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Middle-Earth Strategy Guide

The document outlines the core rules for the Middle-Earth Strategy Battle Game, detailing the turn sequence, phases of play, and specific mechanics such as movement, shooting, and combat. It includes rules for magical powers, terrain interactions, and various special actions that can be taken during gameplay. Additionally, it provides guidelines for resolving fights, charging enemies, and the effects of different types of terrain on model movement and actions.

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0% found this document useful (0 votes)
496 views12 pages

Middle-Earth Strategy Guide

The document outlines the core rules for the Middle-Earth Strategy Battle Game, detailing the turn sequence, phases of play, and specific mechanics such as movement, shooting, and combat. It includes rules for magical powers, terrain interactions, and various special actions that can be taken during gameplay. Additionally, it provides guidelines for resolving fights, charging enemies, and the effects of different types of terrain on model movement and actions.

Uploaded by

michal.szymon6
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Middle-Earth

Strategy Battle Game

Core Rules
CONTENTS
TURN SEQUENCE (PG. 19)
1. Priority Phase TURN SEQUENCE………………..1
Players roll off to determine who has priority. PRIORITY PHASE………………...1
2. Move Phase MOVE PHASE…………………….1
Both players move models. First the player with priority moves any/all of their CHARGING ENEMIES……………3
models, then the other player moves any/all of their models. PAIRING OFF FIGHTS……………3
3. Shoot Phase SHOOT PHASE……………………4
Both players make shooting attacks using models armed with missile weapons. FIGHT PHASE…………………..…5
First the player will priority shoots any/all of their models, then the other player COURAGE……………………...….6
shoots any/all of their models. HEROES……………………………6
4. Fight Phase HEROIC ACTIONS………………..7
All models from both sides engaged in hand-to-hand combat fight. The player CAVALRY………………………….8
with priority chooses the order in which to resolve fights. MONSTERS……………………….9
5. End Phase CLOSE COMBAT WEAPONS……10
Resolve any effects that remain until the end phase and get ready for the next MISSILE WEAPONS……………...10
turn by tidying the gaming area of tokens, dice, etc. ARMOUR…………………………..11
SPECIAL WEAPONS……………...11
PRIORITY PHASE (PG. 20) SPECIAL STRIKES………………..12
In narrative play the good side has priority on the first turn. In matched play, roll EQUIPMENT………………………13
off for priority on the first turn. From turn two onwards, roll off for priority. If THE ONE RING…………………....13
tied, pass priority to the player who didn't have it last turn. SPECIAL RULES………………….14
CARRYING OBJECTS…………….16
MOVE PHASE (PG. 22) PASSENGERS……………………...17
Models move up to their move characteristic in inches (“). Models are not SENTRIES………………………….17
required to move in straight lines. Models may not move through any other WATER FEATURES……………….18
models. Each model has a 360° facing. WAR BEASTS……………………...18
MAGICAL POWERS………………19
Control Zones: Each model has a 1” control zone around their base edge. MAGICAL POWER LIST………….19
Models cannot enter enemy control zones unless they are charging. A model that
starts its move stuck in an enemy control zone can forego its move, charge the Jump Table………..2 In The Way Chart……..4
enemy model, or move away from the enemy model (cannot get any closer). Leap Table………..2 Thrown Rider Table…..9
Terrain: Models may move through Open Ground at full distance. Models move Climb Table………3 Sentries Chart………..17
at ½ distance through Difficult Terrain. Impassable terrain cannot be moved Swim Table……….3
through.
1 22
NOTES Obstacles: Obstacles less than ½ height of the model do not incur a move
penalty. Obstacles greater than ½ height of the model require a Jump test (not
taller than model) or Climb test (taller than model and can be climbed).
Jumping: Models can jump across obstacles that are ½ to full height of the
model being moved. Roll a D6 and consult the Jump Table.
Leaping: Models can leap across gaps up to 2x the height of the model. Roll a
D6 and consult the Leap Table.
Climbing: Models climb when increasing altitude beyond the height of the
model. Roll a D6 and consult the Climb Table. Cavalry models cannot climb.
There must be some way to scale the surface and models count as moving in
Difficult Terrain. Climbing using ropes, ladders or similar does not require a
climb test and does not count as Difficult Terrain.
Descending: Models can descend a distance equal to model height without
penalty. Descending farther than model height requires a climb test. If failed, the
model suffers falling damage.
Standing Up/Lying Down: A model can stand up or lie down for ½ it’s move
(but not both in the same turn). After standing, a model may charge.
Falling: A model that falls is knocked prone. If falling farther than model height,
model suffers 1 strength 3 hit plus 1 additional strength 3 hit for each inch it falls
beyond it’s height.
Prone: A model knocked to the ground is prone. Prone models have no control
zones, are counted as ½ their height for LOS, and can only crawl 1” or stand up.
A model can take a jump test to jump over a prone model. If failed when
jumping an enemy model, you must immediately charge the prone enemy model.

