Saruman the White

(Unit)
Type: model
Category: Hero of Legend
Categories: 25mm, Hero, Infantry, Wizard, White Council, Hero of Legend
LinkId: 8157-d922-a954-313e
Hidden: false
Costs: 170 Points

Constraints:

max(roster): 1
max: 1
Options (1)
Rules (5)
Lord of the Istari [Active]
At the beginning of each Move Phase, before the Declare Heroic Actions Step, Saruman may choose a single enemy model within 6" and Line of Sight. The chosen model must immediately take an Intelligence Test. If the test is failed, the chosen model cannot be Activated that turn.
Consuming Rivalry [Passive]
Saruman may never benefit from a Heroic Action declared by Gandalf the Grey, nor may he be targeted by any Magical Power Cast by a friendly Gandalf the Grey.
Council of the Wise - S
• Saruman - Friendly White Council models within 3" of Saruman may re-roll any 1s in their rolls to Cast a Magical Power.
Dominant (X) [Passive]
This model counts as the number of models as shown in brackets when working out how many models are in range of an objective, in a specific area of the board, or when working out how many models have escaped the battlefield. So, a model with Dominant (3) would count as three models in range of an objective, or in a specific area of the board, or three models when working out how many models have escaped the battlefield. If a model would gain this special rule whilst in range of another model or specific area of the board, and then Moves off the board, they will not gain the benefit of this special rule once off the board.

If a model has two sources of the Dominant (X) special rule, then they use the highest value.
Voice of Curunir [Active]
The range of Saruman's Stand Fast is 12" rather than 6". Additionally, friendly Hero models can benefit from Saruman's Stand Fast.

Profiles:

Wargear
Staff of Power:

A Staff of Power is a hand-and-a-half weapon. Additionally, the wielder of a Staff of Power gains a free Will Point at the start of each turn. If this free Will Point is not spent by the end of the turn, it is lost.

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic ActionsHeroic Tier
Saruman the White

6"

5

4+

4

5

2

3

3+

3+

3

6

3

Wizard

White Council

Hero, Infantry, Unique

25mm

Channelling, Defence

Hero of Legend

Magical Power DurationRangeCasting
Compel

Instant

This Magical Power targets one enemy model in range. The caster may Move the target up to Half its Move Value, even if the target has already Moved this turn. They cannot Move the target out of Combat, make them take a Jump, Climb, Leap or Swim Test, lie them down or make them dismount. They can, however, make them Move into Difficult Terrain or Charge an enemy model (if able), in which case no Courage Test would be required to Charge an enemy with the Terror special rule. They can also make the target drop an Object they are carrying as part of a Scenario (but not Wargear) or put on the One Ring if they carry it. Once the target hhas been Moved, it cannot Move any further that turn for any reason but may otherwise act normally. If the model affected by this Magical Power would normally have to Charge as part of their Move, they are not forced to when under the influence of this Magical Power.

Fog of Disarray

Exhaustion

This Magical Power targets the caster. Enemy models within 6" of the caster suffer a -1 penalty to any Intelligence Tests they are required to take.

Protection of the Valar

Temporary

This Magical Power targets one friendly model within range. The target cannot be chosen as the target of enemy Magical Powers or enemy special rules that specifically target a single model. Additionally, enemy models that target the protected model with a Shooting Attack will suffer a -1 penalty to their to Hit Roll.

Terrifying Aura

Exhaustion

This Magical Power targets the caster. Whilst this Magical Power is in effect, the caster has the Terror special rule.

Transfix

Temporary

This Magical Power targets one enemy model within range. Until the End Phase of the turn, the target cannot Activate, declare Heroic Actions, use Active Abilities, or make Shooting Attacks. If the target wins a Duel Roll, they may not make Strikes. If the target has a piece of wargear that has an Active ability, they still have that piece of wargear but cannot use the ability tied to it.

Foil Magic

Instant

This Magical Power targets one enemy model within range. The caster may choose one Magical Power Cast by the target with the Exhaustion duration that is currently in play. That Magical Power immediately ends.

Sorcerous Blast

Instant

This Magical Power targets one enemy model in range. The target immediately suffers one Strength 5 hit. If they survive, the target is immediately knocked Prone. If the target was a Cavalry model, they will automatically count as suffering the Kncked Flying result on the Thrown Rider Chart.

If the target was Engaged in Combat, then any other model that was also Engaged in the same Combat will also be Knocked Prone if is has a Strength of 5 or lower - make sure to Pair Off Combats before working out which models are knokced Prone in this manner.

Used By (1)
The White Council(Catalogue)