AL LO Dwarf Holds

DWARF HOLDS

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

Durin, King of Khazad-dûm
Dáin Ironfoot, King of Erebor
Dwalin the Dwarf
Gimli, Son of Glóin
Glóin the Dwarf
Mardin
Balin, Son of Fundin
Flói Stonehand
Nori the Dwarf
Dori the Dwarf
Fili the Dwarf
Kili the Dwarf
Bifur the Dwarf
Bofur the Dwarf
Bombur the Dwarf
Balin the Dwarf
Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Oin the Dwarf
Ori the Dwarf
Múrin
Drár
The King’s Champion
Herald
Dwarf King
Dwarf Captain
Shieldbearer
Dwarf Ranger
Dwarf Warrior
Khazâd Guard
Iron Guard
Iron Shield
Foe Spear

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
Durin's Folk                                


HEROES

DURIN, KING OF KHAZAD-DÛM (Dwarf) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Durin, King of Khazad-dûm 6/4+ 4 9 3 3 6 3 3 1 5”

Wargear:

Heavy mithril armour, Crown of Kings, Durin’s Axe and Horn of Zirakzigil.

Durin’s Axe: The wielder adds +1 to his dice rolls on the Wound Chart. In addition, the welder may re-roll one of his dice when determining who wins a fight.

The Crown of Kings: If Durin suffers a Wound, roll a D6. On the roll of 6, the Wound is ignored. If this test is failed, Durin can still make use of his Fate point as normal.

The Horn of Zirakzigil: This is war horn (+1 Courage bonus for all units in army). It also makes Durin cause Terror.

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

Options:

DÁIN IRONFOOT, KING OF EREBOR (Dwarf) Point value: 110

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dáin Ironfoot, King of Erebor 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 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.

GIMLI, SON OF GLÓIN (Dwarf) Point value: 90

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Gimli, Son of Glóin 6/4+ 4 8 2 2 6 3 2 2 5”

Wargear:

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

Special Rules:

Axes of the Dwarves!: At the beginning of each fight, Gimli can choose to use either an axe in each hand, in which case he fights with 3 Attacks, or to use his two-handed axe, in which case he adds +1 to his dice rolls on the Wound chart, but does not suffer, the usual -1 penalty on the roll to win the fight.

Options:

GLÓIN THE DWARF (Dwarf) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Glóin the Dwarf 6/4+ 4 7 3 2 6 2 1 1 5”

Wargear:

Dwarf armour and throwing axes.

Special Rules:

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


MARDIN (Dwarf) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mardin 5/4+ 4 7 2 2 5 3 1 1 5”

Wargear:

Dwarf armour and Torozûl (spear).

Torozûl: When rolling To the Wound against monster-type models, the bearer of this weapon adds +1 to his dice roll on the Wound chart.

Special Rules:

Sworn Protector: Whilst Durin is within 12”, Mardin automatically passes any Courage test that he has to take.

Options:

BALIN, SON OF FUNDIN (Dwarf) Point value: 75

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

Wargear:

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

Options:

FLÓI STONEHAND (Dwarf) Point value: 70

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

Wargear:

Dwarf armour and staff.

Special Rules:

Loremaster: At the start of his Move, Fli can spend a Will point to negate an enemy Special Rule for the rest of the turn. There is no range to this ability – as long as Flói can see the foe, and has a Will point to spend, it works.

The Living Lore: Each time a friendly Dwarf kills an enemy Hero or multi-Wound model, Flói receives an additional Will point – this can take him above his initial starting level.

NORI THE DWARF (Dwarf) Point value: 60

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

Wargear:

Two-handed mace.

Special Rules:

Weapon Master: see Dwalin the Dwarf’s entry.

DORI THE DWARF (Dwarf) Point value: 55

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

Wargear:

Flail.

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.

FILI THE DWARF (Dwarf) Point value: 55

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

Wargear:

Throwing axes.

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.


KILI THE DWARF (Dwarf) Point value: 55

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

Wargear:

Dwarf bow.

Special Rules:

Bodyguard (Thorin), Combat Synergy – see Fili the Dwarf’s entry.

BIFUR THE DWARF (Dwarf) Point value: 50

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

Wargear:

Boar spear.

Boar spear: A boar spear can be used as either a spear or a two-handed weapon.

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.

BOFUR THE DWARF (Dwarf) Point value: 50

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

Wargear:

Mattock.

Mattock: A mattock is a two-handed weapon, which can be used as either a hammer or a pick (choose which at the start of each Fight).

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.

BOMBUR THE DWARF (Dwarf) Point value: 45

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

Wargear:

Axe and mace.

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).

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


OIN THE DWARF (Dwarf) Point value: 45

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

Wargear:

Two-handed staff.

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.

ORI THE DWARF (Dwarf) Point value: 40

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

Wargear:

Slingshoot.

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).

Deadeye: If Ori scores 6 when rolling To Hit, do not take any In The Way tests, and do not roll To Wound. His target automatically suffers a single Wound.

