war of the ring rulebook

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War of the Ring 32 Woodmen ............................................................................... 31 Thranduil ............................................................................... 30 The Shire ............................................................................... 26 Sauron .................................................................................. 24 Saruman ................................................................................ 22 Rohan .................................................................................. 20 Rangers of the North ..................................................................... 19 Harad ................................................................................... 17 Gondor ................................................................................. 16 Fangorn ................................................................................. 15 Easterlings .............................................................................. 14 Dunland ................................................................................ 12 Dale .................................................................................... 11 Dain II .................................................................................. 10 Corsair of Umbar ........................................................................ 9 Celeborn ................................................................................. ARMY LISTS 8 Balrog ................................................................................... 8 The Mouth of Sauron ..................................................................... 8 Witch-king of Angmar, & Khamûl ......................................................... 7 Sauron ................................................................................... 7 Saruman ................................................................................. 6 Gandalf .................................................................................. 6 Galadriel ................................................................................. MAGIC 5 Essential ................................................................................. 5 Characters not Included in the Lists ........................................................ CHARACTERS 4 Fallen Generals ........................................................................... 4 Ordering Allies ........................................................................... 4 Sub-generals ............................................................................. 4 Overall General ........................................................................... 4 Break Point .............................................................................. 3 Allied List ................................................................................ OPTIONAL MULTI-PLAYER/ALLIES RULES 3 Cavalry stakes ............................................................................ 3 Fire Trenches ............................................................................. 3 Trenches ................................................................................. SPECIAL TERRAIN FEATURES 3 Uruk-hai ................................................................................. 3 Wolfriders ................................................................................ 2 Wargs ................................................................................... 2 Trolls .................................................................................... 2 Mûmakil ................................................................................. 2 Bat Swarms .............................................................................. UNIT TYPES 1 Warband ................................................................................. 1 Horde .................................................................................... 1 Mandatory Charges ....................................................................... 1 Shieldwall ................................................................................ 1 Optional Rules ........................................................................... SPECIAL RULES 1 Sources .................................................................................. Version 1.5

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War of the Ring rulebook, miniwargaming rulebook, explains how the game works.

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  • War of the Ring

    32Woodmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Thranduil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30The Shire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Saruman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22Rohan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Rangers of the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Harad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Gondor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Fangorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Easterlings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Dunland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Dale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Dain II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Corsair of Umbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Celeborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    ARMY LISTS8Balrog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8The Mouth of Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Witch-king of Angmar, & Khaml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Sauron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Saruman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Gandalf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Galadriel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    MAGIC5Essential . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Characters not Included in the Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    CHARACTERS4Fallen Generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Ordering Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Sub-generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Overall General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Break Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Allied List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    OPTIONAL MULTI-PLAYER/ALLIES RULES3Cavalry stakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Fire Trenches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Trenches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    SPECIAL TERRAIN FEATURES3Uruk-hai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Wolfriders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Wargs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Trolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Mmakil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Bat Swarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    UNIT TYPES1Warband . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1Horde . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1Mandatory Charges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1Shieldwall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    SPECIAL RULES1Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Version 1.5

  • 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 areintended to be used with Games Workshop Warmaster rules, including changes in listed in the first Warmasterannual..All rules and army lists are still in working form, and are far from complete, so any input is welcome.

    SOURCESMy 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 Warmasterand GW Warmaster Groups, Stephen Hesss Ancientmaster rules, and friends.

    SPECIAL RULESWhere possible all existing Warmaster rules have been used, but in some cases it is necessary to alter rules to attain aMiddle-earth flavor. Hopefully these changes have been kept to enough of a minimum as not to ruffle too manyfeathers. Many of the following rules modifications and additions are just ideas as of right now that still need to bethoroughly play tested before being finalized. Any suggestions, or additional ideas are welcome, and encouraged. Thebelow rules are for playing Middle-earth battles during the time of the War of the Ring.

    OPTIONAL RULESThe following are alternative rules other than those used in the Warmaster rules. They list either abilities that can beapplied to existing units, or conditions that are applies during the course of a battle.

    ShieldwallCertain infantry in the open can form into a shield wall if the need arises. Infantry must pass a successful commandroll to form into a shieldwall (with Command modifiers applied for orders already issued in the current turn). Allattacks to the front edge of a shieldwall have a -1 to Hit penalty (5+). If a unit in a shieldwall moves, all bonuses arelost, and the unit must again pass a Command roll to form the shieldwall.

    Mandatory ChargesWhen a unit is forced to charge on initiative, it will be moved into contact before any units that voluntarily useinitiative to charge, or evade. When more than one unit is forced to charge, it is up to the controlling player todetermine 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, andSlaves of the Haradrim. A unit that is classified as a Horde has a unit of four stands, with no specific formation orfacing. Horde units are arranged in a block formation with as many stands deep as wide if possible, the unit willalways maintain this formation when possible. Even though Horde units are considered to be in an Irregularformation, a Horde suffers no movement penalties as it assumed the drivers, or orc overseers are whipping the massinto combat. Hordes may be brigaded with other units, but if the brigade consists of only Hordes the maximumbrigade 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 ofcombat as if they were in pursuit. The charging unit places the closest stand in contact with the Horde as normal, theadditional stands are placed into contact regardless of side as long as all stands remain in touch, and have movementto do so. Horde units armed with ranged weapons have a range of 15cm, but may shoot all around.

    WarbandFrom 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 andsuccess 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 commandvalue 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 hasto roll for drive backs after loosing at least one stand, the unit has to roll 1 dice more than usual.

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  • Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each stand of aWarband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated).

    BodyguardThis unit is the Generals personal bodyguard. If joined by the armys General, the unit gains +1 Attack in any closedcombat. If destroyed, the General gets a free 15cm move to a new unit as the last man dies in his Generals defence. Ifno unit is available for the General to flee to he is destroyed.

    Battle FuryThe units Attack value is increased by +1 for the first round of each close combat. This only applies in the firstcombat round of each combat phase but it applies throughout the entire battle.

    UNIT TYPESWhere possible, existing Warmaster units have been used to make up the Middle-earth army lists, but to capture thefeel of Middle-earth it was necessary to modifiy some existing units, or completly add units types in certain cases. Allthe special units used are not listed here, some are listed with a specific army list where a unit is used by a singlearmy.

    Bat SwarmsSwarms 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 sidetakes damage from shooting or combat it has a chance of taking an extra wound, at the end of the shooting orcombat phase, before remaining hits are removed, roll a d6, if the result is a 5, or 6 the unit has taken an extrawound. This roll need only to be taken when the extra wound will cause the removal of a stand.

