul followed by possbile free heroic combat followed by hurl.. you're looking at 10 dead models in 1 turn.. from 1 guy even if his is the biggest bad guy.

The Balrog, why did you increase it by so much? Leave the cost the same, he's not very usable as is. I don't like crushing blow, he is rarely going to win with it so I doubt people would even use it. The other things I like though. Just the flaming aura and ancient terror would be sufficient.

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