EASTERN KINGDOMS
Weapon Special Strikes
Model |
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Khamûl the Easterling | |||||||
Amdûr, Lord of Blades | |||||||
Khandish King | |||||||
Easterling Dragon Knight | |||||||
Easterling War Priest | |||||||
Khandish Chieftain | |||||||
Easterling Captain | |||||||
Khandish Mercenary Chieftain | |||||||
Easterling Warrior | |||||||
Khandish Warrior | |||||||
Khandish Mercenary Warrior |
Allies:
Goblin Town | Desolator of the North | Mordor | Angmar and Gundabad | Dol Guldur | Harad and Umbar | Eastern Kingdoms | Moria | Isengard | |
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Eastern Kingdoms |
Army special rule:
Eastern Kingdoms army has a modify bow limit value – it is 1/2 (instead of 1/3).
[Bow limit rule refers to bows and crossbows. Does not refer to any throwing weapon and blowpipes.]
HEROES
KHAMÛL THE EASTERLING (Spirit, Ringwraith) Point value: 120
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Khamûl the Easterling | 5/4+ | 4 | 8 | 1 | 1 | 6 | 2 | 12 | 2 | 6” |
Wargear:
Heavy armour.
Special Rules:
Terror, Harbinger of Evil, The Will of Evil – see Ringwraith’s entry.
Essence Leech: If Khamûl causes a Wound he instantly regains a point of Will for each Wound caused (unless that Wound is ‘saved’ with a point of Fate). This ability cannot be used to take his Will above 12. In addition, Khamûl may expend a single point of Will at the start of the Fight phase (before any heroic combats are resolved) to increase either his Strength, Fight or Attacks value by 1 for remainder of the Fight phase. He may only expend a single point of Will in this way each turn.
Magical Powers:
Black Dart 6+ 12”
Compel 5+ 12”
Sap Will 4+ 12”
Transfix 4+ 12”
Drain Courage 3+ 12”
Options:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
Fell Beasts (Monster)
Special Rules: Fly: This model can ignore all intervening models and terrain as it moves – flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don’t try to perch your model precariously upon trees, sloped roofs and so on). Furthermore, a model with this special rule may pass ‘over’ enemy Control Zones without charging the model – as long as he ends his move outside the Control Zone. Feral: If the Ringwraith riding the Fell Beast is killed or dismounts, the creature automatically fails its Courage test and flees field. |
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AMDÛR, LORD OF BLADES (Man) Point value: 100
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Amdûr, Lord of Blades | 6/4+ | 4 | 6 | 2 | 2 | 4 | 3 | 3 | 3 | 6” |
Wargear:
Heavy armour and Easterling falchion (Elven blade).
Special Rules:
Blood and Glory: If this model kills an enemy Hero in a fight, he immediately regains a Might point expended earlier in battle.
Herald of Victory: all Easterlings treat Amdûr model as a Banner.
Unyielding Combat Stance: Whenever this model is knocked down for any reason, toll a D6, on a 4+, he keeps his footing and is not knocked down.
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:
Armoured horse 15 points
COMMANDERS
KHANDISH KING (Man) Point value: 90
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Khandish King | 6/4+ | 4 | 6 | 2 | 2 | 5 | 2 | 2 | 1 | 6” |
Wargear:
Armour and chieftain’s axe (Elven blade).
Khandish Chariot: This has the following profile:
Fight | Strength | Defence | Attack | Wounds | Courage | |
Chariot | 0 | 3 | 7 | 0 | 3 | 0 |
A Khandish Chariot follows all the normal rules for Monstrous Mounts, with the following exceptions:
1) The Chariot cannot jump obstacles, that form a physical barrier, such as hedges, fences, or rocks. It may attempt to cross such obstacles as streams or gullies in the controlling player wishes, but if a 1 is rolled on the Jump test, the chariot is automatically destroyed and rider is thrown.
2) A model in chariot can move its full distance and still shoot a bow. In addition, a model riding a chariot can use a two-handed weapon if it wishes, and carry both a bow and a wo handed-weapon. If the model becomes dismounted, it must abandon either the bow or the two-handed weapon.
3) Models that are riding a chariot gain +1 Attack.
Special Rules:
Commanding Presence: all Khandish treat this model as a Banner.
Options:
Bow 5 points
Horse 10 points
Khandish chariot 30 points
EASTERLING DRAGON KNIGHT (Man) Point value: 70
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Easterling Dragon Knight | 5/4+ | 4 | 6 | 3 | 2 | 4 | 2 | 0 | 0 | 6” |
Wargear:
Heavy armour.
