Version 1.

5

War of the Ring
Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 SPECIAL RULES Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Shieldwall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Mandatory Charges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Horde . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Warband . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 UNIT TYPES Bat Swarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Mûmakil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Trolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Wargs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Wolfriders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Uruk-hai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 SPECIAL TERRAIN FEATURES Trenches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Fire Trenches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Cavalry stakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 OPTIONAL MULTI-PLAYER/ALLIES RULES Allied List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Break Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Overall General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Sub-generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Ordering Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Fallen Generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 CHARACTERS Characters not Included in the Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Essential . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 MAGIC Galadriel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Gandalf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Saruman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Witch-king of Angmar, & Khamûl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 The Mouth of Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Balrog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 ARMY LISTS Celeborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Corsair of Umbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Dain II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Dale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Dunland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Easterlings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Fangorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Gondor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Harad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Rangers of the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Rohan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Saruman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Shire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Thranduil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Woodmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

War of the Ring v1.5

War of the Ring
The following rules and lists are intended to represent Middle-earth at the time of the War of the Ring. They are intended to be used with Games Workshop Warmaster rules, including changes in listed in the first Warmaster annual.. All rules and army lists are still in ‘working’ form, and are far from complete, so any input is welcome.

SOURCES
My information has been gathered from Games Workshop Warmaster standard rules and army lists where possible, J.R.R. Tolkien’s The Lord of the Rings, Tolkien’s Unfinished Tales, SPI’s War of the Ring, David Brown’s DB(F) Middle-earth army lists, MERPS rule book, The Encyclopedia of Arda, the members of the Middle-earth Warmaster and GW Warmaster Groups, Stephen Hess’s Ancientmaster rules, and friends.

SPECIAL RULES
Where possible all existing Warmaster rules have been used, but in some cases it is necessary to alter rules to attain a Middle-earth flavor. Hopefully these changes have been kept to enough of a minimum as not to ruffle too many feathers. Many of the following rules modifications and additions are just ideas as of right now that still need to be thoroughly play tested before being finalized. Any suggestions, or additional ideas are welcome, and encouraged. The below rules are for playing Middle-earth battles during the time of the War of the Ring.

OPTIONAL RULES
The following are alternative rules other than those used in the Warmaster rules. They list either abilities that can be applied to existing units, or conditions that are applies during the course of a battle. Shieldwall Certain infantry in the open can form into a shield wall if the need arises. Infantry must pass a successful command roll to form into a shieldwall (with Command modifiers applied for orders already issued in the current turn). All attacks to the front edge of a shieldwall have a -1 to Hit penalty (5+). If a unit in a shieldwall moves, all bonuses are lost, and the unit must again pass a Command roll to form the shieldwall. Mandatory Charges When a unit is forced to charge on initiative, it will be moved into contact before any units that voluntarily use initiative to charge, or evade. When more than one unit is forced to charge, it is up to the controlling player to determine the order of the charges. Horde (Really optional, as there is no precedence for them in Warmaster) A Horde represents the untrained and ill disciplined masses in combat, lesser Goblin Hordes of Orc armies, and Slaves of the Haradrim. A unit that is classified as a Horde has a unit of four stands, with no specific formation or facing. Horde units are arranged in a block formation with as many stands deep as wide if possible, the unit will always maintain this formation when possible. Even though Horde units are considered to be in an Irregular formation, a Horde suffers no movement penalties as it assumed the drivers, or orc overseers are whipping the mass into combat. Hordes may be brigaded with other units, but if the brigade consists of only Hordes the maximum brigade size is increased to six units. Units charging a Horde never gain a flank bonus, but instead the charging unit may wrap on the initial round of combat as if they were in pursuit. The charging unit places the closest stand in contact with the Horde as normal, the additional stands are placed into contact regardless of side as long as all stands remain in touch, and have movement to do so. Horde units armed with ranged weapons have a range of 15cm, but may shoot all around. Warband From the Ancientmaster rules by Stephen Hess, used with his permission. Warbands are less well organized and trained than regular units. Especially strong is the effect of numbers and success and casualties on the units morale. If all units of a brigade are classified as Warband and the brigade consists of at least 3 units, the brigades command value is increased by 1. Remember: a command roll of 11 or 12 is always a fail. If a Warband has to roll for drive backs without loosing a stand, the unit rolls 1 dice less than usual. If a Warband has to roll for drive backs after loosing at least one stand, the unit has to roll 1 dice more than usual.

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Trolls Trolls are cannibalistic. If joined by the army’s General. the General gets a free 15cm move to a new unit as the last man dies in his General’s defence. The character must be able to attach to a unit within a 30cm move or be destroyed. Battle Fury The unit’s Attack value is increased by +1 for the first round of each close combat. Each stand of a Warband looses 1 attack when the Warband fights an pursuing enemy (i. Trolls will never trace a LOS through. Bodyguard This unit is the General’s personal bodyguard. in addition to being confused. As creatures of the forests and mountains.e. circling the heads and ears of elves and men. This sense of smell allows a unit of trolls to trace a LOS through friendly units to the enemy. the character is displaced as if it had been contaced by an enemy unit. even if an unengaged friendly unit lies between the Trolls and their victims. Note that these rules apply only to Warg units – not to characters that ride Wargs. Characters already attached to the unit when it runs amok are effected as normal for a character attached to a unit during drive back. the unit has also run amok. but to capture the feel of Middle-earth it was necessary to modifiy some existing units. existing Warmaster units have been used to make up the Middle-earth army lists. If no unit is available for the General to flee to he is destroyed.5 Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. a burst through is performed on the unit the Trolls were forced to move through. and attacking vampire like to the stricken. UNIT TYPES Where possible. as opposed to an actual unit.War of the Ring v1. or displace a friendly unit already in contact with the enemy. the unit is considered to have been burst through. charge through. All the special units used are not listed here. and dim witted. When Mûmakil take hits from shooting there is a chance they will run amok. only with other Wargs. also known as Oliphaunts brought to war by the Haradrim. Bat Swarms Swarms of bats were described as causing despair in the allied army. roll a d6. Due to their ferocity a Warg unit which scores more hits in the first round of a combat than the enemy will automatically strike 1 more Attack per stand before the combat result is worked out. If the unit of Mûmakil contacts a character stand during drive back. It has been said that trolls were bred by Morgoth as a mockery of Ents. If a 6 is rolled when determining drive back. extremely resistant to most weaponry. as Orcs were of Evles. even if the drive back takes the Mûmakil unit through another unit or character of either side. Trolls were known to stop and bite the throats of their victims in combat. Wargs are mounted facing the long edge of the base like infantry. Mûmakil The great elephant beasts. 2 . so a unit of trolls may never advance more than 10 cm after combat. roll a d10 (the dice will point in the direction of drive back). or any other useful method to determine the direction of drive back. some are listed with a specific army list where a unit is used by a single army. Wargs cannot be brigaded with units of other troops. When a unit of trolls is forced to charge an enemy unit and their path takes them through an unengaged friendly unit. When a unit from either side takes damage from shooting or combat it has a chance of taking an extra wound. This does not entitle them to claim defended status. ursine nature. A unit of Trolls will always use initiative to charge the closest enemy unit within 20cm. or completly add units types in certain cases. This roll need only to be taken when the extra wound will cause the removal of a stand. even for those units normally immune to terror. Resolve these attacks as normal and then work out the results. fierce. the Warband retreated). Wargs must always pursue retreating enemy where possible and must advance if they are able to do so. Due to their irascible. the unit gains +1 Attack in any closed combat. before remaining hits are removed. Remember this rule applies to unengaged friendly units only. with thick hides of overlapping scales. Swarms of bats are represented as an effect in combat. This only applies in the first combat round of each combat phase but it applies throughout the entire battle. The Mûmakil will move its full drive back distance in the direction indicated. When a unit of Mûmakil is forced to move through a unit because it has run amok. If destroyed. Mûmakil cause terror in cavalry units. Even though Trolls are quite stupid they have uncanny sense of smell. at the end of the shooting or combat phase. spin a pencil. strong. and will move it’s drive back distance in a random direction. Wargs are able to move over or into any wooded or mountainous terrain features in the same way as infantry. if the result is a 5. roll a scatter dice. or 6 the unit has taken an extra wound. When a unit of Mûmakil has run amok. Wargs Although they are monsters.

but every contingent must have at least one character to represent a general. Stands behind trenches count as defended as long as the stand is touching a stand of the terrain feature. Thranduil . so a regiment with Uruk-hai and Orcs suffers a -1 Command penalty. Any unit conducting missile fire through a fire trench is at a -1 to Hit (remember a 6 always hits). Fire Trenches 10 points Units can build fire trenches to hinder the opposing forces. SPECIAL TERRAIN FEATURES A player uses army points to purchase terrain features. Each terrain feature consists of 3 stands. they were larger and stronger than their forebearers. and retain any special abilities and limitations normally used with the allied army.War of the Ring v1. Resolve these attacks as normal and then work out the results. Trenches count as low obstacles. with each of the remaining contingents providing a sub-general. Fangorn Dunland Corsairs. they will automatically strike 1 more Attack per stand before the combat results are worked out. each stand in a defending unit gains two attack dice for the first round of combat. and can withstand the light of the Sun with no adverse penalties. Trenches 5 points Units of spearmen can dig trenches to hinder the opposing forces. Stands behind cavalry stakes count as defended as long as the stand is touching a stand of the terrain feature. Allied contingents to armies can normally constitute a maximum of one-half of the fielded units. Thranduil Saruman Sauron Rohan 3 Army Harad Rohan Saruman Sauron Shire Thranduil Woodmen Allies Sauron Gondor. but instead. Harad Northern Rangers DainII. Fire trenches count as impassable terrain for all units. When cavalry units attempt to charge through stakes. Cavalry stakes 10 points Units can build cavalry stakes to hinder the opposing cavalry units. Woodmen Celeborn. or in woods. and score more hits in the first round of a combat than the enemy. each the same size as a normal infantry stand. Easterlings. The maximum allowable characters is based on the total allied points. This contingent will provide the overall army general. Each terrain feature is placed with it’s stands end to end. Fangorn Sauron Dale. A player may only possess features that are listed on the army list for the particular army. Wolfriders have no ranged attacks. Uruk-hai The great soldier-Orcs that first appeared in the late Third Age. contacting the front or sides of the stands in the unit that built it. OPTIONAL MULTI-PLAYER/ALLY RULES Many battles fought throughout the different ages of Middle-earth constituted armies composed of many allied contingents. in the case of allied armies the features may only be placed by units from the same army list as the terrain features. Allied units and characters are selected from their respective army lists. but instead they are described as performing ferocious charges against mounted units. the Wolfriders would ride through the ranks and strike at the bellies of the mounts. one of the contingents must be designated as the primary contingent. Stands cannot be charged through a fire trench. ALLIED LIST Army Celeborn Corsairs DainII Dale Dunland Easterlings Gondor Allies Woodmen. Trenches cannot be built in terrain that is already difficult. when they are in combat with a mounted unit. The Uruk-hai show disdain towards the lesser Orcs. Dale. unless specified by scenario or under campaign situations. Terrain features are placed in touch with the units that built them.5 Wolfriders There is no evidence of Wolfriders having ranged attack capabilities in the world of Middle-earth. and may always advance 20 cm after combat regardless of how many rounds the initial combat engagement took. Terrain features may be placed by infantry units only. To represent the speed and aggression of the Uruk-hai they use the Warband rules. Thranduil DainII. To show this. Fire trenches cannot be built in woods. or sub-general When allied contingents are used to comprise an army. Cavalry stakes count as low obstacles. Each stand in a unit is capable of placing one stand of a terrain feature. although any unit may take advantage of the features after the battle starts.