Jump Table Leap Table


1: Do not cross the obstacle and 1: Falls to gap, suffer falling
end movement for the turn. damage, and is knocked prone
2-5: Place the model on the other 2-5: Place on the other side in
side of the obstacle in base contact. base contact with the gap.
End movement for the turn. End movement for the turn.
6: Cross the obstacle. May complete 6: Cross the gap. May complete
its remaining movement. its remaining movement.

21 2
Climb Table Swim Table Chill Soul [I]: Target suffers a Wound (All models within 5" of it take a Str5 hit)
1: Falls, is knocked Prone and 1: Sink. Remove as a casualty. Command/Compel [T]: Caster can move target up to half its maximum move
suffers falling damage. 2-5: May move half its distance and it is then Immobilised. Also reduces Fight and Attacks value by 1.
2-5: Climbs full move or the top. remaining Move. Curse [I]: Target loses a Fate point (Target loses all of its Fate points).
End movement for the turn. 6: May move its remaining Move. Drain Courage [I]: Target reduces Courage by 1 for the rest of the battle (Target
6: Climbs full move or the top. May reduces Courage by D3).
complete its remaining movement. Modificators (Cumulative)
Fortify Spirit [E]: Target rolls 2D6 extra dice for Resist rolls (Target also adds 1
+1: Mounted
-1: Heavy or Dwarf armour, Heavy to the highest dice rolled).
Dwarf armour, shield, banner Fury [E]: Friendly models automatically pass Courage tests and are granted a 6+
Fate roll (Fate roll is increased to 5+).
Nature's Wrath [I]: Enemy models within 6" are knocked Prone (Enemy
CHARGING ENEMIES (PG . 24)
models within 6" also suffer a Str2 hit).
A model must have LOS to an enemy model they wish to charge. Once engaged,
Immobilise/Transfix [T]: Target cannot move, shoot, or make Strikes. Also,
neither model may move any further in the move phase. Charging models move
halves Fight and Attack values (Target's Fight and Attacks are reduced to 1).
their regular move distance.
Panic Steed [I]: Target mount is removed from play and rider is thrown (All
models within 3" are affected).
Charging Multiple Enemies: If a model has enough move distance and it’s base
Paralyse [I]: Target is knocked Prone and can do nothing until it recovers. On a
islarge enough, it may engage multiple enemy models.
D6 roll of a 6 at the end of each Fight phase, they recover (Target suffers a Str5
Control Zones: A model that is charging must abide by the following:
hit each time it fails to recover).
● Can only enter the control zone of the enemy model they are charging. If
Renew [I]: Target regains a single Wound (Target regains D3 Wounds).
a model enters two enemy control zones, the controlling player decides
Sap Will [I]: Target loses D3+1 Will points (Target loses all of its Will points).
which enemy model to engage.
Sorcerous Blast [I]: Target is blasted D6" away and knocked Prone. Any
● Once engaged, a model’s control zone is cancelled until they are not
models in the way are knocked Prone as well. Target suffers a Str5 hit and
longer engaged.
models in the way suffer a Str3 hit (Target instead takes a Str6 hit and models in
● Once a model enters a control zone, it may ignore other control zones in
the way take a Str4 hit).
order to charge it’s intended target.
Strengthen Will [I]: Target Hero gains a Will point (Target Hero gains D3 Will).
Charging Multiple Enemies: If a model has enough move distance and it’s base
Terrifying Aura [E]: Caster Causes Terror (Enemies take the Courage test on
is large enough, it may engage multiple enemy models.
3D6 and discard the highest).
Defended Positions: A model defending an obstacle (in base contact) has it’s
Your Staff is Broken [I]: Target staff is broken (Target also suffers a Str7 hit).
control zone extended out to 1” beyond the obstacle. Charging models must only
reach the near side of the obstacle in order to charge an enemy defending it.

PAIRING OFF FIGHTS (PG. 26)


Fights are paired off at the end of the move phase to determine which models are
engaged with each other. Models are always paired off in 1-on-1 fights when

