AL LO The Shire

THE SHIRE

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

Gandalf the Grey
Frodo Baggins
Frodo of the Nine Fingers
Young Bilbo Baggins
Bilbo Baggins, Master Burglar
Samwise the Brave
Samwise Gamgee
Peregrin, Captain of the Shire
Peregrin Took
Meriadoc, Captain of the Shire
Meriadoc Brandybuck
Bill the Pony
Paladin Took
Lobelia Sackville-Baggins
Fredegar Bolger
Farmer Maggot
Bandobras Took, The Bullroarer
Tom Bombadil
Goldberry
Dúnedain
Hobbit Militia
Hobbit Archers
Shirriffs
Hound

Allies:

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


HEROES

GANDALF THE GREY (Wizard) Point value: 170

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Gandalf the Grey 5/4+ 4(5) 5 1 3 7 3 6+1* 3 6”
Gandalf’s cart 0 3 5 0 3 3 - - - 8”
Shadowfax 0 3 5 0 1 5 - - - 12”

Wargear:

Staff of Power (two-handed weapon), Glamdring (sword) and Elven Ring Narya.

Glamdring: When Gandalf fights with Glamdring (rather than his staff), he adds +1 to his Strength statistic, giving him a Strength value of 5.

*Staff of Power: Gandalf can expend 1 point of Will per turn without reducing his own Will store.

Narya: Gandalf can re-roll his dice when using Fate points.

Magical Powers:

Sorcerous Blast 5+ 12”

Command 4+ 12”

Strengthen Will 4+ 12”

Immobilise 3+ 12”

Blinding Light 2+ 6”

Terrifying Aura 2+ -

Options:

FRODO BAGGINS (Hobbit) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Frodo Baggins 3/3+ 2 3 1 2 6 2 3 3 4”

Wargear:

The Ring.

Sting: The bearer of Sting has +1 Strength.

Mithril Coat: The wearer’ Defence value is increased by +3.

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.

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 theRingbearer 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.

Options:


FRODO OF THE NINE FINGERS (Hobbit) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Frodo of the Nine Fingers 3/3+ 2 6 1 2 6 1 3 1 4”

Wargear:

Mithril coat.

Options:

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

It will never really heal: Frodo can never charge an enemy for any reason. He will still fight to defend himself if he is himself charged, but will not strike blows if he wins.

Home is the Hero: Frodo counts as being a Banner (also in scenarios, but note that he cannot, of course, be picked up and wielded by another model).

YOUNG BILBO BAGGINS (Hobbit) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Young Bilbo Baggins 3/3+ 2 3 1 2 6 1 3 1 4”

Wargear:

Sting: see Frodo Baggins entry.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

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

Options:

OLD BILBO BAGGINS (Hobbit) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bilbo Baggins 3/3+ 3 5 1 2 6 1 3 3 4”

Wargear:

Bilbo carries Sting and wears his Mithril coat – both bonuses have been added to Bilbo’s profile. Note that if Bilbo and Frodo are both included, Bilbo carries Sting and the Mithril coat, whilst Frodo carries the Ring.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

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:

The Ring, Sting and mithril coat.

The Ring, Sting, Mithril Coat- see Frodo Baggins entry.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

It Has Not Yet Awaken: see Young Bilbo Baggins entry.

SAMWISE THE BRAVE (Hobbit, Cavalry) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Samwise the Brave 3/3+ 3 3 1 2 5 2 2 3 4”

Wargear:

Sting.

Options:

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

SAMWISE GAMGEE (Hobbit) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Samwise Gamgee 3/3+ 2 3 1 2 5 1 1 2 4”

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

PEREGRIN, CAPTAIN OF THE SHIRE (Hobbit, Cavalry) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Peregrin, Captain of the Shire 3/3+ 2 4 2 2 4 1 1 2 4”

Wargear:

Armour.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

PEREGRIN TOOK (Hobbit) Point value: 10

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Peregrin Took 3/3+ 2 3 1 1 4 0 0 1 4”

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

MERIADOC, CAPTAIN OF THE SHIRE (Hobbit, Cavalry) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Meriadoc, Captain of the Shire 3/3+ 2 4 2 2 4 1 1 2 4”

Wargear:

Armour and the Horn of the Riddermark.

Horn of the Riddermark: While Merry carries the Horn of the Riddermark, all Hobbits gain +1 Courage. If Merry is slain, the horn is lost.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

MERIADOC BRANDYBUCK (Hobbit) Point value: 10

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Meriadoc Brandybuck 3/3+ 2 3 1 1 4 0 0 1 4”

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:


BILL THE PONY (Pony) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bill the Pony 1/6+ 3 4 1 2 2 0 1 1 8”

Special Rules:

Official Meals: Bill is a banner.

Second Breakfast: Each turn, a single member of Fellowship that ends its move in base contact with Bill, may attempt to regain a Point of Might, Will or Fate. Roll a dice – on the score of a 6, the point is restored.

Only a Pony: Bill may never charge the enemy and no other models may use his Stand Fast! rolls. He may, however, benefit from the Stand Fast! roll of any friendly Hobbit.

