draft to finish in 2 weeks 10032

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 Starting Out The first step is to choose your warbands faction. Currently available factions are: o Gondor o Rohan o Dwarf Holds o Elf Havens o The Shire o Dúnedain o Mordor o Isengard o Harad o Rhûn o Goblin Town o Angmar  Assembling the Comp any You have 100 Influence points to spend assembling our company within the following guidelines.  Minimum 3 Characters: A warband must have at least three models. Warband profiles have the points cost o f each warrior available and in addition may have their own rules - restricting the composition of your force.  Note: Unspent Influence is adde d to the warband's hoard or stash - to be used during the campaign. Once you have assembled your warband you must choose three models to become your starting heroes, each of whom gains a single point of Fate. All three of these models are Heroes in all ways from this point onward. Leader Every warband must have a leader. Choose a Hero to represent you, the player  on the table-top. Add 1 point of Might and Will to the leaders profile.  For game purposes the models in your warband are classified as Heroes and Warriors. Other Heroes  Warriors Character Creation Upon becoming a Hero each character gains traits. Unlike skills, a Hero's traits are constantly in effect and they represent the Heroes unique &/or racial qualities and abilities. Traits are determined by rolling on the chart below.  Example: Curious. The Her o must open every door. +1 to Event roll. Racial Traits. Each race or sub-race may have traits they automatically start with -these do not count toward the normal trait count. Each faction's warband profile lists the starting force of warriors, naming them individually will help enormously when it comes to record-keeping, and entering their details onto a record sheet. For great naming resources, click Here & Here.  Warband Roster Youll need a warband roster sheet to record the  details of your warband.  Blank roster sheets can be found printed at the back of this book. We suggest that you photocopy or copy as many sheets as you need, so that you can keep a neat and accurate record of your warband as it changes from game to game.  Wargear Each warrior you recruit can be armed with up to two close combat weapons (in addition to his free dagger), up to two different missile weapons and any armour chosen from the appropriate list. Warriors may be restricted in regard to which types of weapons they can use. The warbands equipment lists tell you exactly what equipment is available. Note that you may buy rare weapons and armour when starting a warband, as indicated by warbands profile, but after playing the first game the only way to get further rare weapons and armour is to roll to see if you can locate them (see the Trading section).

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Starting Out

The first step is to choose your warbands faction.

Currently available factions are:

o  Gondor

o  Rohan

o  Dwarf Holdso  Elf Havens

o  The Shire

o  Dúnedain

o  Mordor

o  Isengard

o  Harado  Rhûn

o  Goblin Town

o  Angmar

 Assembling the Company 

You have 100 Influence points to spend assembling

our company within the following guidelines.

  Minimum 3 Characters: A warband must

have at least three models.

Warband profiles have the points cost of each

warrior available and in addition may have their ownrules - restricting the composition of your force.

 Note: Unspent Influence is added to the warband's

hoard or stash - to be used during the campaign.

Once you have assembled your warband you must

choose three models to become your starting heroes,each of whom gains a single point of Fate. All three

of these models are Heroes in all ways from this

point onward.

Leader

Every warband must have a leader. Choose a Hero torepresent you, the player – on the table-top. Add 1

point of Might and Will to the leader‟s profile. 

For game purposes the models in your warband are

classified as Heroes and Warriors.

Other Heroes

 Warriors

Character Creation

Upon becoming a Hero each character gains traits.

Unlike skills, a Hero's traits are constantly in effect

and they represent the Heroes unique &/or racial

qualities and abilities. Traits are determined byrolling on the chart below.

 Example: Curious. The Hero must open every door.

+1 to Event roll.

Racial Traits. Each race or sub-race may have traits

they automatically start with -these do not count

toward the normal trait count.

Each faction's warband profile lists the starting force

of warriors, naming them individually will help

enormously when it comes to record-keeping, and

entering their details onto a record sheet. For great

naming resources, click Here & Here. 

 Warband Roster

You‟ll need a warband roster sheet to record the 

details of your warband.  Blank roster sheets can be

found printed at the back of this book. We suggest

that you photocopy or copy as many sheets as you

need, so that you can keep a neat and accurate

record of your warband as it changes from game to

game.

 Wargear

Each warrior you recruit can be armed with up totwo close combat weapons (in addition to his free

dagger), up to two different missile weapons and

any armour chosen from the appropriate list.

Warriors may be restricted in regard to which types

of weapons they can use. The warband‟s equipment

lists tell you exactly what equipment is available.

Note that you may buy rare weapons and armour

when starting a warband, as indicated by warband‟s

profile, but after playing the first game the only way

to get further rare weapons and armour is to roll to

see if you can locate them (see the Trading section).

