Post by elfham on Nov 4, 2007 19:51:39 GMT
Hey all, this is my work in progres (WIP) Article from the original TLA Forums, copied/pasted here so as to continue work on it. To Staff- if I have violated some new Rule(s), then by all means close it and alert me. Here it is:
Greyhame Imprisoned
Description
After being defeated at the White Council by Saruman, Gandalf decides to investigate the Evil in Dul Guldur by himself. However, he soon realizes that its inhabitant is Sauron himself, the Lord of the Rings. Gandalf goes deeper into the Dungeons, all the while wary of being discovered. He finds a Dwarf, who speaks incoherently, except for one phrase he keeps repeating, ”The Last of the Seven, The Last of the Seven.” Unfortunately, Gandalf is nearly discovered, and forced to escape.
Participants
On the Good side there is Gandalf the Grey, and an unarmed and unarmoured Dwarf Warrior (counts as Defence of 3).
On the Evil side there are 2 Castellans, 2 Bat Swarms, and 12 Orcs-8 with sword and shield, 4 with two-handed weapons.
Points Match
If you want to play this game with other warriors, choose ONE Good Hero between 165 and 100 points, and for the Evil Side choose up to a 300 points army list.
Layout
This battle takes place on a 2½ foot by 2½-foot board, with many winding passageways and empty rooms. The board layout will be shown below.
Starting Positions
The Evil player places his models first, a fourth of them in each of the separate rooms. The Good player then places his Hero within 6” of the entrance. Also place a Dwarf model in one of the rooms, with the Evil player placing it there.
Objectives
The Evil Side wins if Gandalf is slain. The Good side wins if Gandalf finds the objective, and escapes off of the south board edge. Any other game endings result in a draw.
Special Rules
Dormant. The Castellans and Spiders are dormant, so it does not count if they can draw a line of sight with Gandalf.
Sentries. All Evil models do not move at all, and so stay where they are deployed until one model (not counting Castellans) can draw a direct line of sight within 6” of Gandalf.
Wary. Gandalf cannot move more than half of his total movement per turn, and cannot charge an enemy until the alarm is sounded. Also, he cannot 'Cast Light' for fear of being seen.
Enclosed Area. The dank, stuffy dungeons are no place for bows or other ranged weapons. To represent this, when played as a Points Match, the armies cannot include ranged weapons in their force.
Prisoners. There are many prisoners in Dul Guldor, and one of them happens to be holding a very special map and key...this Dwarf cannot fight back, or attempt to move or wound any Evil models. However, it is from this particular Dwarf that Gandalf must get his Objective. After staying in base contact for ONE turn, without moving or shooting, Gandalf counts as holding the objective.
Play-Test Results
Wow! That was one heated game, despite Gandalf’s poor beginning movement! As soon as I could, I cast Terrifying Aura, knowing it’d help me out once the alarm was sounded. I definitely underestimated Gandalf’s usage here. Though he did sustain a wound from a Castellan, he killed both of them in the next turn with a Sorcerous Blast, along with several Orcs. Unfortunately, the Dwarf was slain right after I got the objective from him, so that was a close call. I now hate two-handed weapons.
The March-Warden's Vigilence
Description
Their force broken, a small battalion of Mirkwood Elves breaks away into the fastness of Lorien. They know they are pursued, though not by whom. Reaching the woodland, they set up an ambush, while their Kin of the West march ever closer.
Participants
Good-2 Elf Captains with Elf bows and blades, 6 Wood Elf Sentinels, 10 Wood Elves: 4 with Elven Blades, 2 with Wood Elf Spears, 4 with Elf Bows, and all are equipped with Throwing Daggers.
Evil-Khamul, 2 Castellans of Dul Goldur, 1 Mordor Uruk-hai Captain with two-handed weapon, 6 Uruk-hai Scouts: 2 with Orc Bow and 4 with Shield, 24 Orcs: as per Box Set.
Points Match
Choose 400 Points for the Good Side, only 150 Points of which may be spent on Heroes.
Choose 600 Points for the Evil Side, only 200 Points of which may be spent on Heroes.
Layout
The layout for this battle is a 3½’ by 2’ board. The entire board counts as Difficult Terrain involving Trees, except for a path crossing the width of the board 5” tall.
Starting Positions
Fifty percent of the Good Side starts on the top left-hand corner of the board, and the other half starts on the lower left-hand corner.
The entire Evil force starts within 7” of the right side of the board, on the path. Khamul starts 8” from the right side of the board, on the path.
Objectives
The Evil Side wins if 50% of their starting force reaches the left side of the board. The Good Side wins if more of the Evil Side are slain than reach the goal.
Special Rules
Reinforcements. After the first time a model is killed in combat, on either side, the Good Side must roll for Reinforcements, using the following chart.
