AL LO The White Council

THE WHITE COUNCIL

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

Saruman the White
Saruman the Wise
Gandalf the Grey
Gandalf the White
Cirdan, Keeper of the Havens
Radagast the Brown
Radagast the Brown Riding Great Eagle
Elrond
Elrond Master of Rivendell
Elrond Lord of the West
Galadriel
Galadriel Protectress of Lothlórien
Galadriel, Lady of Light

Allies:

Minas Tirith Fiefdoms Rohan Arnor and Grey 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
White Council                                

Army special rule:

When one of the White Council members is making a Resist to magic test it gains +1 bonus to the roll, but only if other council member is within 6” range from the model taking the Resist to magic test.


HEROES

SARUMAN THE WHITE (Wizard) Point value: 150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Saruman the White 5/4+ 4 5 1 3 7 3 6* 3 6”

Wargear:

Staff (Two-handed weapon).

Options:

Special Rules:

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

Voice of Curunir: The range of Saruman the White’s Stand Fast! Is 12” rather than 6” and, unlike other Heroes’ Stand Fast! Rolls, can affect other Heroes.

Consuming Rivalry: Saruman will never move as part of a heroic action called by Gandalf, nor will he accept Gandalf’s aid in the form of the Strengthen Will spell – if Gandalf casts this magical power on Saruman, it has no effect.

Magical Powers:

Sorcerous Blast 4+ 12”

Command 3+ 18”

Immobilise 2+ 18”

Terrifying Aura 2+ self

SARUMAN THE WISE (Wizard) Point value: 170

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Saruman the White 5/4+ 4 5 1 3 7 3 6* 3 6”

Wargear:

Staff of Power.

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.

*Staff of Power, Voice of Curunir, Consuming Rivalry: see Saruman the White entry.

Lord of the Istari: Saruman the Wise is the most powerful of the five Wizards sent to Middle-earth, and is the leader of their order.

Saruman the Wise can choose to re-roll one dice when making Casting or Resist tests.

Magical Powers:

Sorcerous Blast 4+ 12”

Command 3+ 18”

Immobilise 2+ 18”

Aura of Command 2+ self

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 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.

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:


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 ʻStandFastʼ 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:

CIRDAN, KEEPER OF THE HAVENS (Elf) Point value: 100

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Cirdan, Keeper of the Havens 6/3+ 4 4 1 3 6 3 3* 3

Wargear:

Elven blade.

Special Rules:

Terror, Woodland Creature: see Cirdan’s entry.

*Master of Grey Havens: Cirdan can expend a single point of Will each turn without depleting her own store.

Magical Powers:

Aura of Dismay 5+ 6”

Strengthen Will 4+ 6”

Renew 3+ 6”

Aura of Command 2+ 6”

Blinding Light 2+ 6”

Options:


RADAGAST THE BROWN (Wizard) Point value: 150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Radagast the Brown 5/4+ 4 5 1 3 7 3 6* 3 6”

Wargear:

*Staff of Power.

Special Rules:

Master of Birds: Radagast is always assumed to have Line Of Sight to any point on the battlefield.

One with Nature: Whilst on foot, Radagast may move through areas of difficult terrain without penalty and is always considered to be wearing an Elven cloak.

Sebastian: If Radagast is accompanied by Sebastian, he always make an additional Attack in close combat. With a Fight value and Strength of 1 (roll a separate dice for Sebastian) which cannot be altered by Might points.

Magical Powers:

Aura of Dismay 5+ self

Immobilise 3+ 12”

Panic Steed 2+ 12”

Renew 3+ 12”

Terrifying Aura 2+ self

Options:

Radagast’s Sleigh

Fight Strength Defence Attack Wounds Courage Movement
Sleigh 3/6+ 2 3 4 4 2 10”

If Radagast dismounts from his sleigh or is slain, remove the sleigh from play.

Special Rules:

Woodland Creature: see Cirdan’s entry.

RADAGAST THE BROWN RIDING GREAT EAGLE (Wizard) Point value: 210

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Radagast the Brown Riding Great Eagle 5/4+ 4 5 1 3 7 3 6 3 6”

Wargear:

Dagger.

Special Rules:

Master of Birds, One with Nature – see Radagast the Brown’s entry.

Magical Powers:

Aura of Dismay 5+ self

Nature’s Wrath 4+ 6”

Immobilise 3+ 12”

Panic Steed 2+ 12”

Renew 3+ 12”

Great Eagle (Great Eagle, Monster)

Fight Strength Defence Attack Wounds Courage Movement
Great Eagle 7/4+ 6 8 2 3 5 12”

Whilst Radagast the Brown is mounted upon a Great Eagle, it counts as a Monsterous Mount.

Special Rules:

Terror: see Cirdan’s entry.

Fly – Great Eagle can fly over the top of any models or terrain without penalty.