    MmakilThe great elephant beasts, also known as Oliphaunts brought to war by the Haradrim. Mmakil cause terror in cavalryunits, 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 driveback, in addition to being confused, the unit has also run amok, and will move its drive back distance in a randomdirection. When a unit of Mmakil has run amok, roll a scatter dice, spin a pencil, roll a d10 (the dice will point in the directionof drive back), or any other useful method to determine the direction of drive back. The Mmakil will move its fulldrive back distance in the direction indicated, even if the drive back takes the Mmakil unit through another unit orcharacter of either side. When a unit of Mmakil is forced to move through a unit because it has run amok, the unit isconsidered to have been burst through. If the unit of Mmakil contacts a character stand during drive back, thecharacter is displaced as if it had been contaced by an enemy unit. The character must be able to attach to a unitwithin a 30cm move or be destroyed. Characters already attached to the unit when it runs amok are effected asnormal for a character attached to a unit during drive back.

    TrollsTrolls are cannibalistic, strong, fierce, and dim witted, with thick hides of overlapping scales, extremely resistant tomost weaponry. It has been said that trolls were bred by Morgoth as a mockery of Ents, as Orcs were of Evles. Trollswere known to stop and bite the throats of their victims in combat, so a unit of trolls may never advance more than10 cm after combat. Even though Trolls are quite stupid they have uncanny sense of smell. This sense of smell allows a unit of trolls totrace a LOS through friendly units to the enemy. A unit of Trolls will always use initiative to charge the closest enemyunit within 20cm, even if an unengaged friendly unit lies between the Trolls and their victims. When a unit of trolls isforced to charge an enemy unit and their path takes them through an unengaged friendly unit, a burst through isperformed on the unit the Trolls were forced to move through. Remember this rule applies to unengaged friendlyunits only. Trolls will never trace a LOS through, charge through, or displace a friendly unit already in contact withthe enemy.

    Wargs Although they are monsters, Wargs are mounted facing the long edge of the base like infantry. As creatures of theforests and mountains, Wargs are able to move over or into any wooded or mountainous terrain features in the sameway as infantry. This does not entitle them to claim defended status. Due to their irascible, ursine nature, Wargscannot be brigaded with units of other troops, only with other Wargs. Due to their ferocity a Warg unit which scoresmore hits in the first round of a combat than the enemy will automatically strike 1 more Attack per stand before thecombat result is worked out. Resolve these attacks as normal and then work out the results. Wargs must alwayspursue retreating enemy where possible and must advance if they are able to do so. Note that these rules apply onlyto Warg units not to characters that ride Wargs.

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  • WolfridersThere is no evidence of Wolfriders having ranged attack capabilities in the world of Middle-earth, but instead they aredescribed as performing ferocious charges against mounted units, the Wolfriders would ride through the ranks andstrike at the bellies of the mounts. To show this, Wolfriders have no ranged attacks, but instead, when they are incombat with a mounted unit, and score more hits in the first round of a combat than the enemy, they willautomatically strike 1 more Attack per stand before the combat results are worked out. Resolve these attacks asnormal and then work out the results.

    Uruk-haiThe 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 theUruk-hai they use the Warband rules, and may always advance 20 cm after combat regardless of how many roundsthe initial combat engagement took.

    SPECIAL TERRAIN FEATURESA player uses army points to purchase terrain features. Terrain features may be placed by infantry units only. A playermay only possess features that are listed on the army list for the particular army, in the case of allied armies thefeatures may only be placed by units from the same army list as the terrain features, although any unit may takeadvantage 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, eachthe same size as a normal infantry stand. Each terrain feature is placed with its stands end to end, contacting thefront or sides of the stands in the unit that built it.

    5 pointsTrenchesUnits of spearmen can dig trenches to hinder the opposing forces. Trenches count as low obstacles. Trenches cannotbe built in terrain that is already difficult, or in woods. Stands behind trenches count as defended as long as the standis touching a stand of the terrain feature.

    10 pointsFire TrenchesUnits 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.

    10 pointsCavalry stakesUnits can build cavalry stakes to hinder the opposing cavalry units. Cavalry stakes count as low obstacles. Whencavalry units attempt to charge through stakes, each stand in a defending unit gains two attack dice for the first roundof combat. Stands behind cavalry stakes count as defended as long as the stand is touching a stand of the terrainfeature.

    OPTIONAL MULTI-PLAYER/ALLY RULESMany battles fought throughout the different ages of Middle-earth constituted armies composed of many alliedcontingents. Allied contingents to armies can normally constitute a maximum of one-half of the fielded units, unlessspecified by scenario or under campaign situations. Allied units and characters are selected from their respectivearmy 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 onecharacter to represent a general, or sub-generalWhen allied contingents are used to comprise an army, one of the contingents must be designated as the primarycontingent. This contingent will provide the overall army general, with each of the remaining contingents providing asub-general.

    ALLIED LIST

    Celeborn, ThranduilWoodmenRohanGondorDainII, Dale, WoodmenThranduilSauronEasterlingsNorthern RangersShireSarumanDunlandCorsairs, Easterlings, HaradSauronDainII, ThranduilDaleDunlandSarumanDale, ThranduilDainIIGondor, FangornRohanSauronCorsairsSauronHaradWoodmen, FangornCelebornAlliesArmyAlliesArmy

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  • BREAK POINTAn army comprised of allied contingents will determine the armies break point by totaling all units from allcontingents. When an allied army reaches its break point, all allied contingents will rout from the battlefield. The onlytime a contingent will rout independently from its allies is if it is not the primary contingent, and it loses its subcommander.

    OVERALL GENERALWhen allied contingents make up part of an army composition, the over all army general is selected from the primaryarmy contingent. The selected general must be able to command all troops in the allied forces, for example, an Orcgeneral who may only command Orcs, will never be the overall allied commander when human allied contingentsare present. The allied commander will have the ability to issue orders to all allied troops. When the overall generalfails 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 iskilled has already assumed command from the original general, the game ends.

    SUB-GENERALSAllied contingents will have a character from their army list designated as the sub-general for their forces. Thissub-general can be any character selected from the army list, but the selected character will retain its normalcommand radius, and have the ability to only issue orders to the allied units selected from the same army list as thecharacter. Once the sub-general fails a command roll, the command phase for that contingent ends, no othercharacters from that contingents may issue commandsWhen a sub-general is killed in a battle the rules for a fallen general apply. If no other character in the contingent hasthe 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 ALLIESThe overall army general may issue orders to units in any contingent whose characters have already given orders, aslong as the contingents command phase did not end due to a sub-generals failed command roll, or the unit beinggiven 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 alliedcontingent in addition to his own. This can only happen when a character assumes the command of a fallen generalor sub-general.When a character has multiple allied contingents under his command, orders are issued as normal by all charactersattached to the contingents, and the general or sub-general may order commands to any allied contingent under hiscommand that have not already received an order. When the general or sub-general fails to issue an order thecommand 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. Acharacter must issue all order before going to the next character. A unit may only receive orders from a singlecharacter.