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Post Battle Sequence

After the battle is over, both players work their way

through the following sequence. You do not have to

work through it all at once (try to do the first four

parts straight after the battle  –  you may wish to

consider further purchases later) but any dice rollsmust be seen by both players or a neutral third party.

1

2

3

4

5

6

7

8

Injuries. Determine the extent of injuries

for each character that is taken out of 

action at the end of the game. See

Injuries, on page 4-5.

Allocate experience. To Heroes &Warriors and make any Advance rolls.

See the Experience and Scenarios sections

for details of how this works.

Reconnaissance &/or Forage chart. See

Exploration, on page ….

Trade. see Trade section.

Reallocate wargear. Swap equipment

between models as desired (provided they

are eligible to use it).

Update your company rating. You are

now ready to play your next scenario.

Campaign turn. Choose enemy, scenarioand territory  –  determined by campaign

type.

Step I: Injuries

Once you have finished your game, it's time to work 

out the seriousness of the injuries your warriors have

sustained. It's very important to remember this step –  

it should be the first thing players do after the battle

is over. Roll on the respective injury table for every

Hero and Warrior removed as a casualty. You'll

notice that your Warriors are far more likely to die of 

their injuries than Heroes, which reflects the heroic

nature of The Lord of The Rings, streamlines the

game, and prevents too much book-keeping. It isvery important that all your Injury rolls are worked

out directly after your battle is completed. Ideally,

players should make these rolls together, beforeplaying another game.

If any Hero or Warrior rolls the "Dead" result, all his

equipment is lost and cannot be given to another

member of the company. If a Warrior or Hero has a

mount that is killed during a scenario, a separate roll

on the Warrior injury table must be made for it.

The Death of a Hero

If the leader of the company dies, roll a D6 todetermine his successor. On a 4+, it is Hero with the

most experience. On a 2-3, randomly determine

who takes charge from amongst the remainingHeroes, On a roll of 1, the Hero with the least

experience becomes the company leader.

The new leader always has at least a point each of 

Might, Will and Fate. Edit his profile accordingly.

 Warrior Injury Table

D6

1

2-3

4-6 

Effect

Dead  – This Warrior‟s adventure ends

here. (Remove Warrior from roster)

Injured/Flesh Wound – This Warrior

must miss his next game.

Full Recovery  – This Warrior may play

next game as normal.

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 3 

Hero Injury Table [D66]

11-13 Dead.

The Hero's adventure ends here. Remove the Hero from your

roster. Any weapons or equipment carried by the Hero are lost.

14-15 Captured***

Roll a D6. On a 1-3, the Hero is now the prisoner of the enemy

company responsible for his injury ~Murdered ~Tortured ~Soldinto Slavery~ Ransomed. On a 4-5, the Hero is in the process of 

being captured –   play the … scenario. On a 6, the Hero has escaped

his captors and may play his next game as normal.

16-21 Multiple Injuries

The fighter is not dead but has suffered many serious wounds. Roll

a further D3 times on this chart. Re-roll any further 11-21 or 41-66rolls.

22 Leg Wound

The first Leg Wound results in a – 1"/2cm Move penalty. The Heroalso suffers a -1 penalty to any rolls on the Jump, Climb or Swim

charts. A second Leg Wound result will cause your Hero to retire,

per the Dead result.

23 Arm Wound

The damaged arm may no longer be used, either to carry a shield orwield a weapon. Therefore, the Hero can only use a hand weaponor dagger from this point onward. A second Arm Wound will force

your Hero to retire, per the Dead result.

24 Chest WoundRoll a D6. On a 1 or 2, the Hero loses a wound. A Hero without

wound must retire, per the Dead result. On a 3+, the Hero suffers -1

to his Defense value.

25 Head Knock (Brained!)

Roll a D6.

1  Broken Mind . See Denethor‟s profile entry. 2-3 Stupor . The Hero must pass a Courage test or count as

transfixed for the turn.

4-5  Blind in One Eye. -1 penalty to Shoot value. If the Herois subsequently blinded in his remaining good eye he

must retire, per the Dead result.6  Recovered. May play the next game as normal.

26 B

31 Dangerous Infection

-10 to the Heroes next roll on the injury chart. Lasts for 3 games.

Heroes may have more than one infection at a time.

32 Deep Wound

The warrior has suffered a serious wound and must miss the next

D3 games while he is recovering. He may do nothing at all whilerecovering.

33 Missing Fingers

Wounds to a hand result in the loss of D3 fingers. Randomlydetermine which hand is affected. The Hero‟s Fight value is

reduced by -1. If a fighter loses all five fingers on a hand then hemay no longer use that hand: he may not carry anything in it, and isunable to use weapons that require two hands.  

