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The Lord of the Rings: The Fellowship of the Ring

The Lord of the Rings: The Fellowship of the Ring Rulebook

Table of Contents

Table of Contents

  • Introduction to the Game Rules
    • What You Will Need
    • Advanced & Special Rules
    • Measuring
  • Starting a Game
  • Characteristics
    • Fighting
    • Strength
    • Defence
    • Attacks
    • Wounds
    • Courage
  • The Game Turn
    • Turns
    • Sides
    • The Turn Sequence
    • Priority
  • The Move Phase
    • Movement Chart
    • Which Side Moves First?
    • Moving the Models
    • Charges
    • Who Can Charge?
    • Can I See?
    • Terrain
    • Barriers and Obstacles
    • Jumping an Obstacle
    • Jumping a Gap
    • Defending a Barrier
    • Mounted Warriors
  • Advanced Rules — The Move Phase
    • Climbing
    • Lying Down and Crawling
  • The Shoot Phase
    • Missile Chart
    • Shoot
    • Wound Chart
    • Casualties
    • Multiple Shots
    • Multiple Wounds
    • Moving & Shooting
    • Shooters in Combat
    • Targets in Combat
    • In the Way!
    • Shooting from Cover
    • Mounted Targets
  • The Fight Phase
    • Fights
    • When to Fight
    • Working Out a Fight
    • Multiple Attacks
    • Multiple Wounds
    • Multiple Combats
    • Trapped Fighters
    • Defending a Barrier
    • Mounted Warriors
  • Courage
    • Courage Tests
    • Retreats
    • Stand Fast!
    • Testing Twice
  • Heroes
    • Might, Will & Fate
    • Might
    • Will
    • Magical Powers
    • Fate
    • Using Might, Will & Fate Together
  • Heroic Actions
    • Heroic Move
    • Heroic Shooting
    • Heroic Combat
  • Weapons
    • Swords & Other Hand Weapons
    • Bladed Bows
    • Spears
    • Two-Handed Swords & Axes
    • Knives & Daggers
    • Shields
    • Picking Up Weapons
  • Forces
    • Point Values
    • Scenario
    • How to Select Troops
    • Using the Record Sheets
  • The Free Peoples
    • Heroes
    • Good Warriors
  • Forces of Darkness
    • Heroes
    • Evil Warriors
  • Scenarios
    • Scenario Format
    • Making Up Your Own Scenarios
    • Experienced Players
    • Scenario 1 — Close Encounter
    • Scenario 2 — Weathertop
    • Scenario 3 — Balin's Tomb
    • Scenario 4 — The Bridge of Khazad-dûm
    • Scenario 5 — Flight to Lothlorien
    • Scenario 6 — Amon Hen
    • Scenario 7 — The Last Alliance
    • Scenario 8 — The Gladden Fields

Introduction to the Game Rules

The rules of the game are explained in a conversational style with examples throughout. We have tried to describe rules in a way that enables new players to learn the game as quickly as possible. Once familiar with the rules the majority of players will find the reference pages are all that are needed during most games.

What You Will Need

In order to play you will need a few basic items in addition to this rules manual:

Dice. You will need a number of ordinary six-sided dice to play this game — at least a couple will do but preferably a half dozen or so.

Measure. The movement of models and shooting of weapons requires the use of a measure marked in inches or centimetres. A measuring stick, tape measure or ruler will do just fine.

Record sheet. It is useful to have some means of recording details of the warriors, which you can refer to throughout the game. You can do this using a sheet of paper or by copying the record sheet from the back of this book. You will need a pen or pencil to note sundry details.

Somewhere to play. Any reasonably flat surface will do — a kitchen table, table tennis table, or even the floor.

Warriors. Any number of model warriors can take part in a battle — from a handful to many hundreds. It is best to start with about five or six models a side and familiarise yourself with the rules before attempting a huge battle.