3 20
MAGICAL POWERS (PG. 92) possible. If a model can join two fights, the player with priority chooses which
fight to join. If necessary, due to a game effect (e.g. magical power), the player
Magic user can use Will points to cast 1 magical power per turn during their with priority can decide how fights are paired off prior to the end of the move
move phase (can be done even if charging). If engaged in fight can’t use magic phase.
powers.
Targets: Model, models in area, or no specific model (targets described in SHOOT PHASE (PG. 34)
power). Models engaged in close combat can be targeted (unless otherwise
stated). If targeting cavalry, must choose rider or mount before rolling to cast. 1. Check LOS and range to the intended target.
Caster must have range and LOS to a target for powers that target a specific 2. Determine the number of models or obstacles that are in the way.
model. 3. Roll to hit.
Casting: Must roll equal to or greater than casting roll specified by spell. Roll 4. Make in the way rolls.
number of D6 equal to Will points spent to cast spell (decide before rolling). 5. Roll to wound.
Resisting: Targets with Will points remaining can resist magic powers (resist 6. Remove casualties.
test). Roll 1D6 for each Will point spent (choose before rolling). If result is equal
to or greater than the casting roll result, then effect is cancelled. If any result is Moving and Shooting: Can move ½ and still shoot. Models that have jumped,
natural 6, model regains 1 Will point (unless model is Resistant to Magic, has leaped, climbed, swam, or are prone can’t shoot. Turning on the spot doesn’t
Fortify Spirit or uses Heroic Resolve). Models not directly targeted by the power count as moving. Shoot values are 1 point worse when moving and shooting.
cannot resist, nor can powers that do not affect enemy models be resisted. If In The Way: For each model or obstruction that is in the way an in the way test
multiple targets are targeted by a power, only one model can resist. If successful must be taken and passed for the shooting to be successful. Good models may
then no models are affected, if failed all models in range are affected. not shoot if good models are in the way. Evil models may shoot regardless of
Duration: If caster is slain or leaves the table, power is automatically cancelled. which models are in the way.
Instant [I] power take effect right away. Temporary [T] powers stay in play until Shooting from Behind Cover/Other Models: Models in base contact with an
the end phase of the turn in which they are cast. Exhaustion [E] powers remain in obstacle ignores the item for in the way tests. Models in base contact with
play until the caster reaches 0 Will points (don’t require upkeep). friendly models (same base size or smaller) ignores the models for in the way.
Shooting Models Engaged in Combat: Evil models can shoot into combat. Roll
MAGICAL POWER LIST (PG. 96) to hit and take in the way tests as normal (ignore models in the combat). If
Channelled effects are stated in brackets. successful, roll 1D6. On a 1-3 the closest friendly model is hit. On a 4-6 the
original model is hit.
Aura of Command [E]: Friendly models within 6"(12") autopass Courage tests. Rolling To Hit: Must match or beat shoot value. A score of 6 always hits.
Aura of Dismay [E]: Friendly models within 6" (12") cause Terror.
Banishment [I]: Target Spirit or Undead model suffers a Wound (D3 Wounds). In The Way Chart
If Cavalry, choose between rider and mount.
5+ Fortifications, 4+ Walls, rocks, trees, 3+ Flimsy fences,
Black Dart [I]: Target takes a Str9 hit (Wounding hit causes D3 Wounds). large rocks, windows models and elevated bushes, crops
Blinding Light [T]: Shots at caster or models within 6" only hit on a 6. and doors positions (Combat only)
Illuminates 12" around the caster (Duration changed to Exhaustion).
19 4
FIGHT PHASE (PG. 42) WATER FEATURES (PG. 109)