Noble Beast: If Radagast the Brown dismounts, the Great Eagle automatically passes its Courage test to stay and fight.

Swoop Attack: When charging, Radagast on Eagle counts as a Monstrous Mount, and therefore gets both bonuses that cavalry models get (Extra Attack and Knock to the Ground). As usual with Monstrous Mounts, these bonuses are not lost if Radagast on Eagle is engaged by enemy cavalry, but are lost if he is engaged by another Monstrous Mount.


ELROND (Elf) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Elrond 6/3+ 4 7 3 3 7 3 3* 3

Wargear:

Elven blade and Vilya

Vilya: Thanks to the power to Vilya, one of the Three Elven Rings, Elrond can re-roll his dice when using Fate points

Special Rules:

Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.

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.

*Master of Rivendell: Elrond can expend a single point of Will each turn without depleting his own store.

Options:

Magical Powers:

Nature’s Wrath 4+ 6”

Renew 3+

ELROND MASTER OF RIVENDELL (Elf) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Elrond Master of Rivendell 6/3+ 4 4 3 3 7 3 3* 3

Wargear:

Elven blade and Vilya.

Special Rules:

Terror, Woodland Creature, *Master of Rivendell – see Elrond’s entry.

Foresight of the Eldar: Before the game begins, roll a D6 and make a note of the result – these are Elrond’s ‘foresight’ points for the remainder of the battle. Elrond can spend these points in the Priority phase, after both players have made their priority rolls. For each foresight point expended, Elrond can alter either priority roll by +1 or -1, to a minimum of 1 and maximum of 6.

Magical Powers:

Wrath of Bruinen 4+ 6”

Renew 3+

Wrath of Bruinen. This spell affects all enemy models within 6’’ of Elrond, but only one foe can attempt to resist it. If resisted, all foes are unaffected; if the resist attempt is failed, the all are affected. All enemies within 6’’ are knocked to the ground. Cavalry models are automatically thrown – both steed and raider are knocked to the ground. All affected models the suffer a Strength 2 hit, or a Strength 8 hit if they are in a stream, river or other similar water terrain feature.

ELROND LORD OF THE WEST (Elf) Point value: 180

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Elrond Lord of the West 6/3+ 4 7 3 3 7 3 3* 3

Wargear:

Heavy Armour, Elven blade, Vilya

Special Rules:

Terror, Woodland Creature, *Master of Rivendell – see Elrond’s entry.

Campion of the Free Peoples: Elrond, Lord of the West may call a Heroic Strike every Fight phase without expending Might.

Magical Powers:

Nature’s Wrath 4+ 6”

Renew 3+ 12’’

GALADRIEL (Elf) Point value: 130

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Galadriel 6/3+ 3 3 1 3 7 3 6* 3

Wargear:

Galadriel is unarmed but wears Nenya.

Nenya: Thanks to the power of Nenya, one of the Three Elven Rings, Galadriel can re-roll his dice when using Fate points.

Special Rules:

Terror, Woodland Creature: see Cirdan’s entry.

* The Lady of Lothlórien: Galadriel can expend a single point of Will each turn without depleting her own store.

Magical Powers:

Blinding Light 2+ 6”

Immobilise 3+

Command 4+ 12’’

Options:

Mirror of Galadriel: The mirror is deployed within 6’’ if Galadriel at the start of the game – it cannot subsequently be moved. At the end of each turn, one Good Hero within 6’’ of the mirror can recover their Fate to its starting value.

GALADRIEL PROTECTRESS OF LOTHLORIEN (Elf) Point value: 125

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Galadriel Protectress of Lothlórien 6/3+ 3 4 3 3 7 3 3 3

Wargear:

Armour and Nenya.

Nenya: see Galadrie’sl entry.

Special Ruls:

Terror, Woodland Creature: see Cirdan’s entry.

War Aspect: All enemy models within 6’’ of Galadriel suffer a -1 penalty to their Courage.

Magical Powers:

Blinding Light 2+ 6”

GALADRIEL, LADY OF LIGHT (Elf) Point value: 125

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Galadriel, Lady of Light 6/3+ 3 3 3 3 7 3 6 3

Wargear:

Nenya.

Nenya: see Galadriel’s entry.

Special Rules:

Terror, Woodland Creature – see Cirdan’s entry.

The Lady of Lothlórien: Galadriel, Lady of Light can expend a single point of Will each turn without depleting her own store.

The Light of Earendil: Shooting attacks directed against Galadriel, Lady of Light or any model within 6’’ of her will only hit on a To Hit roll of a 6.

War Aspect. All enemy models within 6” of Galadriel, Lady of Light suffer a -1 penalty to their Courage. Furthermore, Galadriel, Lady of Light never counts as unarmed.

Magical Powers:

Banishment 3+ 12’’

Fortify Spirit 2+ 12”


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