AL LO Isengard


ISENGARD

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

Saruman the White

Grima Wormtounge

Thrydan Wolfsbane

Sharkey

Worm

Sharku

Ugluk

Vrasku

Mauhur

Orc Capitan

Uruk-hai Capitan

Uruk-hai Shaman

Uruk-hai Drummer

Dunlending Chieftain

Beast of Isengard

Uruk-hai Scout

Uruk-hai Warrior

Feral Besrserker

Feral Uruk+hai

Ruffian

Wild Man of Dunland

Dunlending Warrior

Orc Warrior

Krebainy - Kruki z Dunlandu

Allies:

Goblin Town

Desolator of the North

Mordor

Angmar and Gundabad

Dol Guldur

Harad and Umbar

Eastern Kingdoms

Moria

Isengard

Isengard

 

 

 

 

 

 

 

 

 

HEROES

Saruman the White (Wizard) Point value: 170

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Saruman the White

5/4+

4

5

1

3

7

3

6*

3

6”

Wargear:

Staff (two handed weapon).

*Staff of Power: Whilst he wields his stuff, Saruman can expend 1 point of Will each turn without reducing his own Will store.

Special Rules:

Palantir: Once per game the Evil player can use the ability of the Palantir to automatically win a Priority roll- he must declare he is using this ability before any dice are rolled for Priority.

Voice of Command: The range of Saruman's Stand Fast! rule is 12”.

Magical Powers:

Immobilise 2+ 12”

Command 3+ 12”

Terrifying aura 2+ self

Sorcerous Blast 5+ 12”

Options:

0x01 graphic
Grima Wormtoungue (Man) Point value: 25

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Grima Wormtounge

2/4+

3

3

1

1

2

0

0

0

6”

Wargear:

Dagger.

Grima can be included in the Evil player's force only if Saruman is also included.

Special Rules:

A Traitor Within: Before deployment begins you can attach Grima to any warband (enemy or ally). When this warband is deployed or moves onto the battlefield you must immediately place Grima as if he was member of this warband. He can also be hero on regular bases. Grima is always controlled by Evil player, and is moved and fights when it is Evil side's turn to do so as usual. So long as Saruman is alive, no Good model can shoot at or strike blows against Grima. Nor can they shoot if Grima is in the way of the shoot. Grima cannot be a target of magical powers that inflict damage (also indirectly). Good model are allowed to charge Grima and fight, but strike no blows if they win. This restriction ends if Saruman is slain, if Grima voluntarily charges a Good model or if Grima scores a Wound with his dagger (even if this Wound is avoided with Fate). Grima can decide not to strike blows if he wins a combat in order not to reveal his real allegiance. Once one of this conditions is met, the depth of Grima's evil is revealed and he becomes an enemy who can be shot and fought in the same way as any enemy model.

Wormtongue: If a Good Hero is within 6” of Grima, 2 Might points must be expended to modify dice scores or use heroic abilities instead of 1.

Options:

Thrydan Wolfsbane (Man) Point value: 85

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Thrydan Wolfsbane

5/4+

5

5

2

2

4

3

2

2

6”

Wargear:

Two-handed weapon and armour.

Special Rules:

Mighty Blow: For each successful roll To Wound in close combat, he inflicts 2 Wounds rather than 1. Fate rolls can be made against both of these Wounds as normal.

Lord of Dunland: The range of Thrydan Stand Fast! is 12” rather than 6”.

Great Commander (Men): This Hero's warband model limit is 18 rather than 12 warriors (only for man-type warriors). The army may contain only one warband of that size.

Berserk: If this model charges, he gain +1 Strength until end of the turn.

Options:

Sharkey and Worm (Wizard and man) Point value: 60 for both.

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Sharkey

4/4+

4

4

1

2

4

1

4

1

6”

Wargear:

Two handed weapon.

Magical Powers:

Immobilise 2+ 12”

Terrifying aura 2+ self

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Worm

2/4+

3

3

1

1

2

0

0

0

6”

Wargear:

Dagger.

Special rules:

Broken Loyalties: If Sharkey is reduced to one Wound and has no Fate remaining, Worm becomes a Good model and must moves towards and attack Sharkey if possible. If Sharkey is slain, Worm reverts to being an Evil model.

