Special Rules
With the vast number of races, creatures and heroes that populate the lands of Middle-earth, it should come as little surprise that so many of them possess a variety of abilities, skills and attributes that set them apart from each other. From creatures that instil a sense of dread and fear in those around them, to those that are experts at traversing particular types of terrain, to those who can utilise vile toxins and even set their foes on fire, special rules can take on all forms. Models will often have a selection of these special rules, and we have compiled the most common special rules in this section for easy reference. Models must be on the battlefield in order to use their special rules, unless specified otherwise.
ACTIVE PASSIVEACTIVE & PASSIVE TIMING OF SPECIAL RULESSPECIAL RULES
Many of the models in the Middle-earth Strategy Battle Game will have a selection of special rules included in their profiles, representing all the different abilities that model has. You'll notice these in the profiles of Hero and Warrior models, and sometimes on pieces of Wargear too. All special rules can be described as Active or Passive. An Active special rule is one that requires the user to physically move, act or think about doing whatever the special rule is describing. These special rules are not usable if a model is rendered unable to Activate (with the exception of having been Charged) or unable to use Active special rules, such as being under the effects of the Transfix Magical Power. Some examples of an Active special rule include Mighty Blow, Expert Shot or Woodland Creature. Some other abilities may also be classed as an Active special rule, such as Shielding or using a war horn. A Passive special rule is one that takes effect regardless of other factors. They require no specific act or thought in order for them to take place - a Troll is still terrifying even if it is not thinking about it, for example. Passive special rules are always in effect, even if the model cannot Activate. Examples of Passive special rules include Terror, Horse Lord and Resistant to Magic. Many special rules or other abilities will state the step of a particular Phase in which they take place, such as 'at the start of the Move Phase' for example. There may be instances where multiple of these rules will come into effect at the same time, which begs the question which one happens first? If all such special rules or abilities belong to the same player, then they may simply choose in which order they are resolved. However, if both players have special rules or abilities that come into effect at the same time, then the player with Priority gets the first opportunity to use one or to pass. Then, the player without Priority may choose to use one of theirs or to pass. This then alternates back and forth until either both players have used all the special rules or abilities they wish, or until both players pass in succession. If such a special rule or ability states it must come into play, then the player cannot choose to pass until it has been used. In the very rare situation where both players have a special rule or ability that comes into play before Priority has been determined, then the player who had Priority in the previous turn gets the first chance to use their special rules. Active & Passive Special Rules
LIST OF SPECIAL RULES
ANCIENT ENEMIES (X) - ACTIVE
Some races have been warring against each other for generations, and have developed a keen understanding of each other's weaknesses and how best to exploit them in a fight. A model with this special rule must re-roll To Wound Rolls of a natural 1 when making Strikes against a model with the keywords listed in brackets in that model's profile. So, a model with the Ancient Enemies (Elf) special rule would re- roll To Wound Rolls of a natural 1 against Elf models.
BACKSTABBERS - ACTIVE
Some creatures have mastered the sly, cunning art of murder as an art form, and fight far more effectively when their prey is cornered - or better yet, unaware of their presence. This model receives a bonus of +1 To Wound when making Strikes against a Trapped model.
BANE OF KINGS - ACTIVE
By lacing their weapons with the most potent of exotic toxins, some fighters in Middle-earth can turn mere scratches or flesh wounds into a devastatingly fatal strike as poison rushes through the veins of their victims. This model must re-roll all failed To Wound Rolls when making Shooting Attacks or when making Strikes.
BANE WEAPONS - ACTIVE
Forged in ages past, or enchanted specifically to kill those of a certain race, some weapons can prove particularly effective against certain foes and can kill more readily than mere steel alone. A Bane Weapon will be presented as Xbane, where X is a specific Race keyword. For each successful Strike caused by a Bane Weapon (i.e., one that causes a Wound that is not prevented), the Bane Weapon will inflict D3 Wounds rather than 1 if the target of the Strike has the same keyword as the Bane Weapon. So, a weapon with the Orcbane special rule will deal D3 Wounds rather than 1 against Orc models.
