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Version 1.

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 Mmakil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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, & Khaml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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. Tolkiens The Lord of the Rings, Tolkiens Unfinished Tales, SPIs War of the Ring, David Browns 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 Hesss 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.

War of the Ring v1.5 Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each stand of a Warband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated). Bodyguard This unit is the Generals personal bodyguard. If joined by the armys General, the unit gains +1 Attack in any closed combat. If destroyed, the General gets a free 15cm move to a new unit as the last man dies in his Generals defence. If no unit is available for the General to flee to he is destroyed. Battle Fury The units Attack value is increased by +1 for the first round of each close combat. This only applies in the first combat round of each combat phase but it applies throughout the entire battle.

UNIT TYPES
Where possible, existing Warmaster units have been used to make up the Middle-earth army lists, but to capture the feel of Middle-earth it was necessary to modifiy some existing units, or completly add units types in certain cases. All the special units used are not listed here, some are listed with a specific army list where a unit is used by a single army. Bat Swarms Swarms of bats were described as causing despair in the allied army, circling the heads and ears of elves and men, and attacking vampire like to the stricken. Swarms of bats are represented as an effect in combat, as opposed to an actual unit. When a unit from either side takes damage from shooting or combat it has a chance of taking an extra wound, at the end of the shooting or combat phase, before remaining hits are removed, roll a d6, if the result is a 5, or 6 the unit has taken an extra wound. This roll need only to be taken when the extra wound will cause the removal of a stand. Mmakil The great elephant beasts, also known as Oliphaunts brought to war by the Haradrim. Mmakil cause terror in cavalry units, even for those units normally immune to terror. When Mmakil take hits from shooting there is a chance they will run amok. If a 6 is rolled when determining drive back, in addition to being confused, the unit has also run amok, and will move its drive back distance in a random direction. When a unit of Mmakil has run amok, roll a scatter dice, spin a pencil, 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. The Mmakil will move its full drive back distance in the direction indicated, even if the drive back takes the Mmakil unit through another unit or character of either side. When a unit of Mmakil is forced to move through a unit because it has run amok, the unit is considered to have been burst through. If the unit of Mmakil contacts a character stand during drive back, the character is displaced as if it had been contaced by an enemy unit. The character must be able to attach to a unit within a 30cm move or be destroyed. Characters already attached to the unit when it runs amok are effected as normal for a character attached to a unit during drive back. Trolls Trolls are cannibalistic, strong, fierce, and dim witted, with thick hides of overlapping scales, extremely resistant to most weaponry. It has been said that trolls were bred by Morgoth as a mockery of Ents, as Orcs were of Evles. Trolls were known to stop and bite the throats of their victims in combat, so a unit of trolls may never advance more than 10 cm after combat. Even though Trolls are quite stupid they have uncanny sense of smell. This sense of smell allows a unit of trolls to trace a LOS through friendly units to the enemy. A unit of Trolls will always use initiative to charge the closest enemy unit within 20cm, even if an unengaged friendly unit lies between the Trolls and their victims. When a unit of trolls is forced to charge an enemy unit and their path takes them through an unengaged friendly unit, a burst through is performed on the unit the Trolls were forced to move through. Remember this rule applies to unengaged friendly units only. Trolls will never trace a LOS through, charge through, or displace a friendly unit already in contact with the enemy. Wargs Although they are monsters, Wargs are mounted facing the long edge of the base like infantry. As creatures of the forests and mountains, Wargs are able to move over or into any wooded or mountainous terrain features in the same way as infantry. This does not entitle them to claim defended status. Due to their irascible, ursine nature, Wargs cannot be brigaded with units of other troops, only with other Wargs. 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. Resolve these attacks as normal and then work out the results. Wargs must always pursue retreating enemy where possible and must advance if they are able to do so. Note that these rules apply only to Warg units not to characters that ride Wargs. 2

War of the Ring v1.5 Wolfriders There is no evidence of Wolfriders having ranged attack capabilities in the world of Middle-earth, 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. To show this, Wolfriders have no ranged attacks, but instead, when they are in combat with a mounted unit, and score more hits in the first round of a combat than the enemy, they will automatically strike 1 more Attack per stand before the combat results are worked out. Resolve these attacks as normal and then work out the results. Uruk-hai The great soldier-Orcs that first appeared in the late Third Age; they were larger and stronger than their forebearers, and can withstand the light of the Sun with no adverse penalties. The Uruk-hai show disdain towards the lesser Orcs, so a regiment with Uruk-hai and Orcs suffers a -1 Command penalty. To represent the speed and aggression of the Uruk-hai they use the Warband rules, and may always advance 20 cm after combat regardless of how many rounds the initial combat engagement took.

SPECIAL TERRAIN FEATURES


A player uses army points to purchase terrain features. Terrain features may be placed by infantry units only. A player may only possess features that are listed on the army list for the particular army, in the case of allied armies the features may only be placed by units from the same army list as the terrain features, although any unit may take advantage of the features after the battle starts. Terrain features are placed in touch with the units that built them. Each stand in a unit is capable of placing one stand of a terrain feature. Each terrain feature consists of 3 stands, each the same size as a normal infantry stand. Each terrain feature is placed with its stands end to end, contacting the front or sides of the stands in the unit that built it. Trenches 5 points Units of spearmen can dig trenches to hinder the opposing forces. Trenches count as low obstacles. Trenches cannot be built in terrain that is already difficult, or in woods. Stands behind trenches count as defended as long as the stand is touching a stand of the terrain feature. Fire Trenches 10 points Units can build fire trenches to hinder the opposing forces. Fire trenches count as impassable terrain for all units. Fire trenches cannot be built in woods. Any unit conducting missile fire through a fire trench is at a -1 to Hit (remember a 6 always hits). Stands cannot be charged through a fire trench. Cavalry stakes 10 points Units can build cavalry stakes to hinder the opposing cavalry units. Cavalry stakes count as low obstacles. When cavalry units attempt to charge through stakes, each stand in a defending unit gains two attack dice for the first round of combat. Stands behind cavalry stakes count as defended as long as the stand is touching a stand of the terrain feature.

