AL LO Army of Thror

ARMY OF THROR

Weapon Special Strikes

Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Thror
Thrain
Thorin Oakenshield, King Under the Mountain
Dáin Ironfoot
Dwalin Champion of Erebor
Thorin Oakenshield
Dwalin the Dwarf
Glóin Champion of Erebor
Nori Champion of Erebor
Dori Champion of Erebor
Fili Champion of Erebor
Kili Champion of Erebor
Glóin Champion of Erebor
Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Bifur Champion of Erebor
Bofur Champion of Erebor
Bombur Champion of Erebor
Oin Champion of Erebor
Ori Champion of Erebor
Balin Champion of Erebor
Balin the Dwarf
Bilbo Baggins, Master Burglar
Captain of Erebor
Grim Hammer Captain
Warrior of Erebor
Grim Hammer

Allies:

Minas Tirith Fiefdoms Rohan Arnor & Gray Company Numenor Eregion and Rivendell Lothlorien amd Mirkwood Durin's Folk White Council Shire Fellowship Wanderers in the Wild Thorin's Company Army of Thror Dale and Laketown Thranduil's Halls
Army of Thror                                


HEROES

THROR (Dwarf) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Thror 6/4+ 4 9 3 3 6 3 3 1 5”

Wargear:

Heavy dwarf armour, shield and sword.

Arkenstone: The bearer of the Arkenstone passes Fate rolls on the score of a 3+. In addition, when taking a Fate roll, if the roll is a 4 or better, there is no need to expend the Fate point at all; it is free.

Ring of Thror: While he possesses it, Thror is Fearless (see Dwalin Champion of Erebor’s entry).

Great Commander: This Hero’s warband model limit is 18 rather than 12 warriors. The army may contain only one warband of that size.

THRAIN (Dwarf) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Thrain 6/4+ 4 8 3 3 6 3 3 3 5”

Wargear:

Heavy dwarf armour and two-handed hammer.

Special Rules:

Burly: When fighting a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel rolls. Additionally, Burly models can carry a Heavy Object and still move their full move distance.

Durin’s Heir: Thrain’s Stand Fast! rolls cover the whole battlefield.

Blood Feud Thrain re-rolls all failed close combat To Wound rolls against Orcs, Goblins and Uruk-hai.

THORIN OAKENSHIELD, KING UNDER THE MOUNTAIN (Dwarf) Point value: 125

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Thorin Oakenshield, King Under the Mountain 6/4+ 4 8 3 3 6 3 3 3 5”

Wargear:

Heavy dwarf armour.

Orcrist: Orcrist is an Elven blade. When Orcrist causes a Wound on an Orc, Goblin or Uruk-hai it causes not 1 Wound but D3 Wounds instead (determine the number of Wounds before Fate points are used). Additionally, the bearer of Orcrist has the Terror (Goblins, Orcs & Urukhai) special rule.

Special Rules:

A Score to Settle: Thorin Oakenshield, King Under the Mountain re-rolls all failed rolls To Wound when making Strikes against Azog or Azog, Lieutenant of Sauron.

Ancestral Fury: Thorin Oakenshield, King Under the Mountain may call a Heroic Combat every Fight phase without expending Might.

Options:

DÁIN IRONFOOT (Dwarf) Point value: 110

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dáin Ironfoot 5/4+ 4 9 3 3 7 3 3 2 5”

Wargear:

Heavy mithril armour and Barazantathûl (two-handed axe).

Barazantathûl: When Dáin fights with this axe, he adds +1 to his dice rolls on the Wound chart, but he does not suffer the usual -1 penalty on the roll to win the fight.

Special Rules:

The King Under the Mountain: the range of Dáin’s Stand Fast! Rule is 12” rather than 6”.

Venerable: Whenever Dáin has to make a Jump or Climb test, the Good player rolls two dice and must chose the lowest. This roll can be influenced by Might in the usual way.


DWALIN CHAMPION OF EREBOR (Dwarf) Point value: 115

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dwalin Champion of Erebor 6/4+ 5 8 3 2 6 3 2 2 5”

Wargear:

Heavy dwarf armour, two-handed axe, and two axes.

Special Rules:

Burly: When fighting a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel rolls. Additionally, Burly models can carry a Heavy Object and still move their full move distance.

