AL LO Eregion Rivendell


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

Elrond Master of Rivendell

Elrond Lord of West

Gil-galad

Erestor

Cirdan, Keeper of the Havens

Elladan and Elrohir

Lindir

Arwen

Glorfindel, Lord of the West

Gildor Inglorion

Elf Stormcaller

High Elf Captain

High Elf Warrior

Knight of Rivendell

Allies:

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

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

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:

Magical Powers:

Nature's Wrath 4+ 6”

Renew 3+ 12”

ELROND MASTER OF RIVENDELL (Elf) Point value: 160

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

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

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:

ERESTOR (Elf) Point value: 85

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:

CIRDAN, KEEPER OF THE HAVENS (Elf) Point value: 100

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:

ELLADAN AND ELROHIR (Elves) Point value: 140 for both

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:

LINDIR (Elf) Point value: 60

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:

ARWEN (Elf) Point value: 60

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:

GLORFINDEL, LORD OF THE WEST (Elf) Point value: 130

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:

GILDOR INGLORION (Elf Point value: 75

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:

COMMANDERS

ELF STORMCALLER (Elf) Point value: 60

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:

HIGH ELF CAPTAIN (Elf) Point value: 65

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:

WARRIORS

HIGH ELF WARRIOR (Elf) Point value: 9

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:

KNIGHT OF RIVENDELL (Elf) Point value: 15

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:

6



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