Once per battle a single character has a chance to assume the generalship. If no other character in the contingent has the ability to assume command. All other normal Warmaster rules for generals apply. if the current army general. or allied sub-general falls. all allied contingents will rout from the battlefield. assuming that the fallen sub-general was not a character that has already assumed command from another. and have the ability to only issue orders to the allied units selected from the same army list as the character. will never be the overall allied commander when human allied contingents are present. If the overall general is killed. and the fallen general is the overall general. for example. When a character has multiple allied contingents under his command. orders are issued as normal by all characters attached to the contingents. The selected general must be able to command all troops in the allied forces. and the general or sub-general may order commands to any allied contingent under his command that have not already received an order. When an allied army reaches its break point. the game ends as normal. A unit may only receive orders from a single character. or allied contingent in which the character is attached to. FALLEN GENERALS Many battles in Middle-earth were fought. or sub-general to take direct command of another allied contingent in addition to his own. the overall general may attempt to assume command of the allied contingent. ORDERING ALLIES The overall army general may issue orders to units in any contingent whose characters have already given orders. Once the sub-general fails a command roll. If the character was a sub-general. no other characters from that contingents may issue commands When a sub-general is killed in a battle the rules for a fallen general apply. no further tests may be taken and the game ends as normal. the command phase for that contingent ends. OVERALL GENERAL When allied contingents make up part of an army composition. the game ends. an Orc general who may only command Orcs. This may bring the entire army to its break point and cause the game to end as normal. or sub-generalship of an army. When the overall general fails to successfully issue an order the command phases ends. remove all of the allied contingents units that have lost their general. the over all army general is selected from the primary army contingent. and it loses its sub commander. or the general that is killed has already assumed command from the original general. Remember this test can only be performed once during the course of a battle.5 BREAK POINT An army comprised of allied contingents will determine the armies break point by totaling all units from all contingents. When the general or sub-general fails to issue an order the command phase is over for all allied contingents under his command. This can only happen when a character assumes the command of a fallen general or sub-general. 4 . many characters have a special ability in that they may attempt to assume command of the army. or the unit being given the order must not have already received an order in the current turn. This sub-general can be any character selected from the army list. SUB-GENERALS Allied contingents will have a character from their army list designated as the sub-general for their forces. or Wizard which ever they were originally designated as. but the selected character will retain its normal command radius. All other command rules apply as normal: characters may not continue to give orders once an order has failed. If the roll is failed. and may issue orders in the current command phase. or allied contingent. and won after the leaders of fielded armies fell. A character must issue all order before going to the next character. and no other characters are capable of assuming the generalship.War of the Ring v1. In order to assume command the character must make a successful Command roll. the allied contingent in which the fallen general was attached routs from the board. If the roll is passed the character has assumed the generalship of the army. To show this. During the course of a battle it is possible for a general. or allied contingent. once the second general or sub-general falls. Characters that successfully assume the generalship will retain the command radius of a Hero. The only time a contingent will rout independently from its allies is if it is not the primary contingent. The roll is taken at the end of the combat phase in which the general fell. The allied commander will have the ability to issue orders to all allied troops. as long as the contingents command phase did not end due to a sub-generals failed command roll.

heroes. his spells will aid the commanders. The +1 Attack reflects Gandalf carrying Glamdring. If the Fellowship falls during a battle. and some can use magic. Gandalf may ride Shadowfax if fielded in Rohan. The Balrog may only be fielded with the Moria garrison. but not necessarily all of the members at once. The Fellowship represents members of the Fellowship of the Ring. Gandalf. CHARACTERS NOT INCLUDED IN THE LISTS The following list includes characters that have not been listed on any single list because they can be purchased by multiple armies. The Fellowship. although he will never take command of an army. take over for fallen leaders. whether for good or bad. When Aragorn is fielded for a battle Halbarads Grey Company may be used. Otherwise no victory points are awarded to either side. characters may lead armies.5 CHARACTERS The core of Tolkiens writings were the characters in the stories. When Gandalf is fielded a single unit of Great eagles may be used (use standard rules). the controlling player gains 100 victory points. CHARACTER SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Type Troops Gandalf Aragorn The Fellowship Balrog Wizard General Special Special +1 +3 +1 +3 Hits - - 9 10 9 1 1 1 1 95 175 50 125 -/1 -/1 -/1 -/1 Special Rules 1. ESSENTIAL Some characters are classified as Essential. or Gondor (See Mearas rules in Rohan army). To show this. The army lists contain many characters from The time of the War of the Ring. 4. 2. See Gandalf’s description in the magic section for his spell list. When an essential character is killed. I feel it is important to give characters a more active role on the Middle-earth battle field to try and capture some of the flavor of Tolkiens stories. 5 . A Balrog can use magic in addition to leading an Orc army. The +3 Attacks represent Aragorn having Narsil/Andúril. The main purpose of the Fellowship is victory points. If the fellowship is involved in melee combat. and survives the battle. Aragorn may be used as the General or Hero any of Free Peoples armies. or captured the Fellowship gains 100 victory points.War of the Ring v1. Aragorn. Isildur’s heir. These characters may be bought as generals. 3. Gandalf may be fielded with any of the Free Peoples forces. the player that killed. the game ends immediately (as if he were a normal general in the standard rules) and his side loses. Morgoth was assailed by the forces of the Valar. with many of them having attributes of more than just one classification. but some few escaped over the Blue Mountains and hid in Middle-earth. All character rules apply to the Fellowship as with normal characters. or to just add flavor to a game. used in scenarios. In the War of Wrath. or wizards. A Balrog causes terror. Aragorn and Gandalf may be fielded separate from the rest of the Fellowship. was one of these. Most of the Balrogs were destroyed in that War. Durin's Bane. Balrog. The Fellowship may be fielded with any of the Free peoples forces. the creature that drove the Dwarves from Moria.

Before a battle Galadriel may look into her mirror to have a look at the enemy forces. GALADRIEL Galadriel was one of the most powerful Elves of Middle-earth. GANDALF In origin a Maia of Manwë and Varda. and has the ability to cast spells from afar.for good or bad. The spell lasts until the end of the opposing player’s next turn. and their spell lists. Force of Will 4+ to cast Range: 30cm Gandalf uses his will to direct and inspire commanders during a battle This spell is attempted at the beginning of the turn. This spell may be cast whether or not Galadriel is present for the battle. Gandalf came to the northwest of Middle-earth with four others of his order. except for spells cast before a battle. Mist 4+ to cast Range: 30cm A mist settles over the battlefield obscuring the sight of opposing units. OPTIONAL: The use of magic is restricted by limiting the casting of any single spell by a magic user to once per battle. All units and characters hit by Gandalf’s Staff will be driven back 3d6. Gandalf does not have to see his target to use this spell and it will effect all enemy units and characters within 30cm. The spell can be cast on an enemy unit that is within 30cm and engaged in combat. or during the battle depending on the character. Song of Galadriel 5+ to cast Range: 30cm The voice of Galadriel fills the air surrounding a unit. the number needed to successfully cast a spell should be lowered by 2 (4+ to cast becomes a 2+ to cast). this includes any allies. Gandalf’s Staff 4+ to cast Range: 30cm The staff of Gandalf radiates with a brilliant light driving his enemies from him. The spell takes effect for the following combat phase and adds +1 Attack to every friendly stand within. An enchantment envelops the unit. if the result is a 5+. All units hit are effected regardless of any special unit rules. Círdan entrusted him with the Red Ring. and casting may not be attempted again for that spell. If the spell is successfully dispelled it still counts as if it had been cast. The unit suffers a –1 Attack modifier on each stand for the duration of the Combat Phase including any rounds of pursuit combat or new combats resulting from an advance. and to show this. I am considering showing magic as special abilities possessed by characters. 6 . If this method is adopted. Of Gandalf. the opposing side deploys all forces before Celeborn’s forces are deployed. Galadriel’s Mirror 5+ to cast Range: N/A Galadriel views into her mirror to see visions of the battle to come. (remember a 11 or 12 always fails) Light of Ilúvatar 5+ to cast Range: 30cm A radiant light shines over Gandalf’s companions inspiring them in combat This spell effects each friendly unit within range regardless of whether Gandalf can see the unit or not. This will force a player to better plan the casting of spells.5 MAGIC Although many of the lists currently contain spell lists. mesmerizing the fighters. after the spell has been cast. I feel this gives a better Middle-earth feel to the use of magic. At the Grey Havens. These abilities can be used before a battle takes place. The enemy unit cannot use its initiative whilst the mist persists and any order given to the unit or brigade of which it is a part will suffer a further –1 Command penalty. This spell can be cast on any enemy unit in range regardless of whether Galadriel can see it or not.. roll 1d6. Galadriel may see visions not to her liking that will effect the outcome of the battle.War of the Ring v1. This spell can only be cast on an enemy unit that is engaged in combat. When this spell is cast. All magic users may attempt to dispel one cast spell once per battle as if they had the Dispel scroll. in the setup phase. to aid him in contesting the will of Sauron. directly away from Gandalf. all friendly characters within 30cm have their Command value increased by 1 for the current turn. all of Celeborn’s characters suffer a -1 Command penalty for the entire battle due to the disturbing visions revealed to Galadriel by the mirror. but for now here is a standard list of characters that can use magic. I am rethinking the whole Middle-earth magic system. Narya. Many of the essays I have read treat magic as a natural ability by individuals in Middle-earth.. confusing its warriors and hindering its ability to fight. If this spell is successfully cast.