BLADES OF THE DEAD - ACTIVE
The weapons of the dead do not cut through armour and flesh, instead striking deep into the resolve of their targets causing them to succumb to spectral wounds. Models with this special rule don't roll To Wound when making Strikes in the same way. Instead, when a model with this special rule makes a Strike, the target counts their Defence value as 10 minus the numerical value of their Courage. So, a model with a Courage of 8+ would treat their Defence as 2 (10-8) when a model with Blades of the Dead makes a Strike against them.
BODYGUARD - PASSIVE
These elite warriors have dedicated their lives to the service of their leaders and will sooner fight to the death than abandon those they have sworn an oath to protect. All models with this special rule in an Army must select a Hero to bodyguard; this will automatically be the General if they have the same Faction keyword as this model. If the General does not have the same Faction keyword as this model, then they will bodyguard the Hero with the highest Heroic Tier amongst those who have the same Faction keyword (if there are multiple of the same Heroic Tier, you may choose which will be bodyguarded). All models of the same type must choose the same Hero to bodyguard. So long as the bodyguarded Hero is alive and on the battlefield, all models who are bodyguarding that Hero will automatically pass all Courage Tests they are required to take.
BURLY - PASSIVE
Some warriors are able to shoulder heavy burdens as if they were nothing, allowing them to carry heavy objects single- handedly or swing massive weapons with incredible ease. A model with this special rule does not suffer the -1 penalty to the Duel Roll for using a two-handed weapon. Additionally, a model with this special rule can still Move its full Move Value whilst carrying a Heavy Object. List of Special Rules
CAVE DWELLER - ACTIVE
Living within the depths of the mountains or winding caves gives a number of advantages, namely being accustomed to the dark and being able to scrabble up and down rocky surfaces with ease. A model with this special rule applies a +1 modifier to any Jump, Leap and Climb Tests they take. Additionally, a model with this special rule suffers no penalties to how far they can see when fighting in the dark.
DOMINANT (X) - PASSIVE
Not every creature in Middle-earth was created equally, many are far more imposing than others and command a far more dominant presence on the battlefield. 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.
EXPERT RIDER - ACTIVE
Many warriors find themselves far more at home in the saddle than on foot, and have become incredibly adept at riding and fighting from horseback. A Cavalry model with this special rule may re-roll the dice on any Jump, Swim or Thrown Rider Tests, and can pick up Light Objects without having to Dismount. Additionally, a model with this special rule that is carrying both a bow and a shield will still get the +1 bonus to their Defence for having a shield whilst they remain mounted.
EXPERT SHOT - ACTIVE
The most skilled archers in Middle-earth have lightning fast reactions, allowing them to loose arrows far quicker than their allies and unleash a volley without even thinking. A model with this special rule can make two Shooting Attacks in the Shoot Phase rather than one. These Shooting Attacks are made one at a time and do not have to target the same enemy model, though both must be made with the same Missile Weapon.
FEARFUL - PASSIVE
Not everyone is a trained warrior or natural fighter. Some find the very prospect of being in a battle a terrifying experience and may be reluctant to get into the action. If a model with this special rule wishes to Charge, then it must take a Courage Test at the start of its Move. If the test is failed, the model may not Move that turn but may otherwise act normally.
FEARLESS - PASSIVE
Some in Middle-earth possess an innate bravery and there is nothing that can deter them from fighting to the last in the heat of battle. A model with this special rule automatically passes any Courage Test it is required to take.
FELL SIGHT - PASSIVE
Through some mysterious power, or heightened senses of detection, some are able to sense the presence of their foes without needing to be able to see them. A model with this special rule does not need to have Line of Sight to be able to Charge an enemy model. Additionally, a model with this special rule can Charge or target an enemy model with the Stalk Unseen special rule with no penalty. If a Mount has this special rule, the rider may benefit from it whilst they remain mounted.
