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Faction: Shire, 1.0

Faction: The Shire, 1.0

A peaceful and idyllic place, the Shire is known more for its produce, wine, and pipeweed than its martial prowess. Due to the unceasing vigilance of the Dunedain, the Hobbits remain blissfully unaware of the darkness that is descending over Middle-earth. However, it is not unheard of for Hobbits to take up arms in defense of their homelands, and according to Shire records, a group of Hobbits were even sent to assist at the Battle of Fornost. Never underestimate the small folk!

Starting Company
Dunedain (must be your Lieutenant)
5 Hobbit Shirriffs
5 Hobbit Militia
4 Hobbit Archers

Equipment
Spear (Dunedain & Rangers only)………..1 Inf.
Armor (Heroes only)……………………………1 Inf.
Pony (Hobbit Heroes only)…………………..1 Inf.
Horse (Human Heroes only)………………..2 Inf.
Signal Horn (Hobbits only)…………………..4 Inf.

Promotions
Hobbit Militia → Hobbit Shirriff

Reinforcements (D6)
1 — No Reinforcements
2 — Hobbit Militia
3 — Hobbit Shirriff
4 — Hobbit Archer
5 — Choose one of the above
6 — Ranger of Arnor

Special Rules
To Me, Shirefolk! — The Hero has gained the respect of his peers and they readily follow his directions. The range of this Hero’s Stand Fast! is 12”.

Nimble — Those who have made a study of Hobbits note that they are remarkably agile and are able to weave and dodge around larger, clumsier creatures. Anytime this Hero is wounded, he may roll a dice and on a result of 6+ the wound is ignored. The second time this rule is chosen, the saving throw is improved to a 5+. The player may elect to use Fate points on any wounds that are not saved in this manner. Only Hobbits may take this Special Rule.

**A note about Shire Battle Companies**
Given their small stature, the Hobbits rely on the old adage that there is safety in numbers. A Hobbit Battle Company may have up to 20 members.

The Dunedain is considered to have a base cost of 9 points before factoring in his Might, Will, and Fate.

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Posted by on August 22, 2011 in Free Peoples, Shire

 

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Faction: Last Alliance, 1.0

Faction: The Last Alliance, 1.0

As the Second Age drew to a close, the brave Men of Numenor resisted the forces of the Dark Lord with courageous hearts and tempered steel. At their side, the glittering host of the Elves sought to overthrow the power of Sauron and his malicious minions. It was only by paying a terrible price in blood that they would succeed on the ashy slopes of Mount Doom.

Starting Company
2 Warriors of Numenor with shields
2 Warriors of Numenor with shields and spears
2 Warriors of Numenor with bows
1 Elf Warrior with heavy armor, Elven blade

Equipment
Shield, Spear, Bow……………………………………1 Inf.
Heavy Armor (Heroes only)………………………….1 Inf.
Horse (Heroes only)…………………………………..2 Inf.
Elven Blade (Elves & Heroes only)………………..1 Inf.
Lance (Human Heroes only)…………………………1 Inf.
Elf Bow (Elves only)………………………………….2 Inf.

Promotions
There are no promotions available to a Last Alliance Company, although Warriors may be promoted to Heroes as normal.

Reinforcements (D6)
1 — No Reinforcements
2 — Warrior of Numenor with shield
3 — Warrior of Numenor with shield and spear
4 — Warrior of Numenor with bow
5 — Choose one of the above
6 — Roll again on the table below

Reinforcements (Cont’d)
1-2 — Elf Warrior with heavy armor, Elven blade
3-4 — Elf Warrior with heavy armor, shield, & spear
5-6 — Elf Warrior with heavy armor, Elf bow

Special Rules
Terror — The tall, grey-eyed lords of Numenor and fey Elves are terrifying foes when stirred to anger. The Hero causes Terror as described in the main rules manual.

