@> OabaPncs,
This article provides some
unofficial rules and guidelines
for taking your games of The
Lord of The Rings onto the
high seas of Middle-earth and
exploring other ways to play
the strategy battle game.
GETTING YOUR FEET WET
Ship battles in The Lord of The Rings
‘game function much like battles on land,
and the basic mechanics of the game
remain in effect. Ships move in the
‘Movement Phase. Their crews shoot in the
Shooting Phase and fight boatding actions
in the Fight Phase. Characters can even
ence rolls in the same
WHEN IS A BOAT A SHIP?
According to naval tradition, a ship isa
ALL AT SEA,
PART ONE
Ship Rules for The Lord of The Rings
\essel that carries other boats like gigs
and long boats, whereas a boat does not.
The rules and guidelines published here
are for ships exclusively, Please refer to
the river rules published in White Diearf
200 for details on using small boats in
your games,
The ships of Middle-earth use two main
types of propulsion: sils and oars. Most of
the Free Peoples use sail exclusively, while
the Corsairs of Umbar use a combination
‘of sail and oar power.
‘The ships of Middle-earth also vary in size
and shape. The smaller the ship the more
maneuverable itis, but in turn, smaller
ships are less durable, On the following
page is a chart that outlines the general
_uidelnes for ship size, inelucing the
ship's length in inches, minimum and
‘maximum crew sizes, defense values, and
batter points. This information determines
hhow the ship maves, how many erew i
takes to man the ship, how powerful the
ship isin a ram, and how much d
the vessel can take before sinkingPlease note that these general guidelines
Ship Se | Length
Ship's Complement*
are designed to help players incorpor
ships into their
‘Other ship designs are possible, if both players agree to the rules. A ship's beam (width) can be only as wide as half the ship's
length, For example, the maximum width of an 18" boat would be 9
Notes
+ Cavalry model ar general ot and o ps,
Tn ahs, cvalry cannot i on shige,
+ Large retire ke
on Sips bt cannot Be used 1 sal the sip.
Max. Crew Point Sue | Defense** | Batter Points
‘Small 8-12" 5/25 models 150 points 8 8
Medium | 12-24" 8/40 models 300 points 8 16
Large 24" 10/50 models 500 points 9 24
‘The Sips Complement colums ince the minmm abd maximum numberof model that ea rw sip
"Comins of Unbar ships ald #1 tothe defense value de
lsd inthe hips contacon
ake up s Ta of 0m abd count as five modes toward the maxinum nuke of models lowed on a stip. Large Creatures
ya transport tp, nd even ten the Res wll moun forthe sea voyage
1, SHIP’S
COMPLEMENT
‘The Ship's Complement is made up of
Mariners who are responsible for operating
the ship as well as Warriors (or Marines)
‘who are charged with fighting and
protecting the ship should it be boarded.
“Mariners can take part in defending their
ship. However, the Marine foroes on board
know little about how to sail the vessel they
ae stationed on:
‘The Ship's Complement can include
‘most of the models you ean find in any
‘of The Lord of The Rings rules manuals
and supplements. Please use the
following guidelines to work out your
Ship's Complement,
+A Ship's Complement must include at
Jeast one Captain or named Hero 9
ead it.
‘Evil Ship's Complements cannot
include Gollum, Mimaki or Fell
‘Beasts. Grima Wormtongve can be
included only if Saruman is inthe
same Ship's Complement
+A Ship's Complement taking Heroes
that have rules related toa specific
location always count as being
‘Beyond the Borders of Theit Realm.”
+ Named Heroes can be taken only once.
+ An Evil Ship's Complement can
include up to one Troll
+A Good Ship's Complement cannot
include Gwaihir or any Ents,
+ No more than half ofthe total points
ofthe Ship's Complement can be spent
on Heroes.
“+ No more than a third ofthe total models
ofthe Ship's Complement can be armed
with missile weapons. Note that troops
ike Trolls that can use terrain features as
missle weapons cannot do so at sea,
+ Up toa third ofthe total points ofthe
‘Ship’s Complement can be spent on
Siege Engines,
+ Atleast third ofthe total models ofthe
‘Ship’s Complement must be Mariners,
Descriptions, points Coss, and statistics
{or Mariners can be found atthe end of
this article,Reganlless of size or movement type, sip
must have model hat ata its crew in order
{to move. The crew ae the Mariners
responsible for operating the ship. Each tum,
the controling player mast nominate a
number of Marines equal to or greater than
the minimum erew size to operat the sip
and do nothing else. For instance, small ship
Jha a minimam crew of 5.1 the small ship
contained 12 silors, 7 could shoot missile
‘weapons (they had any), while the
remaining 5 Mariners crewed the ship It
Imppetant to remember that Marines and
Siege Engine eres cannot operate the ship,
If, at any time, a ship has less
minimum nusnber of Mariners the
following penalties apply.
+ Ships with fewer than the minirsam
‘numberof Mariners move at half speed.
