AL LO Minas Tirith

MINAS TIRTH

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 White
Aragorn, King Elessar
Boromir, Captain of the White Tower
Boromir of Gondor
Faramir Captain of Ithilien
Faramir Captain of Gondor
Eärnur, Captain of the White Tower
Madril, Captain of Ithilien
Cirion, Lieutenant of Amon Barad
Denethor, Steward of Gondor
Beregond
Damrod, Ranger of Ithilien
Pippin, Guard of the Citadel
Ioreth – Zielarka Domu Uzdrowień
King of Men
Knight of the White Tower
Captain of Minas Tirith
Warrior of Minas Tirith
Ranger of Gondor
Osgiliath Veteran
Citadel Guard
Guard of the Fountain Court

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
Minas Tirith                                


HEROES

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 7 3 6+1* 3 6”
Shadowfax 0 4 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.

Elven Ring Narya: Thanks to the this, one of the Three Elven Rings, Gandalf can re-roll his dice when using Fate points

Special Rules:

The White Rider: The range of Gandalfʼs ‘StandFastʼ 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+ -

Immobilise 2+ 12”

Blinding Light 2+ 6”

Options:

ARAGORN, KING ELESSAR (Man) Point value: 175

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Aragorn, King Elessar 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:

BOROMIR, CAPTAIN OF THE WHITE TOWER (Man) Point value: 140

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Boromir, Captain of the White Tower 6/4+ 4 6 3 3 6 6 3 3 6”

Wargear:

Heavy armour 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.

The Banner of Minas Tirith: The banner of Minas Tirith is a banner with re-roll range of 6”. If Boromir carries Banner of Minas Tirith, all Warriors, Heroes and Commanders from Minas Tirith army list within 6” receive a +1 bonus to their Fight value. Boromir also receive this bonus although other Heroes do not. Unlike other banner bearers, such is Boromir’s skill in battle that he suffers no -1 penalty to his dice roll when determining who wins the combat, although he gains no benefit from carrying a shield or a lance. Note that bonus is cumulative with other fight value bonus.

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:


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- see Boromir, Captain of White Tower’s entry.

Options:

FARAMIR, CAPTAIN OF ITHILIEN (Man) Point value: 150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Faramir Captain of Ithilien 5/3+ 4 7 3 3 6 3 3 2 6”

Wargear:

Heavy armour, sword, shield and armoured horse.

Special Rules:

To Me, Men of Gondor!:The range of Faramir’s ‘Stand Fast!’ is 12” rather than 6”. Additionally Rangers of Gondor, Knights of Minas Tirith, Warriors of Minas Tirith and Citadel Guards within 12” of Faramir count as being in range of banner.

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.

Options:

FARAMIR, CAPTAIN OF GONDOR (Man) Point value: 70

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Faramir Captain of Gondor 5/3+ 4 5 2 2 5 3 2 2 6”

Wargear:

Armour.

Special Rules:

Woodland Creature – see Faramir Captain of Ithilien’s entry.

Options:

EÄRNUR, CAPTAIN OF THE WHITE TOWER (Man) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Eärnur, Captain of the White Tower 5/4+ 4 6 2 2 6 3 2 1 6”

Wargear:

Heavy armour.

Special Rules:

Foolis Rush In – Whenever Eärnur moves, if he is able to charge enemy Hero, he must do so.

Options:

MADRIL, CAPTAIN OF ITHILIEN (Man) Point value: 55

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Madril, Captain of Ithilien 4/3+ 4 5 2 2 4 3 1 1 6”

Wargear:

Armour and bow.

Special Rules:

Woodland Creature– see Faramir Captain of Ithilien’s entry.

Master of Ambush: In scenarios where you can roll for additional forces to arrive (such those that use the Reinforcements rule), you receive a +1 bonus to the dice rolls if Madril is on the Board. If Madril is not on the board and is waiting to arrive as part of the reinforcements, this bonus may only be applied to Madril’s roll to arrive.

CIRION, LIEUTENANT OF AMON BARAD (Man) Point value: 55

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Cirion, Lieutenant of Amon Barad 4/4+ 4 6 2 2 4 3 1 1 6”

Wargear:

Armour and shield.

Special Rules:

Boldest of the Bold: When attempting to charge an enemy that causes Terror, Cirion receives a +2 bonus to his Courage.

DENETHOR, STEWARD OF GONDOR (Man) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Denethor, Steward of Gondor 5/4+ 4 5 2 2 5 0 3 0 6”

Wargear:

Armour.

Special Rules:

Broken Mind: At the start of every turn, before players roll for priority, the Good player must take a Courage test for Denethor. If test is passed, all is fine. If test is failed, Denethor is controlled by the Evil player this turn. The only difference between Denethor and the other Evil models is that Good models cannot target Denethor with missile fire, magical powers that cause damage, and cannot strike blows against him if they defeat him in a fight. If in the one army is both Denethor and Boromir this special rule is suspended as long as Boromir is alive or on the board.

BEREGOND (Man) Point value: 25

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

Wargear:

Heavy armour and a longbow (Elf bow).

Special Rules:

Bodyguard (Minas Tirith): At the start of the game, choose another friendly Hero of Minas Tirith among those in your force all your models with the Bodyguard (Minas Tirith) 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:

DAMROD, RANGER OF ITHILIEN (Man) Point value: 20

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Damrod, Ranger of Ithilien 4/3+ 4 5 1 1 4 1 1 1 6”

Wargear:

Armour and a bow.

Special Rules:

Woodland Creature – see Faramir Captain of Ithilien’s entry.

PIPPIN, GUARD OF THE CITADEL (Hobbit) Point value: 30

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Pippin, Guard of the Citadel 3/3+ 2 4 2 2 4 1 1 2 6”

Wargear:

Armour.