Master-Crafted Weapon — The Hero has been granted a potent blade that slices through armor and flesh with ease. In hand-to-hand combat, the Hero never needs to roll more than 5+ to score a wound, regardless of the opponent’s Defense value.

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Posted by on August 22, 2011 in Free Peoples, Last Alliance

 

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Faction: Khand, 1.0

Faction: Khand, 1.0

The Variags of Khand are a warlike race of people, and their lands are divided into many small kingdoms that are constantly at war with each other. Due to the unending conflict, Khandishmen are skilled fighters and many sell their services as mercenaries to the highest bidder. Many are found fighting for Sauron, seeking to enrich themselves or given in tithe by some fearful ruler. Either way, the Variags are content to plunder and raid as long as they receive their cut of the spoils.

Starting Company
6 Khandish Warriors with two-handed axes
3 Khandish Warriors with bows

Equipment
Two-handed Axe, Bow…………………………1 Inf.
Horse (Hero only)……………………………….2 Inf.
Chariot (Hero only)………………………………6 Inf.

Promotions
Khandish Warrior → Khandish Horseman
Khandish Horseman → Khandish Charioteer

Reinforcements (D6)
1 — No Reinforcements
2-3 — Khandish Warrior with two-handed axe
4-5 — Khandish Warrior with bow
6 — Roll again on the table below

Reinforcements (Cont’d)
1-4 — Khandish Horseman
5-6 — Khandish Charioteer

Special Rules
Sellswords — At the start of the game, before forces have been deployed, the player may roll a D6 for each Hero with this rule, on a 4+ the Hero has bribed another Khandish Mercenary to fight on behalf of his warband during this battle. The model does not count toward the Battle Company’s rating and may be armed with a two-handed axe or bow. After the battle, the mercenary takes his loot and leaves, so he does not remain with the company.

Chop! — The Hero has incredible skill with a two-handed axe, and therefore he does not suffer the -1 penalty for fighting with a two-handed weapon.

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Posted by on August 22, 2011 in Forces of Evil, Khand

 

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Faction: Easterlings, 1.0

Faction: Easterlings, 1.0

Just to the northeast of Mordor are the Rhûnish lands of the Easterlings. A mysterious people, the Easterlings are ruled by a complex system of honor and devote themselves to the worship of Sauron, whom they view as a noble and vengeful deity. Well-disciplined and fierce, the soldiers of Easterlings are becoming a more frequent sight in the lands around Gondor as Sauron seeks to close the noose around his old foes.

Starting Company
3 Easterling Warriors with shields
2 Easterling Warriors with shields and spears
2 Easterling Warriors with bows

Equipment
Shield, Spear, Bow…………………………….1 Inf.
Easterling Halberd (Hero only)………………1 Inf.
Armored Horse (Hero only)…………………..3 Inf.

Promotions
Easterling Warrior → Easterling Kataphrakt

Reinforcements (D6)
1 — No Reinforcements
2 — Easterling Warrior with shield
3 — Easterling Warrior with shield and spear
4 — Easterling Warrior with bow
5 — Choose one of the above
6 — Easterling Kataphrakt

Special Rules
War Priest — The Hero has begun to learn powerful incantations that spur his warband to fight through the
most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains
the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The
second time, the hero gains the Bladewrath magical power which is cast on a 2+ and affects either himself or a friendly Hero within 6”.

Blood and Glory — If the Hero kills an enemy Hero, he immediately regains a single point of Might expended earlier in the battle.

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Posted by on August 22, 2011 in Forces of Evil

 

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Faction: Black Numenoreans, 1.0

Faction: Black Numenoreans, 1.0

The Black Numenoreans are those men who threw their lot in with Sauron many centuries ago. It is unknown whether those who march from Minas Morgul are those same Men, granted extended life by their Dark Lord, or their descendants. What is known is that these form warbands of skilled fighters that are rightly feared on the battlefields of Middle-earth.