Player with priority picks the order to resolve fights.
Shallow Water: Difficult terrain. Horses, Wargs, Cavalry and Monsters treat it
1. Duel roll (declare special strikes or two-handed attacks – use banners – use as open ground. If any model is knocked Prone in shallow water it must take
Might) Swim test at the start of its next Move phase.
2. Loser backs away Deep Water: When entering deep water or starting the Move phase, must take a
3. Winner makes strikes Swim test. May not shoot. Models knocked Prone must take a -1 Swim test.
4.Remove casualties
WAR BEASTS (PG. 80)
Duel Roll: Each player rolls a D6 for each Attack in their profile (use highest Cannot use brutal power attacks unless otherwise stated.
die) and for each model in the fight, highest result wins. If tied, model with the
highest fight value wins. If still tied, priority player rolls D6: 1-3 evil side wins, Move: Cannot cross obstacles >2” high. Cannot jump, leap, climb, or swim.
4-6 good side wins. Move at ½ rate through difficult terrain.
Backing Away: Loser backs away 1” (direction determined by controlling Crew: Can move around howdah as open ground (up/down levels). Cannot lie
player). Can move through enemy control zones but not into base contact. Not down. If knocked prone must stand up ASAP. If they do not move in howdah,
slowed by difficult terrain. Cannot be used to cross obstacles, jump, leap or do not count as moving regardless of how far the war beast moves.
climb. If at a ledge and has no choice, model will take a fall test. Commander: Heroic actions also affect war beast. If commander slain, another
Trapped: A model is trapped if it can’t back away 1”. Separate as much as model in howdah can become driver. Models driving war beast cannot shoot.
possible.If an unengaged friendly model can make way, they may do so by Trample: Pivot war beast around center, moving any models in the way (do not
moving up to 1” – entering enemy control zones but not base contact. count as trampled). Move forward in straight line ignoring enemy control zones.
Prone Models: May never charge an enemy. If charged, fight as normal, but if Any model being touched suffers hits (hits rider and mount for cavalry). If
they win the duel roll, the do not make strikes but may immediately stand up contacted model is slain, continue movement. If not, stop movement and fight
instead. If losing a duel roll, back away as normal but always count as trapped. in the fight phase (does not count as charging). May trample friendly models.
Striking: To strike, roll To Wound for each Attack (and each model if multiple If another war beast is contacted, or fortification with defence 9+, both take 3
combat). When striking a trapped model, roll twice for each strike (attack). strength 9 hits. If engaged before move, war beast cannot move.
Barriers: An in the way test must be made for an attacker that strikes across a Shooting: Howdah only counts as in the way when shooting at models in the
barrier. If the defender loses the duel and survives, the attacker must back away. howdah. Models in howdah are targeted separately from war beast.
Doorways: A model defending a doorway counts as being behind a barrier. Combat: If ending trample in combat and winning, all enemy models in fight
Elevated Positions: Attackers must fight defender 1 at a time and take in the with same or lower strength are knocked prone. War beast cannot be knocked
way tests for each strike against the defender. If the defender loses the duel roll prone and never backs away (enemy models must back away).
and is not slain, the attacker must back away. Damage: If wounded, check for stampede. If slain, models riding suffer fall.
Stampede: Take a courage test (use controlling model courage, or war best if no
model controlling it). Must test if no crew remaining at start of move. If passed
ok. If failed, opponent moves this turn and models in howdah cannot shoot.

