Professional Documents
Culture Documents
Two-handed hammer/mace/maul
two-handed axe/pick
hammer/mace/maul
flail/whip/scourge
sword/dagger
club/staff
axe/pick
Model
Gandalf the White
Boromir of Gondor
Beregond
King of Men
Ranger of Gondo
Osgiliath Veteran
Citadel Guard
Allays:
Arnor & Gray Company
Thorin's Company
Thranduil's Halls
Army of Thror
White Council
Durin's Folk
Minas Tirith
Fellowship
Numenor
Fiefdoms
Rohan
Shire
Minas Tirith
1
HEROES
GANDALF THE WHITE (Wizard) Point value: 220
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Gandalf the White 5/4+ 4(5) 5 1 3 7 3 6+1* 3 6”
Shadowfax 0 4 5 0 1 5 - - - 12”
Wargear:
Staff of Power (two-handed weapon), Glamdring (sword) and Elven Ring Narya.
Glamdring: When Gandalf fights with Glamdring (rather than his staff), he adds +1 to his Strength statistic, giving him a Strength
value of 5.
*Staff of Power: Gandalf can expend 1 point of Will per turn without reducing his own Will store.
Elven Ring Narya: Thanks to the this, one of the Three Elven Rings, Gandalf can re-roll his dice when using Fate points
Special Rules:
The White Rider: The range of Gandalfʼs ‘StandFastʼ rule is 12" rather than 6".
Magical Powers:
Sorcerous Blast 4+ 12”
Your Staff Is Broken! 4+ 12”
Command 3+ 12”
Strengthen Will 3+ 12”
Terrifying Aura 2+ -
Immobilise 2+ 12”
Blinding Light 2+ 6”
Options:
Elven cloak 10 points
Shaowfax 15 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Aragorn, King Elessar 6/3+ 4 5 3 3 6 3+1* 3 3 6”
Wargear:
Heavy armour and Andúril.
Andúril, Flame of the West: When fighting Andúril, Aragorn never needs to roll more than 4+ to score a Wound, regardless opponent’s
Defence (this rule has no effect against targets that have Batter Points instead Wounds). His rolls To Wound can be modified by using
Might as usual.
Special Rules:
*Mighty Hero: Aragorn can expend 1 point of Might per turn without reducing his own Might store. Any additional points of Might
expended during his turn reduce Might store as normal.
Options:
Heavy armour 10 points
Armored horse 15 points
Andúril, Flame of the West 40 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Boromir, Captain of the White Tower 6/4+ 4 6 3 3 6 6 3 3 6”
Wargear:
Heavy armour and the Horn of Gondor.
The Horn of Gondor: Boromir can blow the horn at the start of a fight if he is outnumbered by two-to-one or more. The enemy
combatant with the highest Courage must take a Courage test. If he passed, the combat s fought as normal. If the test is failed,
Boromir automatically wins the fight an can strike blows against his enemies.
The Banner of Minas Tirith: The banner of Minas Tirith is a banner. If Boromir carries Banner of Minas Tirith, all Warriors from
Minas Tirith army list within 6” receive a+1 bonus to their Fight value. Boromir also receive this bonus although other Heroes
do not. Unlike other banner bearers, such is Boromir’s skill in battle that he suffers no -1 penalty to his dice roll when
determining who wins the combat, although he gains no benefit from carrying a shield or a lance. Note that bonus is cumulative
with other fight value bonus.
Great Commander: This Hero’s warband model limit is 18 rather than 12 warriors. The army may contain only one warband of that
size.
Options:
Lance 5 points
Shield 5 points
Horse 10 points
The Banner of Minas Tirith 35 points
2
BOROMIR OF GONDOR (Man) Point value: 105
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Boromir of Gondor 6/4+ 4 6 3 3 6 6 1 0 6”
Wargear:
Armour, shield and the Horn of Gondor.
Options:
Horse 10 points
Elven cloak 10 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Faramir Captain of Ithilien 5/3+ 4 7 3 3 6 3 3 2 6”
Wargear:
Heavy armour, sword, shield and armoured horse.
