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Gondor & Arnor Faction

Heroes of Gondor and Arnor


Name Points M F/A S D A R C Might Race/Type/# of Companies
Knight of the White Tower 60 - 6/- - - - 2 5 2 Man/Epic Hero
A Knight of the White Tower is a Command Company Upgrade available to formations of Minas Tirith Warriors, Minas Tirith Archers, Minas
Tirith Knights, Citadel Guards and Guards of the Fountain Court
Special Rules:
White Sword of Gondor: Each hit the Knight of White Tower inflicts in a Heroic Duel counts as two hits.

Name Points M F/A S D A R C Might Race/Type/# of Companies


Bard the Bowman 150 - 7/3+ - - - 3 6 4 Man/Epic Hero
Epic Actions:
Epic Challenge, Epic Shot, Epic Duel
Special Rules:
Inspiring Leader (Men), Rapid Fire, The Black Arrow
Rapid Fire: Bard’s company may fire twice in the shoot phase and treat their Shoot Value as 3+ if it is higher.
The Black Arrow: Once per game, Bard may elect to use his Black Arrow in the shoot phase. This works like Epic Shot only it does not require
Might and you re-roll all failed To Hit rolls. If the target is a Monster, you may also re-roll on the Hard To Kill! table or equivalent.

Name Points M F/A S D A R C Might Race/Type/# of Companies


Girion, Lord of Dale 85 - 6/3+ - - - 2 5 3 Man/Epic Hero
Epic Actions:
Epic Challenge, Epic Shot
Special Rules:
Inspiring Leader (Men), Dead- eye Shot
Dead-eye Shot: When targeting a Flying Monster with Epic Shot, he may re-roll all failed To Hit rolls, he may also re-roll a single D6 involved in a
Heroic Duel with a Flying Monster.

Name Points M F/A S D A R C Might Race/Type/# of Companies


Dale Warband 25 6 4/4+ 3 4(6) 8 1 3 - Common / Infantry / 1-6
Captain of Dale – 5/- - - - 2 4 2 Man / Hero
Wargear:
Each company has hand weapons, armour and shields. They may exchange their shields for longbows – reducing their defence to 4 – for free.
Command:
The first company purchased is automatically the command company and may take the following options:
Captain of Dale 50pts
Banner Bearer 35pts
Dale Hornblower 15pts

Name Points M F/A S D A R C Might Race/Type/# of Companies


Laketown Guard Warband 15 6 3/4+ 3 4 8 1 2 - Common / Infantry / 1-9
Guard Captain – 4/- - - - 2 3 2 Man / Hero
Wargear:
Each company has hand weapons. They may take bows for +5 pts per company.
Command:
The first company purchased is automatically the command company and may take the following options:
Guard Captain 50pts
Banner Bearer 35pts
Dale Drummer 15pts

Name Points M F/A S D A R C Might Race/Type/# of Companies


The Master of Laketown’s Personal Guard 80 + 15 6 3/4+ 3 4 8 1 2 – Legendary /Infantry / 1-6,
The Master – 4/- - - - 2 3 3 Man / Hero
Alfrid – 3/- - - - 1 3 2 Man / Hero
Wargear:
Each company has hand weapons. They may take bows for +5 pts per company.
Command:
The first company purchased is automatically the command company and includes The Master of Laketown, Alfrid the Councillor and a Banner
Bearer. It may take a Dale Drummer for the following cost:
Dale Drummer 15pts
Special Rules:
The Master: Inspiring Leader (Men), Moneybags, Dragon Sickness
Alfrid: Dubious Counsel
Moneybags: The Master of Laketown may expend a Might point in the Fight phase to give his formation and all Laketown Guard formations
within 6” of his +1 Fight and +1 Strength until the end of the phase.
Dragon Sickness: At the start of the game, the Evil player selects one Hero or Epic Hero in his army to be the bearer of a large sum of gold. If the
Master’s formation is in combat with this Hero or his formation, the Master must pass a courage test or automatically lose the fight, counting
as disordered.
Dubious Counsel: Alfrid may choose to expend any number of Might points at the start of the Priority phase. For each point spent, select a Hero
or Epic Hero within 6”. On the roll of a 2-5, the hero gains a Might point, on the roll of a 6, the Hero gains D3 Might points, on the roll of a 1, the
Hero loses D3 Might points and Alfrid gains D3 Might points.

The Kingdom of Rohan Faction:


Name Points M F/A S D A R C Might Race/Type/# of Companies
King’s Huntsman 65 - 5/4+ - - - 2 5 2 Man / Hero
A King’s Huntsman is a Command Company Upgrade available to formations of Oathsworn Militia, Oathsworn Bowmen and Riders of Rohan
Eoreds.
Special Rules:
Hunter: At the start of the shoot phase, the King’s Huntsman may select one enemy formation with 12” of the Huntsman to receive D3
automatic hits. This special shooting attack may be used if the formation has made a full movement in the preceding movement phase, and it
does not prevent the formation from making a shooting attack or charging.

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