Reinforcements Chart
1=Re-roll.
2-4=3 Elf Warriors with Elf Bows, 3 Elf Warriors with Elf Blades.
6=Re-roll.
6, followed by a 6=Haldir, an Elf Warrior with Banner, the above Elf Warriors, all with Armour.
Playtest Results
A surprisingly tense battle. One little slip-up on either side, and it's pretty much Game Over. The Reinforcements help "balance out" the Uruks and Khamul.
A Game of Flies and Spiders
Description
Trapped in the eternal darkness of Mirkwood, Bilbo and the Dwarves find themselves in quite a "sticky" predicament. Will the valiant Wood Elves arrive in time?
Participants
On the Good Side is a Dwarf Captain and Bilbo with Sting and The Ring and 12 Dwarf Warriors.
On the Evil Side is a Spider Queen, 4 Spiderling Swarms, 2 Bat Swarms, and 6 Giant Spiders.
Points Match
Choose 300 points for the Good Side, and only two heroes may be taken. 400 points are used for the Evil Side, of which 150 may be spent on Heroes.
Layout
This battle takes place on a 24" by 20" board, which is completely immersed in trees and ruins. In the center of the board is a small clearing, about 6" wide and 4" tall.
Starting Positions
Bilbo starts anywhere on the South board edge, while the Captain and the Dwarves start in the woods around the clearing. The Evil Side starts anywhere on the board, as long as they are out of the "line of sight" of a Good model.
Special Rules
The Cursed Elves are Coming! This Scenario lasts only 5 Turns, to represent the approaching Elves and their King.
Attercrop, Attercrop. Due to Bilbo's insults, the Evil Side must take a Courage Test each turn. If a model fails, it must move it's entire move length towards the Bilbo model, though it may not charge it. If it passes, then it may charge, move, and fight as normal.
Grimbeorn (man)
F S D A W C Might: 2 Will: 1 Fate: 2 Points: 95
5 5 5 2 4 5
WARGEAR
Grimbeorn wears fur and leather armour, and carries the axe of Beorn, his father (counts as an Elf Blade). He can choose to ride a horse for the following cost:
Horse.....10 Points
SPECIAL RULES
Expert Rider. Raised by the famed Beorn of the Carrock, Grimbeorn is as at one with nature as his late father, and loved by beasts of all shapes and sizes.
Thrown Stones. A man tall of stature and strong of arm, Grimbeorn has been known to uplift massive boulders and hurl them at trespassers of the Carrock who would do evil to those innocent lands. See the rules for Cave Troll's Thrown Stones in the One Ring Rulebook.
SPELLS
Chief of the Beornings. Dice score to use: 2+. Grimbeorn may undergoe a transformation into a fearsome bear of immense proportions, adopting the below profile:
Grimbeorn (bear)
F S D A W C Might: 2 Will: 1 Fate: 2 Points: ---
7 7 4 3 4 7
WARGEAR
In the guise of a monstrous bear, Grimbeorn is virtually unprotected in combat to the unlucky fool that can best him.
SPECIAL RULES
Resistant to Magic. Though not a dumb beast, Grimbeorn can rely on his instincts to be unaffected by the smoke-and-mirrors and witch-craft of cowardly spellweavers. See Frodo's profile in the One Ring Rulebook.
Wood Elves in Woods. Once again relying on his instincts, Grimbeorn can pick out the swiftest paths through a forest. See either the generic Elf Warrior profile in the One Ring Rulebook, or the Wood Elf profile in the Fall of the Necromancer Source-Book.
Terror. A massive, hulking giant of a bear, it would be a foolish Orc indeed to not consider the consicuences of fighting this beast. See the Dark Lord Sauron's Profile in the One Ring Rulebook.
Blind in His Fury. When in this state of mind (and body) Grimbeorn is not as gifted as his predecessor in determining who is whom on the field of battle. As such, when he has taken half of the wounds on his Profile, Grimbeorn sinks down to a feral rage and may attack his own allies in confusion. See Denethor's Profile in the One Ring Rulebook.
SPELLS
Chief of the Beornings. Dice score to use: 2+. Grimbeorn may revert back to his natural body, adopting the above profile.
Designer's Note: When in 'Bear Form' Grimbeorn can NOT take a mount of any kind.
Beorning
F S D A W C Might: 1 Will: - Fate: - Points: 15
4/4+ 4 4 2 2 4
The tribesmen and kin of Grimbeorn, the Beornings. A small group of people, this does not allude to their size in any way-they are nearly as tall as the fabled Numenoreans, and wide in girth as Dwarves in their prime. They share a deep connection with animals, in more ways than might meet one's eye...