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.

Options:


IORETH – ZIELARKA DOMU UZDROWIEŃ (człowiek) Koszt punktowy: 30

Walka Siła Obrona Atak Żywotność Męstwo Might Will Fate Movement
Ioreth 2/4+ 2 4 1 2 5 1 2 1

Uzbrojenie:

Posiada broń ręczną (sztylet).

Zasady Specjane:

Słabowita Staruszka: Ioreth jest sędziwą staruszką stroniącą od przemocy. Ioreth nie może szarżować na wrogów, choć zaatakowana walczy na normalnych zasadach.

Jestem medykiem, nie bohaterem: Bitewny zgiełk nie jest domeną Ioreth. Heroiczne Akcje Ioreth działają tylko na nią samą, co więcej Ioreth może występować w armii, jako jednostka w oddziale innego bohatera Minas Tirith (zgodnie z limitem modeli w jego oddziale – np. Cirion + Ioreth + 11x Wojownik Minas Tirith) może również działać samodzielnie, jak inni bohaterowie niezależni.

Medykamenty: Ioreth bez cienia wątpliwości pomaga wszystkim rannym bez względu na grożące jej niebezpieczeństwo. Przed grą rzuć trzema kośćmi k3, wynik uzyskany w tych rzutach to ilość medykamentów (ładunków), które Ioreth zabrała ze sobą by pomóc rannym żołnierzom. Za każdym razem, gdy sojuszniczy model w 6” straci swój ostatni punkt Żywotności Ioreth może zdecydować się na wydanie jednego „ładunku” medykamentów, by uchronić go od śmierci (działa to tak, jakby skutecznie wydano punkt Losu, choć nie nim nie jest). Maksymalna ilość medykamentów (ładunków) jakie może w ciągu jednej tury przyswoić dany model wynosi 1.

COMMANDERS

KING OF MEN (Man) Point value: 60

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

Wargear:

Armour.

Options:

KNIGHT OF THE WHITE TOWER (Man) Point value: 55

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Knight of the White Tower 5/4+ 4 6 2 2 4 2 1 1 6”

Wargear:

Heavy armour and a White Sword of Gondor (two-handed weapon).

White Sword of Gondor: Each Wound inflicted by this weapon (after Fate rolls) causes two Wounds, instead one.

CAPTAIN OF MINAS TIRITH (Man) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Captain of Minas Tirith 4/4+ 4 5 2 2 4 2 1 1 6”

Wargear:

Armour.

Options:


WARRIORS

WARRIOR OF MINAS TIRITH (Man) Point value: 7

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

Wargear:

Heavy armour.

Options:

* Ithilien Guard – has got Woodland Creature special rule (see Faramir Captain of Ithilien’s entry).

RANGER OF GONDOR (Man) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Ranger of Gondor 4/3+ 3 4 1 1 3 6”

Wargear:

Armour.

Options:

* Ranger of Ithilien– has got Woodland Creature special rule (see Faramir Captain of Ithilien’s entry).

OSGILIATH VETERAN (Man) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Osgiliath Veteran 3/4+ 3 5 1 1 4 6”

Wargear:

Heavy armour.

Special Rules:

Loyal to the Captains: So long as Osgiliath Veteran is within 12” of either Boromir or Faramir (or both) he is receiving a bonus of +1 to his Fight value. Note that this bonus is cumulative with other fight value bonuses.

Options:

CITADEL GUARD (Man) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Citadel Guard 4/4+ 3 5 1 1 3 6”

Wargear:

Heavy armour.

Special Rules:

Bodyguard (Minas Tirith) - see Beregond entry.

Options:


GUARD OF FOUNTAIN COURT (Man) Point value: 10

Fight Strength Defence Attack Wounds Courage Movement
Guard of the Fountain Court 4/4+ 3 6 1 1 3 6”

Wargear:

Very heavy armour and spear.

Special Rules:

Bodyguard (Minas Tirith) - see Beregond entry.

Options:


WAR ENGINES

AVENGER BLOT THROWER (Siege engine) Point value: 50

Strength Defence Batter Points
Bolt Avenger 7 10 3

CREW:

Avenger Bolt Thrower is crewed by two Warriors of Minas Tirith with heavy armor.

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

Special Rules:

Short Range: An Avenger Bolt Thrower has a range of 36” rather than normal 48”.

Rapid Fire: An Avenger Bolt Thrower fires D6 shoots each turn rather than one. Resolve each shoot individually, rolling To Hit, to scatter, and To Wound for each before proceeding with the next. Shots from an Avenger Bolt Thrower do not kill Battlefield targets outright nor knock them to the ground. The usual restriction on targeting apply. In Addition, the second and following shots must be targeted at models within 3” of the first target.

Absolutely Accurate: When firing a Avenger Bolt Thrower there is no scatter test.

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:

BATTLECRY TREBUCHET (Siege engine) Point value: 90

Strength Defence Batter Points
Trebuchet 10 10 4

CREW:

A Battlecry Trebuchet is crewed by three Warriors of Minas Tirith with heavy armor.

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

Special Rules:

Indirect Fire: A Trebuchet always follows the rules for Volley Fire, giving it a range of 10-96”. When firing a Trebuchet, follow the rules for siege engines in the main rules manual, with the following exceptions. A Trebuchet hits the target on a roll of a 4+. If a hit is rolled and the target is a Siege target, the shot will hit it automatically (no scattering). If the target is a Battlefield target, roll on the siege engines Scatter chart instead of following the normal rules for allocating hits with a volley.

Area Effect: If the Trebuchet scores a hit against Battlefield target, all models within 2” of the target take a hit of Strength 6 (this hit does not kill Battlefield targets outright).

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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