Smaug

(Entry)
Type: model
EntryId: 3fde-82ec-aec0-5361
Hidden: false
Costs: 700 Points

Constraints:

max: 1
min: 1
max(roster): 1
Options (2)
Rules (10)
Unstoppable Momentum (Active)
If Smaug Charges into combat and wins the ensuing Fight, all of his opponents are Knocked to the Ground, regardless of their size (except a War Mûmak of Harad, Iron Hills Chariot, or any model that can never be knocked Prone). Furthermore, should Smaug choose to make a Barge Brutal Power Attack, any models forced to Back Away also suffer a Strength 9 hit.
Missing Scale (Passive)
If a model rolls a natural 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.
Immovable Object (Passive)
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.
*Desolator of the North
Smaug may expend a single point of Will each turn without depleting his own store. Furthermore, Smaug re-rolls To Wound rolls of 1 when making Strikes against Dwarf models.
Terror (Passive)
Should a model wish to Charge this model, it must first take a Courage test before it moves. If the test is passed, the model may Charge as normal. If the test is failed, the model does not Charge and may not move at all this turn.

Sometimes, a model will only cause Terror in certain enemies. In these instances, the creatures that are affected are clearly listed, and only those models need to make a Courage test before charging this model. For example, a model with the Terror (Orc) will cause Terrior in all Orc models.
Resistant to Magic (Passive)
If this model is targeted by a Magical Power, it may use an additional 'free' dice when it makes a Resist test, even if it has no Will remaining or decides not to use any Will points from its store.
Fly (Active)
This model may ignore all intervening models and terrain as it moves - flying over building, 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). When flying, a model may move up to 12". A model with this special rule may still choose to use their normal Move value if they wish, however, they will gain none of the benefits of the Fly special rule if they move in this way. If a model with the Fly special rule walks into a wood, they cannot use the Fly special rule again until they have fully left the wood.

Furthermore, a model with this special rule may pass 'over' enemy Control Zones without charging the model - as long as they end their move outside of the Control Zone.
Fearless (Passive)
This model automatically passes any Courage test it is required to make.
Breathe Fire (Active)
A Dragon must expend a point of Will to Breathe Fire. Treat a Dragon’s fiery breath as a bow with a range of 18". If the shot hits, the target and all models (friendly or enemy) 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. Cavalry models suffer these hits on both the rider and the mount. 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.
Ancient Evil (Passive)
An enemy model within 18" of this model suffers a -1 penalty to its Courage. Note, this is not cumulative with other similar penalties such as those provided by Goblin Drums, The Harbinger of Evil special rule and so on.

Profiles:

Hero MovementFightStrengthDefenseAttackWoundsCourageMightWillFateHeroic Tier
Smaug

6"

8/2+

9

9

4

20

6

3

6*

0

Hero of Legend

Heroic Actions:

Channelling Strike Strength Challenge

Keywords:

Dragon Monster Infantry Hero

Magical Power DurationRangeCasting
Sap Will

Instant

Rule:

This power targets one enemy model within range. The target immediately loses D3 Will point. If the target is a Cavalry model, the caster must choose whether the rider or the mount loses the Will.

Channelled:

The target loses D6 Will points.

Instill Fear

Instant

Rule:

This power targets all enemy models within range. Each affected model must take a Courage test, in an order chosen by the caster; if the test is failed then the model must move its maximum Move distance directly away from the caster. If the model comes into contact with another model, or impassable terrain, then it will stop so it is not in base contact with it. If a model comes into base contact with the edge of the board, they will immediately stop moving; this will not allow or force models to leave the board in Scenarios where models may leave the board. Models that fail a Courage test due to the effects of this Magical Power may then move no further that turn, for any reason.

Channelled:

Courage tests caused by this Magical Power are taken on 3D6, discarding the highest result.

Immobilise/Transfix

Temporary

Rule:

This power targets one enemy model within range. While this power is in effect, the target model may not move (except to Back Away should they lose a Fight), shoot, cast Magical Powers, declare Heroic Actions, call a Stand Fast! or use Active abilities and may not Strike if they win a Duel.

Channelled:

Additionally, while this power is in effect, the target will halve their Fight and Attacks characteristics (rounding up).

Command/Compel

Temporary

Rule:

This power targets one enemy model within range. The caster may move the target model up to half of its maximum Move distance. They can do this even if the model has already moved this turn. The move cannot force the targat to jump, leap, climb, dismount or lie down, but it can take them into difficult terrain, and even make them Charge an enemy. No Courage test is required to Charge Terror-causing foes (See page 107). It can even force an unengaged victim to drop an object (but not wargear) that it is holding or to put on The One Ring (if they carry it). Once the target has finished the move, it may move no further that turn for any reason. Finally, the target suffers the effect of the Immobilise/Transifx magical power (see page 98).

Channelled:

Additionally, while this power is in effect, the target will halve their Fight and Attacks characteristics (Rounding up), and may not Strike if they win a Duel.