WARGEAR
The Beornings are armoured typically compared to other Men of Middle-earth, bearing light scale or chain mail and a weather-worn leather shawl to keep out the rain...and blows of an enemy. They may take the following items for use in combat:
Two-handed axe.....1 Point
Beorning Bow......... 5 Points
Throwing Spears... 1 Point
SPECIAL RULES
Beorning Bow. Range 12"; S4. A bow unique to the Beornings, it requires one of great strength and talent to weild. When defeated in combat, if a Beorning was equipped with a Beorning Bow, then their opponent cannot pick it up unless they are of S4 or above, and have a shoot value (does not apply to trolls or Mountain Giants).
Woodsmen Chief
F S D A W C Might: 3 Will: 2 Fate: 1 Points: 60
5 4 4 2 2 3
Each tribe of Woodsmen has an individual Chief, usually the only man with enough strength to cow his fellow warriors into submission in times of peril. Despite this brutal rule of life, they are not uncivilized, at least in peacetime. In battle, they are reknown for seeking out the largest of their foes, and taking it upon themselves to hack and slash them into defeat.
WARGEAR
The Woodsmen chief is adorned in traditional tattoos, trophies from the hunt, and wielding an inhumanly brutal two-handed axe.
Special Rules
He is Our Chief. Any Woodsmen within base contact or having a clear line of sight to the Woodsmen Chief count as being within range of a banner.
I am Your Chief! In the event that a Woodsmen is killed, than the nearest Woodsmen not involved in combat or firing a bow can move to his body (represented by the model's base) and the first to reach it recieves a stat upgrade to that of a Woodsman Chief, and any previous Wargear is discarded for a two-handed axe.
He is Not My Chief! As a representation of pride and distrust between the tribes, a Woodsmen Chief may never move within 2" of another Chief, even if they are allied to each other. Also, two Chiefs may never enter the same combat as another.
Woodsmen of the East Bight
F S D A W C Points: 9
3/4+ 3 4 1 1 2
A superstitious folk, the Woodsmen are a vaguely tribe-like society. They have persisted for years in the seemingly bare East Bight, a massive clearing in the far side of-you guessed it-Eastern Mirkwood. Though not as numerous as the Rohirrim, they are not as secretive and few as the Pukel-men, yet they strangely bear habits of both. They are also quite wood-crafty, as they have gained much in their neighboring with Thranduil.
Wargear
The Woodsmen wear a bizarre mix of leather, metals, and even wooden armour. In addition to this, they are known to trade with their distant cousins to the South, the Rohirrim. They can purchase throwing spears for the following cost:
Throwing Spears........2 Points
Special Rules
Throwing Spears. Not as large as their cousins to the South, the Woodsmen have still managed to put their relation's weapons to use-albeit in a fashion not originally intended. Throwing Spears may also be used as a spear or one-handed weapon in combat, or a throwing spear in the Movement Phase.
Hunting Arrows. The arrows of the Woodsmen are unique in this region, in that they possess wickidly barbed heads and a slightly conical shaft. Due to these 'advancements', Woodsmen can re-roll to wound in the Shoot Phase.
Silver Tree Guardians
F S D A W C Might: - Will: 1 Fate: - Points: 14
6/3+ 3 4 2 1 5
The nobility of the Elven populace in Lothlorien, these nearly silent warriors are the very elite in battle, and upholders of peace within the Golden Wood. Though not often, they are known among the standing forces of the Elves to take to the field on horseback, brandishing lances tipped with cold steel and crafted of burnished mallorn. They are also unique in that they use these lances as long pikes when fighting on foot. Their influence wide, the lower members of Elf society look to up to them, and are inspired to stay and fight another day.
WARGEAR
Clothed in steel-like mail, with a white cloak about them, the Silver Tree Guardians are more like angels of Valinor than warriors of the first degree.
They carry Elf bows with them, and can take the following equipment as well:
Pike.......1 point
Horse....5 points
SPECIAL RULES
Masters of their Trade. If a Silver Tree Gaurdian takes both a pike and horse, then he counts as using a lance until dismounted. He then reverts back to using an Elf Bow and Pike in combat.
Highest Class. Due to their high class in Elven society, Silver Tree Guardians count as having a Stand Fast! range of 3".
Expert Rider. See the Rider of Rohan Profile.
Designer's Note: You may only field 6 Silver Tree Guardians in your force if you also field an Elf Captain or Haldir; however, you may field 12 (6 more) if you field Celeborn and/or Galadriel.
King Brand of Dale
F S D A W C Might: 3 Will: 2 Fate: 1 Points: 110
5/4+ 4 7 2 2 5
A valiant King of Men, Brand has not fallen behind in terms of his mind compared to some of his peers, and he is ready for a few more battles yet. Descended from the mighty Bard of lore, Brand is both beloved and respected by the people of his various districts and areas. Despite this, not all of his subjects are unwaveringly loyal to him, and this is partly why his sword is still yet sharp.