FLY - ACTIVE
From the Great Eagles of the Misty Mountains, to the dreaded Fell Beasts ridden by the Nazgûl, many creatures in Middle- earth possess the ability to fly above the battlefield. A model with this special rule ignores intervening models and terrain when it Moves - flying over buildings, woods and so on, and ignoring the vertical distance as they Move. A model that Moves in this way cannot end its Move overlapping another model, within a piece of woodland terrain, or upon any surface in which it cannot balance safely (flat rock and hills are fine, but don't try perching a model upon a sloped roof for example). Additionally, a model that Moves in this way cannot finish its Move atop a piece of terrain which it is impossible for the enemy to reach, such as at the top of a sheer rock face with no way up, or straddling one or more pieces of terrain that would allow other models to Move underneath. If a model wishes to do something part way through its Move whilst it is Flying (such as Cast a Magical Power), then it must land in order to do so. When a model lands, there cannot be any models underneath it, and if it lands in an enemy model's Control Zone then it must Charge that enemy model. A model with this special rule can choose not to Fly, and in which case will treat its Move Value as 4" rather than that listed in its profile (usually 12"). If it does, then it gains none of the benefits of the Fly special rule, though it may enter a piece of woodland terrain; however, if it enters a piece of woodland terrain, it cannot elect to Fly again until it has completely left the woods. A model that chooses to Fly will ignore enemy Control Zones as it Moves. A model that wishes to Charge when it is flying can Charge any model whose Control Zone it finishes its Move in. If a Flying model wishes to Charge a model that is already Engaged in Combat (or has otherwise lost their Control Zone) then it can only do so if it can land in a position where is is not within the Control Zones of other enemy models.
GENERAL HUNTER - ACTIVE
Some heroes are experts in hand-to-hand combat and will actively seek out the leader of the enemy army for a duel, using their past victories to spur them on as they attempt to slay their foe. If this model slays the enemy General in a Combat, they immediately regain a single point of Might spent earlier in the battle.
HARBINGER OF EVIL (X) - PASSIVE
There are those in Middle-earth who can instil a deep sense of dread within their foes, and the sight of such creatures can be a portent of doom. An enemy model within the range shown in brackets in this model's profile suffers a -1 penalty to any Courage Tests it is required to make. This is not cumulative with other special rules that also provide a similar effect. A model with this special rule is unaffected by the Harbinger of Evil special rule of enemy models.
HATRED (X) - ACTIVE
Many races will harbour a simmering resentment towards each other, either through ill treatment or the perception of being wronged. When these foes face each other upon the battlefield, such resentments quickly turn to burning hatred as they seek vengeance for acts of the past. A model with this special rule gains a bonus of +1 To Wound when making Strikes against a model with the same keyword as the one shown in brackets. So, a model with the Hatred (Man) special rule would gain a bonus of +1 To Wound when making Strikes against Man models.
HORSE LORD - PASSIVE
Some heroes develop a close bond with their steeds, having ridden them into countless battles over the years. To them, their mounts are just as important as their allies, and they will seek to protect them. Whenever the Mount of a model with this special rule suffers a Wound, roll a D6 - on a natural 6, the Wound is ignored. Additionally, a model with this special rule can use their own Fate Points to prevent Wounds inflicted upon their Mount.