but after the War of Wrath and the expulsion of the first Dark Lord.War of the Ring v1. the unit can be moved just as if it had received an order in the Command phase. the Sauron player rolls for Death and Destruction. causing them to become demoralized 7 . Saruman must be able to see his target to use this spell and it cannot be directed against a unit engaged in combat. and only the unit itself will be affected. To represent this. Light of Saruman 5+ to cast Range: 30cm Saruman causes a blinding flash to erupt in the midst of an enemy unit in combat temporarily blinding them. Saruman can cast this spell upon himself during his shooting phase. SAURON Originally a Maia of Aulë's people. A unit can be driven back by an Fingers of Light as for normal shooting. Saruman is an essential character when fielded with the army. Dragon breath. or commanded an army. and engaged in combat. The re-roll also applies to any failed Armor rolls during a charge where the enemy shoot at chargers but only if Saruman was within 15cm of the unit at the start of its charge move. never as a general. he may only be used as a wizard. therefor he in never fielded. on a successful roll the opposing sides generals and heroes Command value is reduced by one for the entire game. magical attacks. Sauron rose to become the greatest enemy of Elves and Men in the Second and Third Ages. A unit can only be affected by one Vision of Saruman in one turn. and he may never attempt to assume command if the armies current general falls in battle. The Fingers of Light is treated as 3 ordinary shooting attacks except that armor has no effect (ie all targets ignore armor). Sauron was the most feared of Morgoth's servants. Vision of Saruman 5+ to cast Range: 30cm A vision of Saruman appears before his troops. Death and Destruction and cast doubt as to their command decisions. 6+ to cast Range: N/A Visions of defeat and destruction are cast at the opposing generals and heroes. If successful. making them hard to target from ranged attacks. and no cost is applied to him. Sauron is represented as an abstract character for the War of the Ring. Saruman can cast spells. There is no instances in Tolkien’s writings where Saruman ever took the field of battle. The re-roll applies to failed Armor rolls against hits suffered from conventional missile fire. This is a spell cast by Sauron himself before the battle. Fingers of Light 5+ to cast Range: 30cm Great Fingers of light shoot from Saruman’s outstretched arms to strikes his foes. A blinding flash of light envelopes the unit. never a brigade. or any other kind of shooting attack suffered during the Shooting phase. The unit suffers a –1 Attack modifier on each stand for the duration of the Combat Phase. The spell can be cast on an enemy unit that is within 30cm. This spell can only be cast on an enemy unit that is engaged in combat. including any rounds of pursuit combat or new combats resulting from an advance. Shimmering Light 4+ to cast Range: N/A A Shimmering light engulfs Saruman’s forces. In the Wars of Beleriand. leading them into battle The spell can be cast on any friendly unit within 30cm range regardless of whether Saruman can see it or not. His only spell may be attempted before any battle involving the forces of Mordor. Sauron was early corrupted by Melkor and became his most trusted lieutenant. After both sides have deployed. not characters who might have joined it. Vision of Saruman affects only a single unit. Once the spell is cast all Saruman units up to 15cm away may re-roll any failed Armor rolls from Shooting.5 SARUMAN Perhaps the most powerful wizard in Middle-earth. blinding its warriors and hindering its ability to fight.

but he must stay inside or at the borders of Mordor. The voice of command only effects a single unit. The Black Breath is treated like three ordinary shooting attacks except that armor has no effect. The Sorcerer must be able to see his target to use this spell and it cannot be directed at a unit engaged in combat. The enemy unit cannot charge whilst the dark cloud of doom and despair persists and if engaged in combat it will not pursue/advance. when he founded the northern realm of Angmar in opposition to the northern lands of the Dúnedain (Arthedain and its allies). BALROG In appearance. Doom and Despair 4+ to cast Range: 60cm A dark cloud of doom and despair settles over the enemy. The Mouth of Sauron must be the general of the Mordor home defense forces. Sauron’s whip 4+ to cast Range: 30cm The sorcerer summons the fear of Sauron to whip his troops into a battle frenzy. but fire streamed from them. A unit can be driven back by Whip of Flames as with ordinary shooting. The enemy unit cannot charge whilst the Shadow of Despair persists and if engaged in combat it will not pursue/advance. The Witch-king can command all of Sauron’s troops and allied contingents. This spell lasts until the end of the opposing player’s next turn. sapping their courage and dampening their warlike spirit. unless he has been removed during a campaign. a renegade from Numenor who came to Middle-earth late in the Second Age and became prominent and powerful as an independent ally of Sauron. including characters. adds +1 to it’s Attack value during the following combat phase. Every stand in a unit.War of the Ring v1. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. and they were swathed in dark shadows. Characters are not effected by Voice of Command. They carried whips of flame and induced great terror in friends and foes alike. This spell lasts until the end of the opposing player’s next turn. If successful the unit can be moved just as if it had received an order in the command phase. as well as cast spells. Only one Doom and Despair can be successfully cast on a unit at a time. The most powerful Nazgûl of the Nine. 8 . sapping them of their courage and spirit. The spell can be cast on any friendly unit within range regardless of whether the wizard can see it or not. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. Whip of Flames 5+ to cast Range: 30cm The Balrog laches out with his whip of flames to strike down his opponents. and an accomplished sorcerer. and ambassador of Sauron. A unit can be driven back by Black Breath as with ordinary shooting.5 WITCH-KING OF ANGMAR The Lord of Minas Morgul. the Balrogs were man-like. The Witch-king of Angmar was the title taken by the Lord of the Nazgûl in the middle of the Third Age. The Balrog must be able to see his target to use this spell and it cannot be directed at a unit engaged in combat. the Witch-king is a Sorcerer in his own right. The Whip of Flames is treated like three ordinary shooting attacks except that armor has no effect. Black Breath 5+ to cast Range: 30cm A vile invisible aura issues from the sorcerer to strike down his opponents. The spell can be cast on any unit within range regardless of whether the Balrog can see it or not. Characters are not effected The MOUTH OF SAURON The Mouth of Sauron was a Man of great power and importance in the land of Mordor. the Lieutenant. never a brigade. Voice of Command 5+ to cast Range: 30cm The sorcerers voice booms across the battlefield directing troops above the tumult of combat with the magical voice of Command. Shadow of Despair 4+ to cast Range: 60cm A dark menacing shadow of despair envelopes the enemy. He can use magic as well as command all of Sauron’s troops and allied contingents.

and wedded her. but are not required to. Lothlorien archer units in forests can see for 2cm. They became Lord and Lady of Lórien during the Third Age. Any other available magical items are listed on the separate army lists. 9 . Elven Riders. a single unit of Elven riders designated as his household knights can use the Bodyguard rule. CELEBORN’S ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Type Troops Elven Spearmen Elven Archers Elven Riders Elven Mounted Archers Bolt Thrower Celeborn General Hero Galadriel Infantry Infantry Cavalry Cavalry Artillery General General Hero Wizard 3 3/1 3 3/1 1/3 +2 +2 +1 +0 Hits 3 3 3 3 2 - 5+ 6+ 4+ 5+ 0 - 10 9 8 8 3 3 3 3 2 1 1 1 1 60 75 110 100 70 155 125 80 80 2/2/-/2 -/3 -/1 -/1 -/1 -/1 -/1 Special Rules 1.War of the Ring v1. unless specified by scenario or under campaign situations.5 ARMY LISTS MAGIC ITEMS To limit the amount of magical items. Bolt Thrower. Elven archers gain a +1 to Hit with their bows (3+ to hit) ALLIES Players with armies listed on Celeborn’s allied list may send requested units if available. Allied armies can normally constitute a maximum of one-half of Elven fielded units. CELEBORN’S ARMY Units from this list do not count forests as dense so no -1 Command penalty is applied when Celeborn’s units are in forests. and shoot out if within 2cm of the edge. 2. Celeborn is an Elf of Doriath. Allied units are selected from their respective army lists. If Celeborn is present for a battle. who met with Galadriel daughter of Finarfin after the Return of the Noldor to Middle-earth. and units listed on Celeborn’s army selector are available for standard battles. Units that cannot normally enter forests are as normal. all armies may have a Magic Standard as per the normal Warmaster rules. or Fangorn . All units listed on the Celeborn army selector are available as part of an allied contingent to the Woodmen. and retain any special abilities and limitations normally used with the allied army. Celeborn This list represents the Elven army of Lothlorien during the latter part of the Third age of Middle-earth. -1 Armor save STANDARD ARMY LIST All characters.

5 Corsairs of Umbar The Corsairs of Umbar were a constant menace for Gondor throughout the Third Age. Slaves. A Galley can carry three infantry units. 2. All other boat rules apply as normal. Tolkien gives us no descriptions of naval combat to clarify whether Third Age vessels were built to ram each other. If the Captian of the Havens is present for a battle. and units as an allied contingent to Sauron. STANDARD ALLIED ARMY LIST This is the list to use when selecting characters. Umbar Militia. *Only if the Captian of the Havens is fielded as part of an allied contingent. A Boat can carry one unit of infantry. (Optional unit if Horde rules are used) 3. Allied contingents provided from this list may include naval ALLIES Armies allied to the Corsairs of Umbar may send units requested by the Corsair player if available. Which could imply a range of possible classifications. and ships of great draught with may oars’.War of the Ring v1. Corsairs. CORSAIRS ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Type Troops Corsairs Umbar Militia Slaves Galley Small Boats Captain of the Havens Hero Infantry Infantry Infantry Ship Boat General Hero 3 3/1 2 +2 +1 Hits 3 3 3 - 6+ 0 0 - 9 8 3 3 3 1 1 1 1 45 60 25 125 80 2/-/4 -/6 -/1 -/3 1 -/2 Special Rules 1. 20cm oared. a single unit of Corsairs may designated as the Captian’s guard and use the Bodyguard rule. The Black Númenóreans decline during the Third Age following the overthrow of Sauron. STANDARD ARMY LIST All characters. See Horde rules. Boats. Allied units are selected from their respective army lists. 25cm with sails and oars. and units listed on the Corsairs army selector are available for standard battles. In the Lord of the Rings the Corsair fleet is described as: “50 great ships and small vessels beyond count”. Captains Guard*. 20cm oared. A Galleys movement is 15cm by sail. Galley. Characters Captian of the Havens. and later as “Dromunds. or 30cm if under sail and oars. however. 4. All other ship rules apply as normal. Hero Allies Sauron Units Corsairs. unless specified by scenario or under campaign situations. Allied armies can normally constitute a maximum of one-half of the corsairs fielded units. 10 . A boats movement is 15cm by sail. even when mingled with the lesser men of the area they proved a match for Gondor. Boat. and retain any special abilities and limitations normally used with the allied army. Galley.

War of the Ring v1. Allied units are selected from their respective army lists. increase the cost of any Axe unit by 15 points if this rule is used. 5. Thorin can be used as the army general. Dwarf Axemen. and once by the dragon Smaug. Thorin becomes the army general with a successful Command roll. the line was restored to a rightful heir. unless specified by scenario or under campaign situations. Stone Thrower. and it was maintained by those Kings of Durin's Folk who dwelt there. This bonus is only applied for the first round of combat in an engagement. The line was broken twice. In both cases. Thorin III. ALLIES Players with armies listed on Dain’s allied list may send requested units if available. Allied armies can normally constitute a maximum of one-half of Dwarven fielded units. and Thranduil. once by Thorin I. 4. 6. the Lonely Mountain. and the four generations after ruled from the Grey mountains. 11 . Dain II. and lord of the Dwarves of the Iron Hills. Dáin inherited the titles King under the Mountain and King of Durin's Folk. The king of Erebor. All units listed on Dain’s army selector are available as part of an allied contingents to Dale. If Dain is not present.5 Dain II This list represents the Dwarven army of Dain II Ironfoot during the War of the Ring. but are not required to. NOTE: This is still an unplaytested rule. If Thorin is a hero in a battle and Dain falls. Otherwise Thorin III is used as a hero and counts against the hero max. If Dain II is present for a battle. Generals. 3. founded the Dwarf kingdom of Erebor. a single unit of Dwarf Axemen may be designated as his guard and use the Bodyguard rule. Axemen may form a Shieldwall. DAIN II ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 *6 Attack Type Troops Dwarf Axemen Dwarf Spearmen Dwarf Archers Heavy Bolt Thrower Stone Thrower Dain II Thorin III General Hero Infantry Infantry Infantry Artillery Artillery General Special General Hero 3 3 3/1 1/3 1/3 +2 +2 +2 +1 Hits 4 4 4 2 3 - 4+ 4+ 5+ 0 0 - 10 9 9 8 3 3 3 2 1 1 1 1 1 110 110 100 80 75 155 125 125 80 2/2/-/2 -/1 -/1 -/1 -/1 1 -/2 Special Rules 1. never for pursuits. -2 Armor save. the youngest son of Dáin I. or Thorin are not present for a battle. The The son of Dain. Dain II was the descendant of Grór. 2. SPECIAL DWARF ARMY RULE Dwarven Axemen Optional rule: Each stand in a Dwarven Axemen unit gains an additional +1 to Hit (hit on 3+) when charging into combat. Can only be used if Dain. Heavy Bolt Thrower. and retain any special abilities and limitations normally used with the allied army. or advances. Thráin I. After the death of his cousin Thorin II Oakenshield in the Battle of Five Armies. See description.