WARGEAR
King Brand is marvelously armoured, even by Dale's embelished standards, and his equipment is of legendary craft-the pride of his kingdom. He is armed with a sword, and can take the following options in preparation for combat:
Throwing axe..5 Point
Shield...............5 Points
Horse...............10 Points
SPECIAL RULES
The Thrush. Another example of Bard's fantastical legend, Brand is able to comprehend the speach of bird-tongue, and more often than not this has proved a valuable asset when war draws near. See Radagast the Brown's entry in the One Rulebook.
King of Dale. Brand is a widely-known King, his name recognized even in the far-off Shire and the Kingdom of Gondor. Brand's Stand Fast! radius is 12" instead of the usual 6".
Man of Dale
F S D A W C Points: 8
3/4+ 3 4 1 1 5
On the threshold of the Lonely Mountain, the Men of Dale abode. Boasting one of the largest trade centers in Middle-earth, they exchange goods with the Silvan Elves of Thranduil, the Dwarves of Erebor, and even the Men of Rhun and Dorwinion. They are known to hire mercenaries to aid their fledgling military, though their own valour is not to be doubted.
WARGEAR
The standard Man of Dale is armed only with a broadsword or single-handed axe. Due to their massive trade influence and strategic positioning, they may take the following exotic equipment:
Armour........................1 Point
Heavy Armour............2 Points
Bow.............................1 Point
Easterling Halberd...2 Points
Throwing Axes...........1 Point
Elven Cloak................5 Points
Banner........................25 Points
SPECIAL RULES
Easterling Halberd. This can be used as either a spear for supporting a friend, or a two-handed weapon in direct combat. The usual restrictions for this weapon depending on it's use at the time are the same as if they were being used as normal.
Banner. Only one banner per hero may be taken in each force.
Elven Cloak. See Frodo's Profile in the One Rulebook. Can be taken with a Banner.
Uruk-Gaolers
F S D A W C Points: 15
4 4 8 1 1 3
Handpicked from among the largest of their kind, the Gaolers' province lies in the defence of their comrades, rather than the slaughter of their enemies. These Uruks carry massive shields, of girth and height enough to conceal them fully from sight. These shields are often adorned with the insignias of the Great Eye and other, even more vile and mortifying signs. While inside the dungeons of Dul Goldur, these select few are given the task of prison-wardens, and take great joy in their craft. Like all bullies, however, when abandoned and lost, these proud beasts revert to the most cowardly of the Lidless Eye's subjects.
WARGEAR
Gaolers are armoured in skeletal-like suits of steel plate and leather. They also carry immense shields. Unfortunately, the Uruks have no room left for weapons of any sort, wich makes their shield the only weapon. They can only shield or two-hand with the shield in combat.
SPECIAL RULES
Terror. The signs embrodered on their shields are more than enough to cause the bravest of Men to weep like a child. See the Dark Lord Sauron's Profile in the One Ring Rulebook.
Rank 'em up! The Uruks have been trained to work perfectly in formation with other warriors supporting them. Unique among Sauron's subjects, the Gaolers are even in terms of discipline with their Eastern allies. Whenever an Uruk Goaler is supported by a spear or pike armed warrior it may hit normal in fights.
Mountain Giant
F S D A W C Might: 2 Will: - Fate: - Points: 125
4/4+ 8 6 3 4 4
The most feared of creatures, the Mountain Giants hold sway in the Misty Mountain chain, climbing to the tops of mountains, hurtling rocks legendary distances, and generally making things abhorel for travelers. Often employed-through force, as is worth noticing-by various servants of Sauron, they are not wholly loyal to his cause, more willing to relax in their homeland than march to war and death.
WARGEAR
Every Giant wears an assortment of furs and pelts, and are thick-skinned to resist the cold weather of their native habitat. They also carry either a crude, yet massive, club, and at least one boulder to hurl at enemies.
SPECIAL RULES
Expert Shot. See Haldir's Profile in the One Rulebook.
Swift in the Hills. Mountain Giants automatically pass any Climb or Fall Tests they are recquired to take.
Thrown Stones. See the Ent's Profile in the Two Towers Sourcebook.
Arrow Magnets. Truthfully speaking, a Giant is a giant. When a model ecquipped with a range weapon is within 8" of a Giant model, they recieve a +1 to hit in the Shoot Phase in addition to their normal value.
Large Spider
F S D A W C Points: 8
3 4 3 3 1 3
Wargear
Venomous fangs.
Special Rules
Venom, Movement. See Giant Spiders in Fall of the Necromancer Sourcebook
Large Spider moves 8".