Special Rules:
Blood and Glory, Unyielding Combat Stance: see Amdûr, the Lord of Blade’s entry.
Shield of Blades: Before he fight, an Easterling Dragon Knight can choose to whirl his blades in a defensive pattern. If he does so, he uses the rules for shielding in the ensuing combat.
Options:
Armoured horse 15 points
EASTERLING WAR PRIEST (Man) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Easterling War Priest | 3/4+ | 3 | 5 | 1 | 2 | 4 | 1 | 3 | 1 | 6” |
Wargear:
Heavy armour and battle stave (spear).
Magical Powers:
Dragon Fury 3+ 6”
Bladewrath 2+ 6”
Dragon Fury: this magic power works in the same way as Fury spell. However, it instead affects all models from Eastern Kingdoms within range, including Heroes, it may be channelled.
Bladewrath: Select a single friendly Hero within range (this can be the War Priest). Any blows the chosen model strikes in combat this turn are resolved at Strength 6.
Options:
Armoured horse 15 points
KHANDISH CHIEFTAIN (Man) Point value: 55
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Khandish Chieftain | 5/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1 | 6” |
Wargear:
Armour and chieftain’s axe (Elven blade).
Options:
Bow 5 points
Horse 10 points
Khandish chariot (see Khandish King’s entry) 30 points
EASTERLING CAPTAIN (Man) Point value: 45
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Easterling Captain | 4/4+ | 4 | 6 | 2 | 2 | 4 | 2 | 1 | 1 | 6” |
Wargear:
Heavy armour.
Options:
Bow 5 points
Shield 5 points
Easterling halberd (Elven blade) 5 points
Horse 10 points
Armoured horse 15 points
KHANDISH MERCENARY CHIEFTAIN (Man) Point value: 40
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Khandish Mercenary Chieftain | 5/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1 | 6” |
Wargear:
Armour and chieftain’s axe (Elven blade).
Special Rules:
Sellsword: At the start of the game, before forces have been deployed, the Evil player rolls a dice for each model with this rule in his force. On the roll of a 1, this model has been bribed, and is not available for this battle (Might may be used to modify this roll). Models that are bribed do not count towards the size of the force for the army Break Point.
Options:
Bow 5 points
Horse 10 points
WARRIORS
EASTERLING WARRIOR (Man) Point value: 7
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Easterling Warrior | 3/4+ | 3 | 5 | 1 | 1 | 3 | 6” |
Wargear:
Heavy armour.
Special Rules:
Phalanx: Easterlings can use pikes and shields at the same time without penalty.
War Drum (Eastern Kingdoms): At the start of the Move phase (after any heroic actions have been have been called and executed), the Drummer can sound the advance. All models from Eastern Kingdoms within 12” of one or more Drummers sounding the advance increase their Movement value by 3” for that urn, though they cannot charge.
Options:
Shield 1 point
Bow 1 point
Pike 1 point
Upgrade to a Black Dragon* 2 points
Armoured horse 6 points
Easterling war drum 15 points
War Horn 20 points
Banner 25 points
*Black Dragon: have Fight and Courage of 4.
KHANDISH WARRIOR (Man) Point value: 8
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Khandish Warrior | 4/4+ | 3 | 4 | 1 | 1 | 3 | 6” |
Wargear:
Armour and two-handed axe.
Options:
Exchange two-handed axe for bow free
Horse 5 points
Khandish chariot (see Khandish King’s entry) 16 points
KHANDISH MERCENARY HORSEMAN (Man, Cavalry) Point value: 8
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Khandish Mercenary Horseman | 4/4+ | 3 | 4 | 1 | 1 | 2 | 6” |
Wargear:
Armour and horse.
Special Rules:
Sellsword: see Khandish Mercenary Chieftain’s entry.
Options:
Bow 1 point
WAR ENGINES
EASTERLING SIEGE BOW (Siege engine) Point value: 40
Strength | Defence | Batter Points | |
Siege Bow | 9 | 10 | 3 |
CREW:
A Easterling Siege Bow is crewed by two Easterling Warriors with heavy armor.
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Easterling Warrior | 3/4+ | 3 | 5 | 1 | 1 | 3 | 6” |
Special Rules:
Piercing Shot: 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 2D6 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 Easterling Siege Bow 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:
Additional Easterling Warrior crew 7 points each
Flaming ammunition 15 points
Easterling Engineer Captain 45 points