Scenery. Strictly speaking you don't need scenery for your playing area at all — but a featureless, flat expanse is a bit dull! A few tumbled ruins, rocks, and trees will help to set the scene. These can be made at home, purchased separately, or improvised from pieces of card or modelling clay.

Advanced & Special Rules

To make the game quicker to learn we have divided the Advanced and Special rules from the rest of the text.

Advanced rules introduce extra detail into the game. If you are just starting out, we recommend that you ignore them. Advanced rules are included at the end of each section where appropriate, or gathered together in the Advanced Rules section.

Special rules apply only to specific types of creature — they are special to that individual or race.

Measuring

Throughout these rules you'll often be asked to measure how far a model moves or shoots, etc. Players are allowed to measure at any time they wish — a player might wish to measure before deciding where to move a warrior, for example.

All distances have been given in both inches and centimetres. A game can be played using either system — but you can't mix the two systems together. Decide whether you want to play in inches or centimetres and stick to the one method. Note that distances are not exact translations of one system or the other as that would be extremely inconvenient — for example, centimetres have been rounded to whole even numbers to facilitate easy halving of distances for movement penalties.

Special Rule — Example: Resistant to Magic. Hobbits are naturally resistant to the influence of magic and the will of others. If a Hobbit attempts to resist a magical power with his Will and fails to roll the required score then he can re-roll the dice. This gives a second chance of success — but note that only one re-roll is allowed. It is not allowed to re-roll a re-roll.

Starting a Game

A game represents a conflict between two opposing sides. This might be anything from a small encounter involving a handful of warriors to a huge clash between two armies.

1) Pick a scenario. Start by picking a scenario from the Scenario section. The scenarios represent different kinds of battles both large and small. We suggest players begin with the small encounters as these involve fewer models and are relatively quick to resolve.

2) Select your forces. All models are allotted a points value which reflects their effectiveness in the game. Powerful warriors are worth more points than weak warriors. The rules for each scenario explain how many points you can spend on your force as well as any special conditions that apply.

3) Deploy your forces. The models are placed on the tabletop in their starting positions according to the instructions for the scenario.

4) Play the game. The rules for play are described on the following pages.

5) The end of the game. The rules for each scenario specify when the game ends. This will usually be after a set number of turns or once some special objective has been fulfilled. Once the requisite number of turns have been played or the objective achieved the game is over. The players can then work out which side has won.

"They are the Nazgûl. Ringwraiths. The nine servants of Sauron." — Strider

Characteristics

Our models represent heroes, warriors and fearsome monsters: creatures and races of differing abilities and qualities. For convenience we usually refer to all models as 'warriors'. Some are stronger, tougher or better armoured than others, whilst rare individuals may be exceptionally brave or vicious.

Because we recognise that all combatants are not the same we must make allowances for their differences. This is achieved by what we call 'characteristics'. There are six different characteristics that define each warrior's abilities. These are Fighting, Strength, Defence, Attacks, Wounds, and Courage. Each of these has a value written in the form of a characteristic profile like this:

FSDAWC
Man of Gondor3/4+34113

Example: This is the characteristic profile for a Gondorian foot soldier armed with a bow — a warrior from one of the cities or provinces of Gondor. His characteristic values are typical for a human warrior. Whilst most ordinary humans have similar characteristic values, Heroes and other extraordinary individuals have greater values to represent their superior abilities.

Fighting

A warrior's Fighting value (F) consists of two numbers divided by a slash. The first number represents his martial skill in hand-to-hand fighting — the greater this is the better fighter the warrior is. The second number is the Shooting value and this indicates the minimum dice roll the warrior needs to score a hit with a bow or other long ranged weapon. If a warrior does not carry a long ranged weapon it is convenient to miss out the Shooting value or replace it with a dash (-). A value of 3 is about average for hand-to-hand fighting and 4+ (ie, 4, 5 or 6) is average for shooting.

