THE FELLOWSHIP
Weapon Special Strikes
Model |
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Gandalf the Grey | |||||||
Gandalf the White | |||||||
Aragorn – Strider | |||||||
Boromir of Gondor | |||||||
Legolas Greenleaf | |||||||
Gimli, Son of Glóin | |||||||
Frodo Baggins | |||||||
Samwise Gamgee | |||||||
Meriadoc Brandybuck | |||||||
Peregrin Took | |||||||
Bill the Pony | |||||||
Sméagol |
Allies:
Minas Tirith | Fiefdoms | Rohan | Arnor & 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 | |
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Fellowship |
Army special rule:
As long as Frodo is alive all heroes from this army automatically passes all Courage tests and treats Frodo as a Banner with 6” range. Heroes from this army are always treated as one warband.
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 | 0 | 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+ self
Options:
Horse 10 points
Shadowfax 15 points
Gandalf’s Cart 25 points
GANDALF THE WHITE (Wizard) Point value: 220
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Gandalf the White | 5/4+ | 4(5) | 5 | 1 | 3 | 6 | 3 | 6+1* | 3 | 6” |
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.
Special Rules:
The White Rider: The range of Gandalfʼs ʻStand Fastʼ rule is 12" rather than 6".
Magical Powers:
Sorcerous Blast 4+ 12”
Your Staff Is Broken! 4+ 12”
Command 3+ 12”
Strengthen Will 3+ 12”
Terrifying Aura 2+ self
Immobilise 2+ 12”
Blinding Light 2+ 6”
Options:
Elven cloak 10 points
Shaowfax (see above) 15 points
ARAGORN – STRIDER (Man) Point value: 175
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Aragorn | 6/3+ | 4 | 5 | 3 | 3 | 6 | 3+1* | 3 | 3 | 6” |
Andúril, Flame of the West: When fighting Andúril, Aragorn never needs to roll more than 4+ to score a Wound, regardless opponent’s Defence (this rule has no effect against targets that have Batter Points instead Wounds). His rolls To Wound can be modified by using Might as usual.
Special Rules:
*Mighty Hero: Aragorn can expend 1 point of Might per turn without reducing his own Might store. Any additional points of Might expended during his turn reduce Might store as normal.
Options:
Bow 5 points
Armour 5 points
Elven cloak 10 points
Horse 10 points
Andúril, Flame of the West 40 points
BOROMIR OF GONDOR (Man) Point value: 105
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Boromir of Gondor | 6/4+ | 4 | 6 | 3 | 3 | 6 | 6 | 1 | 0 | 6” |
Wargear:
Armour, shield and the Horn of Gondor.
The Horn of Gondor: Boromir can blow the horn at the start of a fight if he is outnumbered by two-to-one or more. The enemy combatant with the highest Courage must take a Courage test. If he passed, the combat s fought as normal. If the test is failed, Boromir automatically wins the fight an can strike blows against his enemies.
Options:
Horse 10 points
Elven cloak 10 points
Legolas Greenleaf (Elf) Point value: 90
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Legolas Greenleaf | 6/3+ | 4 | 4 | 2 | 2 | 6 | 3 | 2 | 3 |
Wargear:
Elf bow and two daggers.
Special Rules:
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.
Deadly Shot. – Legolas may shoot his bow three times in the Shoot phase, hitting targets normally in 3+. Alternatively, he can fire just once; this shot hits automatically, regardless of objects or models In The Way or the target is engaged in combat.
Armour 5 points
Elven cloak 10 points
Horse 10 points
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:
Elven cloak 10 points
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 the Ringbearer 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:
Sting 5 points
Elven cloak 10 points
Mithril coat 25 points
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 Baggin’s entry.
Options:
Elven cloak 10 points
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 Baggin’s entry.
Options:
Elven cloak 10 points
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 Baggin’s entry.
Options:
Elven cloak 10 points
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: Hobbits treat Bill as 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.
SMÉAGOL (Hobbit) Point value: 35
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Sméagol | 4/4+ | 4 | 4 | 2 | 2 | 4 | 1 | 0 | 1 | 5” |
Wargear:
Sméagol is never consider unarmed.
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.
Serve the Master of the Precious: The army must include Frodo to include Sméagol.