OPTIONAL MULTI-PLAYER/ALLY RULES


Many battles fought throughout the different ages of Middle-earth constituted armies composed of many allied contingents. Allied contingents to armies can normally constitute a maximum of one-half of the fielded units, unless specified by scenario or under campaign situations. Allied units and characters are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. The maximum allowable characters is based on the total allied points, but every contingent must have at least one character to represent a general, or sub-general When allied contingents are used to comprise an army, one of the contingents must be designated as the primary contingent. This contingent will provide the overall army general, with each of the remaining contingents providing a sub-general. ALLIED LIST Army Celeborn Corsairs DainII Dale Dunland Easterlings Gondor Allies Woodmen, Fangorn Sauron Dale, Thranduil DainII, Thranduil Saruman Sauron Rohan 3 Army Harad Rohan Saruman Sauron Shire Thranduil Woodmen Allies Sauron Gondor, Fangorn Dunland Corsairs, Easterlings, Harad Northern Rangers DainII, Dale, Woodmen Celeborn, Thranduil

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

War of the Ring v1.5

CHARACTERS
The core of Tolkiens writings were the characters in the stories, whether for good or bad. 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. To show this, characters may lead armies, take over for fallen leaders, and some can use magic. The army lists contain many characters from The time of the War of the Ring. These characters may be bought as generals, heroes, or wizards, with many of them having attributes of more than just one classification. 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, used in scenarios, or to just add flavor to a game.

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. Gandalf. Gandalf may be fielded with any of the Free Peoples forces, although he will never take command of an army, his spells will aid the commanders. The +1 Attack reflects Gandalf carrying Glamdring. Gandalf may ride Shadowfax if fielded in Rohan, or Gondor (See Mearas rules in Rohan army). When Gandalf is fielded a single unit of Great eagles may be used (use standard rules). See Gandalfs description in the magic section for his spell list. 2. Aragorn. Isildurs heir. Aragorn may be used as the General or Hero any of Free Peoples armies. The +3 Attacks represent Aragorn having Narsil/Andril. When Aragorn is fielded for a battle Halbarads Grey Company may be used. 3. The Fellowship. The Fellowship represents members of the Fellowship of the Ring, but not necessarily all of the members at once. Aragorn and Gandalf may be fielded separate from the rest of the Fellowship. The Fellowship may be fielded with any of the Free peoples forces. The main purpose of the Fellowship is victory points. If the Fellowship falls during a battle, the player that killed, or captured the Fellowship gains 100 victory points. If the fellowship is involved in melee combat, and survives the battle, the controlling player gains 100 victory points. Otherwise no victory points are awarded to either side. All character rules apply to the Fellowship as with normal characters. 4. Balrog. A Balrog causes terror. In the War of Wrath, Morgoth was assailed by the forces of the Valar. Most of the Balrogs were destroyed in that War, but some few escaped over the Blue Mountains and hid in Middle-earth. Durin's Bane, the creature that drove the Dwarves from Moria, was one of these. A Balrog can use magic in addition to leading an Orc army. The Balrog may only be fielded with the Moria garrison. ESSENTIAL Some characters are classified as Essential. When an essential character is killed, the game ends immediately (as if he were a normal general in the standard rules) and his side loses.

War of the Ring v1.5

MAGIC
Although many of the lists currently contain spell lists, I am rethinking the whole Middle-earth magic system. Many of the essays I have read treat magic as a natural ability by individuals in Middle-earth, and to show this, I am considering showing magic as special abilities possessed by characters. These abilities can be used before a battle takes place, in the setup phase, or during the battle depending on the character, but for now here is a standard list of characters that can use magic, and their spell lists. All magic users may attempt to dispel one cast spell once per battle as if they had the Dispel scroll. OPTIONAL: The use of magic is restricted by limiting the casting of any single spell by a magic user to once per battle. This will force a player to better plan the casting of spells. I feel this gives a better Middle-earth feel to the use of magic. If this method is adopted, the number needed to successfully cast a spell should be lowered by 2 (4+ to cast becomes a 2+ to cast), except for spells cast before a battle. If the spell is successfully dispelled it still counts as if it had been cast, and casting may not be attempted again for that spell.

GALADRIEL
Galadriel was one of the most powerful Elves of Middle-earth, and has the ability to cast spells from afar. Galadriels Mirror 5+ to cast Range: N/A Galadriel views into her mirror to see visions of the battle to come...for good or bad. Before a battle Galadriel may look into her mirror to have a look at the enemy forces. This spell may be cast whether or not Galadriel is present for the battle. If this spell is successfully cast, the opposing side deploys all forces before Celeborns forces are deployed, this includes any allies. Galadriel may see visions not to her liking that will effect the outcome of the battle, after the spell has been cast, roll 1d6, if the result is a 5+, all of Celeborns characters suffer a -1 Command penalty for the entire battle due to the disturbing visions revealed to Galadriel by the mirror. Song of Galadriel 5+ to cast Range: 30cm The voice of Galadriel fills the air surrounding a unit, mesmerizing the fighters. This spell can only be cast on an enemy unit that is engaged in combat. An enchantment envelops the unit, confusing its warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is within 30cm and engaged in combat. 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. Mist 4+ to cast Range: 30cm A mist settles over the battlefield obscuring the sight of opposing units. This spell can be cast on any enemy unit in range regardless of whether Galadriel can see it or not. 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. The spell lasts until the end of the opposing players next turn.

GANDALF
In origin a Maia of Manw and Varda, Gandalf came to the northwest of Middle-earth with four others of his order. At the Grey Havens, Crdan entrusted him with the Red Ring, Narya, to aid him in contesting the will of Sauron. Gandalfs Staff 4+ to cast Range: 30cm The staff of Gandalf radiates with a brilliant light driving his enemies from him. Gandalf does not have to see his target to use this spell and it will effect all enemy units and characters within 30cm. Of Gandalf. All units and characters hit by Gandalfs Staff will be driven back 3d6, directly away from Gandalf. All units hit are effected regardless of any special unit rules. 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. When this spell is cast, all friendly characters within 30cm have their Command value increased by 1 for the current turn. (remember a 11 or 12 always fails) Light of Ilvatar 5+ to cast Range: 30cm A radiant light shines over Gandalfs companions inspiring them in combat This spell effects each friendly unit within range regardless of whether Gandalf can see the unit or not. The spell takes effect for the following combat phase and adds +1 Attack to every friendly stand within.