Strength

A warrior's Strength value (S) indicates how strong he is and how powerfully he can strike his enemies. For example, a big creature such as a Cave Troll is very strong compared to a Man. A value of 3 is about average for a man-sized creature.

Defence

A warrior's Defence value (D) indicates how tough or resilient he is. Many monstrous creatures are especially tough, whilst armour and shields all increase a warrior's resilience to a blow. A value of 3 is about average for a man-sized creature without armour; 6 would be about average for the same warrior fully armoured for battle.

Attacks

The Attacks value (A) indicates how many strikes a warrior makes when he wins a fight. Most warriors can strike once per turn and so have a value of 1. Heroic individuals and some big monsters can strike 2, 3 or more times, making them very dangerous in close combat.

Wounds

The Wounds value (W) indicates how many wounds a warrior can suffer before he is slain. In the case of Human and most other man-sized creatures this value is 1 — a single wound is sufficient to kill. Some Heroes and monstrous creatures can sustain injuries that would incapacitate an ordinary man: they have 2, 3 or more wounds to represent this.

Courage

The Courage value (C) shows how brave and determined the warrior is. A value of about 3 is average, a warrior with Courage of 5 or more is very brave, and a warrior with a value of less than 3 is rather timid.

Below are a few profiles of typical warriors to give you an idea of how they differ. Later on we'll explain how to assign profiles to all sorts of individuals, including heroes and monsters.

FSDAWC
Man of Gondor with spear3/-35113
Man of Gondor with sword3/-35113
Man of Gondor with bow3/4+34113
Mordor Orc with spear3/-34112
Mordor Orc with sword3/-35112
Mordor Orc with bow3/5+34112
High Elf with spear6/-36115
High Elf with two-handed sword6/-35115
High Elf with bow6/3+35115
Moria Goblin with spear2/-34112
Moria Goblin with sword2/-35112
Moria Goblin with bow2/5+34112

The Game Turn

Turns

The game is divided into turns. During each turn models can move, shoot bows, and fight each other in hand-to-hand combat.

Sides

There are always two sides in a Lord of the Rings battle. One side commands the forces of Good and the other the forces of Evil.

Each side is represented by a number of models controlled by one or more players. See the Scenario section for rules about choosing models.

There must be at least one player on each side. If there are more players taking part each controls a portion of the models. The bigger the game the more useful it is to have extra players to help with movement and rolling dice.

The Turn Sequence

During each turn both sides move, shoot, and fight in the order given below. This is called the "Turn Sequence". Each part of the sequence is called a "phase".

Phase 1 — Priority. Both sides roll a dice to establish which side has priority that turn.

Phase 2 — Move. Both sides move their models. The side with priority moves its models first. Once the side with priority has made its moves the other side moves.

Phase 3 — Shoot. Both sides shoot. The side with priority shoots first. Once the side with priority has finished its shots the other side shoots.

Phase 4 — Fight. Both sides fight hand-to-hand combats. The side with priority decides the order in which combats are fought.

Phase 5 — End. The turn is over. Begin another turn starting with Phase 1 — Priority.

Priority

In the first turn priority automatically goes to the Good side unless the scenario calls for an exception. This means the Good side will normally move and shoot first in the first turn.

In subsequent turns both sides roll a dice in the Priority phase at the start of the turn. The side that scores highest has priority for that turn. If the dice rolls are equal, priority automatically changes from one side to the other — the side that had priority in the previous turn will always lose it on a tie.

It is important to remember which side has priority each turn. You can use a token such as a coin or a distinctive model, passing it from one side to the other to indicate which has priority.

There are a few exceptions to the priority rules — but these need not concern us right now. In some scenarios the Good side does not necessarily go first, for example. Also, in the section on Heroes we shall be discussing rules that occasionally allow Heroes to override the normal priority and move, shoot or fight before other warriors. These exceptions will be explained in due course.

The Move Phase

Once priority has been established the turn proceeds to the Move phase. During this, each side gets to move its models up to the maximum distance as shown on the chart below. Models do not have to move the full distance — they can move less or not at all if the player prefers.