Special Rules:
To Me, Men of Gondor!:The range of Faramir’s ‘Stand Fast!’ is 12” rather than 6”. Additionally Rangers of Gondor, Knights of Minas
Tirith, Warriors of Minas Tirith and Citadel Guards within 12” of Faramir count as being in range of banner.
Woodland Creature: A model with this special rule may move through woods and forests that are classed as difficult terrain as if it
were open ground. Note that doesn’t mean they can automatically climb terrain in those areas, nor move through tree trunks or jump
fallen Obstacles.
Options:
Lance 5 point
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Faramir Captain of Gondor 5/3+ 4 5 2 2 5 3 2 2 6”
Wargear:
Armour.
Special Rules:
Woodland Creature – see Faramir Captain of Ithilien’s entry.
Options:
Heavy armor 5 points
Lance 5 point
Shield 5 points
Bow 5 points
Horse 10 points
Armored horse 15 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Eärnur, Captain of the White Tower 5/4+ 4 6 2 2 6 3 2 1 6”
Wargear:
Heavy armour.
Special Rules:
Foolis Rush In – Whenever Eärnur moves, if he is able to charge enemy Hero, he must do so.
Options:
Lance 5 point
Shield 5 points
Horse 10 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Madril, Captain of Ithilien 4/3+ 4 5 2 2 4 3 1 1 6”
Wargear:
Armour and bow.
Special Rules:
Woodland Creature– see Faramir Captain of Ithilien’s entry.
Master of Ambush: In scenarios where you can roll for additional forces to arrive (such those that use the Reinforcements rule), you
receive a +1 bonus to the dice rolls if Madril is on the Board. If Madril is not on the board and is waiting to arrive as part of the
reinforcements, this bonus may only be applied to Madril’s roll to arrive.
3
CIRION, LIEUTENANT OF AMON BARAD (Man) Point value: 55
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Cirion, Lieutenant of Amon Barad 4/4+ 4 6 2 2 4 3 1 1 6”
Wargear:
Armour and shield.
Special Rules:
Boldest of the Bold: When attempting to charge an enemy that causes Terror, Cirion receives a +2 bonus to his Courage.
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Denethor, Steward of Gondor 5/4+ 4 5 2 2 5 0 3 0 6”
Wargear:
Armour.
Special Rules:
Broken Mind: At the start of every turn, before players roll for priority, the Good player must take a Courage test for Denethor. If test
is passed, all is fine. If test is failed, Denethor is controlled by the Evil player this turn. The only difference between Denethor and the
other Evil models is that Good models cannot target Denethor with missile fire, magical powers that cause damage, and cannot strike
blows against him if they defeat him in a fight. If in the one army is both Denethor and Boromir this special rule is suspended as long
as Boromir is alive or on the board.
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Beregond 4/3+ 4 6 1 1 4 1 1 1 6”
Wargear:
Heavy armour and a longbow (Elf bow).
Special Rules:
Bodyguard (Minas Tirith): At the start of the game, choose another friendly Hero of Minas Tirith among those in your force all your
models with the Bodyguard (Minas Tirith) special rule to protect. As long as this Hero is alive and on the board, models with this special
rule automatically pass all Courage tests they have to take.
Options:
Horse 6 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Damrod, Ranger of Ithilien 4/3+ 4 5 1 1 4 1 1 1 6”
Wargear:
Armour and a bow.
Special Rules:
Woodland Creature – see Faramir Captain of Ithilien’s entry.
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Pippin, Guard of the Citadel 3/3+ 2 4 2 2 4 1 1 2 6”
Wargear:
Armour.
Special Rules:
Resistant to Magic – If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test
with a single dice.
Throw Stones: If the hobbit does not move at all, he can throw a stone in subsequent Shoot phase. This work exactly like a crossbow
with a range of 8” and a Strength of 1.
Options:
Pony 5 points
Elven cloak 10 points
4
COMMANDERS
KING OF MEN (Man) Point value: 60
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
King of Men 5/4+ 4 5 2 2 5 2 2 1 6”
Wargear:
Armour.
Options:
Heavy armor 5 points
Lance 5 points
Shield 5 points
Bow 5 points
Horse 10 points
Armored horse 15 points
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Knight of the White Tower 5/4+ 4 6 2 2 4 2 1 1 6”
Wargear:
Heavy armour and a White Sword of Gondor (two-handed weapon).