Sharku (Orc) Point value: 45

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Sharku

4/5+

4

5

2

2

3

3

1

1

6”

Wargear:

Armour.

Options:

Lurtz (Uruk-hai) Point value: 60

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Lurtz

5/4+

5

6

2

2

4

3

1

1

6”

Wargear:

Armour, shield and Orc bow.

Special Rules:

Master Bowmen: Lurtz being equipped with both shield and bow still adds +1 to his Defence.

Great Commander (Uruk-hai): This Hero's warband model limit is 18 rather than 12 warriors (only for Uruk-hai-type warriors). The army may contain only one warband of that size.

Ugluk (Uruk-hai) Point value: 60

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Ugluk

5/4+

5

5

2

2

4

3

1

1

6”

Wargear:

Armour.

Special Rules:

Head Taker: Instead of rolling the dice to make a Courage test when the Evil force is Broken, Ugluk can remove any Evil model in base contact from play. If he does this, Ugluk is considered to have passed Courage test and his Stand Fast! has range of 12”.

Vrasku (Uruk-hai) Point value: 60

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Vrasku

5/3+

5

5

2

2

4

3

1

1

6”

Wargear:

Crossbow and armour.

Special Rules:

Expert Shot: Vrasku can shoot his specially modified crossbow twice in the Shoot phase instead of just one.

Mauhur (Uruk-hai) Point value: 60

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Mauhur

5/4+

5

5

3

2

4

2

1

1

8”

Wargear:

Armour.

Options:

COMMANDERS

Orc Capitan (Orc) Point value: 40

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Orc Capitan

4/5+

4

5

2

2

3

2

1

1

6”

Wargear:

Armour.

Options:

Uruk-hai Capitan (Uruk-hai) Point value: 50

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Uruk-hai Capitan

5/4+

5

5

2

2

4

2

1

1

6”

Wargear:

Armour.

Options:

Uruk-hai Shaman (Uruk-hai) Point value: 50

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Uruk-hai Shaman

4/4+

4

4

1

2

4

1

3

1

6”

Wargear:

Spear.

Magical Powers:

Transfix 5+ 12”

Fury 3+ 6”

Options:

Uruk-hai DRUMMER (Uruk-hai) Point value: 40

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Uruk-hai Drummer

4/4+

4

5

1

1

3

0

0

1

6”

Wargear:

Armour and war drum.

Special Rules
War Drum (Uruk-hai): At the start of the Move phase (after any heroic actions have been called and executed), the Drummer can sound the advance. All Uruk-hai within 12" of one of more Drummers sounding the advance increase their Movement value by 3" for that turn, though they cannot charge.

Dunlending Chieftain (Man) Point value: 55

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Dunlending Chieftain

4/4+

5

5

2

2

4

2

3

1

6”

Wargear:

Armour.

Special Rules:

Berserk - see Thyrdan Wolfsbane's entry.

Options:

BEAST OF Isengard (Troll, Monster) Point value: 125

Fight

Strength

Defence

Attack

Wounds

Courage

Might

Will

Fate

Movement

Beast of Isengard

6/5+

6

8

3

3

4

2

1

1

6”

Wargear:

Heavy armour and shield.

Special Rules:

Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.

Throw Stones: If the troll does not move at all, he can throw a stone in subsequent Shoot phase. This work exactly like a crossbow with a range of 12” and a Strength of 8.

Options:

WARRIORS

Uruk-hai Scout (Uruk-hai) Point value: 8

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Uruk-hai Scout

4/4+

4

4

1

1

3

6”

Wargear:

Armour.

Options:

Uruk-hai warrior (Uruk-hai) Point value: 9

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Uruk-hai Warrior

4/4+

4

5

1

1

3

6”

Wargear:

Heavy Armour.

Options:

Feral Uruk-hai (Uruk-hai) Point value: 12

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Feral Uruk+hai

4/4+

4

5

2

1

5

6”

Wargear:

Armour.

Uruk-hai Berserker (Uruk-hai) Point value: 15

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Uruk-hai Besrserker

4/4+

4

6

2

1

7

6”

Wargear:

Two-handed weapon.