+ Ships with fewer han half the
‘minimam number of Mariners (ound
down) may not move at all and are
Adit (se below),
In summary, models designated as crew in
‘a given tum cannot shoot or fight. They
are too busy making the ship move. Thus,
cach tum, itis
vitally important
tonominate which
models ae acting
as crew and
‘which are not
Separate your
crewmen visually from
the rest ofthe Ship's
‘Complement by
‘moving them such
that they touch
‘mast rudder, oF
wheel
2, SHIP MOVEMENT
Ships of each type and size have different
rules for movement, speed, and turing,
Sailing Ships. sait-powered boats are
the most common ships in Middle-earth
“The direction ofthe wind pivotal to
sailing ships, and good Captains keep one
eye on the enemy and the other on the
‘weather, Even the worst imaginable shift in
the wind can be tumed into an advantage by
‘an old sea dog!
(Crew, Remember that each sailing ship
requires a minimum number of Mariners fo
Seer the ship, trim the sails, and earry out
the Captain's orders (se above),
Speed. All sling ships move up to D6+8"
each tum but are subject othe Sailing
Special Rules. Elven ships add +2to their
sailing speed
‘Maneuyering Under Sail. Changing
course while under sails «litle tricky,
leven more so for larger ships
‘Turning Radius. A single um consists of
pivoting the ship up to 45° and no more.
Move Before Turn. Sailing ships cannot
tum ona dime. Therefore, before doing
‘ny maneuvering, a ship must frst move
‘aminimam distance, The minimum,
distance a ship must move before
turing and between tums i listed on
the Turning Chart.
Number of Turns. Some ships are more
maneuverable than others, Smaller craft
have an easier time of turning (they aren't
tying to redirect all dat mass!) Note that
the limitations count per 10" of movement
(fraction thereo?). Thus, should a ship
‘move over 10" it may use a second
allotment of maneuvers. For example, if
‘medium ship moved 14" in Lum, it could
start off by moving 2", turn up to 45°, move
another 2", tum again up to 45%, move 6” in
10 and is eligible for another set of
‘maneuvers snd could make two more
tums), tum a third time, move 2", tum a
fourth time, move 2". The smaller the ship,
the more tums it may make,
Ship Size
‘Small
Medium
Large
TURNING CHART
Move Before Turn
Tums per 10" of Movement
SAILING SPECIAL RULES
‘Wind Direction, For our purposes, boats
Are always positioned withthe wind t one
of three celatve directions: bow on,
beam, or aster, During a sea battle, its
important to mark down the direction of
the wind if there are any sailing ships in
play (vind direction nutes follow on the
next page). Sailing ships ean move fastsr
‘when the wind is aster, and there are
‘movement penalties when ships tur into
the wind (bow on}.
Wind-Aided Movement, When a sali
‘Ship begins its turn withthe wind aster, it
‘may move an additional D6” (ie., 2068
instead of the usual D648"),
A sailing ship that does not begin the tum.
withthe wind astem may maneuver to take
better advantage of the wind. Determine
‘maximum movement as normal by olling
D648", Ifthe ship maneuvers in such a
‘way that the wind is astm before the ship
‘moves more that half its maximum
‘movement for that tum, the ship may add
‘an addtional D3" of movement tothe end
ofits move.
Sailing into the Wind, Any sailing ship
that starts the tum facing into the wind
(bow on) moves up to 8" instead of
Dbo+8" Any ship that turns into the wind
(Gow on) loses D6" from its remaining
‘movement (if any) and may not make any
other maneuvers that tur,
DETERMINING
WIND DIRECTION
As the Captain of any sil-powered ship will
tell you, Keping an eye on which direction
the wind is Blowing is the key o victory.
‘The wind can bea fickle friend and is apt to
change just when you most need itat your
back. Chats for determining wind direction
‘re on the following page.WIND DIRECTION CHART
Nominate a table edge as north, roll a D6, and note the results before play begins.
Dé Wind Direction
1 ‘The wind is blowing from the northern table edge.
“The wind is blowing from the southern table edge
3 ‘The wind is blowing ffom the westem table edge
4 “The wind is blowing from the eastern table edge.
5 Both players roll a D6, The higher-soring player may choose the
rection of the wind.
6 ‘The wind conditions are unusual, Roll another D6. If the result is 1-
3 the winds are light. Deduct 2" from the maximum movement of
il sil-powered ships. Ifthe result is 4-6, the winds are strong. Add
2° to the maximum movement ofall sail-powered ships. Roll again,
for wind direction. If this result is rolled again, the results are
‘cumulative. Continue rolling until a wind direction is established.
Wind Direction During the Game
Atte start ofeach game turn after the Ist roll 2D6. On a double, the wind conditions
‘change, Roll on the Changing Winds Chart and apply the results, Roll to check for wind
‘change atthe start of each turn, regardless of how many wind changes there have been.