PALADIN TOOK (Hobbit) Point value: 25

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Paladin Took 2/3+ 2 3 1 1 5 1 1 2 4”

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

To me, Shire-folk!: Only Hobbits may benefit from Paladin’s Stand Fast! Rule. However, the range of Paladin Stand Fast! is 12” instead of 6”.

LOBELIA SACKVILLE-BAGGINS (Hobbit) Point value: 10

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Lobelia Sackville-Baggins 2/3+ 1 2 1 1 6 0 3 1 4”

Wargear:

Mighty Umbrella.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Furious Tirade: No warrior (Good or Evil) can use a Hero’s Stand Fast! rule if Lobelia is within 6”. Warriors cannot benefit from Lobelia’s Stand Fast! rule.

The Umbrella is not Mightier than the Sword: If Lobelia wins a combat, she will not strike blows (in actual fact, she will still gamely batter her opponent, but with no effect).

FREDEGAR BOLGER (Hobbit) Point value: 5

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Fredegar Bolger 2/3+ 2 3 1 1 3 0 0 1 4”

Wargear:

Fredegar Bolger is unarmed.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

FARMER MAGGOT (Hobbit) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Farmer Maggot 3/3+ 2 3 1 2 5 1 2 2 4”

Wargear:

Two-handed weapon. He is also accompanied by Grip, Fang and Wolf who have the following profile:

Fight Strength Defence Attack Wounds Courage Movement
Dogs 3/5+ 3 3 1 1 2 8”

Maggot’s dogs always use his Courage while he is still alive on the battlefield.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

Options:

BANDOBRAS TOOK, THE BULLROARER (Hobbit, Cavalry) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bandobras Took, The Bullroarer 3/3+ 3 4 2 2 4 2 1 1 10”

Wargear:

Horse.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

TOM BOMBADIL (Spirit) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Tom Bombadil ? ? ? ? ? ? ? ?* ? 6”

Wargear:

Unarmed

Special Rules:

Tom is a Master: Tom treats all kinds of difficult terrain as open and always gets a result of 6 on the Jump and Climb charts (some say that rocks and trees reverently move aside to let him through…). Tom cannot be harmed by ranged attacks – this means that magical powers have no effect at all on him and missiles that hit Tom disappear and are discarded. No models can move into Tom’s control zone unless the Good player allows them (this includes models moved by a Sorcerous Blast spell). Tom can charge enemy models normally and his side always win any fight Tom is involved in, but neither Tom nor any other Good model involved in the same fight will strike any blows. Tom and all Good models within 3” of him always automatically pass all Courage tests.

*Laugh and be Merry!: Tom can expand one point of Will each turn.

Magical Powers:

Hey! Come merry dol! Range 3”. Dice score to use: 2+. Tom can instantly heal the body and mind of his friends with simple act of will and a merry song. This power can be used on a single friendly model. The affected model instantly regains a single lost Wound, as well as a single expended point each of Might, Will and Fate. It also immediately recovers from the effects of any enemy magical power.

GOLDBERRY (Spirit) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Goldberry ? ? ? ? ? ? ? ?* ? 6”

Wargear:

Unarmed

Special Rules:

River-Daughter: Goldberry cannot be harmed by ranged attacks – this means that magical powers have no effect at all on her and missiles that hit Goldberry disappear and are discarded. No Evil models can move into Goldberry control zone (this includes models moved by a Sorcerous Blast spell). Goldberry will never enter the control zone of an Evil model. Goldberry and all Good models within 3” of her always automatically pass all Courage tests.

Tom has his house to mind, and Golderry is waiting: Goldberry cannot be used in a force that does not include Tom Bombadil as well.

*Laugh and be Merry!: Tom can expand one point of Will each turn.

Magical Powers:

Refreshing song. Range 3”. Dice score to use: 2+. Goldberry can instantly heal the body and mind of his friends with simple act of will and a merry song. This power can be used on a single friendly model. The affected model instantly regains a single lost Wound, as well as a single expended point each of Might, Will and Fate. It also immediately recovers from the effects of any enemy magical power.

COMMANDERS

DÚNEDAIN (Man) Point value: 24

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

Wargear:

Bow.

Options:


WARRIORS

HOBBIT MILITIA (Hobbit) Point value: 3

Fight Strength Defence Attack Wounds Courage Movement
Hobbit Militia 1/3+ 2 3 1 1 3 4”

Wargear:

None.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

HOBBIT ARCHERS (Hobbit) Point value: 4

Fight Strength Defence Attack Wounds Courage Movement
Hobbit Archers 2/3+ 2 3 1 1 3 4”

Wargear:

Bow.

Options:

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

SHIRRIFFS (Hobbit) Point value: 4

Fight Strength Defence Attack Wounds Courage Movement
Shirriffs 3/3+ 2 3 1 1 3 4”

Wargear:

Bow.

Special Rules:

Resistant to Magic, Throw Stones: see Frodo Baggins’s entry.

HOUND (Dog) Point value: 6

Fight Strength Defence Attack Wounds Courage Movement
Hound 3/5+ 3 3 1 1 2 8”

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