Ruffian (Man) Point value: 4

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Ruffian

3/4+

3

3

1

1

2

6”

Wargear:

Dagger.

Options:

Whip: A Whip counts as throwing weapon with a range of 2” and Strength 1.

Wild Man of Dunland (Man) Point value: 5

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Wild Man of Dunland

3/4+

3

3

1

1

3

6”

Wargear:

Sword.

Options:

Dunlending Warrior (Man) Point value: 7

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Dunlending Warrior

3/4+

4

4

1

1

3

6”

Wargear:

Armour.

Special Rules:

Berserk - see Thyrdan Wolfsbane's entry.

Options:

Orc warrior (orc) Point value: 5

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Orc warrior

3/5+

3

4

1

1

2

6”

Wargear:

Options:

KREBAINY - KRUKI Z DUNLANDU (Ptak) Point value: 40

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Krebainz - Kruki z Dunlandu

1/5+

1

3

2

4

2

12”

Special Rules:

Fly: This model can ignore all intervening models and terrain as it moves - flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don't try to perch your model precariously upon trees, sloped roofs and so on). Furthermore, a model with this special rule may pass `over' enemy Control Zones without charging the model - as long as he ends his move outside the Control Zone.

Blinding Swarm: The Fight value of an enemy model in base contact with a Bat Swarm is halved (round fractions down).

Szpiedzy Sarumana: Kruki z Dunlandu zostały specjalnie wyszkolone do tego, aby patrolować tereny pod panowaniem Sarumana i zdradzać mu pozycje jego wrogów. Jeżeli Kruki z Dunlandu widzą model przeciwnika, to wszystkie sojusznicze modele z armii Isengardu mogą zadeklarować zaszarżowanie go dokładnie tak, jakby widziały go normalnie. Dodatkowo modele widziane przez Kruki mogą być celami zaklęć magów z Isengardu o ile są one w zasięgu czarów (zasięg jest liczony od modelu czarującego).

WAR ENGINES

Isengar Assault Balista (Siege engine) Point value: 45

Strength

Defence

Batter Points

Siege Bow

9

10

4

CREW:

A Isengard Assault Balista has three Uruk-hai Warrior crew with heavy armor.

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Uruk-hai Warrior

4/4+

4

5

1

1

3

6”

Special Rules:

Piercing Shot: If shooting at a Battlefield target the missile can conceivably hit several enemies. The target model is struck one blow at the Strength of the siege engine, is knocked to the ground, and is flung 2D6 directly away from it. Except as noted below, any other models that lie within the path of the victim suffer a single Strength 6 hit and are knocked to the ground if they have Strength 5 or less. If the propelled model hits an obstacle or Siege target, it immediately stops and inflict single Strength 6 hit upon it.

Raise the Ladders: The Assault Balista can attempt to raise a ladder to the enemy battlements during the Shoot phase. To do this, the Player must first nominate a point on the battlements within range and which at least one crew member and the machine have line of sight to. Roll to hit as usual- if a hit is scored, the grapple has struck home; if machine misses, there is no further effect. When the grappling hook hits, a single siege ladder within 6” of the wall base below the target point is moved forward to the wall and raised immediately. All ladders carriers drop their ladder as it is raised. Any one of the carriers can grab the top of the ladder and ride to the top as it ascends. The warrior is then treated exactly as if he had climbed to the top of the ladder that turn.

Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.

Options:

Uruk-hai Demolition Team (Uruk-hai) Point value: 80

COMPOSITION:

A Uruk-hai Demolition Team has two Uruk-hai warriors (see above), one Uruk-hai Berserker (see above) who also has a flaming brand, and one demolition charge, the profile of which is shown below.

Fight

Strength

Defence

Attack

Wounds

Courage

Movement

Demolition Charge

-

-

7

-

3

-

- -

Special Rules:

Alchemy Fury: Rules for detonating the demolition charge are covered in the Fortress section of the main rules manual.

Options:

Flaming Brands. A model carrying a flaming brand cannot use two-handed weapon (if he has one). If a model carrying flaming brand is killed, the brand is extinguished and lost on the chaos of battle. Flaming brand are covered in the Fortress rules in the main rules manual.

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