34 Niggling Injury

On a roll of a 1-2, the Hero is now Venerable. On a 3+ the Hero

acquires an Old Battle Wound. Before each game, make a roll for aHero with an Old Battle Wound. On a score of 1, the Hero's injury

is plaguing him, and he cannot take part in the game. A Hero can

have more than one Old Battle Wound, in which case, he mustmake one roll for each.

35 Haunting Memories

The warrior is mentally scarred from his ordeal. His couragecharacteristic is reduced by -1. On the roll of a 5+, the Hero also

loses a point of Will.

36 Flesh WoundThe Hero must miss his next game.

41-43 It’s Just A Scratch! 

The Hero must miss his next game. Alternatively, the controllingplayer may choose to roll again on this chart, but the second result

will apply.

44-53 Full Recovery

The Hero may play the next game as normal.

54 Sworn Enemy

Although he makes a full physical recovery, the Hero now has adeep hatred for those responsible for his injury. Roll a D6. From

now on, the Hero hates the following:

1-3 The Hero or Warrior responsible.4-5 The company that killed him.

6 Every company of that type that killed him.

55 Lost in Battle

The Hero lies wounded somewhere on the field of battle. Both

players should play the Lost in Battle scenario, as soon as possible.

 Note: there can be more than one lost hero… 

56 Survives Against the Odds

The Hero gains +D3 Experience point.

61 Hardened

+2 to courage when testing for Terror.

62 Wounds of a Hero

The Hero's patrons are so impressed by the Hero's self-sacrifice

that his force gains +D6 Influence this game. Additionally, he

makes a full recovery.

63-64 Sidetracked

Miss the next game, but roll 3 times on the Journey chart.

65 New Trick

On a 1-5, the Hero gains +1 to Fight value. On a roll of 6, the Hero

may roll for a Special Rule, as if he had rolled the Special Rule

result on the Hero advance table.

66 Protected by the Valar/Dark Powers

Saved from injury by the Valar or perhaps some darker power, the

Hero is protected from any serious harm. The Hero permanentlygains +1 Fate. Additionally, he makes a full recovery.

S  Drowned!

Roll a D6. On a 4+ the Hero must miss his next game. However,

on a 1-3, the Hero has become deathly afraid of the water and mustpass a Courage test with a -2 modifier to enter the water.

S  Frostbite

The Hero is even more susceptible to the cold.

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Step II: Experience

After resolving all the injuries sustained by your

warband, it is time to see which models, if any, have

gained enough experience to improve in some way.

All models gain +1 experience for:

  Each wound inflicted1 

  Participating in a scenario

Additionally, a Hero also gains a +1 experience for:

  Winning a scenario

Exp.

Points Title

0-4 Stripling, Recruit 

5-9 Soldier

10-14

15-19 Veteran

20-24

25-29

30-39 Hardened 

40-49

50-59 Champion, Old-Hand

60-69

70-79

80-89

90-104

105-119

120-134

135-149

150-179 Legend

180-199

200-224

225+ Epic

Underdog Rules

Fill the Gap. Every warband needs its heroes. If 

your company is reduced to below its starting

number of heroes, add +2 to all rolls on the Warrior

Advance Table until the number of heroes in yourwarband is three or more.

No Fool. Everyone learns from their mistakes...

eventually. If a company loses 2 games in a row, it

gains double experience for the next game. Note: It

then takes another 2 losses to trigger the effect.

Beleaguered. If during a story arc, your company

loses three scenarios in a row - they then receive up

to 3 rolls on the recruit chart at -2 Influence points

cost.

 Advancement

As a Hero or Warrior earns more Experience points

they gain advances, which translate into rolling on

their respective Advance tables below. The table onthe left shows how many experience points a model

must earn before he can make a further roll. The

roll(s) must be taken immediately after the game in

which the advance as earned, while both players are

present to witness the result.. d 

 Example: A new recruit has 0 Experience points.

 During his first battle he does well and receives an

extra 6 Experience points. This takes his total to 6 

and moves him into the next bracket or level,

entitling him to an Advance roll. A further roll is

earned when his experience hits 10, 15, 20, 25 etc.

You will notice that the amount of experience needed 

to make advances increases as the fighter becomes

more powerful.

Becoming a Hero

Normal warriors, the non-heroic characters of your

company, may become Heroes in a number of ways.