Fearless: THis model automatically passes Courage tests, but cannot use the rules for Shielding.

Weapon Master: This model is never considered unarmed, and never suffer the usual -1 penalty to the Duel roll for fighting two-handed weapon.

The King’s Axeman: At the beginning of each fight, Dwalin Champion of Erebor can choose to use either an axe in each hand, in which case he fights with 4 Attacks, or use a two-handed axe.

Sworn Protector: Whilst Thorin Oakenshield, King Under the Mountain is within 12”, this model automatically passes any Courage test that he has to take.

Du Bekâr!: A model with this special rule counts as being in range of a banner if he is within 6" of Thorin Oakenshield, King Under the Mountain.

THORIN OAKENSHIELD (Dwarf) Point value: 100

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Thorin Oakenshield 6/4+ 4 7 3 3 6 3 3 3 5”

Wargear:

Dwarf armour.

The Oakenshield: The Oakenshield is a shield. Additionally, should Thorin opt to use it for Shielding during a Fight and he wins, he may make a single Strike at his Strength (receiving no bonuses from any weapons).

Orcrist: Orcrist is an Elven blade. When Orcrist causes a Wound on an Orc, Goblin or Uruk-hai it causes not 1 Wound but D3 Wounds instead (determine the number of Wounds before Fate points are used). Additionally, the bearer of Orcrist has the Terror (Goblins, Orcs & Urukhai) special rule.

Options:

DWALIN THE DWARF (Dwarf) Point value: 95

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dwalin the Dwarf 6/4+ 5 6 3 2 6 2 2 2 5”

Wargear:

Two-handed hammer.

Special Rules:

Burly: When fighting a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel rolls. Additionally, Burly models can carry a Heavy Object and still move their full move distance.

Fearless: This model automatically passes Courage tests, but cannot use the rules for Shielding.

Weapon Master: This model is never considered unarmed, and never suffer the usual -1 penalty to the Duel roll for fighting two-handed weapon.

Options:

GLÓIN CHAMPION OF EREBOR (Dwarf) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Glóin Champion of Erebor 6/4+ 4 8 3 2 6 3 1 1 5”

Wargear:

Heavy dwarf armour and two-handed axe.

Special Rules:

Sworn Protector: see Dwalin Champion of Erebor’s entry.

A Warrior Born: Glóin must re-roll scores of 1 To Wound in combat.

NORI CHAMPION OF EREBOR (Dwarf) Point value: 70

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Nori Champion of Erebor 5/4+ 4 8 2 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour, shield and mace.

Special Rules:

Weapon Master: see Dwalin the Dwarf’s entry.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.


DORI CHAMPION OF EREBOR (Dwarf) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dori Champion of Erebor 5/4+ 4 8 3 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour and two-handed mace.

Special Rules:

A Good Sort Really: If Bilbo is within 3” of Dori, he may spend Dori’s Might, Will and Fate points as they were his own.

Weapon Master: see Dwalin the Dwarf’s entry.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

FILI CHAMPION OF EREBOR (Dwarf) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Fili Champion of Erebor 5/3+ 4 8 2 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour and sword.

Special Rules:

Bodyguard (Thorin): As long as Thorin is alive and on the board, models with this special rule automatically pass all Courage tests they have to take.

Combat Synergy: If they are in base contact, Fili and Kili may choose to swap places with another one at the start of any Phase – this does not count as moving.

Du Bekár: A model with this special rule count as being in range of a banner if he is within 6” of Thorin Oakenshield, King Under the Mountain.

KILI CHAMPION OF EREBOR (Dwarf) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Kili Champion of Erebor 5/3+ 4 8 2 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour and sword.

Special Rules:

Bodyguard (Thorin), Combat Synergy, Du Bekár – see Fili the Dwarf, Champion o Erebor’s entry.

BIFUR CHAMPION OF EREBOR (Dwarf) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bifur Champion of Erebor 4/3+ 4 8 2 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour and two-handed axe.

Special Rules:

Resistant to Magic – If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice.

Battle Damage: Once Bifur is reduced to 1 Wound, he may use a single Heroic Action each turn without reducing his store of Might. However, only Bifur may benefit from this Heroic Action.