Scouts. Stone Thrower. and if possible. Because their weapons are so handy they can shoot behind. and Thranduil. and lake-town. units. Descendants of bard the Bowman. the forces of both are considered one and will fight under the same general. and refounding Dale. will send units when requested these allies. The best infantry Dale has to offer. BardII. ALLIES Dale and Esgaroth are considered Western Allies of the Free Peoples. and retain any special abilities and limitations normally used with the allied army. side or rear. he can be used as a General or Hero. avenged his ancestor by slaying Smaug. or to the side without turning stands to face their target. Levied troops from Dale and Esgaroth. Bardings may form a Shieldwall. or Thranduil DALE ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 *6 *7 Attack Type Troops Bardings Militia Spearmen Archers Riders Scouts Stone Thrower Brand III General Bard II Hero Black Arrows Infantry Infantry Infantry Infantry Cavalry Cavalry Artillery General General Special Hero Artifacts 3 2/1 3 3/1 3 2/1 1/3 +2 +2 +2 +1 +1 Hits 3 3 3 3 3 3 2 - 5+ 0 6+ 0 6+ 0 - 9 8 8 8 - 3 3 3 3 3 3 1 1 1 1 1 - 60 40 45 55 70 65 65 125 95 95 80 +10 -/1 2/2/-/4 -/-/-/1 -/1 1/1 -/1 -/2 -/1 Special Rules 1. BardII can be used as the army General. 6.War of the Ring v1. he becomes the army General with a successful Command roll. and Artifacts on the Dale army selector are available as part of a Dale allied contingent to DainII. Allied units are selected from their respective army lists. The lord of Dale. Scouts are armed with short bows and throwing spears so only have a range of 15cm. Dale is a township of men lying between Erebor and Esgaroth. See description in Warmaster rules. BardI. 12 . If Brand is not present.5 Dale This list represents the towns of Dale and Esgaroth during the War of the Ring. 5. All characters. unless specified by scenario or under campaign situations. If he is used as a hero he counts against the hero max. The list includes the forces both of dale. 2. During a campaign game BardII will become Lord of Dale if Brand is killed. and with the Wood-elves of Mirkwood. BardII cannot be used as a Hero unless Brand is the army General. to the south of Erebor. The son of Brand. Bardings. Girion's descendant. Brand III may be purchased as the army General. Esgaroth (Lake-town) is located on the Long Lake. Forces allied with Dale and Lake-town can normally constitute a maximum of one-half of Dales fielded units. they dealt with Erebor and Dale in the times before Smaug's coming. A trading people. who was slain by Smaug when he descended on Erebor. The first recorded Lord was Girion. The men of dale have a strong alliance with the dwarves of DainII. Militia are armed with short bows and throwing spears so they only have a 15cm range. Just measure the range from any stand edge. Brand III. and may ally with any other Free Peoples force. front. 4. 3. but can shoot all around. Militia. If BardII is a Hero in a battle and Brand falls.

5 7. The black arrow sped straight from the string. and recovered from the lonely mountain after the destruction of Smaug. straight for the hollow by the left breast where the foreleg was swung wide. Once per battle a unit equipped with Black Arrows gains a +1 Attack dice for each stand during the shooting phase. It must be announced that Black Arrows are being used before rolling the Attack dice. These arrows were produced in the forges of the true king under the Mountain. barb.War of the Ring v1. Black Arrows are considered unique and can only be bought for a single unit STANDARD ARMY LIST All characters. The The great bow twanged. so fierce was its flight. units. In it smote and vanished. and feather. Black Arrows. shaft. 13 . . Fire and Water. Black Arrows may only be used by units equipped with bows.The Hobbit. and artifacts listed on the Dale army selector are available for standard battles.

Allied units are selected from their respective army lists. The Wild hillmen will never evade and will always charge on initiative. or to the side without turning stands to face their target. During a campaign game the forces of Dunland are controlled by Saruman. Wild hillmen will always pursue/advance when possible. front. ALLIES The only ally to Dunland is Saruman. and later Rohan. Wild hillmen. 4. the forces of Dunland are at Saruman's beck and call. trenches may not be used without spearmen.War of the Ring v1. THE DUNLAND ARMY Messengers reaching Théoden before Helm’s Deep describe Saruman as having armed the "wild hillmen and herd folk of Dunland beyond the rivers" hence the two cultural groups. Dunlending Scouts. Wild hillmen cannot be Driven back and will never retreat in combat. Dunlending Warriors. Dunlending scouts are armed with javelins and so only have a short range (15cm). The most fanatical of the Dunland forces. If the Chieftan is present for a battle. as are trenches. no other order can be given. Tolkien uses the terms Dunland and Wild hill-men almost interchangeably when describing the troops attacking Helm’s Deep. Allied armies can normally constitute a maximum of one-half of Saruman's fielded units. DUNLENDING ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Type Troops Dunlending Warriors Infantry Dunlending Spearmen Infantry Wild hillmen Infantry Dunlending Horsemen Cavalry Dunlending Scouts Cavalry Chieftan General Hero Hero Trenches Special 3 3 5 3 2/1 +2 +1 - Hits 3 3 3 3 3 - 5+ 6+ 0 6 0 - 9 8 - 3 3 3 3 3 1 1 1 60 45 70 70 55 125 80 5 -/2 -/-/2 2/-/4 1 -/2 -/- Special Rules 1. Because their weapons are so handy they can throw behind. All units on the Dunland army selector are available as part of an allied contingent to Saruman. and retain any special abilities and limitations normally used with the allied army. 2. Just measure the range from any stand edge. See description. Arnor. 3.5 Dunland Dunlanders or "Gwathuirim". Trenches. they are based mainly upon the account of those fighting for Saruman in the War of the Ring. Dunland cavalry are compulsory if Spearmen are used. 14 . side or rear. a single unit of Dunlending warriors may designated as the Chieftan’s guard and use the Bodyguard rule. unless specified by scenario or under campaign situations. STANDARD ARMY LIST All characters. and units listed on the army selector are available for standard battles. fought against Gondor.

Chariot. Horse archers are armed with short compact bows and so only have a short range (15cm). and mounts listed on the army selector are available for standard battles. EASTERLING ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 Attack Type Troops Easterling Spearmen Easterling Bowmen Easterling Cavalry Rhun Horse Archers Khand Chariots Khan Hero Chariot Infantry Infantry Cavalry Cavalry Chariot General Hero Mount 3 3/1 3 3/1 +3 +2 +1 +1 Hits 3 3 3 3 3 - 6+ 0 6+ 0 5+ - 9 8 8 3 3 3 3 3 1 1 1 45 55 70 70 95 +125 +80 +10 2/-/2/-/4 -/3 -/1 -/2 -/3 Special Rules 1.5 Easterlings This list covers all the human nations of the east who fight for Sauron. Khand. Because their weapons are so handy they can shoot behind. Rhûn. Variag. and may constitute up to one-half of a fielded Mordor army. Just measure the range from any stand edge. At times Tolkien uses the terms.War of the Ring v1. Horse Archers. or to the side without turning stands to face their target. All units listed on the Easterlings army selector except Khand Chariots are available as part of an allied contingent to Sauron. 2. 15 . Different petty kingdoms can be allied together to produce a composite force with one becoming the senior partner providing the General and the others allied contingents. The Easterling are at Sauron’s beck and call. A Easterling General or Hero can ride a chariot STANDARD ARMY LIST All characters. units. side or rear. ALLIES The only ally to the Easterlings is Sauron. and Easterling almost interchangeably. front.

Hourns are flammable. and apparently immortal. if an Ent has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt. Entmoot chart D6 1 2-5 6 EFFECT The Ent becomes very concerned about being too rash with his decisions. Ents ignore the -1 modifier for dense terrain when in the woods. Therefore. so fire attacks against them ignore armour. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder). Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that he can see. By the end of the Third Age. advancing. All units listed on Fangorn’s army selector are available to Celeborn. Ents have a great many hits. 8 in fact. these are taken into account by the following rules. Ents. If you attempt to give an order to an Ent and fail then you must make a test to see what it does. so fire attacks against them ignore armor. Ignore potential blunders. Entmoot Ents take a notoriously long time to make decisions. tree-like people whose purpose was to protect the forests of Middle-earth. Because Ents have so many hits we must consider the possibility of hurting the Ent and reducing its effectiveness in subsequent turns. and so had the Ents. Once an Ent is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 3 Hits and 4 Attacks). The Ent finds the order `too hasty´ and stops moving to think things through (like a normal failed order). 2. Ents are flammable. He loses the ability to move by initiative for the remainder of the battle. he doubles his attacks in the first round of combat. and aren't easily ordered around. or retreating). Huorns can claim defended status in all terrain (this does not imply that they are defended when charging. Hourns. Roll a die an consult the Entmoot! chart. Ents can only be brigaded with other Ents or Huorns.5 Fangorn A race of giant. Where Ents are brigaded together roll for each separately. the great forests had dwindled. Move the Ent at double his normal full pace move. Hourns can only be brigaded with other Ents or Huorns. FANGORN ALLY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 Attack Troops Ents Hourns Treebeard Ent General Ent Hero Type Monster Monster General General Hero 6 2 +2 +2 +1 Hits 8 3 - 5+ 4+ - 10 9 8 1 3 1 1 1 150 100 150 95 80 1/2 2/-/1 -/1 -/2 Special Rules 1. pursuing.War of the Ring v1. STANDARD ARMY LIST Fangorn is fielded as part of an allied contingent only. Treebeard was the leader of the Ents of Fangorn forest. which are almost impossible to inflict even during a fairly lengthy combat engagement. 16 . ALLIES Ents are to be deployed as allies to the Rohan army. and Rohan as part of an allied contingent. Ents ignore the -1 modifier for dense terrain when in the woods. but they were still to be found in Fangorn Forest. If he reaches an enemy unit. and immensely old Ent.