The first and most common way is through the

advance table result: "A Hero in the Making" as seen

above. Secondly by accomplishing: "The Path of aHero" and lastly through special circumstances ie.

events, journeys or even story arc rules may lead to

the creation of a new hero.. d 

'The Path of a Hero'. If a Warrior inflicts more

than 2 wounds in a single game, roll a D6 and

add the number of wounds inflicted thatscenario – on a 9+ the Warrior becomes a Hero.

Add one Fate point to his characteristics. 

 Warrior Advance Table

D6

1-3

4-5

Effect

No Effect.

Promoted. The Warrior is promoted. Not

all Warriors are eligible for this advance.

See your Battle Company's Promotion

Table. If the Warrior is ineligible, treat

this result as No Effect.

A Hero in the Making. From now on, theWarrior is treated as a Hero. He adds 1Fate point to his stat line. He retains the

Experience points gained thus far and

gains Experience and advances like a Hero

from the next game on.

1 Upon an enemy model & even if it is later saved by fate.

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Hero Advance Table

2D6

2-3

4

5

6

7

8

9

10-11

12 

EffectNew Skill. Roll once on any of the skill tables

available to the Hero.

Class Skill (): Roll on the Hero's class skill

table. 

Attack/Wound: Improve either the Attacks orWounds characteristic by 1.

Endurance/Courage: Improve either the

Endurance or Courage characteristic by 1.

Fight/Shoot: Improve either the Fight or Shoot

characteristic by 1.

Strength/Defense: Improve either the Strength

or Defense characteristic by 1.

Might/Will: Improve either the Might or Will

characteristic by 1. Might and Will maximums

are defined by the Hero's class.

Choose: Choose one result from above.

Big Stride. On a 4+, the Hero may roll twice

more on this chart disregard any further "Big

Stride" results. If unsuccessful, re-roll once on

the table. Only one "Big Stride" per 20exp. 

Maximum Characteristics

Characteristics for Heroes & Warriors may not be

increased beyond the maximum limits shown on the

following profiles. For a Heroes maximum Might, Will

& Fate see Classes.

MAN (Gondor, Rohan, Dunedain, Haradrim,Dunlendings, Ruffians1, Easterlings & Wild Men)

Profile F S D A W C E

Human 6/3+ 4* 7 2 2 5 1Ruffian 5/4+ 3 5 2 2 3

ELF (Elf Havens, Wandering Elf)

Profile F S D A W C E

Elf 7/3+ 4 7 2 2 6 4 

DWARF (Dwarf Holds)

Profile F S D A W C E

Dwarf 6/3+ 4* 8 2 2 5

HOBBIT (The Shire, Unusual Burglar)

Profile F S D A W C E

Hobbit 4/3+ 3 5 2 2 6

ORC (Orc Warrior, Orc Tracker, Morgul

Stalker, Morannon Orc1, Warg Rider)

Profile F S D A W C E

Orc 5/4+ 4 6 2 2 41Morannon 5/4+ 4* 6 2 2 4

URUK-HAI (Uruk-hai Scout, Uruk-hai

Warrior, Mordor Uruk & Black Guard)

Profile F S D A W C EUruk-hai 6/4+ 5 7 2 2 4

GOBLIN (Moria)

Profile F S D A W C E

Goblin 4/4+ 4 6 2 2 4

SPIRIT (Ghosts, Spectres & Wights)

Profile F S D A W C E

Spirit 4 5 6 2 2 4 

WARG (Wild Warg)

Profile F S D A W C E

Warg 4 5 6 2 2 4

TROLL (Half-, Cave & Mordor Trolls)

Profile F S D A W C E

Half-Troll 6 6 6 2 2 2

Cave 6/5+ 7 7 3 3 3

Mordor 7/5+ 7 7 3 3 3

Note: A roll of 5-9 on the Hero Advance table iscategorized as a characteristic increase. If you roll a

characteristic increase that your hero is unable to use

roll again.

Hero2 Advance Table

2D6

2-3

4

5

6

7

8

9

10-11

12

EffectNew Spell: The appropriate skill table is

determined by both Race and Class. see Magic.

Deep Knowledge: Roll on the Lore skill table.

Adept: +1 to Cast.

Characteristic Increase: The controlling player

may choose to improve either, the Courage or

Wounds characteristic by 1. Each may be

improved only once.

Wisdom: The Hero‟s maximum number of allowed spells or lore is increase by 1.

Will: Improve Hero‟s Will characteristic by 1.

Choose: Choose one result from above.

Unlock Secret. The Hero may roll twice on an

appropriate lore or spell table. May only occur

once per 20exp.

Disciple. eg. Kardush‟s Heart of Darkness. 