INVISIBLE - PASSIVE
In rare situations, or through the use of a particularly powerful item, it may be possible for a creature to disappear from view entirely, slipping through enemy lines and avoiding conflict. A model that is Invisible cannot be targeted by Magical Powers, Shooting Attacks or special rules and other models cannot draw Line of Sight to it. An Invisible model has no Control Zone, and models (from either side) may Move through them as if they were not there, though they cannot finish their Move overlapping the Invisible model. An Invisible model may Move through other models (from either side) and may ignore enemy Control Zones; however, it may not end its Move overlapping another model. If a model wishes to Charge an Invisible model, they must take an Intelligence Test, suffering a -1 penalty to the test for every full 1" that the Invisible model is away from them. If this Intelligence Test is failed, the model may not Charge the Invisible model at all that turn, but may Charge a different target if they wish. An Invisible model may declare Heroic Actions, but friendly models may never benefit from their Heroic Actions. So, an Invisible model cannot shout With Me, At the Double, Loose or Take Aim, and if they declare a Heroic Combat, other friendly models cannot Move as part of it. An Invisible model also cannot provide a Stand Fast. During the Fight Phase, if an Invisible model is Engaged in Combat and has no other friendly models as part of the Combat, they will halve the Fight Value of all enemy models they are Engaged in Combat with. A friendly model cannot Support an Invisible model, and models cannot Support a model that is only fighting an Invisible model. None of the above applies to Sauron or Ringwraith models - see the Will of Evil special rule for further details.
LARGE TARGET - PASSIVE
The largest creatures in Middle-earth tower over the battlefield, allowing them to survey the battlefield but also making them easy targets for arrows and other missile fire. When a model makes a Shooting Attack that targets a model with this special rule, when they are determining models that are In The Way, they ignore models (both friendly and enemy) that do not have any of the following keywords: Monster, Siege Engine, War Beast. If the target model is Engaged in Combat, then the In The Way Test for Shooting into Combat is still applied regardless of the model the target model is Engaged in Combat with.
LEADER (X) - PASSIVE
Some classes of warriors are specially trained to fight for certain nobles and lords, and will only follow orders from those who are tasked with leading them or that they have pledged their lives to. A model with this special rule can include Warrior models of the type listed in brackets in their Warband.
MASTER OF BATTLE (X+) - ACTIVE
There are a few, truly exceptional, leaders who over their years at the head of their army have become masters of reading the flow of a battle, and experts in reacting to the decisions of enemy leaders. Whenever an enemy Hero declares a Heroic Action within 6" of this model, this model may roll a D6. If the result on the dice equals or beats the number shown in brackets, then this model may immediately declare a Heroic Action of the same type without spending a Might Point. This may still be done if this model has no Might Points remaining, or would not normally be able to declare that Heroic Action. If the roll is failed, this model may still declare a Heroic Action if they wish (though not one they cannot usually declare), for the usual cost of a Might Point.
MIGHTY BLOW - ACTIVE
Whether through exceptional skill with a keen-edged blade or through raw strength and power, some impressive warriors are capable of delivering devastating blows and even cleaving their foes asunder. For each successful Strike caused by this model (i.e., one that causes a Wound that is not prevented), the target will suffer 2 Wounds rather than 1.
MIGHTY HERO - PASSIVE
Only the greatest heroes have been chosen by fate; and they are destined to leave their mark upon the history of Middle-earth and etch themselves into songs and stories for ages to come. 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.
MONSTROUS CHARGE - ACTIVE
Many of the largest creatures in Middle-earth charge into the fray with reckless abandon, often with enough force to send their prey sprawling to the ground and at their mercy. If a model with this special rule Charges into Combat, then it will increase its Attacks characteristic by 1 during the ensuing Fight Phase. Additionally, if this model Charges and subsequently wins the Duel Roll, then all enemy models involved in the Combat with a Strength characteristic lower than this model, will be immediately knocked Prone before this model makes Strikes. Cavalry models will automatically count as suffering the Knocked Flying result on the Thrown Rider Chart.
MOUNTAIN DWELLER - ACTIVE
Some races make their homes within the rocky, mountainous terrain in Middle-earth, and know the best ways to traverse such areas safely and quickly. 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.
POISONED ATTACKS - ACTIVE
Whether through coating the edges of their weapons in poison, or by using their own natural toxins, some in Middle-earth can turn simple wounds into life- threatening situations. A model with this special rule must re-roll any To Wound Rolls of a natural 1 when making Shooting Attacks or making Strikes. Sometimes, a particular weapon will be described as benefiting from this special rule. When this is the case, only To Wound Rolls made for that weapon will be able to re-roll To Wound Rolls of a natural 1.
