Eregion and Rivendell
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 |
Elrond |
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Elrond Master of Rivendell |
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Elrond Lord of West |
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Gil-galad |
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Erestor |
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Cirdan, Keeper of the Havens |
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Elladan and Elrohir |
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Lindir |
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Arwen |
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Glorfindel, Lord of the West |
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Gildor Inglorion |
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Elf Stormcaller |
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High Elf Captain |
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High Elf Warrior |
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Knight of Rivendell |
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Allies:
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Minas Tirith |
Fiefdoms |
Rohan |
Arnor and Gray Company |
Numenor |
Eregion and Rivendell |
Lothlorien & Mirkwood |
Durin's Folk |
White Council |
Shire |
Fellowship |
Wanderers in the Wild |
Thorin's Company |
Army of Thror |
Dale and Laketown |
Thranduil's Halls |
Eregion and Rivendell |
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Armylist special rule:
Rivendell Knights in warbands led by Lindir, Elrond or High Elf Captain does not count to the bow limit. All heroes must be mounted.
[Bow limit rule refers to bows and crossbows. Does not refer to any throwing weapon and blowpipes.]
HEROES
ELROND (Elf) Point value: 160
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Elrond |
6/3+ |
4 |
7 |
3 |
3 |
7 |
3 |
3* |
3 |
6” |
Wargear:
Elven blade and Vilya
Vilya: Thanks to the power to Vilya, one of the Three Elven Rings, Elrond can re-roll his dice when using Fate points
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.
Woodland Creature: A model with this special rule may move through woods and forests that are classed as difficult terrain as if it were open ground. Note that doesn't mean they can automatically climb terrain in those areas, nor move through tree trunks or jump fallen Obstacles.
*Master of Rivendell: Elrond can expend a single point of Will each turn without depleting his own store.
Options:
Horse 10 points
Magical Powers:
Nature's Wrath 4+ 6”
Renew 3+ 12”
ELROND MASTER OF RIVENDELL (Elf) Point value: 160
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Elrond Master of Rivendell |
6/3+ |
4 |
4 |
3 |
3 |
7 |
3 |
3* |
3 |
6” |
Wargear:
Elven blade and Vilya.
Special Rules:
Terror, Woodland Creature, *Master of Rivendell - see Elrond's entry.
Foresight of the Eldar: Before the game begins, roll a D6 and make a note of the result - these are Elrond's `foresight' points for the remainder of the battle. Elrond can spend these points in the Priority phase, after both players have made their priority rolls. For each foresight point expended, Elrond can alter either priority roll by +1 or -1, to a minimum of 1 and maximum of 6.
Magical Powers:
Wrath of Bruinen 4+ 6”
Renew 3+ 12”
Wrath of Bruinen. This spell affects all enemy models within 6'' of Elrond, but only one foe can attempt to resist it. If resisted, all foes are unaffected; if the resist attempt is failed, the all are affected. All enemies within 6'' are knocked to the ground. Cavalry models are automatically thrown - both steed and raider are knocked to the ground. All affected models the suffer a Strength 2 hit, or a Strength 8 hit if they are in a stream, river or other similar water terrain feature.
ELROND LORD OF THE WEST (Elf) Point value: 180
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Elrond Lord of the West |
6/3+ |
4 |
7 |
3 |
3 |
7 |
3 |
3* |
3 |
6” |
Wargear:
Heavy Armour, Elven blade, Vilya
Special Rules:
Terror, Woodland Creature, *Master of Rivendell - see Elrond's entry.
Campion of the Free Peoples: Elrond, Lord of the West may call a Heroic Strike every Fight phase without expending Might.
Magical Powers:
Nature's Wrath 4+ 6”
Renew 3+ 12''
GIL-GALAD (Elf) Point value: 140
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Gil-galad |
9/3+ |
4 |
7 |
3 |
3 |
7 |
3 |
3 |
1 |
6” |
Wargear:
Heavy armour and Aeglos.
Aeglos: Aeglos does not follow the normal rules for spears, but instead it confers Gil-galad +1 to his dice roll on the Wound chart.