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 Archetypes

Once a model becomes a Hero, they must immediately choose which class they belong to. Some characters may

already have certain leanings or skill sets. ie. A Warrior of Minas Tirith armed with sword and shield is unlikely to

become a burglar or marksman.

A Hero's Class determines both, their skills & abilities and maximum "heroic characteristics" might, will and fate. 

Determining a Hero's Class

Every model in LotR SBG may be classified as either a Warrior or Ranger (see Company profiles). The tables

below determine a Hero's class based on his wargear and type. The wargear* result is easy; if the model is armedwith a bow the Hero becomes a Marksman otherwise he becomes either a Champion(if Warrior) or Burglar(if 

Ranger).

1

2

3

4

5

6

Warrior.

Wargear*

Champion

Captain

Marksman

Choose above.

Burglar

Ranger.

Wargear*

Marksman

Burglar

Captain

Choose above

Champion

 Example: An Ithilien Ranger - rolling on the chart 

opposite scores a 3, he is now a Burglar. On the other 

hand, a Warrior of Minas Tirith who rolls a 3 will be

become a Captain. 

Note: Traits and other special rules may affect a Hero's

class.

The Captain. Aragorn.

Valorous(Good). The Hero is allowed to increase his Couragevalue twice, instead of the normal once on the advance table.

Cunning(Evil). The Hero may

The Champion. Boromir & Gimli

Mighty warriors, a champion excels in combat and is able to

hack through a multitude of enemy warriors.

 Born to the Blade. The Hero may increase his Fight value

twice, instead of once when rolling on the advance table.

Maximum m/w/f 

The Marksman. Legolas.

Experts of ranged warfare, Marksman are highly feared for their ability to...

 Accurate. The Hero may increase his Shoot value by 1. May only be improved once.

The Burglar. The Hobbits.

Silient Mover . The Hero may move and hide in the same turn.

The Assasssin(Evil Only). Hasharin 

The Lore-master. Gandalf, Elrond & Denethor.

 Learned . Roll twice on the Lore skill table.

The Enchanter. d 

The Ranger. DThe Shaman(Ork-folk Only). Kardush & Ashrak  

The Sorcerer. The Witch-king.

Worship the Dark . The Hero may sacrifice captured enemy heroes and gain +1 Will in the next

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scenario. 

There are twelve types of skill groups: Combat, Archery, Leadership, Stealth, Black Arts, Elf-magic, Lore,

Wilderness, Riding, Athletic, and World. Each skill group has a table of available skills.

The skills a Hero is able to learn is determined by Class & Race. For example, a Human Champion may learn anyRiding skill, while a Dwarf one cannot. These limitations are indicated below.

To determine a new skill for a Hero, pick the type of skill you want from those available, then follow the directions

for that table. For an explanation of types of dice rolls, click here. If you roll a result that yields a skill you already

know or may not learn roll again on the same table.

 Example: A player rolls a 4 on the Hero Advance Table indicating a new class skill for a Burglar. Checking the

skill tables he finds that the class skill for Burglar's is Stealth. Rolling 2D6 as instructed, he rolls a 9 - "Dirty

Tricks". This is noted in the Hero's profile on the company's roster sheet. 

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Close-Combat [2D6 ± 4]

-2 Stone Skin. All rolls to wound against this Hero suffer -1 Strength.

Intercept.

-1 In Harm’s Way. This hero has a 2” zone of control.

Disarm.

Turn Blade. +5 Fate-like roll. 

0 Shield Wall. +1 Defense when in contact with another shield. 

1 Lock Blades. The Hero may choose to in a 1-on-1 combat lock blades with the enemy. Both models may only

use one attack this combat.

2 Parry. The Hero may force his opponent to re-roll a single die when determining who wins a fight.

Slam / Sweep. If the enemy loses combat on a roll of a one(s) they are knocked to the ground. Requires: Spear or

Shield. 

3

4

5 Combat Stance. Whenever the Hero is knocked down for any reason, roll a D6 – on a 4+ he keeps his footingand is not knocked down. 

6-8 Weapons Training.

1

2

3

Furious Charge. The Hero receives a +1 Attack bonus when he charges into combat on foot.  

9 Deadly Strength/Chop!. The Hero may wield a two-handed weapon without the -1 penalty or can choose to

wield it one-handed – with the -1 penalty. 

10 Feint. The Hero may re-roll one of his die per turn to determine who wins the fight. 

11

12 Rush!. +1 Attack : -3 Defense.

13 Hurl/Toss Me!. If the Hero wins a combat he may, instead of rolling to wound, choose to throw the enemy

model D6" in the direction of his choice. The thrown model takes a single Strength 3 hit. If the model hits a wall

or other obstacle before it reaches the full distance it will stop there. If the model hits another model, then both

models suffer a S3 hit and are knocked to the ground.