I Need That!: If they are in base contact, Bofur Champion of Erebor can rip the axe from the head of Bifur Champion of Erebor. If he does so, Bifur Champion of Erebor immediately suffers 1 Wound (Fate rolls cannot be taken against this), but loses his Battle Damaged special rule. He may then use a single Heroic Action each turn without reducing his store of Might. However, only Bifur Champion of Erebor may benefit from this Heroic Action.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

BOFUR CHAMPION OF EREBOR (Dwarf) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bofur Champion of Erebor 4/3+ 4 5 2 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour and two-handed hammer.

Special Rules:

Steadfast: Each time Bofur is targeted by a magical power or special ability he may try to ignore its effects. Roll a D6; on a score of 2+, its effect are ignored. This roll may be modified by a Might. If you wish to try a Resist a magical power you must do so before making Bofur’s Steadfast roll.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.


BOMBUR CHAMPION OF EREBOR (Dwarf) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bombur Champion of Erebor 4/4+ 4 7 2 3 5 2 1 1 5”

Wargear:

Heavy dwarf armour and flail.

Special Rules:

Lumbering: When making Jump or Climb tests, Bombur must re-roll scores of 6. Additionally, he may not call Heroic Moves or Heroic Marches.

Beefy: When Bombur makes Strikes, he may choose to use the Bash special strike (pg 70) just as if he if he were using a mace.

Raising Spirits: Once each turn, at any point in his Move phase, choose a friendly model in base contact with Bombur and roll a D6. On a score of 4+, the chosen model regains a point of Will spent earlier in the battle (or campaign).

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

OIN CHAMPION OF EREBOR (Dwarf) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Oin the Dwarf 4/4+ 4 8 1 2 6 1 4 1 5”

Wargear:

Heavy Dwarf armour, shield and sword.

Special Rules:

Healing Herbs: In the Move phase, instead of moving, Oin may attempt to heal a friend in base contact. Roll a D6. On a 1-3 there is no effect. On score of a 4 or 5, the model regains a Wound lost previously in the game (or campaign). On a 6, the model regains all its lost Wounds.

Prognostication: Once per turn, in the Fight phase, Oin can expend a Will point to enable a friendly model within 3" to re-roll a single dice in a Fight.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

ORI CHAMPION OF EREBOR (Dwarf) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Ori Champion of Erebor 4/3+ 3 7 2 2 5 1 3 1 5”

Wargear:

Heavy dwarf armour and two-handed axe.

Special Rules:

Chronicler: Any time a member of Thorin’s Company slays an enemy Hero or Monster within 3" of Ori, that model immediately regains a point of Might, Will or Fate (your choice) that has previously been spent in that game (or campaign).

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

BALIN CHAMPION OF EREBOR (Dwarf) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Balin Champion of Erebor 4/4+ 3 8 1 2 6 1 3 2 5”

Wargear:

Heavy dwarf armour and two-handed mace.

Special Rules:

Longbeard: In the Priority phase, Balin may spend a Will point to enable his side to re-roll their D6 in the Priority roll.

Sworn Protector, Du Bekâr!: see Dwalin Champion of Erebor’s entry.

BALIN THE DWARF (Dwarf) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Balin the Dwarf 4/4+ 3 5 1 2 6 1 3 2 5”

Wargear:

Sword-mace.

Sword-mace: his weapon may use the Feint or Bash Special Strikes.

Special Rules:

Longbeard – see Balin Champion of Erebor’s entry.

Options:


THRAIN THE BROKEN (Dwarf) Point value: 10

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Thrain the Broken 4/4+ 2 4 1 2 3 0 0 0 5”

Wargear:

Dagger.

Special Rules:

Shattered Spirit – Att the start of every Priority phase, before rolling Priority, Thrain must take a Courage test. If it is passed, he acts normally. If it is passed on double, Thrain adds +2 to his Fight, Strength, Attacks and Courage until end of the turn. If the Courage test is failed with a double score of 1, Thrain is controlled by the Evil player as he was one of his models. The only difference between him and other Evil models is that Good models cannot target Thrain with missile fire or magical powers that cause damage and cannot make Strikes against him.

BILBO BAGGINS, MASTER BURGLAR (Hobbit) Point value: 90

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bilbo Baggins, Master Burglar 3/3+ 2(3) 3(6) 1 2 6 3 3 3 4”

Wargear:

Sting, the Ring and mithril coat.