War of the Ring v1.5

SARUMAN
Perhaps the most powerful wizard in Middle-earth. Saruman can cast spells. Saruman is an essential character when fielded with the army. There is no instances in Tolkiens writings where Saruman ever took the field of battle, or commanded an army. To represent this, he may only be used as a wizard, never as a general, and he may never attempt to assume command if the armies current general falls in battle. 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. This spell can only be cast on an enemy unit that is engaged in combat. A blinding flash of light envelopes the unit, blinding its warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is within 30cm, and engaged in combat. 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. Fingers of Light 5+ to cast Range: 30cm Great Fingers of light shoot from Sarumans outstretched arms to strikes his foes. Saruman must be able to see his target to use this spell and it cannot be directed against a unit engaged in combat. The Fingers of Light is treated as 3 ordinary shooting attacks except that armor has no effect (ie all targets ignore armor). A unit can be driven back by an Fingers of Light as for normal shooting. Shimmering Light 4+ to cast Range: N/A A Shimmering light engulfs Sarumans forces, making them hard to target from ranged attacks. Saruman can cast this spell upon himself during his shooting phase. Once the spell is cast all Saruman units up to 15cm away may re-roll any failed Armor rolls from Shooting. The re-roll applies to failed Armor rolls against hits suffered from conventional missile fire, Dragon breath, magical attacks, or any other kind of shooting attack suffered during the Shooting phase. 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. Vision of Saruman 5+ to cast Range: 30cm A vision of Saruman appears before his troops, 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. If successful, the unit can be moved just as if it had received an order in the Command phase. A unit can only be affected by one Vision of Saruman in one turn. Vision of Saruman affects only a single unit, never a brigade, and only the unit itself will be affected, not characters who might have joined it.

SAURON
Originally a Maia of Aul's people, Sauron was early corrupted by Melkor and became his most trusted lieutenant. In the Wars of Beleriand, Sauron was the most feared of Morgoth's servants, but after the War of Wrath and the expulsion of the first Dark Lord, Sauron rose to become the greatest enemy of Elves and Men in the Second and Third Ages. Sauron is represented as an abstract character for the War of the Ring, therefor he in never fielded, and no cost is applied to him. His only spell may be attempted before any battle involving the forces of Mordor. Death and Destruction and cast doubt as to their command decisions. This is a spell cast by Sauron himself before the battle. After both sides have deployed, the Sauron player rolls for Death and Destruction, on a successful roll the opposing sides generals and heroes Command value is reduced by one for the entire game.
6+ to cast Range: N/A Visions of defeat and destruction are cast at the opposing generals and heroes, causing them to become demoralized

War of the Ring v1.5

WITCH-KING OF ANGMAR
The Lord of Minas Morgul. The most powerful Nazgl of the Nine, the Witch-king is a Sorcerer in his own right, 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. The Witch-king of Angmar was the title taken by the Lord of the Nazgl in the middle of the Third Age, when he founded the northern realm of Angmar in opposition to the northern lands of the Dnedain (Arthedain and its allies). The Witch-king can command all of Saurons troops and allied contingents, as well as cast spells. Black Breath
5+ to cast Range: 30cm

A vile invisible aura issues from the sorcerer to strike down his opponents. 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 Black Breath is treated like three ordinary shooting attacks except that armor has no effect. A unit can be driven back by Black Breath as with ordinary shooting. Doom and Despair
4+ to cast Range: 60cm

A dark cloud of doom and despair settles over the enemy, sapping their courage and dampening their warlike spirit. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. The enemy unit cannot charge whilst the dark cloud of doom and despair persists and if engaged in combat it will not pursue/advance. This spell lasts until the end of the opposing players next turn. Only one Doom and Despair can be successfully cast on a unit at a time. 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, and ambassador of Sauron, and an accomplished sorcerer. He can use magic as well as command all of Saurons troops and allied contingents, but he must stay inside or at the borders of Mordor. The Mouth of Sauron must be the general of the Mordor home defense forces, unless he has been removed during a campaign. 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. The spell can be cast on any friendly unit within range regardless of whether the wizard can see it or not. If successful the unit can be moved just as if it had received an order in the command phase. The voice of command only effects a single unit, never a brigade. Characters are not effected by Voice of Command. Saurons whip
4+ to cast Range: 30cm

The sorcerer summons the fear of Sauron to whip his troops into a battle frenzy. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. Every stand in a unit, including characters, adds +1 to its Attack value during the following combat phase.

BALROG
In appearance, the Balrogs were man-like, but fire streamed from them, and they were swathed in dark shadows. They carried whips of flame and induced great terror in friends and foes alike. Shadow of Despair
4+ to cast Range: 60cm

A dark menacing shadow of despair envelopes the enemy, sapping them of their courage and spirit. The spell can be cast on any unit within range regardless of whether the Balrog can see it or not. The enemy unit cannot charge whilst the Shadow of Despair persists and if engaged in combat it will not pursue/advance. This spell lasts until the end of the opposing players next turn. Whip of Flames
5+ to cast Range: 30cm

The Balrog laches out with his whip of flames to strike down his opponents. 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 Whip of Flames is treated like three ordinary shooting attacks except that armor has no effect. A unit can be driven back by Whip of Flames as with ordinary shooting.

War of the Ring v1.5

ARMY LISTS
MAGIC ITEMS
To limit the amount of magical items, all armies may have a Magic Standard as per the normal Warmaster rules. Any other available magical items are listed on the separate army lists.