14 Long Arm. If the Hero wins the combat he may seek to wound any enemy model within 3" of his position.

15 Crushing Blow. +1 Strength for the turn.

16 Rampage. If the Hero kills an enemy Hero in combat, he immediately regains a single Might point expended

earlier in the battle. 

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Leadership [2D6] Archery [2D6]

2 Iron Will. Where there's a will there's a way. Hero

may use a point of will to call heroic actions.

3 At the Double! This hero knows the meaning of 

haste. A new heroic action allows the hero, & any

friendly models within 3", to gain 50% more

movement for the turn.

4 Tip the Scales/Turn the Tide. This hero knows

when the battle hangs in the balance. For a single

turn, each Might point counts for two when changing

dice rolls.

5 Cut off the Head. This Hero understands that

without leaders a company is of little danger. In a

fight against an enemy hero, the Hero adds +1 to win

the combat.

6 Seize the Initiative. +1 when rolling off to

determine Heroic action sequence.

7 Courageous/Dark Motivation. The Hero may re-

roll any failed Courage tests

8 Rally to Me. The Hero's Stand Fast! range is

doubled.

9 Lead by Example. Friendly Warriors and Heroes

within 12” of the Hero re-roll failed Courage tests.

10 Great Captain/Unmatched Ferocity. The hero

counts as a banner.

11 Hold Firm! (Good). A Hero with this ability can

make his followers stand fast against even the most

overwhelming odds. The controlling player may

nominate that his hero is "holding firm", in which

case the Hero and any friendly model with in 6"

passes any courage tests they are required to take aslong as the Hero remains stationary in the move

phase. If the hero moves then the ability ceases to

work. A Hero can only use this special rule once per

game.

11 Brutal Discipline (Evil). When the Hero‟s forcebreaks, instead of rolling dice to pass a courage test,

the Hero can remove any Evil model in base contact

from play. If he does this the Hero is considered to

have automatically passed his Courage test and his

Stand Fast! has a range of 12”/28cm.  

12 Inspiring Presence/Overlord. The hero's Might can

be used by any friendly model within 6". 

2 Rapid Fire. The Hero may call a free Heroic Shoot

every turn, but only effects the Hero.

3 Fast Hands. If an enemy attempts to charge, from

further than 3" away and the hero hasn't moved more

than his ranged weapon allows then, the hero may

fire one shot at the charger. Any remaining shots canbe fired in the shoot phase, if possible. Also, may

fire one shot when charging.

4 No Man's Land. If shooting at an enemy within 12",

the hero adds +1 to wound.

5 Lethal Accuracy. May re-roll a failed roll to hit

each turn in the Shoot Phase.

6 Cunning Shot. The Hero may re-roll failed In The

Way rolls.

7 Seasoned Archer. The Hero may move at full speed

and shoot, but at a 6+ to hit. Crossbows only move at

half-speed.

8 Steady Shot. +1 to hit, if the Hero did not move in

the two previous movement phases.

9 "Bring Him Down". Hero can choose to fire one

shot that auto-hits.

10 Quick Shot. If combat is won the hero may choose

to shoot, even if he has already done so in the shoot

phase. The Hero must roll to hit as normal and

enemies within the combat must be taken out of 

action first.

11 Call the Shots. The hero controls a volley group

(see Advanced rules section). With a marksman's

direction a volley becomes even more lethal. +1 to

wound for entire volley.

12 Expert Shot. The Hero is allowed to shoot twice in

each Shoot Phase.

Strong Draw. +1 Bow Strength.

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Stealth Skills Athletic Skills 2 Jak o’ Shadows. Disappear(remove hero for board)

for a turn, the Hero may reappear anywhere within

6” and gains a +1 attack, and +1 to hit(shooting) inthis turn.

3 Ghost. Ignore control zones. (mastery: may move

through other combats).

4 Infiltration. A model with this skill is always placed

on the battlefield after the opposing company and

can be placed anywhere on the table as long as it is

out of sight of the opposing gang. If both playershave models that can infiltrate roll a D6 each, lowest

roll sets up first. 

5 Stalk Unseen. Counts as wearing an Elven cloak.

6 Escape Artist. This model may never be captured

after a battle. If you roll a „Captured‟ result on theSerious Injuries table then the fighter escapes

unharmed together with his equipment.

7 Sneak. Any sentry attempting to spot this Hero must

halve his normal spotting distance. Rules for sentries

and spotting are covered in the relevant scenarios.