If Imrahil is present for a battle. and only if the battle takes place at Minas Tirith. the death of Eärnur was not certain. Troops who are at home in the forests of Middle-earth. When Eärnur was lost in Minas Morgul in III 2050. Allied units are selected from their respective army lists. This is a unique unit so no more than one unit of Citadel guards will ever be fielded at once regardless of points. Thus. Gondor Infantry (the unit labeled Gondor Infantry only) may form a Shieldwall ALLIES Players with armies listed on Gondors allied list may send requested units if available. and retain any special abilities and limitations normally used with the allied army. GONDOR ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 *6 *7 *8 *9 Attack Type Troops Citadel Guard Gondorian Infantry Gondorian Spearmen Ithilien rangers Gondorian Militia Gondorian Bowmen Gondorian Light Cavalry Gondorian Cavalry Knights of Dol Amroth Denethor Boromir Imrahil Faramir General Hero Infantry Infantry Infantry Infantry Infantry Infantry Cavalry Cavalry Cavalry General Special Special Special General Hero 4 3 3 3/1 3 3/1 3/1 3 3 +2 +2 +2 +2 +2 +1 Hits 3 3 3 3 3 3 3 3 3 - 5+ 5+ 6+ 6+ 0 6+ 6+ 5+ 4+ - * 9 9 8 9 8 3 3 3 3 3 3 3 3 3 1 1 1 1 1 1 75 60 45 65 35 55 90 90 125 100 125 125 100 125 80 -/1 2/2/-/2 -/4 -/4 -/2 -/2 -/2 -/1 -/1 -/1 -/1 1 -/2 Special Rules 1. Citadel Guard. 17 . and his brother Isildur soon afterwards in the Disaster of the Gladden Fields. Boromir. The Guard can only be fielded if Denethor. Gondor was at first ruled jointly by Elendil's sons Isildur and Anárion. Mardil Voronwë. the rule of Gondor was taken up by the King's Steward. and so Mardil and the Stewards who followed him pledged to rule 'until the King comes back'.5 Gondor The second of the two great nations of Men founded in Middle-earth by Elendil after the Downfall of Númenor. If this unit is charging against an enemy in the open it receives an additional +1 Attack modifier in the same way as chariots and monsters. but are not required to. Knights of Dol Amroth. May form Shieldwall 3. The Elite Knights of Dol Amroth. Ithilien Rangers can see up to 2cm while in forests. unless specified by scenario or under campaign situations. and so the Kingship of Gondor fell on Anárion's son Meneldil. Ithilien Rangers. Both Elendil and Anárion were lost in the Siege of Barad-dûr. the Kings of Gondor were descendants of Anárion through many generations until the time of Eärnur. or Faramir are present for a battle. the other being Arnor in the north. The Elite infantry sworn to protect the Steward of Gondor. a single unit of knights may designated as his household knights and use the Bodyguard rule. In addition. and may be positioned 2cm inside forests and still shoot from the forest. Rangers do not suffer the normal -1 command penalty while in forests 4.War of the Ring v1. 2. Allied armies can normally constitute a maximum of one-half of Gondors fielded units. The Guard may form a Shieldwall. Gondor Infantry.

but still retains the command radius of a hero. and wrestled valuable information from him. If Imrahil is a hero in a battle and the general falls. During a campaign game Imrahil will become The Steward of Gondor if Denethor. 8. and Boromir is not present Faramir may become the army general with a successful Command roll. If Denethor. During a campaign game Boromir will become the Steward of Gondor if Denethor is killed. Faramir. the Gondor player must roll 2d6 before any side deploys to see of Denethor has been effected by the Palantíri. Faramir can only be used as the general if Denethor and Boromir are not present for the battle. If Denethor is the army general in a battle against an army that contains forces from Mordor. 9. Gondor forces setup first. During a campaign game Faramir will become the Steward of Gondor if Denethor and Boromir are both killed. Imrahil may become the army general with a successful Command roll. but still retains the command radius of a hero. Boromir. Imrahil.5 5. otherwise he is considered a hero. No effect except for listed Command Value. but still retains the command radius of a hero. 18 . Boromir may be used as the army general if Denethor is not present for the battle. If Boromir is a hero in a battle and Denethor falls.War of the Ring v1. 7. and Boromir are killed. The effects of the roll are then applied. Denethor’s will has overcome Sauron. If Faramir is a hero in a battle and the general falls. If Denethor is fielded as the Gondorian general against forces containing no troops from Mordor. 6. No effect except for listed Command Value. Faramir. The Steward of Gondor. Denethor’s command table 2d6 Roll Command Value 2 7 3-4 5-10 12 8 9 10 Effect Sauron has shown Denethor visions of destruction. he becomes the army general with a successful Command roll. and he has gained valuable information. otherwise he is considered a hero. otherwise he is considered a hero. The other son of Denethor. and counts against the hero max. Mordor forces setup first. The son of Denethor. This roll overrides any effects of Sauron’s Death and Destruction spell on Denethor although any other Gondor character will still be effected as normal. Generals. Imrahil can only be used as the general if Denethor and Boromir are not present for the battle. and counts against the hero max. The prince of Dol Amroth. or Boromir are present for a battle one of them must be used as the army General. his Command Value is a 9. and Denethor will have the listed Command Value for the entire battle. Denethor. and Boromir is not present. Although Denethor was a valuable tactician his ability to command was severely undermined by his use of the Palantíri. and counts against the hero max. and he does not have to take the command roll.

units and mounts listed on the army selector are available for standard battles. Southron and Easterling almost interchangeably.5 Harad This list covers all the human nations of the south who fight for Sauron. No nationality may have more Mûmakil elements than Cavalry elements. ALLIES The only ally to the Haradrim is Sauron. Hero Allies Sauron Units Spearmen. Bowmen. 19 . Mumakil* *No Mumakil for the Anórian invasion force. STANDARD ALLIED ARMY LIST This is the list to use when selecting characters. Warriors. Different petty kingdoms can be allied together to produce a composite force with one becoming the senior partner providing the General and the others allied contingents. Bowmen upon horse and chariots represent Frodo’s vision of migrating nations seen from Amon Hen in the Treason of Isengard. 3. Mûmakil.War of the Ring v1. and retain any special abilities and limitations normally used with the allied army. At times Tolkien uses the terms Harad. 2. STANDARD ARMY LIST All characters. HARAD ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Troops Harad Heavy Infantry Harad Spearmen Harad Bowmen Harad Slaves Far-Harad Troll-men Harad Heavy Cavalry Harad Light Cavalry Mûmakil Chieftan Hero Sorcerer Chariot Type Infantry Infantry Infantry Infantry Infantry Cavalry Cavalry Monster General Hero Wizard Mount 3 3 3/1 2 4 3 3 5/1 +2 +1 +0 +1 Hits 3 3 3 3 4 3 3 4 - 5+ 6+ 0 0 5+ 4+ 6+ 4+ - 9 8 7 8 3 3 3 3 3 3 3 3 1 1 1 1 60 45 55 20 105 110 70 150 125 80 45 +10 -/2 2/-/-/4 -/2 -/2 2/-/2 1 -/2 -/1 -/3 Special Rules 1. Heavy Infantry. Troll-men. (Optional: Horde rules). Characters Chieftan. Heavy Cav. unless specified by scenario or under campaign situations. Slaves. During a campaign game players with armies listed on Mordors allied list must send all units requested by Sauron if available. Cav. The armies of the Haradrim are at Sauron’s beck and call. or use Bretonnian Peasant rules for slave units. or Mordor home defense force. A Harad General or Hero can ride a chariot. Allied units are selected from their respective army lists. Allied armies can normally constitute a maximum of one-half of Sauron’s fielded units. One unit of Heavy infantry may have the Bodyguard honour. Chariot. and units as an allied contingent to Sauron. See description 4. Mounted Archers. Haradrim use Mûmakil during the War of the Ring but are not recorded using them in the great wars with Gondor during the Third Age.

beginning with Valandil. his youngest son. There are not enough of the northern Dunadain left to field an independent army at the time of the War of the Ring. bringing the total to 4 stands for the unit. the line of Isildur was maintained through the Chieftains of this people. ALLIES Rangers may be used as allies for all Free Peoples armies during the War of the Ring. 20 . Rangers are never considered to be in an Irregular formation. for simplicity it is considered to have the same armor save as that unit. Aragorn II was Isildur's Heir through thirty-nine generations. Mounted Rangers may pursue retreating units into woods.War of the Ring v1. When the grey company is attached to another unit. theirs was a troubled realm. are available as part of an allied contingent to the Shire. The number of units listed in the selector are the maximum number of available units at any points total. The high Attack and Armor values represent the unit being equipped with Westernesse weapons and armor. RANGER ALLY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 Attack Type Troops Rangers Infantry Halbarad’s Grey Company Special Mounted Rangers Cavalry Dúnedain General General Dúnedain Hero Hero Westernesse Armor Artifact Westernesse Weapons Artifact Banner of Arnor Artifact Banner of the King Artifact 3/1 5 3/1 +3 +2 - Hits 3 3 3 - 5+ 4+ 5+ - 9 8 - 3 1 3 1 1 1 1 1 1 60 60 110 145 100 30 50 +50 150 -/1 -/1 -/3 -/1 -/2 -/1 -/1 -/1 -/1 Special Rules 1. leaving the Dúnedain of the North a dwindled and wandering people. The Grey Company is a unique unit. This unit represents the most valiant of the Rangers led by Halbarad. All characters. but will never make up more than 25% of an armies units. was ruled by the direct descendants of Isildur. Nonetheless. The Grey Company stand never counts as part of the unit's formation when determining whether they move at full or half pace. there is only one. They fight as part of that unit and can be removed as a unit casualty if the player wishes. and the two kingdoms continued to follow different paths through history. which means there is no -1 penalty as there normally would be for units suffering a casualty. The loss of Elendil's son Isildur in the Disaster of the Gladden Fields led to a chain of events that separated Arnor in the north from Gondor in the south. STANDARD ARMY LIST The Rangers are only used as part of an allied contingent. SPECIAL RANGER RULE Rangers do not count woods as dense. the descendants of Isildur's line survived in the wilds of Middle-earth. The grey company may be attached to another cavalry unit. Internal strife and war with Angmar saw Arnor become fractured and eventually destroyed. Halbarad’s Grey Company. their warriors were known as the Rangers among the peoples of the north. ruled by a High King at Annúminas. Though the bloodline of the Northern Dúnedain came directly from the old High King. If the Grey Company is destroyed while attached to another unit it does not count against the break point of the army.5 Rangers of the North The Two Kingdoms founded by Elendil and his sons were originally intended to be two parts of a greater nation of the Dúnedain. so no -1 Command penalty is applied. Mounted Rangers are still effected by the Múmakil rule. Rangers are immune from terror. so they may only be used as an allied force to bolster the ranks of the other Free Peoples armies. and became skilled in hunting and woodcraft. Arnor. This was not to be. NORTHERN DÚNEDAIN After the loss of the kingdom of Arthedain. units and artifacts listed on the Rangers of the North army selector. the North-kingdom of the Dúnedain. except for Halbarads Grey Company. Grey Company casualties never count as casualties for the purpose of issuing orders.