5 18
dropped before charging. If charged, place the object in base contact with the
carrier (out of the way of a Fight). If of two bearers only one is charged, the COURAGE (PG. 52)
other bearer takes the object. Cavalry cannot carry Heavy Objects. Monsters To take a courage test, roll 2D6 and add the models courage value. If the total is
treat Heavy Objects as Light Objects. 10+, the test is passed – otherwise the test is failed.
Carrying Other Models: Model is a Light Object if its Defence value is half of Multiple Courage Tests: If a courage test for a specific rule/ability is passed
the Strength of the bearer, or less. A model is a Heavy Object if its Defence once, subsequent tests for the same special rule/ability are passed automatically
value is greater than half of the Strength of the bearer. for the rest of the turn (unless otherwise stated).

PASSENGERS (PG. 111) HEROES (PG. 64)


Might: Might points are used to modify dice rolls or perform heroic actions.
Mounting: Can mount up as a passenger by moving into base contact with a Altering Dice Rolls: For each point of Might spent, adjust a die roll up or down
Cavalry (or Cavalry moves into base contact) and taking a Jump. On a 1 fails to by 1. Player does not have to decide until after rolling dice. Die results can never
mount up and neither model can move that turn. On a 2-5, the model mounts up, be adjusted above 6 or below 1. If two heroes are fighting, priority player
but neither model may move that turn. On a 6 mounts up and the Cavalry model decides first if they will use Might, then their opponent. This can alternate back
may continue to move deducting any distance moved that turn by the passenger. and forth. Heroes can only use Might to modify their own die rolls. Might can
Dismounting: Can dismount at any point in the Cavalry move and cannot move be used for taking tests, duel rolls, shooting, rolling to wound, courage, using
this turn (Cavalry can move normally). will and using fate.
Hitting Passengers: A passenger cannot shoot or fight in close. If the rider gets Heroic Actions: Hero may attempt 1 heroic action at start of move, shooting or
shot, roll D6- on 1-3 the passenger is hit instead. In close combat Attacker fight phase. 1 Might point is expended to attempt a heroic action. If both players
chooses the target. If a rider or horse is thrown or killed, roll on a Thrown Rider wish to use a heroic action at the same time, first the non-priority player must
table for passenger. decide. After declaring, priority player rolls D6. On 1-3, evil player performs
action first, 4-6 good player starts. Players alternate until all actions are
SENTRIES (PG. 111) complete.
Before Moving, roll on the Sentry chart. In the End phase if unengaged Sentry is
within 3" and LOS of an enemy, Raise the Alarm. Will: Expel a point of will to cast or resist a magical power or pass a courage
Raise the Alarm: All Sentries revert to normal Movement rules. test.
Cast a Magical Power: Expel 1 or more points to roll that many dice in the
Sentries Chart attempt to cast the magical power. Must declare number of points being spent
1: The Sentry 2-3: The opposing 4-5: Controlling 6: The model before rolling dice for cast.
may not player may move player may may move Resist a Magical Power: Expel points to resist a magical power (page 95).
Move this the model up to move the model as normal. Pass a Courage Test: Expel points to adjust the score of a failed courage test.
turn. half of its Move up to 3" in any Each point increases courage by 1. Can expend will and might to adjust result.
allowance in any direction. Fate: Expel a point of fate to prevent a wound on a D6 roll of 4, 5 or 6. Points
direction. must be used one at a time. A single point of fate and successful result cancels
weapons that inflict multiple wounds or slay models outright.
17 6
Shieldwall [A]: If in base contact with two or more models with this rule and
HEROIC ACTIONS (PG 69) shields, this model gains +1 to Defence. Has no effect while mounted.
Stalk Unseen [P]: If partially concealed, cannot be seen from more than 6”. It
All Heroes: has no effect while mounted.
Heroic Move (Move Phase): Allows hero to move before other models Survial Instinct [A]:Must test Courage when Wounded. If failed,remove as a
(regardless of priority). If the model is charged before it can take it’s move, the casualty. Exceptionally, can take mulktiple Courage test from this rule.
action is cancelled and the Might point spent is lost. Swift Movement [A]: Can climb on any surface, can move at full speed over
● With Me!: Declare before moving (mark starting point). All friendly difficult terrain and ignore all obstacles except for water features and gaps (swim
models within 6” can also move, but must end move within 6” of hero. and jump as normal).
Models that do not move cannot move during the move phase. Sworn Protector [A]: If a specified model is on the battlefield, this model
Heroic Shoot (Shoot Phase): Allows hero to shoot before other models passes all Courage tests.
(regardless of priority). Cannot be used in the hero is engaged in combat. Terror [P]: Opponent must take Courage test before Charging. If failed, the
● Loose!: Declare Loose! Before shooting. All friendly models within 6” model may not move this turn.
may also shoot. Hero does not have to have a missile weapon in order to Throw Stones [A]: May shoot with specified profile if didn't moved this turn.
declare Loose!. Models within range that do not shoot cannot shoot Unyielding Combat Stance[A]: When knocked Prone, roll a D6. On a 4+ is not
during the shooting phase. knocked Prone. If mounted, will stay up but still be separated from their mount.
Heroic Combat (Fight Phase): Allows hero to resolve fight first. If all enemies May use it if automatically Knocked Flying, on 4+ ignoring effects.
are slain, hero and all friendlies engaged in same combat can move again before Will of Evil [P]: Must give up 1 Will point at the end of the Fight phase if it has
proceeding to the Fight phase. Hero can only benefit from one heroic fight per been in any Fights that turn. When reduced to 0 Will points, is removed as a