---
I'll be fixing up the Article throughout the day, so please excuse the ugliness of the present format
Cheers,
-mike
Pre War of the Ring Era
Greyhame Imprisoned
Description
After being defeated at the White Council by Saruman, Gandalf decides to investigate the Evil in Dul Guldur by himself. However, he soon realizes that its inhabitant is Sauron himself, the Lord of the Rings. Gandalf goes deeper into the Dungeons, all the while wary of being discovered. He finds a Dwarf, who speaks incoherently, except for one phrase he keeps repeating, ”The Last of the Seven, The Last of the Seven.” Unfortunately, Gandalf is nearly discovered, and forced to escape.
Participants
On the Good side there is Gandalf the Grey, and an unarmed and unarmoured Dwarf Warrior (counts as Defence of 3).
On the Evil side there are 2 Castellans, 2 Bat Swarms, and 12 Orcs-8 with sword and shield, 4 with two-handed weapons.
Points Match
If you want to play this game with other warriors, choose ONE Good Hero between 165 and 100 points, and for the Evil Side choose up to a 300 points army list.
Layout
This battle takes place on a 2½ foot by 2½-foot board, with many winding passageways and empty rooms. The board layout will be shown below.
Starting Positions
The Evil player places his models first, a fourth of them in each of the separate rooms. The Good player then places his Hero within 6” of the entrance. Also place a Dwarf model in one of the rooms, with the Evil player placing it there.
Objectives
The Evil Side wins if Gandalf is slain. The Good side wins if Gandalf finds the objective, and escapes off of the south board edge. Any other game endings result in a draw.
Special Rules
Dormant. The Castellans and Spiders are dormant, so it does not count if they can draw a line of sight with Gandalf.
Sentries. All Evil models do not move at all, and so stay where they are deployed until one model (not counting Castellans) can draw a direct line of sight within 6” of Gandalf.
Wary. Gandalf cannot move more than half of his total movement per turn, and cannot charge an enemy until the alarm is sounded. Also, he cannot 'Cast Light' for fear of being seen.
Enclosed Area. The dank, stuffy dungeons are no place for bows or other ranged weapons. To represent this, when played as a Points Match, the armies cannot include ranged weapons in their force.
Prisoners. There are many prisoners in Dul Guldor, and one of them happens to be holding a very special map and key...this Dwarf cannot fight back, or attempt to move or wound any Evil models. However, it is from this particular Dwarf that Gandalf must get his Objective. After staying in base contact for ONE turn, without moving or shooting, Gandalf counts as holding the objective.
Play-Test Results
Wow! That was one heated game, despite Gandalf’s poor beginning movement! As soon as I could, I cast Terrifying Aura, knowing it’d help me out once the alarm was sounded. I definitely underestimated Gandalf’s usage here. Though he did sustain a wound from a Castellan, he killed both of them in the next turn with a Sorcerous Blast, along with several Orcs. Unfortunately, the Dwarf was slain right after I got the objective from him, so that was a close call. I now hate two-handed weapons.
The March-Warden's Vigilence
Description
Their force broken, a small battalion of Mirkwood Elves breaks away into the fastness of Lorien. They know they are pursued, though not by whom. Reaching the woodland, they set up an ambush, while their Kin of the West march ever closer.
Participants
Good-2 Elf Captains with Elf bows and blades, 6 Wood Elf Sentinels, 10 Wood Elves: 4 with Elven Blades, 2 with Wood Elf Spears, 4 with Elf Bows, and all are equipped with Throwing Daggers.
Evil-Khamul, 2 Castellans of Dul Goldur, 1 Mordor Uruk-hai Captain with two-handed weapon, 6 Uruk-hai Scouts: 2 with Orc Bow and 4 with Shield, 24 Orcs: as per Box Set.
Points Match
Choose 400 Points for the Good Side, only 150 Points of which may be spent on Heroes.
Choose 600 Points for the Evil Side, only 200 Points of which may be spent on Heroes.
Layout
The layout for this battle is a 3½’ by 2’ board. The entire board counts as Difficult Terrain involving Trees, except for a path crossing the width of the board 5” tall.
Starting Positions
Fifty percent of the Good Side starts on the top left-hand corner of the board, and the other half starts on the lower left-hand corner.
The entire Evil force starts within 7” of the right side of the board, on the path. Khamul starts 8” from the right side of the board, on the path.
Objectives
The Evil Side wins if 50% of their starting force reaches the left side of the board. The Good Side wins if more of the Evil Side are slain than reach the goal.
Special Rules
Reinforcements. After the first time a model is killed in combat, on either side, the Good Side must roll for Reinforcements, using the following chart.
Reinforcements Chart
1=Re-roll.
2-4=3 Elf Warriors with Elf Bows, 3 Elf Warriors with Elf Blades.