    FALLEN GENERALSMany battles in Middle-earth were fought, and won after the leaders of fielded armies fell. To show this, manycharacters have a special ability in that they may attempt to assume command of the army, or allied contingent, if thecurrent 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 alliedcontingent. In order to assume command the character must make a successful Command roll. The roll is taken atthe end of the combat phase in which the general fell. If the roll is passed the character has assumed the generalshipof the army, or allied contingent in which the character is attached to, and may issue orders in the current commandphase. If the roll is failed, and the fallen general is the overall general, the game ends as normal. If the character was asub-general, the allied contingent in which the fallen general was attached routs from the board, remove all of theallied contingents units that have lost their general. This may bring the entire army to its break point and cause thegame to end as normal.Characters that successfully assume the generalship will retain the command radius of a Hero, or Wizard which everthey were originally designated as.Remember this test can only be performed once during the course of a battle, once the second general or sub-generalfalls, no further tests may be taken and the game ends as normal.

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  • CHARACTERSThe core of Tolkiens writings were the characters in the stories, whether for good or bad. I feel it is important to givecharacters 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 containmany characters from The time of the War of the Ring. These characters may be bought as generals, heroes, orwizards, with many of them having attributes of more than just one classification.

    CHARACTERS NOT INCLUDED IN THE LISTSThe following list includes characters that have not been listed on any single list because they can be purchased bymultiple armies, used in scenarios, or to just add flavor to a game.

    *4-/112519--+3SpecialBalrog*3-/1501---+1SpecialThe Fellowship*2-/1175110--+3GeneralAragorn*1-/19519--+1WizardGandalf

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    CHARACTER SELECTOR

    Special Rules1. Gandalf. Gandalf may be fielded with any of the Free Peoples forces, although he will never take command of anarmy, his spells will aid the commanders. The +1 Attack reflects Gandalf carrying Glamdring. Gandalf may rideShadowfax if fielded in Rohan, or Gondor (See Mearas rules in Rohan army). When Gandalf is fielded a single unit ofGreat 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 Attacksrepresent 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 themembers at once. Aragorn and Gandalf may be fielded separate from the rest of the Fellowship. The Fellowship maybe fielded with any of the Free peoples forces. The main purpose of the Fellowship is victory points. If the Fellowshipfalls during a battle, the player that killed, or captured the Fellowship gains 100 victory points. If the fellowship isinvolved in melee combat, and survives the battle, the controlling player gains 100 victory points. Otherwise novictory 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 theBalrogs were destroyed in that War, but some few escaped over the Blue Mountains and hid in Middle-earth. Durin'sBane, the creature that drove the Dwarves from Moria, was one of these. A Balrog can use magic in addition toleading an Orc army. The Balrog may only be fielded with the Moria garrison.

    ESSENTIALSome characters are classified as Essential. When an essential character is killed, the game ends immediately (as if hewere a normal general in the standard rules) and his side loses.

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  • MAGICAlthough many of the lists currently contain spell lists, I am rethinking the whole Middle-earth magic system. Many ofthe essays I have read treat magic as a natural ability by individuals in Middle-earth, and to show this, I amconsidering showing magic as special abilities possessed by characters. These abilities can be used before a battletakes place, in the setup phase, or during the battle depending on the character, but for now here is a standard list ofcharacters that can use magic, and their spell lists. All magic users may attempt to dispel one cast spell once per battleas 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 ofmagic. If this method is adopted, the number needed to successfully cast a spell should be lowered by 2 (4+ to castbecomes a 2+ to cast), except for spells cast before a battle. If the spell is successfully dispelled it still counts as if ithad been cast, and casting may not be attempted again for that spell.

    GALADRIELGaladriel was one of the most powerful Elves of Middle-earth, and has the ability to cast spells from afar.

    Galadriels MirrorRange: N/A5+ to cast

    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 whetheror not Galadriel is present for the battle. If this spell is successfully cast, the opposing side deploys all forces beforeCeleborns forces are deployed, this includes any allies. Galadriel may see visions not to her liking that will effect theoutcome 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 GaladrielRange: 30cm5+ to cast

    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, confusingits warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is within 30cm and engagedin combat. The unit suffers a 1 Attack modifier on each stand for the duration of the Combat Phase including anyrounds of pursuit combat or new combats resulting from an advance.

    MistRange: 30cm4+ to cast

    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 unitcannot use its initiative whilst the mist persists and any order given to the unit or brigade of which it is a part willsuffer a further 1 Command penalty. The spell lasts until the end of the opposing players next turn.

    GANDALFIn origin a Maia of Manw and Varda, Gandalf came to the northwest of Middle-earth with four others of his order. Atthe Grey Havens, Crdan entrusted him with the Red Ring, Narya, to aid him in contesting the will of Sauron.

    Gandalfs StaffRange: 30cm4+ to cast

    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. Allunits hit are effected regardless of any special unit rules.

    Force of WillRange: 30cm4+ to cast

    Gandalf uses his will to direct and inspire commanders during a battleThis spell is attempted at the beginning of the turn. When this spell is cast, all friendly characters within 30cm havetheir Command value increased by 1 for the current turn. (remember a 11 or 12 always fails)

    Light of IlvatarRange: 30cm5+ to cast

    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 spelltakes effect for the following combat phase and adds +1 Attack to every friendly stand within.

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  • SARUMANPerhaps the most powerful wizard in Middle-earth. Saruman can cast spells. Saruman is an essential character whenfielded with the army. There is no instances in Tolkiens writings where Saruman ever took the field of battle, orcommanded an army. To represent this, he may only be used as a wizard, never as a general, and he may neverattempt to assume command if the armies current general falls in battle.

    Light of SarumanRange: 30cm5+ to cast

    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, andengaged 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 LightRange: 30cm5+ to cast

    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 ignorearmor). A unit can be driven back by an Fingers of Light as for normal shooting.

    Shimmering LightRange: N/A4+ to cast

    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 to15cm away may re-roll any failed Armor rolls from Shooting. The re-roll applies to failed Armor rolls against hitssuffered from conventional missile fire, Dragon breath, magical attacks, or any other kind of shooting attack sufferedduring the Shooting phase. The re-roll also applies to any failed Armor rolls during a charge where the enemy shootat chargers but only if Saruman was within 15cm of the unit at the start of its charge move.

    Vision of SarumanRange: 30cm5+ to cast

    A vision of Saruman appears before his troops, leading them into battleThe spell can be cast on any friendly unit within 30cm range regardless of whether Saruman can see it or not. Ifsuccessful, the unit can be moved just as if it had received an order in the Command phase. A unit can only beaffected by one Vision of Saruman in one turn. Vision of Saruman affects only a single unit, never a brigade, andonly the unit itself will be affected, not characters who might have joined it.