Celeborn
This list represents the Elven army of Lothlorien during the latter part of the Third age of Middle-earth. Celeborn is an Elf of Doriath, who met with Galadriel daughter of Finarfin after the Return of the Noldor to Middle-earth, and wedded her. They became Lord and Lady of Lrien during the Third Age. CELEBORNS ARMY Units from this list do not count forests as dense so no -1 Command penalty is applied when Celeborns units are in forests. Units that cannot normally enter forests are as normal. Lothlorien archer units in forests can see for 2cm, and shoot out if within 2cm of the edge. Elven archers gain a +1 to Hit with their bows (3+ to hit) ALLIES Players with armies listed on Celeborns allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Elven fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units listed on the Celeborn army selector are available as part of an allied contingent to the Woodmen, or Fangorn .

CELEBORNS 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. Elven Riders. If Celeborn is present for a battle, a single unit of Elven riders designated as his household knights can use the Bodyguard rule. 2. Bolt Thrower. -1 Armor save STANDARD ARMY LIST All characters, and units listed on Celeborns army selector are available for standard battles.

War of the Ring v1.5

Corsairs of Umbar
The Corsairs of Umbar were a constant menace for Gondor throughout the Third Age. The Black Nmenreans decline during the Third Age following the overthrow of Sauron, however, even when mingled with the lesser men of the area they proved a match for Gondor. In the Lord of the Rings the Corsair fleet is described as: 50 great ships and small vessels beyond count, and later as Dromunds, and ships of great draught with may oars. Which could imply a range of possible classifications. Tolkien gives us no descriptions of naval combat to clarify whether Third Age vessels were built to ram each other. 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. Allied armies can normally constitute a maximum of one-half of the corsairs fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army.

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. Corsairs. If the Captian of the Havens is present for a battle, a single unit of Corsairs may designated as the Captians guard and use the Bodyguard rule. 2. Slaves. See Horde rules. (Optional unit if Horde rules are used) 3. Galley. A Galley can carry three infantry units. A Galleys movement is 15cm by sail, 20cm oared, 25cm with sails and oars. All other ship rules apply as normal. 4. Boat. A Boat can carry one unit of infantry. A boats movement is 15cm by sail, 20cm oared, or 30cm if under sail and oars. All other boat rules apply as normal. STANDARD ARMY LIST All characters, and units listed on the Corsairs army selector are available for standard battles. STANDARD ALLIED ARMY LIST This is the list to use when selecting characters, and units as an allied contingent to Sauron. Characters Captian of the Havens, Hero Allies Sauron Units Corsairs, Captains Guard*, Umbar Militia, Galley, Boats. *Only if the Captian of the Havens is fielded as part of an allied contingent.

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War of the Ring v1.5

Dain II
This list represents the Dwarven army of Dain II Ironfoot during the War of the Ring. Thrin I, founded the Dwarf kingdom of Erebor, the Lonely Mountain, and it was maintained by those Kings of Durin's Folk who dwelt there. The line was broken twice, once by Thorin I, and the four generations after ruled from the Grey mountains, and once by the dragon Smaug. In both cases, the line was restored to a rightful heir. Dain II was the descendant of Grr, the youngest son of Din I, and lord of the Dwarves of the Iron Hills. After the death of his cousin Thorin II Oakenshield in the Battle of Five Armies, Din inherited the titles King under the Mountain and King of Durin's Folk. 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. This bonus is only applied for the first round of combat in an engagement, never for pursuits, or advances. NOTE: This is still an unplaytested rule, increase the cost of any Axe unit by 15 points if this rule is used. ALLIES Players with armies listed on Dains allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Dwarven fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units listed on Dains army selector are available as part of an allied contingents to Dale, and Thranduil.

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. Dwarf Axemen. Axemen may form a Shieldwall. If Dain II is present for a battle, a single unit of Dwarf Axemen may be designated as his guard and use the Bodyguard rule. 2. Heavy Bolt Thrower. -2 Armor save. 3. Stone Thrower. See description. 4. Dain II. The king of Erebor. 5. Thorin III. The The son of Dain. If Dain is not present, Thorin can be used as the army general, Otherwise Thorin III is used as a hero and counts against the hero max. If Thorin is a hero in a battle and Dain falls, Thorin becomes the army general with a successful Command roll. 6. Generals. Can only be used if Dain, or Thorin are not present for a battle.

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War of the Ring v1.5

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

12

War of the Ring v1.5 7. Black Arrows. The The great bow twanged. The black arrow sped straight from the string, straight for the hollow by the left breast where the foreleg was swung wide. In it smote and vanished, barb, shaft, and feather, so fierce was its flight. - The Hobbit, Fire and Water. These arrows were produced in the forges of the true king under the Mountain, and recovered from the lonely mountain after the destruction of Smaug. 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. Black Arrows may only be used by units equipped with bows. Black Arrows are considered unique and can only be bought for a single unit STANDARD ARMY LIST All characters, units, and artifacts listed on the Dale army selector are available for standard battles.

13

War of the Ring v1.5

Dunland
Dunlanders or "Gwathuirim", fought against Gondor, Arnor, and later Rohan, they are based mainly upon the account of those fighting for Saruman in the War of the Ring. Tolkien uses the terms Dunland and Wild hill-men almost interchangeably when describing the troops attacking Helms Deep. THE DUNLAND ARMY Messengers reaching Thoden before Helms Deep describe Saruman as having armed the "wild hillmen and herd folk of Dunland beyond the rivers" hence the two cultural groups. Dunland cavalry are compulsory if Spearmen are used, as are trenches, trenches may not be used without spearmen. ALLIES The only ally to Dunland is Saruman, the forces of Dunland are at Saruman's beck and call. During a campaign game the forces of Dunland are controlled by Saruman. Allied armies can normally constitute a maximum of one-half of Saruman's fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units on the Dunland army selector are available as part of an allied contingent to Saruman.

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. Dunlending Warriors. If the Chieftan is present for a battle, a single unit of Dunlending warriors may designated as the Chieftans guard and use the Bodyguard rule. 2. Wild hillmen. The most fanatical of the Dunland forces, Wild hillmen cannot be Driven back and will never retreat in combat. The Wild hillmen will never evade and will always charge on initiative, no other order can be given. Wild hillmen will always pursue/advance when possible. 3. Dunlending Scouts. Dunlending scouts are armed with javelins and so only have a short range (15cm). Because their weapons are so handy they can throw behind, or to the side without turning stands to face their target. Just measure the range from any stand edge, front, side or rear. 4. Trenches. See description. STANDARD ARMY LIST All characters, and units listed on the army selector are available for standard battles.