6=Re-roll.
6, followed by a 6=Haldir, an Elf Warrior with Banner, the above Elf Warriors, all with Armour.
Playtest Results
A surprisingly tense battle. One little slip-up on either side, and it's pretty much Game Over. The Reinforcements help "balance out" the Uruks and Khamul.
A Game of Flies and Spiders
Description
Trapped in the eternal darkness of Mirkwood, Bilbo and the Dwarves find themselves in quite a "sticky" predicament. Will the valiant Wood Elves arrive in time?
Participants
On the Good Side is a Dwarf Captain and Bilbo with Sting and The Ring and 12 Dwarf Warriors.
On the Evil Side is a Spider Queen, 4 Spiderling Swarms, 2 Bat Swarms, and 6 Giant Spiders.
Points Match
Choose 300 points for the Good Side, and only two heroes may be taken. 400 points are used for the Evil Side, of which 150 may be spent on Heroes.
Layout
This battle takes place on a 24" by 20" board, which is completely immersed in trees and ruins. In the center of the board is a small clearing, about 6" wide and 4" tall.
Starting Positions
Bilbo starts anywhere on the South board edge, while the Captain and the Dwarves start in the woods around the clearing. The Evil Side starts anywhere on the board, as long as they are out of the "line of sight" of a Good model.
Special Rules
The Cursed Elves are Coming! This Scenario lasts only 5 Turns, to represent the approaching Elves and their King.
Attercrop, Attercrop. Due to Bilbo's insults, the Evil Side must take a Courage Test each turn. If a model fails, it must move it's entire move length towards the Bilbo model, though it may not charge it. If it passes, then it may charge, move, and fight as normal.
Forces of the Northern Realms
Grimbeorn (man)
F S D A W C Might: 2 Will: 1 Fate: 2 Points: 95
5 5 5 2 4 5
WARGEAR
Grimbeorn wears fur and leather armour, and carries the axe of Beorn, his father (counts as an Elf Blade). He can choose to ride a horse for the following cost:
Horse.....10 Points
SPECIAL RULES
Expert Rider. Raised by the famed Beorn of the Carrock, Grimbeorn is as at one with nature as his late father, and loved by beasts of all shapes and sizes.
Thrown Stones. A man tall of stature and strong of arm, Grimbeorn has been known to uplift massive boulders and hurl them at trespassers of the Carrock who would do evil to those innocent lands. See the rules for Cave Troll's Thrown Stones in the One Ring Rulebook.
SPELLS
Chief of the Beornings. Dice score to use: 2+. Grimbeorn may undergoe a transformation into a fearsome bear of immense proportions, adopting the below profile:
Grimbeorn (bear)
F S D A W C Might: 2 Will: 1 Fate: 2 Points: ---
7 7 4 3 4 7
WARGEAR
In the guise of a monstrous bear, Grimbeorn is virtually unprotected in combat to the unlucky fool that can best him.
SPECIAL RULES
Resistant to Magic. Though not a dumb beast, Grimbeorn can rely on his instincts to be unaffected by the smoke-and-mirrors and witch-craft of cowardly spellweavers. See Frodo's profile in the One Ring Rulebook.
Wood Elves in Woods. Once again relying on his instincts, Grimbeorn can pick out the swiftest paths through a forest. See either the generic Elf Warrior profile in the One Ring Rulebook, or the Wood Elf profile in the Fall of the Necromancer Source-Book.
Terror. A massive, hulking giant of a bear, it would be a foolish Orc indeed to not consider the consicuences of fighting this beast. See the Dark Lord Sauron's Profile in the One Ring Rulebook.
Blind in His Fury. When in this state of mind (and body) Grimbeorn is not as gifted as his predecessor in determining who is whom on the field of battle. As such, when he has taken half of the wounds on his Profile, Grimbeorn sinks down to a feral rage and may attack his own allies in confusion. See Denethor's Profile in the One Ring Rulebook.
SPELLS
Chief of the Beornings. Dice score to use: 2+. Grimbeorn may revert back to his natural body, adopting the above profile.
Designer's Note: When in 'Bear Form' Grimbeorn can NOT take a mount of any kind.
Beorning
F S D A W C Might: 1 Will: - Fate: - Points: 15
4/4+ 4 4 2 2 4
The tribesmen and kin of Grimbeorn, the Beornings. A small group of people, this does not allude to their size in any way-they are nearly as tall as the fabled Numenoreans, and wide in girth as Dwarves in their prime. They share a deep connection with animals, in more ways than might meet one's eye...