Sting: The bearer of Sting has +1 Strength.

Mithril Coat: The bearer of a mithril coat has +3 Defence.

The Ring:

Wearing The Ring: The model with the Ring (the Ringbearer) can put him in any time during his Move phase. As soon as he does so, he becomes Invisible.

Invisible: Whilst he wears the Ring, the Ringbearer cannot be targeted by shooting attacks (and does not count as In The Way). The Ringbearer have no Control Zone while invisible and enemy models may even move ‘through’ the Ringbearer. If an enemy model wishes to end its movement on the space the Ringbearer is taking up, move the Ringbearer the minimum distance to place him out of the way – this could involve hopping low walls, moving through foes or being shoved off cliffs.

If an enemy wishes to Charge the Ringbearer while he wears the Ring, it must pass a Courage test, applying a penalty of -1 to the roll for every full inch that the Ringbearer is away from the foe. During the Fight phase, any enemy model engaged in combat with an invisible Ringbearer halves its Fight value for the duration of the duel.

Removing the Ring: If the controlling player wishes the Ringbearer to take off the Ring, he needs to pass a Courage test to remove it. This test can be taken at any point during the Ringbearer’s Move phase. If the test is failed, the Ringbearer must wear the Ring until the next turn, when he will have another chance to remove it. The Ringbearer cannot both put on and take off the Ring in the same turn.

Sauron’s Will: If the Ring is already being worn, then the Good player must test to see if the Ringbearer can overcome Sauron’s will. To do so, he must roll a dice immediately before he moves the Ringbearer in the Move phase. If the player does not wish to move the Ringbearer, he must still roll a dice – but can do so at any time during the Move phase. The roll is made on behalf of the Ringbearer himself so we allow the Good player to use the Ringbearer’s Might points to modify this dice roll if he wishes to do so. On a roll of 3, 4, 5 or 6, the Good player moves the Ringbearer as usual. On a score of a 1 or 2, the Evil player moves the Ringbearer instead of the Good player.

Regardless of which side moves the Ringbearer, he is still part of the Good side and all other actions, such as shooting and fighting, remain under the control of the Good player. This means that when the Evil player moves the Ringbearer, all he can do is move the model, including charging (in this case, the Ringbearer does not need to take Courage test to Charge terrifying foes). He cannot perform Heroic Actions and cannot pick up or put down other items. He cannot be forced to perform actions that would cause direct harm to the model (such as jumping down a cliff…) or be moved off the table (if the Scenario allows). This represents the struggle between the Ringbearer and the will of Sauron.

My Precious!: If the Ringbearer is the only model left on the Good side and he’s wearing the Ring, he counts as a casualty.

Special Rules:

Resistant to Magic – If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice.

Throw Stones: If the hobbit does not move at all, he can throw a stone in subsequent Shoot phase. This work exactly like a crossbow with a range of 8” and a Strength of 1.

It Has Not Yet Awaken: Bilbo Baggins ignores My Precious an Sauron’s Will section of the Ring’s rules.

Du Bekâr!: see Dwalin Champion of Erebor’s entry.


COMMANDERS

CAPTAIN OF EREBOR (Dwarf) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Captain of Erebor 5/4+ 4 7 2 2 5 2 1 1 5”

Wargear:

Dwarf armour.

Options:

GRIM HAMMER CAPTAIN (Dwarf) Point value: 70

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Grim Hammer Captain 5/4+ 4 7 2 2 5 2 1 1 5”

Wargear:

Dwarf armour, two handed pick-hammer and throwing weapons.

Pick-hammer: Pick-hammers are two-handed weapons, which can use either the Bash or Piercing Strike Special Strikes. Dodatkowo pozwala on na darmową próbę przewrócenia przeciwnika po wygranej walce oraz zadania mu później ciosów.

WARRIORS

WARRIOR OF EREBOR (Dwarf) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Warrior of Erebor 4/4+ 3 6 1 1 4 5”

Wargear:

Dwarf armour.

Options:

GRIM HAMMER (Dwarf) Point value: 11

Fight Strength Defence Attack Wounds Courage Movement
Warrior of Erebor 4/4+ 3 6 1 1 4 5”

Wargear:

Dwarf armour, two handed pick-hammer and throwing weapons.

Pick-hammer: see Grim Hammer Captain’s entry.

Options:


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