turn. casualty. If uses last Will points to cast a Instant Magical Power it will be
resolved before. Does not need to give up Wil fighting Hero wearing The One
Specified In Heroes Profile: Ring and can ignore them being Invisible.
Heroic Resolve (Move Phase): Hero and all friendly models within 6” gain 1 Woodland Creature [A]: May move through woods as if they are open ground
dice to any Resist tests they take for the remainder of turn. Hero cannot move instead of difficult terrain (don’t automatically climb or move through obstacles).
this turn.
Heroic Channelling (Move Phase): Hero uses the channelled versions of any CARRYING OBJECTS (PG. 109)
magical powers cast this turn.
Heroic March (Move Phase): Hero adds 3” to move if infantry or 5” to move if Light Objects: Can pick up by moving into base contact. Can be passed once in
cavalry or flying. Hero may not charge in this move phase. If the hero is charged Move phase by moving into base contact and declare who carries the item. May
before they can move the action is cancelled and the point of Might is lost. only pass or drop if not Engaged in combat. Cavalry must dismount before
● At the Double!: Declare before moving (mark starting point). All picking it, unless they have the Expert Rider special rule. If slain in combat,
friendly models within 6” can also move (adding same based on type), opponent can take Light Object.
but must end move within 6” of hero. Models may not charge as part of Heavy Objects: Can carry by moving into base contact. Maximum Move
this move. Models in range that do not move cannot move during the distance is halved if carried by one model. If more models than one carry it, they
move phase. move simultaneously. Can only be moved once each Move phase. Must be
7 16
Fleetfoot [A]: A model with this and Woodland Creature special rule, will also Heroic Accuracy (Shoot Phase): Hero re-rolls failed in the way rolls for
apply the effects of Woodland Creature to their mount. shooting. Hero cannot be engaged in combat. Hero can declare even if not armed
Fly [A]: May ignore models and terrain as it moves (may not end its movement with a missile weapon.
within woods). May pass enemy Control Zones without charging. When flying ● Take Aim!: Friendly models within 6” may re-roll failed in the way rolls
may move up to 12". May still choose to use normal Move, however, won't gain when shooting in the shoot phase.
the benefits of the Fly (may walk into and out of woods). Heroic Strike (Fight Phase): Hero adds D6 to Fight value for fight phase. Roll at
Harbinger of Evil [P]: Enemies within 12" suffer a -1 penalty to its Courage. the start of the duel. Cannot increase fight above 10.
This is not cumulative with other similar penalties. Heroic Defence (Fight Phase): Hero will only suffer a wound on a natural 6.
Hatred (X)[A]: Add 1 to To Wound rolls when fighting against models with Does not affect mount. If 6/X needed, both rolls must be a natural 6.
listed keyword. Heroic Strength (Fight Phase): Hero adds D3 to their strength characteristic for
Horse Lord [P]: Whilst mounted may use Fate points to prevent Wounds to their duration of fight phase. Cannot increase strength above 10.
mount. Heroic Challenge (Fight Phase): Hero can declare if in base contact with hero of
Master of Battle [A]: Whenever enemy Hero attempts Heroic Action within 6", same tier or higher. If accepted, all other models are excluded from the duel roll.
this model may call the same Heroic Action without spending Might, even if From now on, both heroes must charge each other if able until one is slain. Hero
they would not have access to it. gains D3 Might points (even above starting value). If declined, enemy hero
Master of Battle (X+) [A]: Works like Master of Battle on roll of X+. cannot effect friendly models with own actions until declaring hero is slain.
Mighty Blow [A]: For each Strike this model inflicts 2 Wounds rather than 1.
Mighty Hero [P]: May spend 1 point of Might each turn without reducing their CAVALRY (PG. 56)
own store of Might. Cavalry cannot climb, lie down, or crawl when moving.
Monstrous Charge [A]: When charging it gains the Knock to the Ground and
Extra Attack as if it were Cavalry, with a couple of exceptions: will Knock to the Horse | 10” | F3/6+ | S3 | D4 | A0 | W1 | C3 |
Ground Cavalry or Monster models with a lower Strength (even Strength 6 or Armoured Horse | 10” | F3/6+ | S3 | D5 | A0 | W1 | C3 |
higher, Cavalry riders are automatically Knocked Flying from Thrown Rider Warg/Fell Warg | 10” | F3/6+ | S4 | D4 | A1 | W1 | C2 |
test). Will still get the Extra Attack bonus if it Charges, or is subsequently
charged by, Cavalry or another model with this special rule (if both, the mount Difficult Terrain: Each inch of movement counts as 4” (4x). Cavalry do not
counts as In The Way of its rider and the rider will be hit on a 5-6 instead) gain any bonuses related to charging when in difficult terrain.
Mountain Dweller [A]: May re-roll Jump, Leap and Climb tests. May move Jumping or Leaping: If a cavalry model fails a jump or leap test, roll an
through rocky areas that are difficult terrain as if they were open ground. additional D1. On a 1, the rider Knocked Flying (as 1 on thrown rider table).
Poisoned Weapons [A]: Must re-roll To Wound rolls of 1. Separated Mounts: When riderless, mount must take a courage test. If failed,
Resistant to Magic [P]: May use an additional ‘free’ dice when Resisting, even the mount flees and is removed from play. If passed, mount remains as a separate
if it has no Will remaining or decides not to use any Will points from its store. model (no rider). If the mounts Attacks or Courage characteristic is 0, it will
Set Ablaze [P]: Model suffers one Strength 9 hit, and will suffer one Strength 5 automatically flee when riderless. If a cavalry model is ever knocked prone, the
hit in End phase until extinguished. To extinguish the model must lie down and rider immediately suffers the Knocked Flying result on the thrown rider table.
crawl 1" or enter a water feature. Remounting: Separated riders cannot remount a mount for the rest of the game.