8 Spring from the Shadows. The Hero gains +1

Attack when charging from behind cover or hiding.9 Dirty Tricks. If the Hero wins the combat he may

elect not to wound and on a 3+ a single enemy (man-

sized) model counts as “immobilized” next turn.

10 Sleight of Hand. The Hero may shoot twice, with

throwing weapons.

11 Backstabber. +1 to wound against trapped or prone

enemies in combat.

12 Flashing Blades. The Hero may re-roll failed rolls

to wound in the fight phase.

13 Master of Poisons.

Duellist. +1 to win Fight in 1-on-1 combat. 

1 Nimble. Roll 2 dice and choose the highest result

when taking Jump or Climb tests.

2 Climb. d

3 d. d

4 Strong Swimmer. +1 to all rolls on the Swim chart.

Orcs, Uruk-hai and Goblins treat this as a No Effect.

5 Woodcraft. Treat difficult terrain – Forest, as

normal. Pathfinder (Forest).

6 Stalk Unseen. Counts as wearing an Elven cloak.

Note: Athletic Tests = Jump, Climb & Swim:

A roll of a 1 is always a failure. 

Horsemanship Skills [D6]

1 Fast to the Saddle. Add +2 to Jump test for

mounting.

2 d. Add +2 to the Jump tests for obstacles while

riding a mount.

3 Expert Rider. See main rules.

4 For Ruin. Once per a game & if still mounted, thishero may call a free heroic move, but only if he

attempts to charge.

5 Deadly Momentum. Once per a game, on a turn

when the mounted hero has charged into combat, the

hero may declare a free heroic fight.

6 d. dont have to dismount to cross river, lake.. as long

as within 6" of shoreline.

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Lore Skills

“ And you?" she said, turning to Sam. "For this is what you folk would call magic, I believe; though I do not 

understand clearly what they mean; and they seem to use the same word for the deceits of the Enemy. But this, if 

 you will, is the magic of Galadriel. Did you not say that you wished to see Elf-magic?"

The Fellowship of the Ring

Elf-Magic

2 Light of Aman (Noldor & Istari Only). Those who have seen the Undying Lands possess great power, though few

now are left in Middle-Earth who may make this claim. All Evil models within 6” must pass a Courage test or fleethe battle *immobilised for the turn (Spirits, Shamans & Sorcerers -3 modifier).

3 Protective Enchantments. ”You shall not pass!” Magic Words of Protection +6 Fate roll.

4 Renew. Range 3" Cast on a 4+

5 Strengthen Will. Range 6"/12"Cast on a 3+

6 Far-sight. D3 dice - 1 = Number of Foresight pts. can be used to alter priority roll up or down.

7 Rekindle Valour.

8 Control Stead.

9 Nature's Wrath. Cast on a 6+

10 Gift of Oröme.

11 … of Ullvatar. d

12 Blessing: Words of .....  In Lord of the Rings there are many examples of powerful beings blessing items, places or 

 people. While, the exact mechanics are unknown the effects are clear . Range 3”/6cm. 

D6 Result1-2 Guiding. d

3 Guarding. d

4 Strength/Wounding. d

5 Healing. d

6 Valour.

x Fire of Anor. Gandalf the Grey is the wielder of the sacred flame.

Wild Channelling: If, when casting a spell, one or more of the dice rolled result in a natural 6 (i.e. not another

number modified by Might etc...) the Will points used in casting the spell are not expended but are returned to

the Hero‟s pool of Will.

Magic rules:

Will.Mastery.

Contest of wills.

Power…(1) maia, ringwraiths and ringbearers 

(2) other spell casters

gains +1 on all spells against

How does will effect spells… 

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Black Art Skills [D36]

11 Drain Courage/Sunder Spirit. see SBG rules (pg.40) - Drain Courage. > Visions of Woe 

12 Sap Will.

14 Enfeeble.

15-16 Fury. See main rules - Fury. Requires LoS. Cast on a 3+. When force is broken, the caster must take courage test

with +2 modifier. If successful, the spell holds for the turn. However, if the test is failed, the spell breaks. 

21-23

23-24 Cloak of Shadows. Cast on a 3+. The caster becomes wrapped in shadow. Cannot be seen from more than 6”away. > Pall of Night. Cast on a 5+. Affects caster and everyone with 6” of the caster.

25 Wings of Terror. 'Some evil gives speed to these creatures.' Any models within 6" of the caster - at the time of 

casting - have their movement value increased by 3" for the turn. Cast on a 4+. 

26 Transfix. Range 12"/28cm. Cast on a 5+. > Compel. d

31 Aura of Dismay. The caster now causes Terror . 

32-33 Strength from Corruption. Up to 3 friendly models (Hero or Warrior), within 12”

of the caster, gain +1 Strength for the turn & suffer a single S3 hit at the end of the

turn. > Enfeeble. D

34-35 Powerful Magics. Advance magic ie. Transfix becomes Compel.