Only 1 artifact may be purchased for each Ranger unit. and only gains its special ability once during the campaign. The banner is not deployed at start up. 21 . One shooting Hit inflicted on a unit after Armor saves is ignored. For the first combat engagement only. Banner of Arnor. 4. The finest armor forged in Númenor before the downfall. 3. The unfurling of the banner is so inspiring that all stands of all units on the deploying players side gains a +1 Attack for the first round of combat during the turn in which the banner is deployed. Westernesse Armor. due to the superior make of the armor. This stays into effect until the unit loses one stand. Aragorn must be present for the battle in order to deploy the Banner of the King. Each stand in a unit gains +1 to Hit while in melee combat. Artifacts. This is the banner Arwen made for Aragorn during the War of the Ring to announce the return of the king. This stays into effect until the unit loses one stand. the Command phase will end as normal. 5.5 If the company is not attached to another unit it will gain an additional +1 Attack when charging in the open. it is then assumed that the unit has lost enough warriors equipped with this armor to negate the effect. The finest weapons forged in Númenor before the downfall Some of the Rangers in a unit are armed with Westernesse weapons.War of the Ring v1. The company may attach to any allied free peoples cavalry unit listed on the Allied list. and have their first order in the command phase issued to them without the need of a Command roll. If the army general fails a command roll before the Grey Company is issued orders. 2. A unit with this banner gains a +1 Attack for each stand during the first round of fighting. The banner is placed at the start of the Command phase of the turn in which it is deployed. with the Grey Company or another Ranger unit if the Grey Company is not fielded. Banner of the King. instead it is deployed during the game. Westernesse Weapons. The banner may only be used for campaigns. Some of the Rangers in a unit are equipped with Westernesse armor. it is then assumed the unit has lost enough warriors armed with these weapons to negate the effect.

Western Drúedain are recorded in The Unfinished Tales sallying from their caves to attack Saruman's stragglers after the Battle of the Fords. Dismounted troops figure in the Battle of the Fords. unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists. The Battle of the Pelennor Fields THE ARMY OF ROHAN This army list shows Rohan during the time of the War of the Ring. during any mounted Rohirric units first combat engagement of a battle the unit may advance 20 cm instead of the normal 10 cm if they do not destroy their opponent in the first round of combat. and retain any special abilities and limitations normally used with the allied army. they are able to resist their Dunlending enemy due to superior training and Gondor-supplied armor. All able-bodied men were trained in arms to fight from a horse if they could afford one. Rohan had been in existence for 500 years at the time of the War of the Ring. and artifacts from the Rohan army selector are available for standard battles. and he lifted it up. Eowyn or Éomer could rouse him. and knew not that Eowyn lay near him. When his mound is raised. however. War now calls us! -Return of the King. had been born in Gondor. Companies of mounted archers support Eorl and Théodred. King of the mark!' He said.War of the Ring v1. units. Tactical units of the Rohan known as Éoreds are described variously as tactical formations or organisational divisions. Riders were dismounted to stiffen the foot. Allied armies can normally constitute a maximum of one-half of Rohans fielded units. Neither his only son. mounts. The Unfinished Tales mentions a nominal army strength of 100 Éoreds of 120 men each. Scouts are mentioned in Théoden's company travelling to Gondor and in the notes to the Lord of the Rings. meet was his ending. SPECIAL ROHAN ARMY RULE The horses of the Rohirrim were known for their great speed and endurance. 22 . it was used in formal battles by ordinary Éoreds. 'Ride now to victory! Bid Eowyn farewell!' And so he died. nor the adopted children of his youngest sister (whose death had contributed significantly to his depression). 'Hail. and by deploying effective shieldwalls. Ruling Steward at the time. if indeed. Infantry may have been common in the poorer and more mountainous Westfold. Then one of the knights took the king's banner from the hand of Guthlaf the banner-bearer who lay dead. Théodred. only small standing forces existed outside times of peril. crying: 'Théoden King! Théoden King!' But Éomer said to them: Mourn not overmuch! Mighty was the fallen. And those who stood by wept. Seeing the banner he made a sign that it should be given to Éomer. but his effectiveness as an ally had been systematically undermined by personal tragedy augmented by the manipulations of Saruman. Slowly Théoden opened his eyes. the 17th King of the Mark. ever since a force of the northern men under Eorl the Young had rescued the Army of Gondor from destruction in the battle of the Field of Celebrant. Women then shall weep. To represent this. but are not required to. STANDARD ARMY LIST All characters. It is uncertain whether the bow was used in addition to a lance by the same man or. ALLIES Players with armies listed on Rohans allied list may send requested units if available.5 Rohan The Rohirrim were a dynamic offshoot of the semi-nomadic cattle-oriented culture that predominated among men along the northern stretches of the Anduin River. All characters and mounted units on the Rohan army selector are available as part of an allied contingent to Gondor. Théoden. which combined to sap him of spirit and the will to resist the encroachment of his enemies. and then been invited to settle in the lands north and-northwest of Gondor by Cirion.

Dismounted riders use normal Rohirrim Warrior stats. All rules described for Warriors also apply to dismounted riders. and the blowing of the horns of Rohan in that hour was like a storm upon the plain and a thunder in the mountains. If Théodred is a Hero in a battle and Théoden falls. Éomer. and are destroyed if contacted by any enemy unit that is not a character. and he blew such a blast upon it that it burst asunder. A single unit of household knights may be fielded with each of Rohan’s characters who are in the current battle. Knights use the Battle fury rule. If Éomer is a Hero in a battle and Théoden. And straightaway all the horns in the host were lifted up in music. If Théoden is not present Théodred can be used as the army General. Household Knights. These stands can be setup anywhere on the battlefield but cannot be moved once placed. 23 . Riders can fight dismounted if the need rises. Éomer can be used as the army general. or Gandalf. Théoden. Éomer becomes the army General with a successful Command roll. 8. 4. Warriors include dismounted Riders.’ -Return of the King. Éomer. 2. 5. Théodred. a separate stand of horses must be provided for each unit fighting dismounted. or Théodred (assuming he is the General) falls. they must either start the battle dismounted (campaign) or spend one turn dismounting after being given a successful order.. while riding one of the Mearas a character has a movement rate of 100cm. Mearas may only be ridden by Théoden. otherwise he is considered a hero. If Théoden or Théodred are not present. Optional: When units of Riders fight dismounted. Warriors. During a campaign game Éomer will become king of Rohan if Théoden and Théodred are both killed. Théodred. 3.War of the Ring v1. Mearas. The seventeenth King of the Mark. Each stand is worth 25vp if destroyed. All Rohirric units that charge in the turn in which the horns are used cause terror in their enemies. 6. or Éomer are present for a battle a Marshall will be used as the army general. ‘With that he [Théoden] seized a great horn from Guthláf his banner-bearer. otherwise he is considered a hero. Battle Horns. Riders. Théodred. 8. Théodred becomes the army General with a successful Command roll. May form a Shieldwall. Marshall. The Ride of the Rohirrim Once per battle the Rohirrim may blow their battle horns. During a campaign game Théodred will become King of Rohan if Théoden is killed. The stands have no attacks. 7. It must be announced that the horns are being used before any commands are issued in the current turn.5 ROHAN ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 *6 *7 *8 *9 Attack Type Troops Warriors Bowmen Levy Spearmen Scouts Riders Household Knights Théoden Théodred Éomer Marshall Captian Mearas Battle Horns Infantry Infantry Infantry Cavalry Cavalry Cavalry Special Special Special General Hero Mount Artifact 3 3/1 3 3/1 3 3 +2 +2 +2 +2 +1 0 - Hits 3 3 3 3 3 3 - 5+ 6+ 6+ 6+ 5+ 4+ - 9 9 9 9 8 - 3 3 3 3 3 3 1 1 1 1 1 - 60 70 45 90 90 120 125 125 125 125 80 +10 100 -/-/2 -/2 -/2 2/-/3 -/1 -/1 -/1 -/1 -/2 -/1 -/1 Special Rules 1. but he will count against the hero max. If Théoden. All the rules described for Riders also apply to knights. In a campaign game Théoden can only be used as a general after the hex he is in has been visited by Gandalf. but he will count against the hero max.

5 Saruman Saruman had come to Middle-earth some two thousand years prior to the War of the Ring expressly to oppose the then waxing power of Sauron. had gradually and imperceptibly been corrupted by the lure of the Ruling Ring. The first among five wizards then comprising the White Council. wolfriders shoot arrows at Théoden’s vanguard before fleeing prior to the battle at Helm’s Deep. Saruman built a powerful Army of his own and plotted to obtain the Ring himself in order to oppose Sauron directly. Wolves may not have all been ridden. units. Saruman. During a campaign game players with armies listed on Saruman’s allied list must send all units requested by him if available. Pretending publicly to maintain an alliance with the Free Peoples of the West. but are much used for scouting and attacking stray groups of men. and many spies and agents in his service gathering information about the movements and forces of his enemies. unless specified by scenario or under campaign situations. Saruman’s Elites. until his resolve to oppose the will of the Dark Lord was synonymous with his intention to supplant Sauron as the subjugator of all Middle-earth. If Saruman is fielded for a battle his Elites must be fielded with him. Saruman’s treacheries are known to both Gandalf and Sauron. but the armies still allied to Saruman are at his beck and call. they are described as heavily armed and trained to move quickly. whom he disingenuously agreed to aid. ALLIES Due to Saruman’s treachery his list of allies is quite small. it has its driveback or retreat result halved. All characters.War of the Ring v1. and retain any special abilities and limitations normally used with the allied army. If the result is a 6 he forces his opponent to deploy all forces first. Allied units are selected from their respective army lists. making him the enemy of both side of the conflict. When a Saruman player fields non Uruk Orcs the Bat Swarms rule must be used SPECIAL SARUMAN ARMY RULE Saruman had the Palantíri. or Half-orcs with axes form an elite company mentioned at the Battle of The Fords of Isen where they fight to the last. To show this. before any battle the Saruman player rolls a d6 before any units are placed on the tabletop. too. and in private communication with Sauron. In a campaign game they must be fielded 24 . rounding down. and units are available as part of an allied contingent with Dunland. STANDARD ARMY LIST All characters. By the time the War of the Ring starts. and mounts from the Saruman army selector are available for standard battles. The notes to the Battle of the Fords of Isen in the Unfinished Tales provide evidence for Wolves being light troops. SARUMAN ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *3 *4 *5 *6 *7 *8 *9 *9 *10 Attack Type Troops Saruman’s Elites Uruk-hai Orcs Orc Archers Orcs with Blasting Fire Wolfriders Wargs Saruman Servant Orc General Orc Warg Infantry Infantry Infantry Infantry Infantry Cavalry Monster Wizard General General Hero Monstrous Mount 4 3 2 2/1 1 2 3 +0 +2 +2 +1 +1 Hits 3 3 3 3 3 3 3 - 5+ 5+ 6+ 0 0 6+ 0 - 7 9 8 7 - 3 3 3 3 1 3 3 1 1 1 1 - 75 65 30 30 10 50 55 45 95 90 45 10 -/1 2/4/-/4 -/-/4 -/2 -/1 -/1 -/1 -/2 -/1 Special Rules 1. Allied armies can normally constitute a maximum of one-half of Saruman’s fielded units. they are unwilling to fight formed bodies of troops unless in desperate situations. and gain control of middle-earth. To show this ability. THE ARMY OF SARUMAN The Uruk-hai were a reliable force or considerable esprit de corps. Black Uruks. Sarman’s Elites are subject to drive back and retreat but will never rout. when the Elite unit is driven back or forced to Retreat.