15 8
Shooting at Cavalry: For each hit, roll 1D6. On a 1-3 the mount is hit, 4-6 the SPECIAL RULES (PG. 103)
rider is hit. If the mount is slain, the rider must take a thrown rider test. There are Passive [P] and Active [A] Special Rules. Active special rules are not
Dismounting: A cavalry model can dismount at any point during their move. usable if under the effect that makes the model unable to move or act.
Fights: Fights as 1 model, using highest Fight, Strength or Attacks stat.
Cavalry Charging Infantry: +1 attack for duels and strikes. If a cavalry model Ancient Enemies(X)[A]: Re-roll 1s To Wound when fighting against models
wins a fight, defenders less than strength 6 are knocked to the ground (prone with listed keyword.
after backing away) and count as being trapped. Ancient Evil [P]: An enemy model within 18" of this model suffers a -1 penalty
Strikes Against Cavalry: Can attack rider and/or mount. If mount is slain, rider to its Courage.This is not cumulative with other similar penalties.
must take a thrown rider test. If rider slain, mount counts as being separated. Backstabbers [A]: +1 to To Wound rolls when making Strikes against a Trapped
model. This bonus is cumulative.
Thrown Rider Table Bane of Kings/Venom [A]: This model must re-roll all failed To Wound rolls
1: Suffers 1 Strength 3 2-5: Cannot do anything 6: Suffers no penalty when makingStrikes in close combat.
hit, is knocked prone. for the rest of the turn (X)Bane Weapons [A]:Cause D3 Wounds on specific races with listed keyword.
Blades of the Dead [A]: Use opponent’s Courage rather than its Defence on the
Wound chart. Models with this special rule cannot use Special Strikes.
MONSTERS (PG. 76)
Blood and Glory [A]: Killing an enemy Hero model in a Fight regains a point of
Monsters are not effected by the knocked to the ground rule from cavalry.
Might spent earlier in the battle.
Cavalry fighting monsters with the infantry keyword will still get an extra attack.
Bodyguard [A]: All Warriors and Heroes with this rule automatically
A monster with a rider also counts as a cavalry model.
Bodyguard the Hero with the highest Heroic Tier. If there is more than
one, the controlling player may choose. As long as the bodyguarded model is
Brutal Power Attacks: Can opt to use a brutal power attack (once per turn) or
alive on the battlefield, this model passes all Courage tests. Models that are
strike normally. A brutal power attack does not count as making strikes for
allied (PG. 133) must select a model from their own army list.
rule/heroic action purposes. Cannot make brutal power attacks supporting.
Burly [P]: When fighting with a two-handed weapon does not suffer the -1
Rend: Select 1 model in the fight (all attacks must target the model).
penalty to their Duel roll, may carry a Heavy Object and move their full distance.
Comparethe monster’s strength against targets strength instead of defence.
Cave Dweller [A]: Add 1 to all Jump, Leap and Climb tests, suffer no penalties
Hurl: Select 1 model in base contact with lower strength. Roll a D3 and add
for fighting in the dark.
difference in strength – this is the distance. Draw line between centre of
Expert Rider [A]:Whilst mounted may re-roll Jump, Swim and Thrown Rider
monster/target bases. Move model distance along line, ending prone. Stop at
tests, can carry both a shield and a bow and still receive the +1 Defence for a
obstacle or model with strength 6+. All models passed through suffer 1 strength
shield. Can pick up Light Objects without dismounting.
3 hit (cavalry suffer a hit on both rider/mount). If passed through model is
Expert Shoot [A]: May fire twice in the Shoot phase, one after another.
engaged, all models with strength 5 in fight are knocked prone and suffer
Can target different models.
strength 3 hit. Hurled model suffers a strength 3 hit for each passed through
Fearless [P]: Automatically passes any Courage test.
model and 1 strength 6 hit at end of move. If hitting a model is what stops it, hit
Fell Sight [P]: Doesn’t need LOS to Charge, target models with the Stalk
model also suffers strength 6 hit.
Unseen special rule with no penalty.
Barge: All enemy models must back away 3” (direction chosen by player
controlling the monster). If can’t back away full 3”, model becomes prone. After
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EQUIPMENT (PG. 89) done, monster can move D6” in any direction (can charge again). Cannot use
Barge if same turn that monster participates in a Heroic Combat.
Elven Cloaks: Gain the Stalk Unseen special rule (pg. 106).
Banners: Provides single re-roll to friendly models in a fight and within 3”. Can CLOSE COMBAT WEAPONS (PG. 83)
re-roll for each duel roll. Re-roll can be made after opponent rolls, but must be Models with multiple close combat weapons must declare which one is being
done before spending Might points. Models cannot benefit if the banner bearer is used before a fight (duel roll – unless otherwise stated).
prone. Model carrying banner suffers -1 on duel rolls. A warrior model carrying
a banner that is slain may pass it to a friendly model in base contact that is not in Single-Handed Weapons: Default weapon type if not stated otherwise. All
a fight. normal rules for fighting close combat apply.
War Drum (X): Declare sounding the advance at start of move phase. All Hand-and-a-Half Weapons: Can be used as either a single-handed weapon or
models with keyword (in braces) and in 12” add 3” to their move if infantry or double-handed weapon. Controller player must choose before fight (duel roll).
5” if cavalry (or flying). Models affected may not charge this turn. Two-Handed Weapons: May not use a shield at the same time. Model suffers a
War Horns: All friendly models are +1 courage. -1 penalty to duel rolls but adds 1 to it To Wound rolls when striking.
Unarmed: Models suffer -1 to both duel and To Wound rolls.
THE ONE RING (PG. 90)