    SAURONOriginally a Maia of Aul's people, Sauron was early corrupted by Melkor and became his most trusted lieutenant. Inthe Wars of Beleriand, Sauron was the most feared of Morgoth's servants, but after the War of Wrath and theexpulsion of the first Dark Lord, Sauron rose to become the greatest enemy of Elves and Men in the Second andThird Ages. Sauron is represented as an abstract character for the War of the Ring, therefor he in never fielded, andno cost is applied to him. His only spell may be attempted before any battle involving the forces of Mordor.

    Death and DestructionRange: N/A6+ to cast

    Visions of defeat and destruction are cast at the opposing generals and heroes, causing them to become demoralizedand 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 forDeath and Destruction, on a successful roll the opposing sides generals and heroes Command value is reduced byone for the entire game.

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  • WITCH-KING OF ANGMARThe Lord of Minas Morgul. The most powerful Nazgl of the Nine, the Witch-king is a Sorcerer in his own right, arenegade from Numenor who came to Middle-earth late in the Second Age and became prominent and powerful asan independent ally of Sauron. The Witch-king of Angmar was the title taken by the Lord of the Nazgl in the middleof the Third Age, when he founded the northern realm of Angmar in opposition to the northern lands of theDnedain (Arthedain and its allies). The Witch-king can command all of Saurons troops and allied contingents, aswell as cast spells.

    Black BreathRange: 30cm5+ to cast

    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 drivenback by Black Breath as with ordinary shooting.

    Doom and DespairRange: 60cm4+ to cast

    A dark cloud of doom and despair settles over the enemy, sapping their courage and dampening their warlikespirit.The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. The enemy unitcannot charge whilst the dark cloud of doom and despair persists and if engaged in combat it will notpursue/advance. This spell lasts until the end of the opposing players next turn. Only one Doom and Despair can besuccessfully cast on a unit at a time. Characters are not effected

    The MOUTH OF SAURONThe Mouth of Sauron was a Man of great power and importance in the land of Mordor, the Lieutenant, andambassador of Sauron, and an accomplished sorcerer. He can use magic as well as command all of Saurons troopsand allied contingents, but he must stay inside or at the borders of Mordor. The Mouth of Sauron must be thegeneral of the Mordor home defense forces, unless he has been removed during a campaign.

    Voice of CommandRange: 30cm5+ to cast

    The sorcerers voice booms across the battlefield directing troops above the tumult of combat with the magical voiceof Command.The spell can be cast on any friendly unit within range regardless of whether the wizard can see it or not. If successfulthe unit can be moved just as if it had received an order in the command phase. The voice of command only effects asingle unit, never a brigade. Characters are not effected by Voice of Command.

    Saurons whipRange: 30cm4+ to cast

    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 aunit, including characters, adds +1 to its Attack value during the following combat phase.

    BALROGIn 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 DespairRange: 60cm4+ to cast

    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 unitcannot charge whilst the Shadow of Despair persists and if engaged in combat it will not pursue/advance. This spelllasts until the end of the opposing players next turn.

    Whip of FlamesRange: 30cm5+ to cast

    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. TheWhip of Flames is treated like three ordinary shooting attacks except that armor has no effect. A unit can be drivenback by Whip of Flames as with ordinary shooting.

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  • ARMY LISTSMAGIC ITEMSTo limit the amount of magical items, all armies may have a Magic Standard as per the normal Warmaster rules. Anyother available magical items are listed on the separate army lists.

    CelebornThis list represents the Elven army of Lothlorien during the latter part of the Third age of Middle-earth. Celeborn isan Elf of Doriath, who met with Galadriel daughter of Finarfin after the Return of the Noldor to Middle-earth, andwedded her. They became Lord and Lady of Lrien during the Third Age.

    CELEBORNS ARMYUnits from this list do not count forests as dense so no -1 Command penalty is applied when Celeborns units are inforests. Units that cannot normally enter forests are as normal. Lothlorien archer units in forests can see for 2cm, andshoot out if within 2cm of the edge. Elven archers gain a +1 to Hit with their bows (3+ to hit)

    ALLIESPlayers 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 orunder campaign situations. Allied units are selected from their respective army lists, and retain any special abilitiesand limitations normally used with the allied army. All units listed on the Celeborn army selector are available as partof an allied contingent to the Woodmen, or Fangorn .

    --/18018--+0WizardGaladriel--/18018--+1HeroHero

    *4-/112519--+2GeneralGeneral*3-/1155110--+2GeneralCeleborn*2-/1702-021/3ArtilleryBolt Thrower--/31003-5+33/1CavalryElven Mounted Archers

    *1-/21103-4+33CavalryElven Riders-2/-753-6+33/1InfantryElven Archers-2/-603-5+33InfantryElven Spearmen

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    CELEBORNS ARMY SELECTOR

    Special Rules1. Elven Riders. If Celeborn is present for a battle, a single unit of Elven riders designated as his household knightscan 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.

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  • Corsairs of UmbarThe Corsairs of Umbar were a constant menace for Gondor throughout the Third Age. The Black Nmenreansdecline during the Third Age following the overthrow of Sauron, however, even when mingled with the lesser men ofthe 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 asDromunds, and ships of great draught with may oars. Which could imply a range of possible classifications. Tolkiengives us no descriptions of naval combat to clarify whether Third Age vessels were built to ram each other. Alliedcontingents provided from this list may include naval

    ALLIESArmies allied to the Corsairs of Umbar may send units requested by the Corsair player if available. Allied armies cannormally constitute a maximum of one-half of the corsairs fielded units, unless specified by scenario or undercampaign situations. Allied units are selected from their respective army lists, and retain any special abilities andlimitations normally used with the allied army.

    --/28018--+1HeroHero-112519--+2GeneralCaptain of the Havens

    *4-/3-1----BoatSmall Boats*3-/1-1----ShipGalley*2-/6253-032InfantrySlaves--/4603-033/1InfantryUmbar Militia

    *12/-453-6+33InfantryCorsairs

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    CORSAIRS ARMY SELECTOR

    Special Rules1. Corsairs. If the Captian of the Havens is present for a battle, a single unit of Corsairs may designated as theCaptians 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 sailsand 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 sailand oars. All other boat rules apply as normal.

    STANDARD ARMY LISTAll characters, and units listed on the Corsairs army selector are available for standard battles.

    STANDARD ALLIED ARMY LISTThis is the list to use when selecting characters, and units as an allied contingent to Sauron.

    Corsairs, Captains Guard*, Umbar Militia, Galley, Boats.UnitsSauronAlliesCaptian of the Havens, HeroCharacters

    *Only if the Captian of the Havens is fielded as part of an allied contingent.