Blasting Fire has a range of 10cm from any point of the stand. May only be ridden by an Orc character. Uruk-hai. Blasting Fire may only be used for siege games. and uses all normal infantry rules. Blasting fire from Orthanc was used with success at Helm’s Deep. Blasting Fire unit casualties never count as casualties for the purpose of issuing orders. See Description. Wargs. Orc general/Hero An Orc General. and has the same Armor value as the unit they have joined with. 3. 25 . Servant. which means there is no -1 penalty as there normally would be for units suffering a casualty. Wolfriders. 8. To show this. or become frenzied when the going is good. Orcs are more likely to turn and run when the going is bad. Like characters. 2. See Description. Blasting Fire damage is resolved per the Shot section in the siege rules. 10. A servant can command all of Saruman’s troops as well as all allied troops. 9. The unit is represented by a single stand of Orcs. adds to the Attack value of. Saruman. 7. a servant of Saruman can be the army General. (Optional: use Horde rules instead of Warband rules) 4. the range is measured from any stand in the attached unit. Orcs. Blasting Fire will ignite during the shooting phase doing 1 automatic Hit to a wall or gate section.War of the Ring v1. Orcs are both the cowards and the bullies of Saruman’s forces. or Hero can only issue orders or attach to Saruman’s Orc/Uruk-hai forces. Blasting Fire stands never count as part of the unit's formation when determining whether they move at full or half pace. Warg Mount. or if the stand is attached to a unit. 6. never allied units. 5. Orc units use the Warband rules. If the Elites are destroyed during a Campaign game two turns must pass before the Elite unit can be replaced. Orcs with Blasting Fire. See description at the beginning of the rules. They may not move over their normal movement allowance in a turn when joining or leaving another unit. units of Orcs with Blasting Fire may join another Orc or Uruk-hai infantry unit. When Saruman is not present for a battle.5 with Saruman if not already destroyed. Once joined the unit moves with. See Description.

To show this ability. ALLIES Armies allied to Morder and at Sauron’s beck and call. Sauron at one stroke gained absolute control over the Nine and the men who wore them (they eventually became Nazgûl). When a Sauron player fields non Uruk Orcs the Bat Swarms rule must be used. One Ring to bring them all and in the darkness bind them in the Land of mordor where the Shadows lie. Three Rings for the Eiven-kings under the sky. If the result is a 6 he may either examine his opponents army roster. There must be more Orcs/Goblins than the total of other infantry. seven to the Dwarves and nine to Men. Khamûl. The Sauron army selector lists all units available to Sauron. but these all the listed units are not available at any given time. Seven for the Dwarf-lords in their hall of stone. Allied armies can normally constitute a maximum of one-half of Sauron’s fielded units. and began a struggle THE ARMY OF SAURON This list represents Sauron’s army during the war of the ring . neutralized the Seven and the Dwarves who possessed them.up to the Battle of Cormallen Fields. and made it impossible for any Elf to use any of the Three without Sauron being fully aware of his or her mind. or determine who goes first. they caused sixteen Rings to be made. One Ring to find them. The Mouth of Sauron. With this act. Allied contingents have the loyalty and command swapping capacity of sub-generals. or other Servants of Sauron. and retain any special abilities and limitations normally used with the allied army. and in the early centuries of the Second Age he was able to build himself a power base in Middle-earth.when the Witch-king gathers the Nazgûl in Mordor . Sauron effectively declared his intention to subjugate Middle-earth. the Sauron player rolls a d6 before any units from either side are placed on the tabletop. -THE LORD OF THE RINGS By donning the Ring and incanting these words. and many spies and agents in his service gathering information about the movements and forces of his enemies. the fallen Valar whose First Age seizure of the Elven Silmarils set off a war comparable in scope to the War of the Ring. unless specified by scenario or under campaign situations. Sauron secretly began the making of the Ruling Ring. One Ring to rule them all. and replace up to two of his own units (regardless of points costs) with more suitable units. leaving the Elves to forge three more Rings of power for themselves.5 Sauron Sauron's place in the history of Middle-earth is a long and unhappy one. Then. The First Age ended with the defeat of Morgoth. SPECIAL SAURON ARMY RULE Sauron had a Palantíri. Nine for Mortal Men doomed to die. It was at this time that he tricked the Elves of Eregion into collaborating on the forging of the Rings of Power. The Mordor Army Lists should be checked to see which units can be fielded at any one time. Allied units are selected from their respective army lists. and these were distributed. this would give the Sauron player way too much variety.War of the Ring v1. and being able to use this awareness to undo anything accomplished. During a campaign game players with armies listed on Mordors allied list must send all units requested by Sauron if available. but Sauron survived this debacle. The Troops of up to any allied contingents can be grouped under the generalship of The Witch-king. Sauron was originally a subservient but potent ally of Morgoth. Nazgûl may command any mix of troops. 26 . or for each scenario. Together. One for the Dark Lord on his dark throne in the Land of mordor where the Shadows lie.

They are terrifying to behold on the battlefield and. See description 27 . Olog-hai.War of the Ring v1. (Optional: use Horde rules instead of Warband rules) 3. Evil Spirits are a combination of Ghosts. Specters. 2. Evil Spirits are also so hungry for the souls of the living that they can’t be driven back by missile fire. Orc units use the Warband rules. Olog-hai were trained for war and show more discipline than normal trolls so do not suffer the command problems associated with them. See description at the beginning of the rules. doomed to a fate of roaming the living world for eternity.5 SAURON ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *2 *3 *4 *5 *6 *7 *8 *9 *10 *11 *12 *13 *14 *13 *15 *16 *17 *18 *19 Attack Troops Uruk-hai Orcs Orc Archers Trolls Olog-hai Evil Spirits Wolfriders Orc Cavalry Wargs Rock Lobber Bolt Thrower Grond Witch-king Khamûl Mouth of Sauron Servant of Sauron Orc/Uruk-hai General Nazgûl Orc/Uruk-hai Hero Winged nightmare Warg Fire Trench Cavalry Stakes Beasts of Burden Type Infantry Infantry Infantry Infantry Infantry Infantry Cavalry Cavalry Monster Artillery Artillery Machine Special Special Special General General Hero Hero Monstrous Mount Monstrous Mount Special Special Special 3 2 2/1 4 4 2 2 3 3 1/3 1/3 0 +2 +2 +2 +2 +2 +1 +1 +2 +1 - Hits 3 3 3 4 4 4 3 3 3 3 2 3 - 5+ 6+ 0 5+ 4+ 0 6+ 5+ 0 0 0 3+ - 9 9 8 8 8 8 8 - 3 3 3 3 3 3 3 3 3 1 1 1 1 1 1 1 1 1 1 3 3 1 65 30 30 105 150 75 50 90 55 75 65 100 150 125 125 95 85 80 80 +40 +10 +10 +10 +10 -/4/-/4 -/3 -/1 -/2 -/4 -/4 -/2 -/1 -/1 -/1 */1 */1 */1 */1 */1 -/2 -/2 -/1 -/1 -/1 -/1 -/- Special Rules 1. Evil spirits cause Terror in their enemies. See description. they are larger and stronger than normal Trolls. See description. Wolfriders. Olog-hai show disdain towards the lesser trolls. These creatures are the spirits of long dead warriors. as such. 6. The great soldier-trolls that first appeared in the late Third Age. Wraiths and Banshees. 7. Orcs. Uruk-hai. Trolls. and can withstand the light of the Sun with no adverse penalties. Evil Spirits. 4. so a brigade with both Olog-hai and trolls will suffer a -1 Command penalty 5. Wargs.

Sows. and behind walked mountain-trolls to wield it. Nazgûl. Fire Trenches. Units* Trolls. great as a forest-tree a hundred feet in length. See‘Great engines crawled across the field. 10. The following lists represent Mordor at the time of the War of the Ring. Beasts of Burden are included to represent those beasts at the siege of Minas Tirith which are used to pull siege engines. or Hero can only issue orders or attach to Sauron’s non-human forces. Witch-king. for example. MORDOR ARMY LISTS The following lists are used to guide the Sauron player in army selection. Wolfriders. Khamûl can command all of Sauron’s troops and allied contingents. See Description. Orc General/Hero. Servant. Khamûl. if you want to reverse direction swap the stands around. Corsairs of Umbar. Warg Mount. Although it consists of two stands. the stands are treated as a single piece. founded of black steel. 13. When the Witch-king. otherwise he is considered a hero. A unit of trolls must be bought to wield Grond.War of the Ring v1. Only what is actually listed on each army list may be used by the Sauron player STANDARD ARMY LIST This is the list to use for standard battles. Khamûl. This option is included for campaign games where Sauron’s forces may split into many smaller forces. The second most powerful Nazgûl of the Nine. See Description 19. Nazgûl. The Battle of the Pelennor Fields Grond uses the normal battering ram rules except that it does two automatic hits. Great beasts drew it. Bolt Throwers. One turn must be spent unhooking the beasts before the unit can function as normal. Khamûl may atttempt to assume command if the current general falls in battle. on it spells of ruin lay. and the Siege of Minas Tirith Characters Witch-king. Servant of Sauron. Grond. Special Units Grond. A Winged Nightmare can fly. the unit stand and the beast stand. Terrain Features Fire Trenches. *One-half of the fielded units from the standard list must be Uruk-hai/Orc troops. 14. Uruk-hai. See Description 18. Siege towers. swinging on mighty chains. Cavalry Stakes. a Servant of Sauron can be the used as the army general.5 8. The other 7 Wraiths. was shaped in the likeness of a ravening wolf. Allies Harad. Grond has a movement of 10cm unless pulled by beasts. Olog-hai. Khamûl can be used as the army general. Khamûl. 28 . Khamûl is the Lord of Dol Gildur. 9. and causes terror. Battering rams. Wargs . and in the midst was a huge ram. In normal use the beast stand is placed in front of the unit stand forming a single line or curving column of two stands. but the unit is always arranged so that the beasts move in front of the unit and not the otherway round. For purposes of movement the player can measure from either stand. but he will count against the hero max. 16. Winged Nightmare A Winged Nightmare can only be ridden by the Nazgûl. A servant can command all of Sauron’s troops and allied contingents. So. orcs surrounded it. 11. or the Mouth of Sauron are not present. Grond they named it. Beasts of Burden. Mouth of Sauron. Long had it been forging in the dark smithies of Mordor. Easterling. If the Witch-king is not present. Artillery Stone Throwers. Orc Archers. Siege equipment pulled by Beasts will consist of two stands. in the memory of the Hammer of the Underworld of old. Siege engines that are pulled by beasts have a movement of 20cm. Orc. Beasts of Burden.’ -Return of the King. While the beasts are being unhooked the unit may not move. Siege Machines Mantlets. May only be ridden by an Orc character 17. An Orc General. Orcs. and only needs one breach to destroy a wall or gate. 15. See Description 12. and its hideous head.