RESISTANT TO MAGIC - PASSIVE
Though some may find themselves easily susceptible to magic and their willpower easily overcome, some in Middle-earth are naturally resistant to such powers and can fight them off through sheer perseverance. 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.
SET ABLAZE - PASSIVE
Fire is a deadly tool in any arsenal and is particularly potent against the living. Those who catch alight need to act quickly if they are to avoid being engulfed in flame. A model can be Set Ablaze through a number of means. During the End Phase of a turn, any model that is Set Ablaze will immediately suffer one Strength 5 hit. A model that is Set Ablaze can extinguish the flames either by Lying Down and Crawling 1", or by entering a water feature. If either of these things happen, the model is no longer considered to be Set Ablaze. If a model is immune to fire-based attacks, they cannot be Set Ablaze under any circumstances.
SHARPSHOOTER - ACTIVE
Through many years of practice, some archers have perfected the art of hitting specific targets from great distances and can even pick out a horse from its rider with expert precision. When a model with this special rule makes a Shooting Attack that targets a Cavalry model, it may choose either the rider or the Mount as its target. Additionally, if a model with this special rule hits a Cavalry model that it targeted with a Shooting Attack, it does not need to make the In The Way Test to see which part of the model it hits - it will automatically hit the part of the model it targeted, either rider or Mount.
SHIELDWALL - ACTIVE
Some warriors are trained to fight in tight-knit ranks, interlocking their shields to protect both themselves and their allies from incoming blows. If this model is carrying a shield, then whilst it is in base contact with two or more other friendly models who also have this special rule and are carrying a shield, then this model receives an additional +1 bonus to its Defence. In Combat, this bonus is calculated before the model Backs Away. Models that are Prone or have the Cavalry keyword cannot benefit from, or provide an ally with the benefit from, this special rule.
SPECTRAL WALK - PASSIVE
A relentless spectral march is not slowed by the same mundane features that would hamper the living; moving over rocks, woodland and even water without so much as missing a step. A model with this special rule is never slowed by Difficult Terrain. Additionally, a model with this special rule always counts as rolling a 6 for any Climb, Jump, Leap or Swim Tests.
STALK UNSEEN - PASSIVE
The ability to walk silently and undetected is a rare gift indeed; yet those who can, ensure they remain unseen if they wish, striking when the moment best suits them. An Infantry model with this special rule that is partially concealed from view by a piece of terrain cannot be seen at distances of more than 6". This means that enemy models cannot target this model with Shooting Attacks, Magical Powers, special rules, or anything else that requires Line of Sight unless they have a completely clear view of this model.
SURVIVAL INSTINCT - ACTIVE
Within the bowels of Middle-earth lurk creatures that are more used to stalking and hunting their prey than fighting on the battlefield. Should such creatures feel threatened, they may turn tail and flee should their prey fight back! Every time a model with this special rule suffers a Wound that is not prevented, it must take a Courage Test. If the Courage Test is failed, the model flees and is removed from the board as a casualty. This is an exception to taking multiple Courage Tests of the same type in the same turn.
SWIFT MOVEMENT - ACTIVE
Some creatures are able to scale almost any surface, climbing over rocks and scaling walls with ease. Such freedom of movement can have massive advantages on the battlefield. A model with this special rule is never slowed by Difficult Terrain, with the exception of water features. It can also ignore Obstacles as it Moves, allowing it to Move at any angle without having to make a Climb or Jump Test, though it will still count any vertical distance it has Moved towards its Move Value. A model with this special rule must finish its Move as flat to the playing surface as possible - no models finishing upside down, halfway up a wall, or at an angle, for example!
SWORN PROTECTOR (X) - PASSIVE
Some warriors will stop at nothing to protect those close to them - whether they are kin, liege or lord. Models with this special rule will have a specific model listed in brackets as part of the special rule. Whilst the named model is alive and on the battlefield, this model automatically passes all Courage Tests it is required to make.