White Sword of Gondor: Each Wound inflicted by this weapon (after Fate rolls) causes two Wounds, instead one.
Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Captain of Minas Tirith 4/4+ 4 5 2 2 4 2 1 1 6”
Wargear:
Armour.
Options:
Heavy armor 5 points
Lance 5 points
Shield 5 points
Bow 5 points
Horse 10 points
Armored horse 15 points
5
WARRIORS
WARRIOR OF MINAS TIRITH (Man) Point value: 7
Options:
Lance 1point
Shield 1point
Bow 1 point
Spear 1 point
Horse 5 points
War Horn 20 points
Banner 25 points
Upgrade to an Ithilien Guard* 1 point
* Ithilien Guard – has got Woodland Creature special rule (see Faramir Captain of Ithilien’s entry).
Options:
Bow 1 point
Spear 1 point
War Horn 20 points
Banner 25 points
Upgrade to an Ranger of Ithilien * 1 point
* Ranger of Ithilien– has got Woodland Creature special rule (see Faramir Captain of Ithilien’s entry).
Special Rules:
Loyal to the Captains: So long as Osgiliath Veteran is within 12” of either Boromir or Faramir (or both) he is receiving a bonus of +1
to his Fight value. Note that this bonus is cumulative with other fight value bonuses.
Options:
Spear 1 point
Bow 1 point
Shield 1 point
War Horn 20 points
Banner 25 points
Special Rules:
Bodyguard (Minas Tirith) - see Beregond entry.
Options:
Spear 1 point
Longbow (Elf bow) 2 point
Horse 5 points
War Horn 20 points
6
GUARD OF FOUNTAIN COURT (Man) Point value: 10
Special Rules:
Bodyguard (Minas Tirith) - see Beregond entry.
Options:
Shield 1 point
War Horn 20 points
Banner 25 points
WAR ENGINES
AVENGER BLOT THROWER (Siege engine) Point value: 50
CREW:
Avenger Bolt Thrower is crewed by two Warriors of Minas Tirith with heavy armor.
Fight Strength Defence Attack Wounds Courage Movement
Warrior of Minas Tirith 3/4+ 3 5 1 1 3 6”
Special Rules:
Short Range: An Avenger Bolt Thrower has a range of 36” rather than normal 48”.
Rapid Fire: An Avenger Bolt Thrower fires D6 shoots each turn rather than one. Resolve each shoot individually, rolling To Hit,
to scatter, and To Wound for each before proceeding with the next. Shots from an Avenger Bolt Thrower do not kill Battlefield
targets outright nor knock them to the ground. The usual restriction on targeting apply. In Addition, the second and following
shots must be targeted at models within 3” of the first target.
Absolutely Accurate: When firing a Avenger Bolt Thrower there is no scatter test.
Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We
wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do
gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością
rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.
Options:
Additional Warror of Minas Tirithcrew 7 points each
Flaming ammunition 15 points
Siege Veterans 15 points
Swift reload 20 points
Minas TirithEngineer Captain 50 points
CREW:
A Battlecry Trebuchet is crewed by three Warriors of Minas Tirith with heavy armor.
Special Rules:
Indirect Fire: A Trebuchet always follows the rules for Volley Fire, giving it a range of 10-96”. When firing a Trebuchet, follow
the rules for siege engines in the main rules manual, with the following exceptions. A Trebuchet hits the target on a roll of a
4+. If a hit is rolled and the target is a Siege target, the shot will hit it automatically (no scattering). If the target is a Battlefield
target, roll on the siege engines Scatter chart instead of following the normal rules for allocating hits with a volley.
Area Effect: If the Trebuchet scores a hit against Battlefield target, all models within 2” of the target take a hit of Strength 6
(this hit does not kill Battlefield targets outright).
Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We
wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do
gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością
rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.
Options:
Additional Warror of Minas Tirith crew 7 points each
Flaming ammunition 15 points
Siege Veterans 15 points
Superior construction 20 points
Minas Tirith Engineer Captain 50 points
7