Special Rules:
Terror, Woodland Creature - see Elrond's entry.
High King of the Elves. The range of Gil-galad's Stand Fast! Rule in 12''
Great Commander: This Hero's warband model limit is 18 rather than 12 warriors. The army may contain only one warband of that size.
Options:
Shield 5 points
Armored horse 15 points
If your army includes Gil-galad, you can upgrade any number of High Elf Warriors to King's Guard at a cost of +1 point per model. King's Guard have Fight 6/3+
ERESTOR (Elf) Point value: 85
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Erestor |
6/3+ |
4 |
7 |
2 |
2 |
5 |
2 |
1 |
3 |
6” |
Wargear:
Heavy armour, Elven blade and Noldorin throwing daggers.
Noldorin Throwing Daggers: Erestor re-rolls and failed rolls To Wound made when throwing these daggers or using them in a Fight.
Special Rules:
Terror, Woodland Creature - see Elrond's entry.
Options:
Elven cloak 10 points
If your army includes Erestor, you can upgrade any number of High Elf Warriors to Rivendell Guard's at a cost of +1 point per model. Rivendel Guard's have got very heavy armour instead heavy armour.
CIRDAN, KEEPER OF THE HAVENS (Elf) Point value: 100
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Cirdan, Keeper of the Havens |
6/3+ |
4 |
4 |
1 |
3 |
6 |
3 |
3* |
3 |
6” |
Wargear:
Elven blade.
Special Rules:
Terror, Woodland Creature - see Elrond's entry.
*Master of Grey Havens: Cirdan can expend a single point of Will each turn without depleting her own store.
Magical Powers:
Aura of Dismay 5+ 6”
Strengthen Will 4+ 6”
Renew 3+ 6”
Aura of Command 2+ 6”
Blinding Light 2+ 6”
Options:
Elven cloak 10 points
Horse 10 points
ELLADAN AND ELROHIR (Elves) Point value: 140 for both
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Elladan and Elrohir |
6/3+ |
4 |
5 |
2 |
2 |
6 |
3 |
2 |
2 |
6” |
Wargear:
Both Elladan and Elrohir heavy armour and two Elven blades.
Special Rules:
Woodland Creature - see Elrond's entry.
Twin Elves Blades: When fighting on foot, the brothers must choose to fight in one of three different ways each Fight phase. Each brother can fight either with a single sword (two-handed weapon), with two swords (for +1 Attack) or parry (counts as shielding).
Unbreakable bond: If one of the twins is killed, the other will be driven mad by desperate grief. To represent this, the surviving twin's Strength is increased to 5 and his Defence is reduced to 4. The survivor always passes Courage tests and must do everything he can to chare the model that killed his brother as quickly as possible. Once that model is killed, the surviving twin will then move as fast as possible towards the closest visible enemy for the rest of the game, charging it if able.
Options:
Elf bows 10 points(for both)
Heavy armor 10 points(for both)
Horse 20 points(for both)
Elven cloaks 20 points(for both)
LINDIR (Elf) Point value: 60
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Lindir |
5/3+ |
3 |
4 |
1 |
2 |
6 |
1 |
3 |
1 |
6” |
Wargear:
Elven blade.
Special Rules:
Woodland Creature - see Elrond's entry.
Wise Council: If Lindir is within 3'' of Elrond, Elrond can choose to re-roll one dice when making Casting tests.
Enchanting Song: Lindir may sing one song each turn. These function exactly like Magical Powers, except that they are cast automatically, cannot be resisted, and they do not require Will to use.
The Hymn of Elbereth: Range 12''. This song raises the spirits of the targeted model - the target will automatically pass any Courage test for the remainder of the turn.
Eldamar Madrgal: Range 12''. The target Evil model must pass a Courage test or make a full move under the control of the Good player, even if it has already moved. This move cannot be used to enter another model's control zone, or perform an action than would cause harm to the target (such as jumping down a cliff etc). Affected models may nor move further that turn.
The Lay of Gondolin: This sombre verse recalls the mighty Elf city of Gondolin - a name fit to freeze the hearts of Evil creatures. If Lindr sings this song, he causes Terror until the end of the turn.