36 d. d

Black Dart (Mordor & Black Numenoreans Only). Cast on a 6+. Strength 6 hit, re-

roll failed roll to wound.

Sandstorm/ Tricks of Pallando (Easterlings Only). “ I think that they went as emissaries to distant regions, east 

and south, .... Missionaries to enemy occupied lands as it were. What success they had I do not know; but I fear 

that they failed, as Saruman did, though doubtless in different ways; and I suspect they were founders or beginners

of secret cults and "magic" traditions that outlasted the fall of Sauron.” J.R.R Tolkien

Devilry of Saruman/Black Fire/Fire of Saruman. (Isengard Only)

Tremor/Deep Tunnels (Goblins Only).

Paralyze. (Angmar – Barrow Wight Only) 

Dark Hatred. All Heroes & Warriors within 6” in the fight phase may re -roll failed to wound rolls of 1 or 2.

Black Breath (Nazgûl Only) 3” range. Cast on a 5+. Fight & Courage reduced to 1. The enemy hero must pass a

courage test with a -2 modifier to recover. If an enemy Hero is taken out of action while under the effects of the

Black Breath he suffers a -10 to his score on the Injury table. 

Advanced magic.

Sunder spirit Visions of Woe.

Aura of DismayWings of Terror.

Cloak of Shadows/Shroud of Darkness Pall of Night

Enfeeble Strength from Corruption

Transfix Compel

Fury Dark Hatred

Black Breath Black Dart.

Other: Tremor, Sandstorm, Black Fire

Visions of Woe. 6" range. Cast on a 4+. AoE or Single target? -

Dark Channeling: When the Hero, takes an enemy model out of action he may roll a D6, if the result rolled is a

natural 6, he regains a point of Will used earlier in the scenario.

First will point works as normal if spell is successfully(?) cast, you may roll for focus. Different for each

spell never lower than 4+.

Nazgul Screech. Every warrior/hero within 6” tests for terror. Heroes may become disciples of … Nazgul 

Separate shaman and sorcerer tables.

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Step IV: Influence

Influence represents the support, be it gold, favours

or reinforcements, the company enjoys from its

patrons. The more victories the company achieves,

the more a patron will offer them aid. The standard

source of Influence is winning a scenario. However,

there are other opportunities to generate Influenceincluding scenario rewards, heroic deeds, oaths and

random events. Influence is measured in  Influence

 points.

Earning Influence

Battle Companies can earn Influence in several

different ways:

  +D3 x 10 points for playing a scenario.

  +10 point for a draw

  +20 points for a victory

  + ? points for Scenario Rewards  +/- ? points for other Events/Deeds

Spending Influence

Cost Action

1 Upkeep. For every 5 models.

5 Roll on the Recruit Table

2 Adjust roll on Recruit or Advance table1 

 x Purchase wargear

 x Gain an advantage in a Scenario2 

You may use Influence to adjust the roll on the

Recruit or Advance tables. For each two Influencepoints spent you may adjust the score up or down

by one.

Wargear may be purchased at the cost indicated in

your chosen company‟s wargear options But, you

may find better deals locally, and you won‟t have tobulk buy or wait for delivery. For more details, see

Trade section.

Fame & Legend

A company‟s  legend grows with each victory.

Once, a company becomes famous enough they

will encounter new patrons and spheres of 

influence. A highly successful company may earn

the notice of, even, the highest leaders of theirfaction. A company‟s legend or fame is representedby  Legend points  –   which are equivalent of other

systems “campaign” points.

Creating Legends

+ for major victory  –  winning a story arc… means

smaller story arcs, maybe 3 games long… 

Legend becomes Myth

With each re-telling a legend grows. After a

number of years the legend may even become

myth… Every five scenarios you may roll a dice foreach legend point you have earned, within thatperiod. On the roll a 6, the legend point x D3. You

may only make this roll once for each legend point.

Note: Watch out for Travelling Minstrels. Who

better to spread your epic tale? Maybe you‟ll just

have to save him from those trolls first… 

Destiny Points

Every company begins their story, with five(5)

Destiny points.

Step III: Reconnaissance

1

 2 

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Campaign Turn

Phases:

Initiative phase.

Movement & Action phase.Combat phase.

Resolution phase.

Foraging

Battle Companies as small outpost garrisons, scouts and

raiders must be self-sufficient able to live off the land.

D6 Result

1 Famine.

2

3

4

5

6 Feast.