Aragorn (Strider)

(Entry)
Type: model
Categories: 25mm, Man, Fellowship, Dúnedain, Hero, Infantry
LinkId: dd7c-6581-d032-a35c
Hidden: false
Costs: 160 Points

Constraints:

max(roster): 1
max: 1
min: 1
Options (2)
Rules (6)
Horse Lord [Passive]
Whenever the Mount of a model with this special rule suffers a Wound, roll a D6 - on a natural 6, thw Wound is ignored. Additionally, a model with this special rule can use their own Fate Points to prevent Wounds infliceted upon their Mount.
Mighty Hero [Passive]
A model with this special rule gains a free Might Point at the start of each turn (even if their store of Might is full). If this free Might Point has not been spent by the end of the turn, it is lost.
Resistant to Magic [Passive]
Every time this model is targeted by a Magical Power, they gain an additional free dice when making a Resist Test, even if they have no Will Points remaining or decide not to use any Will Points. This is cumulative with other rules that confer a similar effect.
Fearless [Passive]
A model with this special rule automatically passes any Courage Test it is required to take.
Woodland Creature [Active]
A model with this special rule may Move through areas of woods and forests that are classed as Difficult Terrain as if they are Open Ground. If a Cavalry model has this special rule, but their Mount does not, then this rule does not apply to the Mount. If a Mount has this special rule, then they will still gain their Cavalry Charge bonuses when they Charge, even if the rider does not have this special rule.
Mountain Dweller [Active]
A model with this special rule may Move through areas of rocky terrain that are classed as Difficult Terrain as if they are Open Ground. If a Cavalry model has this special rule, but their Mount does not, then this rule does not apply to the Mount. If a Mount has this special rule, then they will still gain their Cavalry Charge bonuses when they Charge, even if the rider does not have this special rule.

Additionally, a model with this special rule may re-roll any Jump, Leap or Climb Tests.

Profiles:

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic Tier
Aragorn (Strider)

6"

7

3+

4

5

3

3

4+

3+

3

3

3

Man

Fellowship, Dúnedain

Hero, Infantry, Unique

25mm

Accuracy, Challenge, Defence, March, Resolve, Strength, Strike

Wargear
Elven Dagger [Active]:

This is an Elven hand weapon with the Uruk-haibane special rule.

Ring of Barahir [Passive]:

This is a Unique piece of Wargear. Whenever Aragorn is affected by a Magical Power, after any Resist Tests have been made (if able), he may roll a D6. On a natural 6, Aragorn is not affected by that Magical Power.

Hand-and-a-half Weapon:

A model armed with a hand-and-a-half weapon can choose to fight with it as either a hand weapon or a two-handed weapon. When a model with a hand-and-a-half weapon takes part in a Combat, they must decide if they are using their weapon as a hand weapon or a two-handed weapon before they make their Duel Roll.

Elven Cloak:

A model wearing an Elven Cloak has the Stalk Unseen special rule. Additionally, models targeting an Infantry model wearing an Elven Cloak with a Shooting Attack suffer a -1 penalty when rolling To Hit.

Used By (9)
The Fellowship(Catalogue)
The Grey Company(Catalogue)