14

War of the Ring v1.5

Easterlings
This list covers all the human nations of the east who fight for Sauron. At times Tolkien uses the terms, Rhn, Khand, Variag, and Easterling almost interchangeably. 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. ALLIES The only ally to the Easterlings is Sauron. The Easterling are at Saurons beck and call, and may constitute up to one-half of a fielded Mordor army. All units listed on the Easterlings army selector except Khand Chariots are available as
part of an allied contingent to Sauron.

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. Horse Archers. Horse archers are armed with short compact bows and so only have a short range (15cm). Because their weapons are so handy they can shoot behind, or to the side without turning stands to face their target. Just measure the range from any stand edge, front, side or rear. 2. Chariot. A Easterling General or Hero can ride a chariot STANDARD ARMY LIST All characters, units, and mounts listed on the army selector are available for standard battles.

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War of the Ring v1.5

Fangorn
A race of giant, tree-like people whose purpose was to protect the forests of Middle-earth. By the end of the Third Age, the great forests had dwindled, and so had the Ents, but they were still to be found in Fangorn Forest. Treebeard was the leader of the Ents of Fangorn forest, and immensely old Ent, and apparently immortal. ALLIES Ents are to be deployed as allies to the Rohan army. All units listed on Fangorns army selector are available to Celeborn,
and Rohan as part of an allied contingent.

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. Ents. Ents can only be brigaded with other Ents or Huorns. Ents are flammable, so fire attacks against them ignore armor. Ents ignore the -1 modifier for dense terrain when in the woods. Ents have a great many hits, 8 in fact, which are almost impossible to inflict even during a fairly lengthy combat engagement. Because Ents have so many hits we must consider the possibility of hurting the Ent and reducing its effectiveness in subsequent turns. Therefore, 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. 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). Entmoot Ents take a notoriously long time to make decisions, and aren't easily ordered around. If you attempt to give an order to an Ent and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into account by the following rules. Roll a die an consult the Entmoot! chart. Where Ents are brigaded together roll for each separately. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder). Entmoot chart D6 1 2-5 6 EFFECT The Ent becomes very concerned about being too rash with his decisions. He loses the ability to move by initiative for the remainder of the battle. The Ent finds the order `too hasty and stops moving to think things through (like a normal failed order). Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that he can see. Move the Ent at double his normal full pace move. If he reaches an enemy unit, he doubles his attacks in the first round of combat.

2. Hourns. Hourns can only be brigaded with other Ents or Huorns. Hourns are flammable, so fire attacks against them ignore armour. Ents ignore the -1 modifier for dense terrain when in the woods. Huorns can claim defended status in all terrain (this does not imply that they are defended when charging, advancing, pursuing, or retreating). STANDARD ARMY LIST Fangorn is fielded as part of an allied contingent only.

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War of the Ring v1.5

Gondor
The second of the two great nations of Men founded in Middle-earth by Elendil after the Downfall of Nmenor, the other being Arnor in the north. Gondor was at first ruled jointly by Elendil's sons Isildur and Anrion. Both Elendil and Anrion were lost in the Siege of Barad-dr, and his brother Isildur soon afterwards in the Disaster of the Gladden Fields, and so the Kingship of Gondor fell on Anrion's son Meneldil. Thus, the Kings of Gondor were descendants of Anrion through many generations until the time of Ernur. When Ernur was lost in Minas Morgul in III 2050, the rule of Gondor was taken up by the King's Steward, Mardil Voronw; the death of Ernur was not certain, and so Mardil and the Stewards who followed him pledged to rule 'until the King comes back'. 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, but are not required to. Allied armies can normally constitute a maximum of one-half of Gondors fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, 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. The Elite infantry sworn to protect the Steward of Gondor. The Guard can only be fielded if Denethor, Boromir, or Faramir are present for a battle, and only if the battle takes place at Minas Tirith. The Guard may form a Shieldwall. This is a unique unit so no more than one unit of Citadel guards will ever be fielded at once regardless of points, 2. Gondor Infantry. May form Shieldwall 3. Ithilien Rangers. Troops who are at home in the forests of Middle-earth. Ithilien Rangers can see up to 2cm while in forests, and may be positioned 2cm inside forests and still shoot from the forest. In addition, Rangers do not suffer the normal -1 command penalty while in forests 4. Knights of Dol Amroth. The Elite Knights of Dol Amroth. 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. If Imrahil is present for a battle, a single unit of knights may designated as his household knights and use the Bodyguard rule.

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War of the Ring v1.5 5. Denethor. The Steward of Gondor. Although Denethor was a valuable tactician his ability to command was severely undermined by his use of the Palantri. If Denethor is the army general in a battle against an army that contains forces from Mordor, the Gondor player must roll 2d6 before any side deploys to see of Denethor has been effected by the Palantri. The effects of the roll are then applied, and Denethor will have the listed Command Value for the entire battle. This roll overrides any effects of Saurons Death and Destruction spell on Denethor although any other Gondor character will still be effected as normal. If Denethor is fielded as the Gondorian general against forces containing no troops from Mordor, his Command Value is a 9, and he does not have to take the command roll. Denethors command table 2d6 Roll Command Value 2 7 3-4 5-10 12 8 9 10 Effect Sauron has shown Denethor visions of destruction, and wrestled valuable information from him. Gondor forces setup first. No effect except for listed Command Value. No effect except for listed Command Value. Denethors will has overcome Sauron, and he has gained valuable information. Mordor forces setup first.

