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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Download — Faction: Shire, 1.0