Starting Company
6 Black Numenorean Warriors
2 Orc Trackers

Equipment
Armoured Horse (Hero only)……………….3 Inf.
Warg (Trackers only)………………………….2 Inf.

Promotions
Black Numenorean → Morgul Knight

Reinforcements (D6)
1-2 — No Reinforcements
3-4 — Black Numenorean Warrior
5 — Morgul Knight
6 — Roll again on the table below

Reinforcements (Cont’d)
1-4 — Orc Tracker
5-6 — Morgul Stalker

Special Rules
Rule Through Fear — This Hero leads through fear and the promise of death to those who fail him. All Evil Warriors within 3” of the Hero count as though they are withing range of a banner.

Ensorcelled Weaponry — The Hero has gained access to ancient weapons from the Witch-king’s armories, charged with dark sorcery. When determining what number the Hero needs to wound his opponent, use the opponent’s Courage rather than Defense on the Wound Chart.

**A note about Black Numenorean Battle Companies**
Though they are not above using them to enact their dark purposes, the Black Numenoreans despise the Orcish soldiers of Saurons hordes. It is unconscionable that they would ever take orders from an Orc, therefore Orc Trackers and Morgul Stalkers may never be promoted to Heroes within a Black Numenorean Company.

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Faction: Corsairs, 1.0

Faction: Corsairs, 1.0

The Corsairs of Umbar are feared all along the coastlines of Middle-earth. They are not interested in capturing territory, but are content to raid and plunder where they may. Swift and ruthless, the Corsairs pounce on unsuspecting towns and villages and withdraw into the night as quickly as they appeared.

Starting Company
3 Corsairs with shields
3 Corsairs with boarding pikes
2 Corsairs with bows

Equipment
Shield, Bow, Boarding Pike………………….1 Inf.
Two-handed weapon (Hero only)………….1 Inf.
Crossbow (Hero only)…………………………1 Inf.

Promotions
Corsair with shield or pike → Corsair Reaver
Corsair with bow → Corsair Arbalester

Reinforcements (D6)
1 — No Reinforcement
2 — Corsair with boarding pike
3 — Corsair with shield
4 — Corsair with bow
5 — Choose one of the above
6 — Roll again on the table below

Reinforcements (Cont’d)
1-3 — Corsair Reaver
4-6 — Corsair Arbalester

Special Rules
Commanding Bellow — The Hero knows how to get the best out of his followers, inspiring more fear than the foe. All Corsairs treat this Hero as a banner.

Smoke Bombs — The Hero carries several pouches and vial containing powders that explode with a fierce flash of light and a cloud of smoke. These are throwing weapons with a Strength of 1. If hit and not killed, the target must expend a Will point or be stunned by the fiery detonation for the rest of the turn, exactly as if subject to a Transfix spell. If the Hero ever rolls a 1 to hit with a Smoke Bomb, his supplies have run out and he cannot use them for the remainder of the battle.

**A note about Corsair Reavers**
Mad with bloodlust, Corsair Reavers can never rise to positions of leadership with a Corsair battle company. They may not be promoted to Heroes.

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Posted by on August 10, 2011 in Forces of Evil, Corsairs

 

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Faction: Woodland Realms, 1.0

Faction: Woodland Realms, 1.0

With Dol Guldur on their doorstep and fell creatures inhabiting the forests and descending from the neighboring mountains, the Wood Elves are well acquainted with armed conflict. Relying on their superior skill at arms and woodcraft, the armies of Lothlorien and Mirkwood are able to ambush and destroy predators and other, more sinister, allies of Mordor.

Starting Company
3 Elf Warriors with Elven blade
2 Elf Warriors with Wood Elf spear
2 Elf Warrior with Elf bows

Equipment
Elven Blade, Wood Elf Spear……………….1 Inf.
Elf Bow, Throwing Daggers…………………2 Inf.
Elven Cloak……………………………………….3 Inf.
Armor (Heroes only)…………………………..1 Inf.
Horse (Heroes only)…………………………..2 Inf.