6. Boromir. The son of Denethor. Boromir may be used as the army general if Denethor is not present for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign game Boromir will become the Steward of Gondor if Denethor is killed. If Boromir is a hero in a battle and Denethor falls, he becomes the army general with a successful Command roll, but still retains the command radius of a hero. 7. Imrahil. The prince of Dol Amroth. Imrahil can only be used as the general if Denethor and Boromir are not present for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign game Imrahil will become The Steward of Gondor if Denethor, Faramir, and Boromir are killed. If Imrahil is a hero in a battle and the general falls, and Boromir is not present, Imrahil may become the army general with a successful Command roll, but still retains the command radius of a hero. 8. Faramir. The other son of Denethor. Faramir can only be used as the general if Denethor and Boromir are not present for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign game Faramir will become the Steward of Gondor if Denethor and Boromir are both killed. If Faramir is a hero in a battle and the general falls, and Boromir is not present Faramir may become the army general with a successful Command roll, but still retains the command radius of a hero. 9. Generals. If Denethor, or Boromir are present for a battle one of them must be used as the army General.

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War of the Ring v1.5

Harad
This list covers all the human nations of the south who fight for Sauron. At times Tolkien uses the terms Harad, Southron and Easterling almost interchangeably. 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 Frodos vision of migrating nations seen from Amon Hen in the Treason of Isengard. Haradrim use Mmakil during the War of the Ring but are not recorded using them in the great wars with Gondor during the Third Age. No nationality may have more Mmakil elements than Cavalry elements. ALLIES The only ally to the Haradrim is Sauron. The armies of the Haradrim are at Saurons beck and call. During a campaign game players with armies listed on Mordors allied list must send all units requested by Sauron if available. Allied armies can normally constitute a maximum of one-half of Saurons fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army.

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 Mmakil 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. One unit of Heavy infantry may have the Bodyguard honour. 2. Slaves. (Optional: Horde rules), or use Bretonnian Peasant rules for slave units. 3. Mmakil. See description 4. Chariot. A Harad General or Hero can ride a chariot. STANDARD ARMY LIST All characters, units and mounts listed on the army selector are available for standard battles. STANDARD ALLIED ARMY LIST This is the list to use when selecting characters, and units as an allied contingent to Sauron. Characters Chieftan, Hero Allies Sauron Units Spearmen, Warriors, Bowmen, Troll-men, Heavy Cav, Cav, Mounted Archers, Mumakil* *No Mumakil for the Anrian invasion force, or Mordor home defense force.

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War of the Ring v1.5

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 Dnedain, ruled by a High King at Annminas. This was not to be. 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, and the two kingdoms continued to follow different paths through history. Arnor, the North-kingdom of the Dnedain, was ruled by the direct descendants of Isildur, beginning with Valandil, his youngest son. Though the bloodline of the Northern Dnedain came directly from the old High King, theirs was a troubled realm. Internal strife and war with Angmar saw Arnor become fractured and eventually destroyed, leaving the Dnedain of the North a dwindled and wandering people. Nonetheless, the line of Isildur was maintained through the Chieftains of this people. Aragorn II was Isildur's Heir through thirty-nine generations. NORTHERN DNEDAIN After the loss of the kingdom of Arthedain, the descendants of Isildur's line survived in the wilds of Middle-earth, and became skilled in hunting and woodcraft; their warriors were known as the Rangers among the peoples of the north. There are not enough of the northern Dunadain left to field an independent army at the time of the War of the Ring, so they may only be used as an allied force to bolster the ranks of the other Free Peoples armies. The number of units listed in the selector are the maximum number of available units at any points total. SPECIAL RANGER RULE Rangers do not count woods as dense, so no -1 Command penalty is applied. Rangers are never considered to be in an Irregular formation. Mounted Rangers may pursue retreating units into woods. Rangers are immune from terror. Mounted Rangers are still effected by the Mmakil rule. ALLIES Rangers may be used as allies for all Free Peoples armies during the War of the Ring, but will never make up more than 25% of an armies units. All characters, units and artifacts listed on the Rangers of the North army selector, except for Halbarads Grey Company, are available as part of an allied contingent to the Shire. STANDARD ARMY LIST The Rangers are only used as part of an allied contingent.

RANGER ALLY SELECTOR


Points Per Unit Command Min/Max Unit Size Armour Special *1 *2 *3 *4 *5 Attack

Type

Troops

Rangers Infantry Halbarads Grey Company Special Mounted Rangers Cavalry Dnedain General General Dnedain 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. Halbarads Grey Company. The Grey Company is a unique unit, there is only one. This unit represents the most valiant of the Rangers led by Halbarad. The high Attack and Armor values represent the unit being equipped with Westernesse weapons and armor. The grey company may be attached to another cavalry unit, bringing the total to 4 stands for the unit. When the grey company is attached to another unit, for simplicity it is considered to have the same armor save as that unit. They fight as part of that unit and can be removed as a unit casualty if the player wishes. Grey Company casualties never count as casualties for the purpose of issuing orders, which means there is no -1 penalty as there normally would be for units suffering a casualty. The Grey Company stand never counts as part of the unit's formation when determining whether they move at full or half pace. If the Grey Company is destroyed while attached to another unit it does not count against the break point of the army.

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War of the Ring v1.5 If the company is not attached to another unit it will gain an additional +1 Attack when charging in the open, 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, the Command phase will end as normal. The company may attach to any allied free peoples cavalry unit listed on the Allied list. Artifacts. Only 1 artifact may be purchased for each Ranger unit. 2. Westernesse Armor. The finest armor forged in Nmenor before the downfall. Some of the Rangers in a unit are equipped with Westernesse armor. One shooting Hit inflicted on a unit after Armor saves is ignored, due to the superior make of the armor. This stays into effect until the unit loses one stand, it is then assumed that the unit has lost enough warriors equipped with this armor to negate the effect. 3. Westernesse Weapons. The finest weapons forged in Nmenor before the downfall Some of the Rangers in a unit are armed with Westernesse weapons. Each stand in a unit gains +1 to Hit while in melee combat. This stays into effect until the unit loses one stand, it is then assumed the unit has lost enough warriors armed with these weapons to negate the effect. 4. Banner of Arnor. A unit with this banner gains a +1 Attack for each stand during the first round of fighting. For the first combat engagement only. 5. Banner of the King. This is the banner Arwen made for Aragorn during the War of the Ring to announce the return of the king. The banner may only be used for campaigns, and only gains its special ability once during the campaign. Aragorn must be present for the battle in order to deploy the Banner of the King. The banner is not deployed at start up, instead it is deployed during the game. 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. 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.