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  • Dain IIThis list represents the Dwarven army of Dain II Ironfoot during the War of the Ring. Thrin I, founded the Dwarfkingdom of Erebor, the Lonely Mountain, and it was maintained by those Kings of Durin's Folk who dwelt there. Theline was broken twice, once by Thorin I, and the four generations after ruled from the Grey mountains, and once bythe 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 thedeath of his cousin Thorin II Oakenshield in the Battle of Five Armies, Din inherited the titles King under theMountain 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. Thisbonus 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.

    ALLIESPlayers with armies listed on Dains allied list may send requested units if available, but are not required to. Alliedarmies can normally constitute a maximum of one-half of Dwarven fielded units, unless specified by scenario orunder campaign situations. Allied units are selected from their respective army lists, and retain any special abilitiesand limitations normally used with the allied army. All units listed on Dains army selector are available as part of anallied contingents to Dale, and Thranduil.

    --/28018--+1HeroHero*6112519--+2GeneralGeneral*5-/112519--+2SpecialThorin III*4-/1155110--+2GeneralDain II*3-/1751-031/3ArtilleryStone Thrower*2-/1802-021/3ArtilleryHeavy Bolt Thrower--/21003-5+43/1InfantryDwarf Archers-2/-1103-4+43InfantryDwarf Spearmen

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    DAIN II ARMY SELECTOR

    Special Rules1. Dwarf Axemen. Axemen may form a Shieldwall. If Dain II is present for a battle, a single unit of Dwarf Axemenmay 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 ThorinIII is used as a hero and counts against the hero max. If Thorin is a hero in a battle and Dain falls, Thorin becomesthe 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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  • DaleThis list represents the towns of Dale and Esgaroth during the War of the Ring. Dale is a township of men lyingbetween Erebor and Esgaroth. The first recorded Lord was Girion, who was slain by Smaug when he descended onErebor. 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 Ereborand 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 underthe same general.

    ALLIESDale 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 unitswhen requested these allies. Forces allied with Dale and Lake-town can normally constitute a maximum of one-half ofDales fielded units, unless specified by scenario or under campaign situations. Allied units are selected from theirrespective 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

    *7-/1+10----+1ArtifactsBlack Arrows--/28018--+1HeroHero

    *6-/19518--+2SpecialBard II-1/19518--+2GeneralGeneral

    *5-/112519--+2GeneralBrand III*4-/1651--21/3ArtilleryStone Thrower*3-/-653-032/1CavalryScouts--/-703-6+33CavalryRiders--/4553-033/1InfantryArchers-2/-453-6+33InfantrySpearmen

    *22/-403-032/1InfantryMilitia*1-/1603-5+33InfantryBardings

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    DALE ARMY SELECTOR

    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 onlyhave 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 theirweapons are so handy they can shoot behind, or to the side without turning stands to face their target. Just measurethe 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 thearmy General. If he is used as a hero he counts against the hero max. BardII cannot be used as a Hero unless Brand isthe army General. During a campaign game BardII will become Lord of Dale if Brand is killed. If BardII is a Hero in abattle and Brand falls, he becomes the army General with a successful Command roll.

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  • 7. Black Arrows. The The great bow twanged. The black arrow sped straight from the string, straight for the hollowby the left breast where the foreleg was swung wide. In it smote and vanished, barb, shaft, and feather, so fiercewas 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 lonelymountain after the destruction of Smaug. Once per battle a unit equipped with Black Arrows gains a +1 Attack dicefor each stand during the shooting phase. It must be announced that Black Arrows are being used before rolling theAttack dice. Black Arrows may only be used by units equipped with bows. Black Arrows are considered unique andcan only be bought for a single unit

    STANDARD ARMY LISTAll characters, units, and artifacts listed on the Dale army selector are available for standard battles.

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  • DunlandDunlanders or "Gwathuirim", fought against Gondor, Arnor, and later Rohan, they are based mainly upon the accountof those fighting for Saruman in the War of the Ring. Tolkien uses the terms Dunland and Wild hill-men almostinterchangeably when describing the troops attacking Helms Deep.

    THE DUNLAND ARMYMessengers reaching Thoden before Helms Deep describe Saruman as having armed the "wild hillmen and herdfolk of Dunland beyond the rivers" hence the two cultural groups. Dunland cavalry are compulsory if Spearmen areused, as are trenches, trenches may not be used without spearmen.

    ALLIESThe only ally to Dunland is Saruman, the forces of Dunland are at Saruman's beck and call. During a campaign gamethe forces of Dunland are controlled by Saruman. Allied armies can normally constitute a maximum of one-half ofSaruman's fielded units, unless specified by scenario or under campaign situations. Allied units are selected fromtheir respective army lists, and retain any special abilities and limitations normally used with the allied army. All unitson the Dunland army selector are available as part of an allied contingent to Saruman.

    *4-/-51----SpecialTrenches--/28018--+1HeroHero-112519--+2GeneralChieftan

    *3-/4553-032/1CavalryDunlending Scouts-2/-703-633CavalryDunlending Horsemen

    *2-/2703-035InfantryWild hillmen--/-453-6+33InfantryDunlending Spearmen

    *1-/2603-5+33InfantryDunlending Warriors

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    DUNLENDING ARMY SELECTOR

    Special Rules1. Dunlending Warriors. If the Chieftan is present for a battle, a single unit of Dunlending warriors may designatedas 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 retreatin combat. The Wild hillmen will never evade and will always charge on initiative, no other order can be given. Wildhillmen will always pursue/advance when possible.

    3. Dunlending Scouts. Dunlending scouts are armed with javelins and so only have a short range (15cm). Becausetheir weapons are so handy they can throw behind, or to the side without turning stands to face their target. Justmeasure the range from any stand edge, front, side or rear.

    4. Trenches. See description.

    STANDARD ARMY LISTAll characters, and units listed on the army selector are available for standard battles.

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  • EasterlingsThis 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 acomposite 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 toone-half of a fielded Mordor army. All units listed on the Easterlings army selector except Khand Chariots are available aspart of an allied contingent to Sauron.

    *2-/3+1018--+1MountChariot--/2+8018--+1HeroHero--/1+12519--+2GeneralKhan--/3953-5+3+3ChariotKhand Chariots

    *1-/4703-033/1CavalryRhun Horse Archers-2/-703-6+33CavalryEasterling Cavalry--/-553-033/1InfantryEasterling Bowmen-2/-453-6+33InfantryEasterling Spearmen

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    EASTERLING ARMY SELECTOR

    Special Rules1. 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 LISTAll characters, units, and mounts listed on the army selector are available for standard battles.

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  • FangornA race of giant, tree-like people whose purpose was to protect the forests of Middle-earth. By the end of the ThirdAge, 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.

    ALLIESEnts 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.