Orc Cavalry. Easterling. units. Evil Spirits... Units Uruk-hai. Orc Archers. presumably to block Rohan intervention in the siege of Minas Tirith. Uruk-hai. The Black Lieutenant of Barad-dûr is the Mouth of Sauron The Orc cavalry is included for the possibility that the riders pursuing the Hobbits in Mordor may have been part of a cavalry garrison at Minas Morgul or Kirith Ungol. Units* Trolls. Characters Units Balrog. Only use the listed units. DOL GULDUR ARMY The Dol Guldur Army can be used to represent. MORIA GARRISON This is the list for forces garrisoned in the misty mountains. HOME DEFENSE FORCE The Mordor Home Defense can represent the army at the Battle of Cormallen or as a Barad-dûr force for campaigns.War of the Ring v1. the Orcs and Easterlings build a trench and use stakes to defend their position on the road to Rohan. Orc Archers.curse you Dushgoi (Morgul) horse boys. Characters Mouth of Sauron. Easterling. Olog-hai. Uruk-hai. and Evil Spirits. Orc. Orc cavalry. the three unsuccessfull assaults on Lórien and the forces defeated by Thranduil in the Battle under the Trees. * Must contain Harad Allied Contingent. This list includes no allies. Wargs." to a colleague. Nazgûl. terrain features.. This list includes no allies. This list includes no siege machines. or special units. or special units. Allies Harad. Servant of Sauron. Orcs. and characters may be used. Olog-hai. Wargs . Allies* Harad. or special units. Orc Archers. or special units. units and characters may be used. Only use the listed allies. and characters may be used. Orcs. Nazgûl. Orc Archers.. Characters Units Khamûl. Trolls. Wolfriders. Trolls. Wolfriders. Orcs. Artillery Stone Throwers. Uruk-hai. Artillery Stone Throwers. Characters Allied General. Terrain Features Cavalry stakes and Trenches. 29 . Wolfriders. In The War of The Ring one Orc is quoted: ".5 ANÓRION INVASION ARMY The Anórian invasion army represents the force sent into the region. Servant of Sauron. Nazgûl. Orc. Only use the listed allies. Orc. siege machines. Orcs. * Up to one-half of units can be Trolls/Olog-hai. terrain features. terrain features. Only the listed units and characters may be used. Bolt Throwers. siege machines. Wargs . Bolt Throwers. Orc. This list includes no siege machines.

STANDARD ARMY LIST All characters. HALFLING ARMY Hobbits armed with: “. 3. and mattocks and axes and scythes. Allied units are selected from their respective army lists. Archers use a short bow so only have a range of 20 cm. pitchforks.5 The Shire Hobbits were not warlike but could organize in times of danger such as Bullroarer Took versus Golfimbul’s Orcs at the Battle of Greenfields in 2747. Due to the small size of their bows their range is only 20cm. All characters. a 6+ is needed when they are in defended or fortified positions. Hobbits skilled in the use of stealth and terrain to remain unnoticed. ALLIES Players with armies listed on the Shire’s allied list may send requested units if available. staves. master of the Shire-moot.War of the Ring v1. In addition a 5+ must be rolled to Hit huntsmen in the open.” The prologue to The Lord Of The Rings mentions “The Thain. and gain no charge bonus. Tookland Cavalry. Huntsmen do not count woods as dense terrain so do not suffer the -1 Command penalty. The SHIRE SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 Attack Troops Hobbitry-in-arms Halfling Spearmen Bucklanders Halfling Huntsmen Halfling Archers Tookland Cavalry Captian of the Shire Muster Halfling Hero Type Infantry Infantry Infantry Infantry Infantry Cavalry General Hero 2/1 3 3 3/1 3/1 3 +2 +1 Hits 3 3 3 3 3 3 - 0 6+ 6+ 0 0 6+ - 8 8 3 3 3 3 3 3 1 1 30 45 45 65 60 60 95 80 2/-/2 -/1 -/1 2/-/2 1 -/2 Special Rules 1. and units from the Shire army selector are available for standard battles. distance is measured from any edge of the stand. Hobbitry-in-arms. 2. but are not required to.. but due to their skill they have a +1 to Hit with them. and retain any special abilities and limitations normally used with the allied army. and slings. Halfling Huntsmen. whether they know it or not. Allied armies can normally constitute a maximum of one-half of the Shire’s fielded units. Halflings armed with improvised weapons. Halfling Archers. Militia have a range of 10 cm but can shoot all around. 30 . defending against the White Wolves' raid in the Fell Winter of 2911 or against Sharkey’s thugs. They also claimed to have sent archers to help fight against the Witch-king. knives. and units listed on the Shire army selector are available as part of an allied contingent. 4.sticks. unless specified by scenario or under campaign situations. Hobbits may normally count on the Rangers for support. Halflings mounted on ponies.. Captain of the Shiremuster and the Hobbitry-in-arms”. Cavalry movement is 25 cm. SPECIAL HALFLING ARMY RULE Halflings are known for their excellent ranged skills so they gain a +1 to Hit (3+ to hit) with any ranged weapon.

and retain any special abilities and limitations normally used with the allied army. Thranduil. Bolt Thrower. Elven Swordsmen. 2. 4. The head Elf. Although it can be assumed magic was available to Thranduil. Allied armies can normally constitute a maximum of one-half of Elven fielded units. units. and relatively small weapons of the Knife Fighters opposing units get +1 Attack bonus when charging them. If Thranduil is present for a battle. 31 . 5. and his abilities in combat. ALLIES Players with armies listed on Thranduil’s allied list may send requested units if available. All characters. THRANDUIL ARMY SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 *6 Attack Troops Elven Spearmen Elven Swordsmen Elven Knife Fighters Elven Archers Elven Riders Bolt Thrower Thranduil General Hero Type Infantry Infantry Infantry Infantry Cavalry Artillery General General Hero 3 3 3 3/1 3 1/3 +2 +2 +1 Hits 3 3 3 3 3 2 - 6+ 5+ 0 6+ 5+ - 10 9 8 3 3 3 3 3 2 1 1 1 50 60 50 75 90 60 155 125 80 2/-/2 -/2 2/-/2 -/1 -/1 -/1 -/2 Special Rules 1.5 Thranduil Thranduil’s army represents the elves of Northern Mirkwood during the time of the War of the Ring. Although I have no reference to back me up I thought I would fashion a unit after the descriptions of Legolas. Elven Knife Fighters. See description in Warmaster rules. Can only be used if Thranduil is not present for a battle. from northern Mirkwood. Due to the loose formation. 3. Elven Knife fighters are experts in closed combat and gain an additional +1 Attack after the first round of combat. a single unit of Elven swordsmen may be designated as his household guard and can use the Bodyguard rule. Elven Archers. and Artifacts on the Dale army selector are available as part of a Dale allied contingent to DainII. 6.War of the Ring v1. but are not required to. I have found no reference to it being used by him in battle. unless specified by scenario or under campaign situations. and units listed on Thranduil’s army selector are available for standard battles. +1 to Hit. General. or Thranduil STANDARD ARMY LIST All characters. Allied units are selected from their respective army lists.

and broke like a clap of thunder through the ring. All characters and units listed on the Woodmen army selector are available as part of an allied contingent to Celeborn.War of the Ring v1. He scattered the bodyguard. Beornings are the descendants of Beorn and his kind. Huntsmen do not count woods as dense terrain. Then Beorn stooped and lifted Thorin. The Return Journey. Huntsmen. Then dismay fell on the Goblins and they fled in all directions. Levied troops from the area of Mirkwood. and retain any special abilities and limitations normally used with the allied army. Huntsmen have a 30cm range in any direction. The dwarves were making a stand still about their lords upon a low rounded hill. who dwelt in the Vales of Anduin between Mirkwood and the Great River. 32 . Militia are armed with short bows and throwing spears so they only have a 15cm range. and Celeborn and will always send units when requested by these two leaders. such as Grimbeorn the Old and other descendants of Beorn. The roar of his voice was like drums and guns.The Hobbit. and named it East Lorien. All are valiant and fierce warriors.no one knew how or from where. He came alone. Allied units are selected from their respective army lists. and pulled down Bolg himself and crushed him. and Celeborn took the southern wood below the Narrows. 2. Thranduil took all the northern region as far as the mountains that rise in the forest for his realm. who had fallen pierced with spears. and have a 2cm line of sight in woods. STANDARD ARMY LIST All characters. unless specified by scenario or under campaign situations. and Thranduil. Forces allied with the Woodmen can normally constitute a maximum of one-half of the Woodman’s fielded units. and units listed on the Woodmen army selector are available for standard battles. "In that last hour Beorn himself had appeared. Huntsmen are allowed to Pursue all units even ones not normally allowed pursuit by infantry. BEORNING & WOODMEN SELECTOR Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 Attack Troops Anduim Militia Mirkwood Spearmen Mirkwood Huntsmen Anduim Riders Anduim Scouts Beornings Grimbeorn General Hero Type Infantry Infantry Infantry Cavalry Cavalry Monsters General General Hero 2/1 3 3/1 3 2/1 5 +2 +2 +1 Hits 3 3 3 3 3 3 - 0 6+ 0 6+ 6+ 4+ - 9 8 8 3 3 3 3 3 3 1 1 1 30 45 60 70 70 150 125 95 80 2/-/1/4 -/2 -/2 -/1 -/1 -/1 -/2 Special Rules 1. all wide forest in between was given to the Beornings and the Woodmen. ALLIES The Woodmen have a strong alliance with Thranduil. and he seemed to have grown almost to giant-size in his wrath. Swiftly he returned and his wrath was redoubled. so that nothing could withstand him. and bore him out of the fray. He fell upon their rear." . The Woodmen are a loose collection of herdsmen and hunters that live below the trees of the great forest.5 Woodmen This list includes groups of men living in or near Mirkwood. Because of their hunting skills and knowledge of terrain. and in bear's shape. UNITS The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. Woodmen Militia. and he tossed wolves and goblins from his path like straws and feathers. and who for many generations retained their ancestor's ability to take the shape of a bear. and no weapon seemed to bite upon him.

side or rear. 33 . but he must be bought as the general in order to have Beornings. 5. The son of Beorn. 4. Because their weapons are so handy they can shoot behind. front. Just measure the range from any stand edge. ursine nature. Shape changers who fight in the guise of bears. Beornings.5 3. Beornings cannot be brigaded with units of other troops. Grimbeorn may be bought as the army general. Since Beornings are humans in the shape of bears they are mounted facing the long edge of the base like infantry. only with other Beornings. Due to their irascible. Beornings must always pursue retreating enemy where possible and must advance if they are able to do so. Beornings are able to move over or into any wooded or mountainous terrain features in the same way as infantry. Grimbeorn must be the army general in order to field Beornings. or to the side without turning stands to face their target. Due to their ferocity a Beorning unit which scores more hits in the first round of a combat than the enemy will automatically strike 1 more Attack per stand before the combat result is worked out. Scouts are armed with short bows and throwing spears so only have a range of 15cm. Resolve these attacks as normal and then work out the results. This does not entitle them to claim defended status. Scouts. Grimbeorn.War of the Ring v1.

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