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.