TERROR - PASSIVE
From towering beasts to undead horrors, there are numerous beings in Middle-earth that are a terrifying sight to behold. Such creatures can freeze the hearts of those who wish to charge them, chilling the blood of usually brave warriors and forcing them to stumble in fear. If a model wishes to Charge a model with this special rule, then it must take a Courage Test at the start of its Move. If the test is passed, the model may Charge as normal. If the test is failed, the model cannot Move that turn, but may otherwise act normally. Sometimes a situation may open up the chance for a model to Charge a model with Terror part way through their Move, such as moving a different model with magic or killing something in the way with a throwing weapon. In such instances, the model only needs to take the Courage Test at the point in which the Terror causing model becomes possible to Charge. If a model making a Jump, Climb or Leap Test finishes within the Control Zone of an enemy with Terror and would normally be able to Charge, they will take their Courage Test after they have made their Jump, Climb or Leap Test. Sometimes, a model may only cause Terror in certain enemies. In these instances, a keyword will follow Terror in brackets, and only models with that keyword will need to take a Courage Test to Charge the model. So, a model with Terror (Orc) will only cause Terror in Orc models.
THROW STONES - ACTIVE
In the Shire, the art of throwing stones is considered more of a pastime or an art form; however, a well-placed stone can cause a target to be stunned, or perhaps worse! This is even more true of larger creatures - they just hurl larger rocks! If this model does not Move during the Move Phase, it may make a Shooting Attack during the following Shoot Phase. The Strength and range of this Shooting Attack will be shown in the model's profile.
TIMID - PASSIVE
Whilst horses are bred to be ridden and charge full pelt into enemy lines, the likes of ponies are far more timid creatures; ones that cannot muster as much force and may well refuse to charge altogether. If a Mount has this special rule, then every time it wishes to Charge an enemy model it must take a Courage Test. It may use its rider's Courage Value, but may never benefit from special rules or Magical Powers that would allow it to automatically pass a Courage Test. If the test is failed, the model cannot Move that turn but may otherwise act normally. A model with this special rule gains no Cavalry Charge bonuses.
UNYIELDING COMBAT STANCE - ACTIVE
Whether through bull-headed stubbornness or an elegant, practiced agility, some warriors can keep their footing in dire situations where others find themselves crashing into the dirt. If this model would be knocked Prone for any reason, roll a D6. On a 4+, the model keeps their footing and is not knocked Prone. If this model is mounted and passes this roll, they will still be separated from their Mount but will count as rolling a 6 on the Thrown Rider Chart. If this model would normally automatically suffer the Knocked Flying result, they may still make this roll and, if successful, will treat the result as a 6 on the Thrown Rider Chart.
VENOM - ACTIVE
Some of the most deadly creatures in Middle-earth can inject a potent and fast-acting venom into those in their clutches as a means of swiftly dispatching their prey. This model must re-roll all failed To Wound Rolls when making Strikes. Additionally, at the end of a Combat involving this model, choose one enemy model that was wounded by this model but not slain and roll a D6. On a natural 6, the model suffers an additional Wound.
WILL OF EVIL - PASSIVE
Certain spectral creatures are only kept in existence through the sheer will of the Dark Lord. Should they become disconnected from Sauron's power, they will fade away and vanish like smoke on the breeze. This model must give up 1 Will Point during the End Phase if it has been involved in one or more Combats that turn; if it is in base contact with an enemy model, it is involved in that Combat - it cannot choose not to fight! Should this model be reduced to 0 Will Points, it is immediately banished and removed as a casualty. A model with this special rule cannot use their last Will Point to Cast a Magical Power or use a special rule if by doing so they would be reduced to 0 Will Points. Additionally, this model ignores the Invisible special rule and, if it was involved in a Combat with an Invisible model that turn, does not give up a Will Point during the End Phase.
WOODLAND CREATURE - ACTIVE
Some warriors and creatures are able to traverse woodland as easily as if it were clear terrain, making them a deadly foe within the forests of Middle-earth. A model with this special rule may Move through 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.