Promotions
Elf Warrior with Elven blade → Galadhrim Warrior with Elven blade
Elf Warrior with Wood Elf spear → Galadhrim Warrior with spear, shield
Elf Warrior with Elf bow → Galadhrim Warrior with Elf bow
Galadhrim Warrior with Elven blade → Galadhrim Knight with Elven blade
Galadhrim Warrior with spear, shield → Galadhrim Knight with Elven blade
Galadhrim Warrior with Elf bow → Galadhrim Knight with Elf bow

Reinforcements (D6)
1-2 — No Reinforcements
3 — Elf Warrior with Elven blade
4 — Elf Warrior with Wood Elf spear
5 — Elf Warrior with Elf bow
6 — Roll again on the table below

Reinforcements (Cont’d)
1 — Galadhrim Warrior with Elven blade
2 — Galadhrim Warrior with spear, sheild
3 — Galadhrim Warrior with Elf bow
4-5 — Galadhrim Knight with Elven blade
6 — Galadhrim Knight with Elf bow

Special Rules
Terror — The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual.

Stormcaller — The Hero has learned to channel the elemental forces of the wind with devestating results. The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Woodland Realms Battle Companies**
Thanks to their incredibly long lives, Elves have a long time to hone their skills in battle. Elven heroes may increase their Fight value to 7, instead of 6 like other races.

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Faction: Elven Havens, 1.0

Faction: The Elven Havens, 1.0

Though they are a dwindling race, the Elves have not abandoned their allies to Sauron’s growing malice. Fell and fair, the Elves are responsible for holding many evils in check, any one of which would long since have overwhelmed the realms of Men.

Starting Company
3 Elf Warriors with Elven blade
2 Elf Warriors with spears
2 Elf Warriors with Elf Bows

Equipment
Elven Blade, Spear, Shield…………………..1 Inf.
Elf Bow……………………………………………..2 Inf.
Heavy Armor (Heroes only)…………………2 Inf.
Horse (Heroes only)……………………………2 Inf.

Promotions
Elf Warrior with Elven blade → Elf Warrior with heavy armor, Elven blade
Elf Warrior with spear → Elf Warrior with heavy armor, shield and spear
Elf Warrior with Elf bow → Elf Warrior with heavy armor, Elf bow

Reinforcements (D6)
1-2 — No Reinforcements
3 — Elf Warrior with Elven Blade
4 — Elf Warrior with spear
5 — Elf Warrior with Elf Bow
6 — Roll again on the table below

Reinforcements (Cont’d)
1-2 — Elf Warrior with heavy armor, Elven blade
3-4 — Elf Warrior with heavy armor, shield and spear
5-6 — Elf Warrior with heavy armor, Elf Bow

Special Rules
Terror — The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual.

Stormcaller — The Hero has learned to channel the elemental forces of the wind with devestating results. The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Elven Havens Battle Companies**
Thanks to their incredibly long lives, Elves have a long time to hone their skills in battle. Elven heroes may increase their Fight value to 7, instead of 6 like other races.

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Posted by on August 6, 2011 in Elven Havens, Free Peoples

 

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Faction: Fiefdoms of Gondor, 1.0

Faction: Fiefdoms of Gondor, 1.0

The Fiefdoms of Gondor are nominally ruled from Minas Tirith but maintain a high degree of autonomy, especially with regards to defending their territories.  Chief amongst the fiefdoms is the city of Dol Amroth, whose knights are renowned for their martial prowess.  Many fiefdom warriors will spend time under the tutelage of an experienced Knight of Dol Amroth.

Starting Company
Knight of Dol Amroth (must be your Lieutenant)
4 Men-at-arms of Dol Amroth
2 Archers of Blackroot Vale

Equipment
Lance (SKoDA only)…………………………..1 Inf.
Armored Horse (SKoDA only)……………..3 Inf.
Spear (Archer only)…………………………….1 Inf.
Elven Blade (Hero only)………………………1 Inf.