    --/28018--+1HeroEnt Hero--/19519--+2GeneralEnt General--/1150110--+2GeneralTreebeard

    *22/-1003-4+32MonsterHourns*11/21501-5+86MonsterEnts

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    FANGORN ALLY SELECTOR

    Special Rules1. Ents. Ents can only be brigaded with other Ents or Huorns. Ents are flammable, so fire attacks against them ignorearmor. 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 combatengagement. Because Ents have so many hits we must consider the possibility of hurting the Ent and reducing itseffectiveness in subsequent turns. Therefore, if an Ent has accumulated 4-7 hits by the end of the Shooting phase orCombat phase it is deemed to have been badly hurt. Once an Ent is badly hurt all accumulated hits are discountedand its maximum Hits value and Attacks are halved for the rest of the battle (to 3 Hits and 4 Attacks). EntmootEnts take a notoriously long time to make decisions, and aren't easily ordered around. If you attempt to give an orderto an Ent and fail then you must make a test to see what it does. Ignore potential blunders, these are taken intoaccount by the following rules. Roll a die an consult the Entmoot! chart. Where Ents are brigaded together roll foreach separately. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder).

    Entmoot chart

    Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that hecan see. Move the Ent at double his normal full pace move. If he reaches an enemy unit, hedoubles his attacks in the first round of combat.

    6

    The Ent finds the order `too hasty and stops moving to think things through (like a normalfailed order).

    2-5

    The Ent becomes very concerned about being too rash with his decisions. He loses theability to move by initiative for the remainder of the battle.

    1EFFECTD6

    2. Hourns. Hourns can only be brigaded with other Ents or Huorns. Hourns are flammable, so fire attacks againstthem 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 LISTFangorn is fielded as part of an allied contingent only.

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  • GondorThe second of the two great nations of Men founded in Middle-earth by Elendil after the Downfall of Nmenor, theother being Arnor in the north. Gondor was at first ruled jointly by Elendil's sons Isildur and Anrion. Both Elendiland Anrion were lost in the Siege of Barad-dr, and his brother Isildur soon afterwards in the Disaster of theGladden Fields, and so the Kingship of Gondor fell on Anrion's son Meneldil. Thus, the Kings of Gondor weredescendants 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, MardilVoronw; 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

    ALLIESPlayers with armies listed on Gondors allied list may send requested units if available, but are not required to. Alliedarmies can normally constitute a maximum of one-half of Gondors fielded units, unless specified by scenario orunder campaign situations. Allied units are selected from their respective army lists, and retain any special abilitiesand limitations normally used with the allied army.

    --/28018--+1HeroHero*9112519--+2GeneralGeneral*8-/110018--+2SpecialFaramir*7-/112519--+2SpecialImrahil*6-/112519--+2SpecialBoromir*5-/11001*--+2GeneralDenethor*4-/21253-4+33CavalryKnights of Dol Amroth--/2903-5+33CavalryGondorian Cavalry--/2903-6+33/1CavalryGondorian Light Cavalry--/4553-6+33/1InfantryGondorian Bowmen--/4353-033InfantryGondorian Militia

    *3-/2653-6+33/1InfantryIthilien rangers-2/-453-6+33InfantryGondorian Spearmen

    *22/-603-5+33InfantryGondorian Infantry*1-/1753-5+34InfantryCitadel Guard

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    GONDOR ARMY SELECTOR

    Special Rules

    1. Citadel Guard. The Elite infantry sworn to protect the Steward of Gondor. The Guard can only be fielded ifDenethor, Boromir, or Faramir are present for a battle, and only if the battle takes place at Minas Tirith. The Guardmay form a Shieldwall. This is a unique unit so no more than one unit of Citadel guards will ever be fielded at onceregardless 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 whilein forests, and may be positioned 2cm inside forests and still shoot from the forest. In addition, Rangers do not sufferthe 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 itreceives 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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  • 5. Denethor. The Steward of Gondor. Although Denethor was a valuable tactician his ability to command wasseverely undermined by his use of the Palantri. If Denethor is the army general in a battle against an army thatcontains forces from Mordor, the Gondor player must roll 2d6 before any side deploys to see of Denethor has beeneffected by the Palantri. The effects of the roll are then applied, and Denethor will have the listed Command Valuefor the entire battle. This roll overrides any effects of Saurons Death and Destruction spell on Denethor althoughany other Gondor character will still be effected as normal. If Denethor is fielded as the Gondorian general againstforces containing no troops from Mordor, his Command Value is a 9, and he does not have to take the command roll.

    Denethors command table

    Denethors will has overcome Sauron, and he has gained valuableinformation. Mordor forces setup first.

    1012No effect except for listed Command Value.95-10No effect except for listed Command Value.83-4

    Sauron has shown Denethor visions of destruction, and wrestledvaluable information from him. Gondor forces setup first.

    72EffectCommand Value2d6 Roll

    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 becomethe Steward of Gondor if Denethor is killed. If Boromir is a hero in a battle and Denethor falls, he becomes the armygeneral 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 notpresent for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign gameImrahil will become The Steward of Gondor if Denethor, Faramir, and Boromir are killed. If Imrahil is a hero in abattle and the general falls, and Boromir is not present, Imrahil may become the army general with a successfulCommand 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 notpresent for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign gameFaramir will become the Steward of Gondor if Denethor and Boromir are both killed. If Faramir is a hero in a battleand the general falls, and Boromir is not present Faramir may become the army general with a successful Commandroll, 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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  • HaradThis 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 acomposite 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 Treasonof Isengard. Haradrim use Mmakil during the War of the Ring but are not recorded using them in the great warswith Gondor during the Third Age. No nationality may have more Mmakil elements than Cavalry elements.

    ALLIESThe only ally to the Haradrim is Sauron. The armies of the Haradrim are at Saurons beck and call. During a campaigngame players with armies listed on Mordors allied list must send all units requested by Sauron if available. Alliedarmies can normally constitute a maximum of one-half of Saurons fielded units, unless specified by scenario orunder campaign situations. Allied units are selected from their respective army lists, and retain any special abilitiesand limitations normally used with the allied army.

    *4-/3+1018--+1MountChariot--/14517--+0WizardSorcerer--/28018--+1HeroHero-112519--+2GeneralChieftan

    *3-/21503-4+45/1MonsterMmakil-2/-703-6+33CavalryHarad Light Cavalry--/21103-4+33CavalryHarad Heavy Cavalry--/21053-5+44InfantryFar-Harad Troll-men

    *2-/4203-032InfantryHarad Slaves--/-553-033/1InfantryHarad Bowmen-2/-453-6+33InfantryHarad Spearmen

    *1-/2603-5+33InfantryHarad Heavy Infantry

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    HARAD ARMY SELECTOR

    Special Rules1. 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 LISTAll characters, units and mounts listed on the army selector are available for standard battles.

