AL LO Numenor

NUMENOR

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

Elendil, High King of Gondor and Arnor
Isildur
Captain of Númenor
Warrior of Númenor

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
Numenor                                


HEROES

ELENDIL, HIGH KING OF GONDOR AND ARNOR (Man) Point value: 135

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Elendil, High King of Gondor and Arnor 7/4+ 4 7 3 3 6 3 3 1 6”

Wargear:

Very heavy armour and Narsil.

Narsil: Elendil can fight a heroic combat in the Fight phase without expending Might.

Special Rules

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:

ISILDUR (Man) Point value: 100

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Isildur 6/4+ 4 7 3 3 6 3 1 2 6”

Wargear:

Very heavy armour.

The Ring: if neither Frodo nor Bilbo are in the force, Isildur can carry 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:


COMMANDERS

CAPTAIN OF NÚMENOR (Man) Point value: 50

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

Wargear:

Armour.

Options:

WARRIORS

WARRIOR OF NÚMENOR(Man) Point value: 7

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

Wargear:

Armour.

Options:


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