MÚRIN AND DRÁR (Dwarf) Point value: 120 (for both)

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Múrin 5/4+ 4 8 2 2 5 3 1 1 5”

Wargear:

Dwarf armour, shield and Kalazál.

Kalazál: This sword allows Múrin to re-roll any Wounds rolls made against Orcs, Goblins and Uruk-hai.

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Drár 5/4+ 4 7 2 2 5 3 1 1 5”

Wargear:

Dwarf armour and Dwarf bow.

Special Rules:

Expert Shot: Drár can shoot his bow twice in the Shoot phase, instead of once.

Two Commanders: Murin and Drar’s warband model limit is 18 rather than 12 warriors.

Options:


COMMANDERS

KING’S CHAMPION (Dwarf) Point value: 125 (for 1 King’s Champion and 2 Heralds)

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The King’s Champion 6/3+ 5 7 3 2 5 2 1 1 5”

Wargear:

Heavy dwarf armour.

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Herald 4/4+ 4 7 1 1 4 0 1 2 5”

Wargear:

Heavy dwarf armour, shield and banner.

Special Rules:

Triumvirate of War: The Kingʼs Champion will always be the warbandʼs Captain with his Heralds becoming two of his followers, even though this is normally not permitted.

The Herald’s Duty: When two Heralds or the King Champion and Herald are in base contact, they receive +1 Defence. If Two Heralds, and a King’s Champion are all in base contact with another two, they instead receive +2 Defence.

The Life Guard: If the King’s Champion is wounded, either Herald may expend his own Fate points on the Champions behalf as long as they are in base contact. Note, that a Herald may not actually suffer Wounds on the King’s behalf – only expend Fate Points.

DWARF KING (Dwarf) Point value: 75

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

Wargear:

Heavy dwarf armour.

Options:

DWARF CAPTAIN (Dwarf) Point value: 60

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

Wargear:

Dwarf armour.

Options:

SHIELDBEARER (Dwarf) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Shieldbearer 5/4+ 4 8 2 2 4 2 0 0 5”

Wargear:

Dwarf armour and shield.

Special Rules:

In Defence of the King: At the start of the Game, nominate a single Dwarf Hero for the Shieldbearer to protect. If, at the start of the Fight phase, the Shieldbearer is within 6” of the protected Hero, and that Hero is in base contact with one or more enemy models, the Shieldbearer must immediately call a heroic Fight without expanding any Might. However, the Shieldbearer must use the free move to reach the protected Hero’s fight, if possible. If you have more than one Shieldbearer, each may protect a different Hero if you wish.

Lead by Example: Dwarf Holds models within 12” of a Shieldbearer-roll failed Courage tests.


WARRIORS

DWARF RANGER (Dwarf) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Dwarf Ranger 4/3+ 3 5 1 1 4 5”

Wargear:

Armour.

Special Rules:

Mountain Dwellers: Mountain Dwellers may re-roll any Jump, Leap and Climb test. In addition, they move through rocky areas that are classed as a difficult terrains as if they were open ground.

Options:

DWARF WARRIOR (Dwarf) Point value: 8

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

Wargear:

Dwarf armour.

Options:

KHAZÂD GUARD (Dwarf) Point value: 11

Fight Strength Defence Attack Wounds Courage Movement
Khazâd Guard 4/4+ 4 7 1 1 4 5”

Wargear:

Heavy dwarf armour and two-handed axe.

Special Rules:

Bodyguard (Dwarf Holds): At the start of the game, choose another friendly Hero of Dwarf Holds among those in your force all your models with the Bodyguard (Dwarf Holds) special rule to protect. As long as this Hero is alive and on the board, models with this special rule automatically pass all Courage tests they have to take.

Options:

IRON GUARD (Dwarf) Point value: 15

Fight Strength Defence Attack Wounds Courage Movement
Iron Guard 4/4+ 4 6 2 1 4 5”

Wargear:

Dwarf armour and throwing axes.

Options:

VAULT WARDEN TEAM (Dwarf) Point value: 25 (for 1 Iron Shield and 1 Foe Spear)

Fight Strength Defence Attack Wounds Courage Movement
Iron Shield 4/4+ 4 9 1 1 4 5”

Wargear:

Heavy dwarf armour and shield.

Fight Strength Defence Attack Wounds Courage Movement
Foe Spear 4/4+ 4 6 1 1 4 5”

Wargear:

Dwarf armour and spear.

Special Rules:

Spear and Shield: Unless supported by a model with a spear, the Iron Shield applies -1 to his roll to win the fight, even when shielding.

WAR ENGINES

DWARF BALLISTA (Siege engine) Point value: 40

Strength Defence Batter Points
Ballista 9 10 3

CREW:

A Dwarf Ballista is crewed by two Dwarf Warriors with dwarf armor.

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

Special Rules:

Piercing Shot (short): 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 D6 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.

Accurate: When firing a Dwarf Balista at a Battlefield target, the shot will only scatter 3” rather than 6”.

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:


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