Promotions
Man-at-Arms of Dol Amroth → Knight of Dol Amroth

Reinforcements (D6)
1 — No Reinforcements
2-4 — Man-at-Arms of Dol Amroth
5 — Archer of Blackroot Vale
6 — Roll again on the table below

Reinforcements (Cont’d)
1-2 — Axeman of Lossarnach
3-4 — Clansman of Lamedon
5 — Knight of Dol Amroth
6 — Knight of Dol Amroth with armored horse

Special Rules
Terror — Elven blood runs deeply in the men of Dol Amroth.  In some, the glory is undimmed to the point that Evil creatures quail in their presence.  The Hero causes Terror as described in the main rules manual.

The Honor of the Fiefdoms! — The men of Gondor’s fiefdoms are proud of their skills and heritage and are eager to show their mettle.  The Hero has earned the respect of his men, who count as being within range of a banner when this Hero is within 3”.

**A note about Dol Amroth Battle Companies**
For the Archers of Blackroot Vale, simply use the profile for Rangers of Gondor.  You may, in a pinch, substitute Warriors of Minas Tirith with spears and shields for Men-at-Arms of Dol Amroth.  They may still be promoted to Knights of Dol Amroth as normal.

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Faction: Far Harad, 1.0

Faction: Far Harad, 1.0

Client subjects of Umbar, the Mahud Tribesmen of Far Harad are known for their savagery and tenacity. These Tribesmen will fight on in defiance despite heavy losses, and as such are highly valued as mercenary troops. From the shadows of Karna, the Mahud visit wrath on all who oppose them!

Starting Company
1 Mahud Warrior
2 Mahud Warriors with spears
2 Mahud Warriors with poisoned blowpipes

Equipment
Spear, Poisoned Blowpipe…………………..1 Inf.
Warspear (Raiders and Heroes only)……1 Inf.
Two-handed Weapon (Half Trolls only)…1 Inf.
Camel (Heroes only)……………………………3 Inf.

Promotions
Mahud Warrior → Mahud Raider
Mahud Warrior with spear → Mahud Raider with war spear
Mahud Warrior with poisoned blowpipe → Mahud Raider with poisoned blowpipe

Reinforcements (D6)
1 — No Reinforcements
2 — Mahud Warrior
3 — Mahud Warrior with spear
4 — Mahud Warrior with poisoned blowpipe
5 — Choose one of the above
6 — Roll again on the table below

Reinforcements (Cont’d)
1 — Mahud Raider
2 — Mahud Raider with spear
3 — Mahud Raider with poisoned blowpipe
4-6 — Half Troll of Far Harad

Special Rules
Hardy — A savage people, the Mahud Tribesmen are a tough race and can shrug off wounds that would incapacitate others. Whenever this hero is forced to roll on the Hero Injury Table, the player may choose to re-roll the result. The second result stands, even if it is worse than the original.

Death To My Enemy! — The Mahud Tribesman believe in striking at the leadership of enemy forces to throw their opponents into confusion. Whenever this Hero is in hand-to-hand combat with an enemy Hero, he gains +1 to his roll to win the Fight. This does not apply to impact hits from a charging camel, if the Hero is mounted.

**A note about Far Harad Battle Companies**
For the purposes of the Warrior Pride special rule, any Far Harad Hero in combat will allow Mahud models within 12” to automatically pass its Courage test. Also, the Half Trolls of Far Harad are rightfully feared for their combat prowess. However, their only interest lies in crushing their enemies, rather than tactics or strategy. Because of this blind violence, Half Trolls never rise to leadership positions in a Far Harad battle company, and may not be promoted to Heroes.

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Posted by on July 20, 2011 in Far Harad, Forces of Evil

 

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