WARGEAR
The Beornings are armoured typically compared to other Men of Middle-earth, bearing light scale or chain mail and a weather-worn leather shawl to keep out the rain...and blows of an enemy. They may take the following items for use in combat:
Two-handed axe.....1 Point
Beorning Bow......... 5 Points
Throwing Spears... 1 Point
SPECIAL RULES
Beorning Bow. Range 12"; S4. A bow unique to the Beornings, it requires one of great strength and talent to weild. When defeated in combat, if a Beorning was equipped with a Beorning Bow, then their opponent cannot pick it up unless they are of S4 or above, and have a shoot value (does not apply to trolls or Mountain Giants).
Woodsmen Chief
F S D A W C Might: 3 Will: 2 Fate: 1 Points: 60
5 4 4 2 2 3
Each tribe of Woodsmen has an individual Chief, usually the only man with enough strength to cow his fellow warriors into submission in times of peril. Despite this brutal rule of life, they are not uncivilized, at least in peacetime. In battle, they are reknown for seeking out the largest of their foes, and taking it upon themselves to hack and slash them into defeat.
WARGEAR
The Woodsmen chief is adorned in traditional tattoos, trophies from the hunt, and wielding an inhumanly brutal two-handed axe.
Special Rules
He is Our Chief. Any Woodsmen within base contact or having a clear line of sight to the Woodsmen Chief count as being within range of a banner.
I am Your Chief! In the event that a Woodsmen is killed, than the nearest Woodsmen not involved in combat or firing a bow can move to his body (represented by the model's base) and the first to reach it recieves a stat upgrade to that of a Woodsman Chief, and any previous Wargear is discarded for a two-handed axe.
He is Not My Chief! As a representation of pride and distrust between the tribes, a Woodsmen Chief may never move within 2" of another Chief, even if they are allied to each other. Also, two Chiefs may never enter the same combat as another.
Woodsmen of the East Bight
F S D A W C Points: 9
3/4+ 3 4 1 1 2
A superstitious folk, the Woodsmen are a vaguely tribe-like society. They have persisted for years in the seemingly bare East Bight, a massive clearing in the far side of-you guessed it-Eastern Mirkwood. Though not as numerous as the Rohirrim, they are not as secretive and few as the Pukel-men, yet they strangely bear habits of both. They are also quite wood-crafty, as they have gained much in their neighboring with Thranduil.
Wargear
The Woodsmen wear a bizarre mix of leather, metals, and even wooden armour. In addition to this, they are known to trade with their distant cousins to the South, the Rohirrim. They can purchase throwing spears for the following cost:
Throwing Spears........2 Points
Special Rules
Throwing Spears. Not as large as their cousins to the South, the Woodsmen have still managed to put their relation's weapons to use-albeit in a fashion not originally intended. Throwing Spears may also be used as a spear or one-handed weapon in combat, or a throwing spear in the Movement Phase.
Hunting Arrows. The arrows of the Woodsmen are unique in this region, in that they possess wickidly barbed heads and a slightly conical shaft. Due to these 'advancements', Woodsmen can re-roll to wound in the Shoot Phase.
Warriors of the Last Twilight
Silver Tree Guardians
F S D A W C Might: - Will: 1 Fate: - Points: 14
6/3+ 3 4 2 1 5
The nobility of the Elven populace in Lothlorien, these nearly silent warriors are the very elite in battle, and upholders of peace within the Golden Wood. Though not often, they are known among the standing forces of the Elves to take to the field on horseback, brandishing lances tipped with cold steel and crafted of burnished mallorn. They are also unique in that they use these lances as long pikes when fighting on foot. Their influence wide, the lower members of Elf society look to up to them, and are inspired to stay and fight another day.
WARGEAR
Clothed in steel-like mail, with a white cloak about them, the Silver Tree Guardians are more like angels of Valinor than warriors of the first degree.
They carry Elf bows with them, and can take the following equipment as well:
Pike.......1 point
Horse....5 points
SPECIAL RULES
Masters of their Trade. If a Silver Tree Gaurdian takes both a pike and horse, then he counts as using a lance until dismounted. He then reverts back to using an Elf Bow and Pike in combat.
Highest Class. Due to their high class in Elven society, Silver Tree Guardians count as having a Stand Fast! range of 3".
Expert Rider. See the Rider of Rohan Profile.
Designer's Note: You may only field 6 Silver Tree Guardians in your force if you also field an Elf Captain or Haldir; however, you may field 12 (6 more) if you field Celeborn and/or Galadriel.
Men of Dale
King Brand of Dale
F S D A W C Might: 3 Will: 2 Fate: 1 Points: 110
5/4+ 4 7 2 2 5
A valiant King of Men, Brand has not fallen behind in terms of his mind compared to some of his peers, and he is ready for a few more battles yet. Descended from the mighty Bard of lore, Brand is both beloved and respected by the people of his various districts and areas. Despite this, not all of his subjects are unwaveringly loyal to him, and this is partly why his sword is still yet sharp.