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War of the Ring v1.5

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

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War of the Ring v1.5

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 Thoden Thodred omer 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. Warriors. May form a Shieldwall. Warriors include dismounted Riders. 2. Riders. Riders can fight dismounted if the need rises, they must either start the battle dismounted (campaign) or spend one turn dismounting after being given a successful order. Dismounted riders use normal Rohirrim Warrior stats. All rules described for Warriors also apply to dismounted riders. Optional: When units of Riders fight dismounted, a separate stand of horses must be provided for each unit fighting dismounted. Each stand is worth 25vp if destroyed. These stands can be setup anywhere on the battlefield but cannot be moved once placed. The stands have no attacks, and are destroyed if contacted by any enemy unit that is not a character. 3. Household Knights. All the rules described for Riders also apply to knights. Knights use the Battle fury rule. A single unit of household knights may be fielded with each of Rohans characters who are in the current battle. 4. Thoden. The seventeenth King of the Mark. In a campaign game Thoden can only be used as a general after the hex he is in has been visited by Gandalf. 5. Thodred. If Thoden is not present Thodred can be used as the army General, otherwise he is considered a hero, but he will count against the hero max. During a campaign game Thodred will become King of Rohan if Thoden is killed. If Thodred is a Hero in a battle and Thoden falls, Thodred becomes the army General with a successful Command roll. 6. omer. If Thoden or Thodred are not present, omer can be used as the army general, otherwise he is considered a hero, but he will count against the hero max. During a campaign game omer will become king of Rohan if Thoden and Thodred are both killed. If omer is a Hero in a battle and Thoden, or Thodred (assuming he is the General) falls, omer becomes the army General with a successful Command roll. 7. Marshall. If Thoden, Thodred, or omer are present for a battle a Marshall will be used as the army general. 8. Mearas. Mearas may only be ridden by Thoden, Thodred, omer, or Gandalf, while riding one of the Mearas a character has a movement rate of 100cm. 8. Battle Horns. With that he [Thoden] seized a great horn from Guthlf his banner-bearer, and he blew such a blast upon it that it burst asunder. And straightaway all the horns in the host were lifted up in music, and the blowing of the horns of Rohan in that hour was like a storm upon the plain and a thunder in the mountains. -Return of the King, The Ride of the Rohirrim Once per battle the Rohirrim may blow their battle horns. All Rohirric units that charge in the turn in which the horns are used cause terror in their enemies. It must be announced that the horns are being used before any commands are issued in the current turn..

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War of the Ring v1.5

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. The first among five wizards then comprising the White Council, Saruman, too, had gradually and imperceptibly been corrupted by the lure of the Ruling Ring, 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. Pretending publicly to maintain an alliance with the Free Peoples of the West, and in private communication with Sauron, whom he disingenuously agreed to aid, Saruman built a powerful Army of his own and plotted to obtain the Ring himself in order to oppose Sauron directly, and gain control of middle-earth. By the time the War of the Ring starts, Sarumans treacheries are known to both Gandalf and Sauron, making him the enemy of both side of the conflict. THE ARMY OF SARUMAN The Uruk-hai were a reliable force or considerable esprit de corps, they are described as heavily armed and trained to move quickly. Wolves may not have all been ridden, wolfriders shoot arrows at Thodens vanguard before fleeing prior to the battle at Helms Deep. The notes to the Battle of the Fords of Isen in the Unfinished Tales provide evidence for Wolves being light troops, they are unwilling to fight formed bodies of troops unless in desperate situations, but are much used for scouting and attacking stray groups of men. When a Saruman player fields non Uruk Orcs the Bat Swarms rule must be used SPECIAL SARUMAN ARMY RULE Saruman had the Palantri, and many spies and agents in his service gathering information about the movements and forces of his enemies. To show this ability, before any battle the Saruman player rolls a d6 before any units are placed on the tabletop. If the result is a 6 he forces his opponent to deploy all forces first. ALLIES Due to Sarumans treachery his list of allies is quite small, but the armies still allied to Saruman are at his beck and call. During a campaign game players with armies listed on Sarumans allied list must send all units requested by him if available. Allied armies can normally constitute a maximum of one-half of Sarumans fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All characters, and units are available as part of an allied contingent with Dunland. STANDARD ARMY LIST All characters, units, and mounts from the Saruman army selector are available for standard battles.

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 Sarumans 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. Sarumans Elites. Black Uruks, or Half-orcs with axes form an elite company mentioned at the Battle of The Fords of Isen where they fight to the last. Sarmans Elites are subject to drive back and retreat but will never rout. To show this, when the Elite unit is driven back or forced to Retreat, it has its driveback or retreat result halved, rounding down. If Saruman is fielded for a battle his Elites must be fielded with him. In a campaign game they must be fielded

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

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War of the Ring v1.5

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

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War of the Ring v1.5

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 Khaml Mouth of Sauron Servant of Sauron Orc/Uruk-hai General Nazgl 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. Uruk-hai. See description at the beginning of the rules. 2. Orcs. Orc units use the Warband rules. (Optional: use Horde rules instead of Warband rules) 3. Trolls. See description. 4. Olog-hai. The great soldier-trolls that first appeared in the late Third Age; they are larger and stronger than normal Trolls, and can withstand the light of the Sun with no adverse penalties. Olog-hai were trained for war and show more discipline than normal trolls so do not suffer the command problems associated with them. Olog-hai show disdain towards the lesser trolls, so a brigade with both Olog-hai and trolls will suffer a -1 Command penalty 5. Evil Spirits. Evil Spirits are a combination of Ghosts, Specters, Wraiths and Banshees. These creatures are the spirits of long dead warriors, doomed to a fate of roaming the living world for eternity. They are terrifying to behold on the battlefield and, as such, Evil spirits cause Terror in their enemies. Evil Spirits are also so hungry for the souls of the living that they cant be driven back by missile fire. 6. Wolfriders. See description. 7. Wargs. See description

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

MORDOR ARMY LISTS


The following lists are used to guide the Sauron player in army selection. The following lists represent Mordor at the time of the War of the Ring. 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, and the Siege of Minas Tirith Characters Witch-king, Khaml, Servant of Sauron, Nazgl, Orc. Allies Harad, Corsairs of Umbar, Easterling. Siege Machines Mantlets, Siege towers, Battering rams, Sows. Units* Trolls, Olog-hai, Uruk-hai, Orcs, Orc Archers, Wargs , Wolfriders. Terrain Features Fire Trenches. Special Units Grond, Beasts of Burden. Artillery Stone Throwers, Bolt Throwers. *One-half of the fielded units from the standard list must be Uruk-hai/Orc troops.