    STANDARD ALLIED ARMY LISTThis is the list to use when selecting characters, and units as an allied contingent to Sauron.

    Spearmen, Warriors, Bowmen, Troll-men, Heavy Cav, Cav, Mounted Archers, Mumakil*UnitsSauronAlliesChieftan, HeroCharacters

    *No Mumakil for the Anrian invasion force, or Mordor home defense force.

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  • Rangers of the NorthThe Two Kingdoms founded by Elendil and his sons were originally intended to be two parts of a greater nation ofthe Dnedain, ruled by a High King at Annminas. This was not to be. The loss of Elendil's son Isildur in the Disasterof the Gladden Fields led to a chain of events that separated Arnor in the north from Gondor in the south, and thetwo kingdoms continued to follow different paths through history. Arnor, the North-kingdom of the Dnedain, wasruled by the direct descendants of Isildur, beginning with Valandil, his youngest son. Though the bloodline of theNorthern Dnedain came directly from the old High King, theirs was a troubled realm. Internal strife and war withAngmar saw Arnor become fractured and eventually destroyed, leaving the Dnedain of the North a dwindled andwandering people. Nonetheless, the line of Isildur was maintained through the Chieftains of this people. Aragorn IIwas Isildur's Heir through thirty-nine generations.

    NORTHERN DNEDAINAfter the loss of the kingdom of Arthedain, the descendants of Isildur's line survived in the wilds of Middle-earth, andbecame 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 unitslisted in the selector are the maximum number of available units at any points total.

    SPECIAL RANGER RULERangers do not count woods as dense, so no -1 Command penalty is applied. Rangers are never considered to be inan Irregular formation. Mounted Rangers may pursue retreating units into woods. Rangers are immune from terror.Mounted Rangers are still effected by the Mmakil rule.

    ALLIESRangers may be used as allies for all Free Peoples armies during the War of the Ring, but will never make up morethan 25% of an armies units. All characters, units and artifacts listed on the Rangers of the North army selector, exceptfor Halbarads Grey Company, are available as part of an allied contingent to the Shire.

    STANDARD ARMY LISTThe Rangers are only used as part of an allied contingent.

    *5-/11501----ArtifactBanner of the King*4-/1+501----ArtifactBanner of Arnor*3-/1501----ArtifactWesternesse Weapons*2-/1301----ArtifactWesternesse Armor--/210018--+2HeroDnedain Hero--/114519--+3GeneralDnedain General--/31103-5+33/1CavalryMounted Rangers

    *1-/1601-4+35SpecialHalbarads Grey Company--/1603-5+33/1InfantryRangers

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    RANGER ALLY SELECTOR

    Special Rules1. Halbarads Grey Company. The Grey Company is a unique unit, there is only one. This unit represents the mostvaliant of the Rangers led by Halbarad. The high Attack and Armor values represent the unit being equipped withWesternesse weapons and armor. The grey company may be attached to another cavalry unit, bringing the total to 4stands for the unit. When the grey company is attached to another unit, for simplicity it is considered to have thesame 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 -1penalty as there normally would be for units suffering a casualty. The Grey Company stand never counts as part ofthe unit's formation when determining whether they move at full or half pace. If the Grey Company is destroyedwhile attached to another unit it does not count against the break point of the army.

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  • If the company is not attached to another unit it will gain an additional +1 Attack when charging in the open, andhave their first order in the command phase issued to them without the need of a Command roll. If the army generalfails 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 areequipped with Westernesse armor. One shooting Hit inflicted on a unit after Armor saves is ignored, due to thesuperior make of the armor. This stays into effect until the unit loses one stand, it is then assumed that the unit haslost 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 unitare armed with Westernesse weapons. Each stand in a unit gains +1 to Hit while in melee combat. This stays intoeffect until the unit loses one stand, it is then assumed the unit has lost enough warriors armed with these weaponsto 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. Forthe 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 thereturn of the king. The banner may only be used for campaigns, and only gains its special ability once during thecampaign. Aragorn must be present for the battle in order to deploy the Banner of the King. The banner is notdeployed at start up, instead it is deployed during the game. The banner is placed at the start of the Command phaseof the turn in which it is deployed, with the Grey Company or another Ranger unit if the Grey Company is notfielded. The unfurling of the banner is so inspiring that all stands of all units on the deploying players side gains a +1Attack for the first round of combat during the turn in which the banner is deployed.

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  • RohanThe Rohirrim were a dynamic offshoot of the semi-nomadic cattle-oriented culture that predominated among menalong the northern stretches of the Anduin River. Rohan had been in existence for 500 years at the time of the War ofthe Ring, ever since a force of the northern men under Eorl the Young had rescued the Army of Gondor fromdestruction in the battle of the Field of Celebrant, and then been invited to settle in the lands north and-northwest ofGondor 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 beensystematically undermined by personal tragedy augmented by the manipulations of Saruman, which combined to saphim of spirit and the will to resist the encroachment of his enemies. Neither his only son, Thodred, nor the adoptedchildren of his youngest sister (whose death had contributed significantly to his depression), Eowyn or omer couldrouse him.

    Then one of the knights took the king's banner from the hand of Guthlaf the banner-bearer who lay dead, and helifted 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 thatEowyn 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 ROHANThis army list shows Rohan during the time of the War of the Ring. Tactical units of the Rohan known as oreds aredescribed variously as tactical formations or organisational divisions. The Unfinished Tales mentions a nominal armystrength of 100 oreds of 120 men each. All able-bodied men were trained in arms to fight from a horse if they couldafford one, however, only small standing forces existed outside times of peril. Scouts are mentioned in Thoden'scompany travelling to Gondor and in the notes to the Lord of the Rings. Companies of mounted archers support Eorland Thodred. Dismounted troops figure in the Battle of the Fords, they are able to resist their Dunlending enemydue to superior training and Gondor-supplied armor, and by deploying effective shieldwalls. Riders were dismountedto stiffen the foot. Infantry may have been common in the poorer and more mountainous Westfold. It is uncertainwhether the bow was used in addition to a lance by the same man or, if indeed, it was used in formal battles byordinary oreds. Western Dredain are recorded in The Unfinished Tales sallying from their caves to attackSaruman's stragglers after the Battle of the Fords.

    SPECIAL ROHAN ARMY RULEThe horses of the Rohirrim were known for their great speed and endurance. To represent this, during any mountedRohirric units first combat engagement of a battle the unit may advance 20 cm instead of the normal 10 cm if they donot destroy their opponent in the first round of combat.

    ALLIESPlayers with armies listed on Rohans allied list may send requested units if available, but are not required to. Alliedarmies can normally constitute a maximum of one-half of Rohans fielded units, unless specified by scenario or undercampaign situations. Allied units are selected from their respective army lists, and retain any special abilities andlimitations normally used with the allied army. All characters and mounted units on the Rohan army selector areavailable as part of an allied contingent to Gondor.