Song to Elbereth: All friendly models within 6'' of Lindir before he moves gain the Resistant to Magic special rule unit the end of the turn.
Options:
Horse 10 points
Heavy armor 10 points
ARWEN (Elf) Point value: 60
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Arwen |
6/3+ |
3 |
3 |
1 |
2 |
6 |
1 |
3 |
1 |
6” |
Wargear:
Elven blade.
Special Rules:
Woodland Creature - see Elrond's entry.
Expert Rider: While mounted, an Expert Rider may re-roll the dice when making Jump and Thrown Riders tests. While mounted, an Expert Rider carrying a shield and bow still gains the +1 Defence bonus. If the model dismounts, he will lose the bonus for carrying a shield. Additionally, an Expert Rider can pick up a Light Object without having to dismount first.
Magical Powers:
Nature's Wrath 4+ 6”
Options:
Asfaloth (horse) 10 points
Elven cloak 10 points
GLORFINDEL, LORD OF THE WEST (Elf) Point value: 130
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Glorfindel, Lord of the West |
7/3+ |
4 |
5 |
3 |
3 |
7 |
3 |
3 |
3 |
6” |
Wargear:
Elven blade.
Armour of Gondolin: This is heavy armour that makes Glorfindel Resistant to Magic.
Special Rules:
Exper Rider, Woodland Creature - see Arwen's entry.
Terror - see Elrond's entry.
Options:
Asfaloth (horse) 10 points
Armour of Gondolin 10 points
GILDOR INGLORION (Elf Point value: 75
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Gildor Inglorion |
6/3+ |
4 |
4 |
2 |
2 |
6 |
2 |
5 |
1 |
6” |
Wargear:
Elven blade and Elven cloak.
Special Rules:
Terror, Woodland Creature - see Elrond's entry.
Magical Powers:
Immobilise 3+ 12”
Options:
If your army includes Gildor Inglorion,you can upgrade any number of Wood Elf Warriors to Noldorin Exiles at a cost of +1 point per model. Noldorin Exiles have Move 8''.
COMMANDERS
ELF STORMCALLER (Elf) Point value: 60
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Elf Stormcaller |
5/3+ |
3 |
4 |
1 |
2 |
5 |
1 |
3 |
1 |
6” |
Wargear:
Armour, Elven blade and staff.
Special Rules:
Woodland Creature - see Elrond's entry.
Wild Channeling: If, when casting a spell, one or more of the dice rolled result in a natural 6 (for example, not another number modified by Might etc.) the Will points used in casting the spell are not expended but are returned to the Stormcaller's pool of Will.
Magical Powers:
Call Winds 2+ 12”
Strengthen Will * 4+ 12”
Nature's Wrath * 4+ -
Options:
Only one could be taken: Strengthen Will or Nature's Wrath
HIGH ELF CAPTAIN (Elf) Point value: 65
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
High Elf Captain |
6/3+ |
4 |
6 |
2 |
2 |
6 |
2 |
1 |
1 |
6” |
Wargear:
Heavy armour and elven blade.
Special Rules:
Expert Rider, Woodland Creature - see Arwen's entry.
Options:
Elf bow 5 points
Shield 5 points
Lance 5 points
Horse 10 points
WARRIORS
HIGH ELF WARRIOR (Elf) Point value: 9
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
High Elf Warrior |
5/3+ |
3 |
5 |
1 |
1 |
5 |
Wargear:
Heavy armour.
Special Rules:
Woodland Creature - see Arwen's entry.
Options:
Elven blade 1 points
Shield 1 points
Spear 1 points
Elf bow 2 points
Horn 20 points
Banner 25 points
KNIGHT OF RIVENDELL (Elf) Point value: 15
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Knight of Rivendell |
5/3+ |
3 |
5 |
1 |
1 |
5 |
Wargear:
Heavy armour and horse.
Special Rules:
Expert Rider, Woodland Creature - see Arwen's entry.
Options:
Shield 1 points
Elven blade 1 points
Lance 1 points
Elf bow 2 points
War horn 20 points
Banner 25 points
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