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

MORIA GARRISON This is the list for forces garrisoned in the misty mountains. Only use the listed units, and characters may be used. This list includes no allies, siege machines, terrain features, or special units. Characters Units Balrog, Orc. Trolls, Uruk-hai, Orcs, Orc Archers.

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War of the Ring v1.5

The Shire
Hobbits were not warlike but could organize in times of danger such as Bullroarer Took versus Golfimbuls Orcs at the Battle of Greenfields in 2747, defending against the White Wolves' raid in the Fell Winter of 2911 or against Sharkeys thugs. They also claimed to have sent archers to help fight against the Witch-king. HALFLING ARMY Hobbits armed with: ...sticks, staves, knives, pitchforks, and mattocks and axes and scythes. The prologue to The Lord Of The Rings mentions The Thain, master of the Shire-moot, Captain of the Shiremuster and the Hobbitry-in-arms. 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. ALLIES Players with armies listed on the Shires allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of the Shires fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. Hobbits may normally count on the Rangers for support, whether they know it or not. All characters, and units listed on the Shire army selector are available as part of an allied contingent. STANDARD ARMY LIST All characters, and units from the Shire army selector are available for standard battles.

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. Hobbitry-in-arms. Halflings armed with improvised weapons, and slings. Militia have a range of 10 cm but can shoot all around, distance is measured from any edge of the stand. 2. Halfling Huntsmen. Hobbits skilled in the use of stealth and terrain to remain unnoticed. Huntsmen do not count woods as dense terrain so do not suffer the -1 Command penalty. In addition a 5+ must be rolled to Hit huntsmen in the open, a 6+ is needed when they are in defended or fortified positions. Due to the small size of their bows their range is only 20cm. 3. Halfling Archers. Archers use a short bow so only have a range of 20 cm, but due to their skill they have a +1 to Hit with them. 4. Tookland Cavalry. Halflings mounted on ponies. Cavalry movement is 25 cm, and gain no charge bonus.

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War of the Ring v1.5

Thranduil
Thranduils army represents the elves of Northern Mirkwood during the time of the War of the Ring. Although it can be assumed magic was available to Thranduil, I have found no reference to it being used by him in battle. ALLIES Players with armies listed on Thranduils allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Elven fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All characters, units, and Artifacts on the Dale army selector are
available as part of a Dale allied contingent to DainII, or Thranduil

STANDARD ARMY LIST All characters, and units listed on Thranduils army selector are available for standard battles.

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. Elven Swordsmen. If Thranduil is present for a battle, a single unit of Elven swordsmen may be designated as his household guard and can use the Bodyguard rule. 2. Elven Knife Fighters. Although I have no reference to back me up I thought I would fashion a unit after the descriptions of Legolas, and his abilities in combat. Elven Knife fighters are experts in closed combat and gain an additional +1 Attack after the first round of combat. Due to the loose formation, and relatively small weapons of the Knife Fighters opposing units get +1 Attack bonus when charging them. 3. Elven Archers. +1 to Hit. 4. Bolt Thrower. See description in Warmaster rules. 5. Thranduil. The head Elf, from northern Mirkwood. 6. General. Can only be used if Thranduil is not present for a battle.

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War of the Ring v1.5

Woodmen
This list includes groups of men living in or near Mirkwood, such as Grimbeorn the Old and other descendants of Beorn. Thranduil took all the northern region as far as the mountains that rise in the forest for his realm, and Celeborn took the southern wood below the Narrows, and named it East Lorien, all wide forest in between was given to the Beornings and the Woodmen. "In that last hour Beorn himself had appeared- no one knew how or from where. He came alone, and in bear's shape; and he seemed to have grown almost to giant-size in his wrath. The roar of his voice was like drums and guns; and he tossed wolves and goblins from his path like straws and feathers. He fell upon their rear, and broke like a clap of thunder through the ring. The dwarves were making a stand still about their lords upon a low rounded hill. Then Beorn stooped and lifted Thorin, who had fallen pierced with spears, and bore him out of the fray. Swiftly he returned and his wrath was redoubled, so that nothing could withstand him, and no weapon seemed to bite upon him. He scattered the bodyguard, and pulled down Bolg himself and crushed him. Then dismay fell on the Goblins and they fled in all directions." - The Hobbit, The Return Journey. UNITS The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. The Woodmen are a loose collection of herdsmen and hunters that live below the trees of the great forest. Beornings are the descendants of Beorn and his kind, who dwelt in the Vales of Anduin between Mirkwood and the Great River, and who for many generations retained their ancestor's ability to take the shape of a bear. All are valiant and fierce warriors. ALLIES The Woodmen have a strong alliance with Thranduil, and Celeborn and will always send units when requested by these two leaders. Forces allied with the Woodmen can normally constitute a maximum of one-half of the Woodmans fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All characters and units listed on the Woodmen army selector are available as part of an allied contingent to Celeborn, and Thranduil. STANDARD ARMY LIST All characters, and units listed on the Woodmen army selector are available for standard battles.

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. Woodmen Militia. Levied troops from the area of Mirkwood. Militia are armed with short bows and throwing spears so they only have a 15cm range. 2. Huntsmen. Huntsmen do not count woods as dense terrain, and have a 2cm line of sight in woods. Huntsmen have a 30cm range in any direction. Because of their hunting skills and knowledge of terrain, Huntsmen are allowed to Pursue all units even ones not normally allowed pursuit by infantry.

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

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