    STANDARD ARMY LISTAll characters, units, mounts, and artifacts from the Rohan army selector are available for standard battles.

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  • *9-/1100-----ArtifactBattle Horns*8-/1+10----0MountMearas--/28018--+1HeroCaptian

    *7-/112519--+2GeneralMarshall*6-/112519--+2Specialomer*5-/112519--+2SpecialThodred*4-/112519--+2SpecialThoden*3-/31203-4+33CavalryHousehold Knights*22/-903-5+33CavalryRiders--/2903-6+33/1CavalryScouts--/2453-6+33InfantryLevy Spearmen--/2703-6+33/1InfantryBowmen

    *1-/-603-5+33InfantryWarriors

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    ROHAN ARMY SELECTOR

    Special Rules1. 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) orspend one turn dismounting after being given a successful order. Dismounted riders use normal Rohirrim Warriorstats. 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 fightingdismounted. Each stand is worth 25vp if destroyed. These stands can be setup anywhere on the battlefield but cannotbe moved once placed. The stands have no attacks, and are destroyed if contacted by any enemy unit that is not acharacter.

    3. Household Knights. All the rules described for Riders also apply to knights. Knights use the Battle fury rule. Asingle 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 thehex 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 ahero, but he will count against the hero max. During a campaign game Thodred will become King of Rohan ifThoden is killed. If Thodred is a Hero in a battle and Thoden falls, Thodred becomes the army General with asuccessful Command roll.

    6. omer. If Thoden or Thodred are not present, omer can be used as the army general, otherwise he isconsidered a hero, but he will count against the hero max. During a campaign game omer will become king ofRohan if Thoden and Thodred are both killed. If omer is a Hero in a battle and Thoden, or Thodred (assuminghe 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 acharacter 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 ablast upon it that it burst asunder. And straightaway all the horns in the host were lifted up in music, and theblowing 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 hornsare used cause terror in their enemies. It must be announced that the horns are being used before any commands areissued in the current turn..

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  • SarumanSaruman had come to Middle-earth some two thousand years prior to the War of the Ring expressly to oppose thethen waxing power of Sauron. The first among five wizards then comprising the White Council, Saruman, too, hadgradually and imperceptibly been corrupted by the lure of the Ruling Ring, until his resolve to oppose the will of theDark Lord was synonymous with his intention to supplant Sauron as the subjugator of all Middle-earth. Pretendingpublicly to maintain an alliance with the Free Peoples of the West, and in private communication with Sauron, whomhe disingenuously agreed to aid, Saruman built a powerful Army of his own and plotted to obtain the Ring himself inorder to oppose Sauron directly, and gain control of middle-earth. By the time the War of the Ring starts, Sarumanstreacheries are known to both Gandalf and Sauron, making him the enemy of both side of the conflict.

    THE ARMY OF SARUMANThe Uruk-hai were a reliable force or considerable esprit de corps, they are described as heavily armed and trained tomove quickly. Wolves may not have all been ridden, wolfriders shoot arrows at Thodens vanguard before fleeingprior to the battle at Helms Deep. The notes to the Battle of the Fords of Isen in the Unfinished Tales provideevidence for Wolves being light troops, they are unwilling to fight formed bodies of troops unless in desperatesituations, but are much used for scouting and attacking stray groups of men. When a Saruman player fields nonUruk Orcs the Bat Swarms rule must be used

    SPECIAL SARUMAN ARMY RULESaruman had the Palantri, and many spies and agents in his service gathering information about the movements andforces of his enemies. To show this ability, before any battle the Saruman player rolls a d6 before any units are placedon the tabletop. If the result is a 6 he forces his opponent to deploy all forces first.

    ALLIESDue to Sarumans treachery his list of allies is quite small, but the armies still allied to Saruman are at his beck andcall. During a campaign game players with armies listed on Sarumans allied list must send all units requested by himif available. Allied armies can normally constitute a maximum of one-half of Sarumans fielded units, unless specifiedby scenario or under campaign situations. Allied units are selected from their respective army lists, and retain anyspecial abilities and limitations normally used with the allied army. All characters, and units are available as part of anallied contingent with Dunland.

    STANDARD ARMY LISTAll characters, units, and mounts from the Saruman army selector are available for standard battles.

    *10-/110----+1Monstrous MountWarg*9-/24517--+1HeroOrc*9-/19018--+2GeneralOrc General*8-/19519--+2GeneralServant*7-/14517--+0WizardSaruman*6-/2553-033MonsterWargs*5-/4503-6+32CavalryWolfriders*4-/-101-031InfantryOrcs with Blasting Fire*3-/4303-032/1InfantryOrc Archers*34/-303-6+32InfantryOrcs*22/-653-5+33InfantryUruk-hai*1-/1753-5+34InfantrySarumans Elites

    Spec

    ial

    Min

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    Per

    Un

    i t

    Un

    it S

    ize

    Com

    ma

    nd

    Arm

    our

    Hit

    s

    Att

    ack

    Type

    Troops

    SARUMAN ARMY SELECTOR

    Special Rules1. Sarumans Elites. Black Uruks, or Half-orcs with axes form an elite company mentioned at the Battle of The Fordsof Isen where they fight to the last. Sarmans Elites are subject to drive back and retreat but will never rout. To showthis, when the Elite unit is driven back or forced to Retreat, it has its driveback or retreat result halved, roundingdown. 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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  • with Saruman if not already destroyed. If the Elites are destroyed during a Campaign game two turns must passbefore 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 whenthe 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 onlybe 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 ismeasured from any stand in the attached unit. Blasting Fire will ignite during the shooting phase doing 1 automaticHit 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 unitmoves with, adds to the Attack value of, and has the same Armor value as the unit they have joined with. They maynot move over their normal movement allowance in a turn when joining or leaving another unit. Blasting Fire unitcasualties never count as casualties for the purpose of issuing orders, which means there is no -1 penalty as therenormally would be for units suffering a casualty. Blasting Fire stands never count as part of the unit's formation whendetermining 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 cancommand 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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  • SauronSauron's place in the history of Middle-earth is a long and unhappy one. Sauron was originally a subservient butpotent ally of Morgoth, the fallen Valar whose First Age seizure of the Elven Silmarils set off a war comparable inscope to the War of the Ring. The First Age ended with the defeat of Morgoth, but Sauron survived this debacle, andin the early centuries of the Second Age he was able to build himself a power base in Middle-earth. It was at this timethat he tricked the Elves of Eregion into collaborating on the forging of the Rings of Power. Together, they causedsixteen Rings to be made, and these were distributed, seven to the Dwarves and nine to Men. Then, leaving the Elvesto forge three more Rings of power for themselves, Sauron secretly began the making of the