This page is about the card. For the item class, see Armor.
Armor (1C92) is a
Gondor Possession from the Fellowship of the Ring set.
 EN Revision 1 (PC)  EN Nonfoil First Edition  EN Foil First Edition  DE Nonfoil First Edition  DE Foil First Edition  FR Nonfoil First Edition  FR Foil First Edition  IT Nonfoil First Edition  IT Foil First Edition  ES Nonfoil First Edition  ES Foil First Edition  PL Nonfoil First Edition  PL Foil First Edition  PT Nonfoil First Edition  PT Foil First Edition  ZH Nonfoil First Edition  ZH Foil First Edition
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Revision 1 · Player's Council · 2024-04-21
| Gameplay Info
|
| Playable
|
Yes
|
| Culture
|
Gondor
|
| Side
|
Free Peoples
|
| Card Type
|
Possession
|
| Item Class
|
Armor
|
| Twilight Cost
|
1
|
| Game Text
|
Bearer must be a Man or companion.
Bearer takes no more than 1 wound during each skirmish phase.
|
| Lore
|
“Then Elendil the Tall and his mighty sons, Isildur and Anárion, became great lords; and the North-realm they made in Arnor, and the South-realm in Gondor....”
|
| Technical Info
|
| Wiki Base Card ID
|
LOTR-EN01S092.0
|
| Wiki Release ID
|
LOTR-EN01S092.1
|
| TLHH ID
|
LOTR01092
|
| GEMP ID
|
1_92
|
| LOTRO Hex ID
|
4C 29 F4
|
| LOTRO Image ID
|
01_092
|
First edition · Decipher
| Gameplay Info
|
| Playable
|
Yes
|
| Culture
|
Gondor
|
| Side
|
Free Peoples
|
| Card Type
|
Possession
|
| Item Class
|
Armor
|
| Twilight Cost
|
1
|
| Game Text
|
Bearer must be a Man.
Bearer takes no more than 1 wound during each skirmish phase.
|
| Lore
|
“Then Elendil the Tall and his mighty sons, Isildur and Anárion, became great lords; and the North-realm they made in Arnor, and the South-realm in Gondor....”
|
| Technical Info
|
| Wiki Base Card ID
|
LOTR-EN01S092.0
|
| TLHH ID
|
LOTR01092
|
| GEMP ID
|
1_92
|
| LOTRO Hex ID
|
4C 29 F4
|
| LOTRO Image ID
|
01_092
|
|
| Translations
|
| DE - German
|
| Card Name
|
Rüstung
|
| Game Text
|
Muss auf einen Menschen gespielt werden. Der Träger erleidet maximal 1 Wunde pro Kampfphase.
|
| Lore
|
"Dann wurden Elendil der Große und seine mächtigen Söhne Isildur und Anárion große Herrscher; und sie errichteten das Nordreich in Arnor und das Südreich in Gondor...“
|
| FR - French
|
| Card Name
|
Armure
|
| Game Text
|
Le détenteur doit être un Homme. Le détenteur ne prend pas plus d’une blessure pendant chaque phase de combat.
|
| Lore
|
“Puis Elendil le Beau et ses puissants fils, Isildur et Anárion, devinrent grands seigneurs ; ils créèrent le Royaume du Nord en Arnor et le Royaume du Sud en Gondor....”
|
| IT - Italian
|
| Card Name
|
Armatura
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| Game Text
|
Il possessore deve essere un Uomo. Il possessore subisce non più di 1 ferita durante ogni fase di schermaglia.
|
| Lore
|
“Quindi vennero i grandi regni di Elendil l'Alto e dei suoi potenti figli di Isildur ed Anárion; Arnor fu allora il Reame del Nord, e Gondor, intorno alle foci dell'Anduin, il Reame del Sud ...”
|
| ES - Spanish
|
| Card Name
|
Armadura
|
| Game Text
|
El portador debe ser un Hombre. El portador no recibe más de 1 herida durante cada escaramuza.
|
| Lore
|
“Luego Elendil el Alto y sus poderosos hijos, Isildur y Anarion, llegaron a ser grandes señores, y fundaron en Arnor el Reino del Norte, y en Gondor, cerca de las bocas de Anduin, el Reino del Sur.”
|
| PL - Polish
|
| PT - Portuguese
|
| ZH - Chinese
|
|
Strategy[edit]
The simplest eponymous possession, Armor is a bearable possession that limits the number of wounds a Man takes in a skirmish. In this way, Armor functions similarly to Gimli's Helm (1R15)
, King's Mail (4R284)
, or Swiftly and Softly (4C321)
(outside of Towers sites 1 through 5). Armor effectively prevents damage bonus minions or skirmish wounding actions from killing a companion that is not exhausted. Note that Armor functions differently to cards such as Mithril-coat (2R105)
or Armor of the Citadel (11U55)
, which only remove damage bonuses.
Wound prevention, such as Sapling of the White Tree (9R35)
or Intimidate (1C76)
only prevents one wound and Armor prevents each wound after the first, so a character bearing Armor would still be wounded even if the Free Peoples player used a wound prevention card in a skirmish (as explained further in Rules and Clarifications).
Strengths and Weaknesses[edit]
Synergizes With...[edit]
Strong Versus...[edit]
Weak Versus...[edit]
Rulings[edit]
In a scenario with wound prevention (such as Sapling of the White Tree (9R35)
or Intimidate (1C76)
) and skirmishing a damage bonus minion, the use of the wound prevention only prevents the first wound from being placed. Because the wound was not placed, the next wound from the damage bonus is checked (and not prevented by Armor). Thus, even while bearing Armor, the Free Peoples player would need enough wound prevention to cover each intended wound, not just the first wound placed.
Additionally, note that Armor prevents Boromir, Bearer of Council (9R+31)
from applying wounds to skirmish, making him quickly self-corrupting.