Wearing the Ring: Model can put on at any point during their move Phase. If MISSILE WEAPONS (PG. 88)
mounted, steed will bolt and model must take a thrown rider test. Models with multiple missile weapons must declare which one is being used
Invisible: Model cannot be targeted by shooting or magical powers. Model has before shooting (unless otherwise stated).
no control zone and enemy models can move through this model (move model if
enemy stops and is overlapping). Enemy models charging must pass a courage Bows: Can move up to ½ and still shoot.
test(must take the test even if they would automatically pass) at a -1 for each Crossbows: Cannot shoot if moved.
inch they are away from model. Models in a fight with the ringbearer half their Throwing Weapons/Spears: Can shoot even if moving full rate. Can be used
fight value. These rules do not apply to Sauron or Ringwraiths. when charging into combat, stop 1” away to resolve shooting immediately. Don’t
Removing the Ring: Model must pass a courage test to remove ring during their suffer a -1 penalty when throwing while moving into combat. If model is slain,
move phase (whichever side has control of the ringbearers movement). If failed, can complete move, charge a new model, etc. If not slain, move to base contact.
can’t remove ring this turn. Can’t put on/take off in same turn. Blowpipe: Can move up to ½ and still shoot. Counts as poisoned weapon.
Sauron’s Will: If the ring is worn at the start of their move phase, ringbearer Slingshot: Can shoot 2 times if not moved or 1 time if moving up to half. Cannot
must pass a courage test to overcome Sauron’s will. Can use Might to modify shoot if moved more than half.
result. On 3+ controlling player moves ringbearer normally. On a 1-2 the
opposing player moves the ringbearer (all actions taken by controlling player) – Blowpipe 12” S2 | Bow 24” S2 | Crossbow 24” S4 | Dwarf bow 18” S3
ignoring terror tests when charging foes. Additionally (on 1-2 result), model Dwarf longbow 24” S2 | Elf or Esgaroth bow 24” S3 | Great bow 24” S4
cannot perform heroic actions, cannot pick up/put down items, or perform an
Longbow 24” S3 | Orc or Short bow 18” S2 | Slingshot 12” S1
action that would directly harm the model (or move off table).
My Precious: If ringbearer is still invisible at game end they count as a casualty. Throwing Spear 8” S3 | Throwing weapon 6” S3 | Uruk-hai bow 18” S3
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ARMOUR (PG. 91) Pikes: Requires 2 hands. Use same rules as spears but can support a friendly
Defence bonus is included in profile unless listed as an option. model by being in base contact with another pike armed friendly model that is
also supporting (2 supports). If armed with pike and shield, bow or crossbow,
Armour: Add 1 to defence value. model suffers a -1 penalty on duel rolls. When backing away, only 1 model can
Heavy Armour/Dwarf Armour: Add 2 to defence value, unless already move which may trap models.
wearing armour, in which case only add 1. War Spears: Follows the rules for spears for infantry and lances for cavalry.
Heavy Dwarf Armour: Add 3 to defence value, unless already wearing around Lance: Cavalry add 1 to their To Wound rolls in turn they charged (both rolls if
(add 2) or heavy/Dwarf armour (add 1). 6/X is needed). Bonus is cancelled if within difficult terrain. Dismounted models
Shields: Increases the Defence of the bearer by 1. The following rules apply: revert to using another close combat weapon.
● Cumbersome – Defence bonus does not apply if the model is carrying a Staff of Power: Counts as hand-and-a-half weapon. Gain Stun special strike.
hand-and-a-half or two-handed weapon. Additionally, models using Can expend 1 Will point each turn for free.
bows, crossbows or pikes do not gain the defence bonus. Whip: Counts as a throwing weapon with range of 2” and strength of 1.
● Shielding – Prior to a duel roll, model using the shield may declare they
are shielding. The model will double their attacks when making a duel SPECIAL STRIKES (PG. 87)
roll to see who wins the fight. If the model wins the fight, they make no Declare special strike before making a duel roll.
strikes. In a multiple combat, all models must be shielding to gain the
bonus. Spear and pike armed models cannot support a model that is Bash (Hammers, Maces, Mauls): If model wins duel, can bash single opponent
shielding. Prone models can use the shielding. Cavalry models cannot use instead of striking. Both sides roll D6 and add strength (bashing player adds 1 to
shielding. result). If basher’s result is equal to or greater than opponent then opponent
model is knocked prone.
SPECIAL WEAPONS (PG. 84) Feint or Stab (Daggers, Swords): Can feint if Fight value is equal to or greater
than opponent (including supporting models). Feinting model reduces Fight by
Elven Made: Good model wins drawn combat on 3-6., evil on 1-4. If both sides D3, but rerolls 1’s when striking. Can stab if Fight value is lower than opponent
using elven-made weapon, neither side gets advantage. (including supporting models). If model wins duel, can reroll 1’s when striking.
Master-Forged: Do not suffer -1 penalty for using a two-handed weapon. If duel is lost, model suffers 1 strength 2 hit after fight is resolved.
Spears: Infantry with spear can assist friendly model of same base size or Piercing Strike (Axes, Picks): If model wins fight, increase strength by 1 when
smaller in a fight. If in base contact add a single attack (models own fight value striking. If model looses fight, reduce defence by D3.
and strength). Assisting models are not part of the fight, so cannot be targeted by Stun (Clubs, Staffs): If model wins fight, can stun instead of striking. Roll a D6
strikes, benefit from heroic combat, be knocked prone by charging cavalry, or by after winning fight, on a 5+ (6 if fighting a monster), opponents model is reduced
the assisted model being knocked prone from combat. Can benefit from a banner. to fight and attack value 1, and a shoot value of 6+ until the end of the following
Counts as regular hand weapon when used directly (no special strikes). If the turn.
model shoots it cannot assist. A model can gain support from only one spear Whirl (Flails, Scourges, Whips): Model reduces their fight value to 1 (after all
armed model at a time. Heroes can use Might points when supporting but can’t modifiers). If model wins fight, they can strike every enemy model engaged in
declare heroic actions. the fight.
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