WARGEAR
King Brand is marvelously armoured, even by Dale's embelished standards, and his equipment is of legendary craft-the pride of his kingdom. He is armed with a sword, and can take the following options in preparation for combat:
Throwing axe..5 Point
Shield...............5 Points
Horse...............10 Points
SPECIAL RULES
The Thrush. Another example of Bard's fantastical legend, Brand is able to comprehend the speach of bird-tongue, and more often than not this has proved a valuable asset when war draws near. See Radagast the Brown's entry in the One Rulebook.
King of Dale. Brand is a widely-known King, his name recognized even in the far-off Shire and the Kingdom of Gondor. Brand's Stand Fast! radius is 12" instead of the usual 6".
Man of Dale
F S D A W C Points: 8
3/4+ 3 4 1 1 5
On the threshold of the Lonely Mountain, the Men of Dale abode. Boasting one of the largest trade centers in Middle-earth, they exchange goods with the Silvan Elves of Thranduil, the Dwarves of Erebor, and even the Men of Rhun and Dorwinion. They are known to hire mercenaries to aid their fledgling military, though their own valour is not to be doubted.
WARGEAR
The standard Man of Dale is armed only with a broadsword or single-handed axe. Due to their massive trade influence and strategic positioning, they may take the following exotic equipment:
Armour........................1 Point
Heavy Armour............2 Points
Bow.............................1 Point
Easterling Halberd...2 Points
Throwing Axes...........1 Point
Elven Cloak................5 Points
Banner........................25 Points
SPECIAL RULES
Easterling Halberd. This can be used as either a spear for supporting a friend, or a two-handed weapon in direct combat. The usual restrictions for this weapon depending on it's use at the time are the same as if they were being used as normal.
Banner. Only one banner per hero may be taken in each force.
Elven Cloak. See Frodo's Profile in the One Rulebook. Can be taken with a Banner.
Minions of Darkness
Uruk-Gaolers
F S D A W C Points: 15
4 4 8 1 1 3
Handpicked from among the largest of their kind, the Gaolers' province lies in the defence of their comrades, rather than the slaughter of their enemies. These Uruks carry massive shields, of girth and height enough to conceal them fully from sight. These shields are often adorned with the insignias of the Great Eye and other, even more vile and mortifying signs. While inside the dungeons of Dul Goldur, these select few are given the task of prison-wardens, and take great joy in their craft. Like all bullies, however, when abandoned and lost, these proud beasts revert to the most cowardly of the Lidless Eye's subjects.
WARGEAR
Gaolers are armoured in skeletal-like suits of steel plate and leather. They also carry immense shields. Unfortunately, the Uruks have no room left for weapons of any sort, wich makes their shield the only weapon. They can only shield or two-hand with the shield in combat.
SPECIAL RULES
Terror. The signs embrodered on their shields are more than enough to cause the bravest of Men to weep like a child. See the Dark Lord Sauron's Profile in the One Ring Rulebook.
Rank 'em up! The Uruks have been trained to work perfectly in formation with other warriors supporting them. Unique among Sauron's subjects, the Gaolers are even in terms of discipline with their Eastern allies. Whenever an Uruk Goaler is supported by a spear or pike armed warrior it may hit normal in fights.
Mountain Giant
F S D A W C Might: 2 Will: - Fate: - Points: 125
4/4+ 8 6 3 4 4
The most feared of creatures, the Mountain Giants hold sway in the Misty Mountain chain, climbing to the tops of mountains, hurtling rocks legendary distances, and generally making things abhorel for travelers. Often employed-through force, as is worth noticing-by various servants of Sauron, they are not wholly loyal to his cause, more willing to relax in their homeland than march to war and death.
WARGEAR
Every Giant wears an assortment of furs and pelts, and are thick-skinned to resist the cold weather of their native habitat. They also carry either a crude, yet massive, club, and at least one boulder to hurl at enemies.
SPECIAL RULES
Expert Shot. See Haldir's Profile in the One Rulebook.
Swift in the Hills. Mountain Giants automatically pass any Climb or Fall Tests they are recquired to take.
Thrown Stones. See the Ent's Profile in the Two Towers Sourcebook.
Arrow Magnets. Truthfully speaking, a Giant is a giant. When a model ecquipped with a range weapon is within 8" of a Giant model, they recieve a +1 to hit in the Shoot Phase in addition to their normal value.
Large Spider
F S D A W C Points: 8
3 4 3 3 1 3
Wargear
Venomous fangs.
Special Rules
Venom, Movement. See Giant Spiders in Fall of the Necromancer Sourcebook
Large Spider moves 8".
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I'll be fixing up the Article throughout the day, so please excuse the ugliness of the present format
Cheers,
-mike