CHANGING WINDS CHART
Wind Direction Change
23 “The wind dies down, Deduct 4” from the movement ofall sail
powered ships, Note that this resalt lasts this tun only, and then
conditions return fo normal
45 The wind changes direction 180°,
61 ‘The wind changes direction 90” ina clockwise direction
810 ‘The wind changes direction 90° in a counter-clockwise direction.
12 Gusis, Add 4” to the maximum movement of all sail-powered ships
‘nd then conditions return to normal
‘This result lasts this turn only
ROWED SHIPS
‘The rules for oarcrven ships are relatively
straightforvard. The dreaded Cofsais of
‘Umbar make great use of oar power and se
galley laves to row the vessels If a ship has
cars and sis, the Capain can decide at the
beginning of his Movement Phase to use his
sail (and therefore his ship counts 2s a
sailing ship thet tum) or his oars anc se the
rules set out below. A Ship Captain cannct
switch the means of propulsion halfway
through his tam,
Crew, Remember hat each rowed stip
requires a minimum number of erento steer
and keep the vessel's rowers in one
speed. All oardriven ships can move up t0
5" a tum but ean guin more speed with the
Double Tine special rule,
OAR-DRIVEN SPECIAL RULES
DoubleTine, Before moving an oa-powered
ship, the contlling playee may cll fora
burst of frenzied rowing in onde 020 very
ikl ina stag iether tram an
enemy ort gt out ofa iht spot. When he
ships moving at Double Time oa one turn
‘may be made, See the chat below to
detemine the adctional movement aforded
bby moving at Double Time
DOUBLE TIME
Ship Type | Addl Movement
Small D643"
Medium -+D612!
Large +641"
Note, Yo csnnot lor Double Tine
overeat 2 rms ina ro. Ae ei
tes of peel fc ronessnesd a at
recover thir eagth oto replace
sted or ded saves,————— ee
MANEUVERING BY OARS.
‘Oar-driven ships get one free tum of
vp to 45% each round, Any additional
turns cost onr-driven ships 2” of
‘movement. Unlike sailing ships,
‘oar-driven ships do not ned to travel
any distance between turns and can
tum on the spot atthe start oftheir
Movement Phase.
Remember that the Wind bs no effect
‘on oar-driven ships, unless they are
being used as suing ships ona given
tum. In addition, ships with oars can
bbe owed backward up to 5" tum,
ADRIFT
Drifting occurs when a ship does not
tse any method of propulsion or does
‘ot have enough Mariners to crew it
and therefore is “dead in the wate.”
When a ship drifts it moves D3" in
the dicection of the wind,
There are many reasons a ship may
be Adrift. The number of crew could
be below half the minimum complement,
“The crew could be too busy Fighting oF
shooting ranged Weapons to stil dhe
ship properly
ATTACKING SHIPS
‘The ships of Middle-earth do not have
batteries of cannons, and very few ships
‘actually have any Siege Engines mounted
‘on them. Those few ships that do have
Siege Engines will often mount a catapult
‘or bolt thrower on their deck. These
spon ae fixed in a forward position to
fire from the ship’s bow. Unless the
‘weapon can swivel like the Avenger Bolt
Thrower, all Siege Engines have a fre are
of 45",
If Siege Engines are used, ships count
as Batilefield Targets in determining
scatter. The Siege Engine operator can
choose to target the ship or the ew:
Ii the shot hits the ship, remember to rol
on the Batter Chatto see if a wound is
caused, If the shot hits any erew (which
is possible with catapults), then those
‘models follow the normal rules for
being hit with a Siege Engine
RAMMING SPEED
Ramming is favored method of attack
used almost exclusively by the Corsairs
of Umbar, whose ships are designed to
ram. Other vessels may afempt to ram,
However, ramming is viewed as «
desperate tactic, as the ramming ship
can easily damage itself as badly as
its enemy,
A ship attempting to ram ean do no more
than a single tm of 45° or less in the tum
itintends to ram the enemy ship. The two
factors tat determine whether damage is
‘caused are distance traveled (the build-up
‘of momentum!) and the sizeof the ship.
A ship’s Base Ste
attack i listed 0
ath fora ramming
the Ship's Base Strength
(Chat, For every inch taveled before
sriking the target, the ramming ship adds
“+110 its Base Strength up to a maximum,
Strength of 10.
‘Thus, a medium ship that has traveled 4
to hit its target would strike at $71 Ifthe
am wounds successfully, determine how
‘many automatic batter points are caused to
‘the target ship's hl
SHIP’S BASE
STRENGTH
Ship Size Base Strength
Small 2
Medium 3
Large 4
BATTER POINTS
INFLICTED
Ship Sire
Small D4
Medium D641
Large 206
Crushing Your Own Ship. The ship doing
the ramming also places itself in great
danger, [the ships are the same size or the
ship being rammed is smaller, the ramming
vessel only takes a hit on aroll of S+. IF
the ramming ship is smaller, it Wil take