The distance a model is allowed to move depends upon its race. Some races are faster than others and, of course, mounted models move at the speed of their mount. The following Movement chart summarises the move distances for each race.

Movement Chart

TypeMaximum move over open terrain (Inches)Maximum move over open terrain (Cms)
Human (Man/Woman/Wizard)6"14cm
High Elf6"14cm
Wood Elf6"14cm
Hobbit4"10cm
Dwarf5"12cm
Orc5"12cm
Moria Goblin5"12cm
Uruk-hai6"14cm
Cave Troll6"14cm
Balrog6"14cm
Ringwraith6"14cm
Horse Rider10"24cm
Giant Eagle24"56cm

As you can see distances are given in both inches and centimetres as they are throughout this book. Either system can be used but stick to one or the other, don't mix them in the same game as the distances have been rounded for convenience.

Which Side Moves First?

The side that has priority that turn moves all of its models first. Once all of the first side's moves are complete the other side gets to move all of its models.

Moving the Models

Each player can move his models in any order.

Measure the distance each model moves using a measuring tape or ruler.

Models cannot move through other models whether friends or foes, so leave gaps for models to pass where necessary. The model's base conveniently defines the space it needs to move and fight — so gaps must be at least as wide as a model's base for a friendly warrior to move through.

A model cannot move within 1" or 2cm of an enemy model unless it is moving into touch. A move into touch is called a 'charge' and is described overleaf. This restriction prevents a model moving too close to an enemy unless fighting. It represents how warriors control the immediate zone around them. In effect this allows models to block the movement of enemies. This is called the control zone rule.

There are three exceptions to the control zone rule that are worth pointing out right away. Firstly, models already touching an enemy have no control zone — they are already engaged in fighting. An enemy model can therefore move to within 1"/2cm in this case. The second exception is that models are sometimes obliged to move within 1"/2cm because of a rule they have no say over. Where movement is because of another rule, rather than a deliberate move by the player a model can move within an enemy's control zone without charging. In this case models must be clearly separated by a reasonable distance to make it clear they are not touching once the move is complete. The third exception is that models can sometimes begin their move already within 1"/2cm of an enemy for some reason. In this case the intruder cannot move closer to the enemy unless he intends to move into touch but can move around without moving closer if he wants.

Example: A model cannot move within 1"/2cm of an enemy control zone unless it is moving into touch. In this situation the Elf can move into touch with either of the closest Moria Goblins but it cannot move between them to get at the Moria Goblin behind. Now the Man has charged, the Moria Goblin he touches no longer prevents movement within 1"/2cm, allowing the Elf to move past to attack the Moria Goblin behind.

Models can be turned to face any direction at any time during the game — not just in the Move phase. Rotating a model on the spot does not count as movement.

Models are not allowed to intentionally move off the gaming table itself unless they are retreating from the battle as described in the rules for Courage, or if the scenario requires it — as discussed in the Scenario section.

Charges

A model can only fight an enemy it is touching base-to-base. If a player wants a model to attack an enemy the model must be moved into touch. This is called a 'charge move' or just a 'charge'.

Once a model has moved into touch with an enemy neither can move further in that Move phase. A model that is charged before it gets a chance to move is therefore unable to do so — it is already engaged in a fight.

There is nothing to stop a model moving into touch with several enemies at the same time if it can do so. This is entirely up to the player.

Who Can Charge?

A warrior cannot charge an enemy model he can't see when he starts his own move. If a warrior can't see an enemy at the very start of his move the model cannot move into touch. A move into touch is a charge by definition.

This is quite an important rule because it prevents warriors charging enemies they couldn't see or react to in a real-life situation. Imagine an enemy is on the other side of a hill, inside a building, or behind a high wall — in these situations a real warrior has no idea where his enemy is.

Can I See?

The easiest way to decide if a model can see another is by bending over the tabletop for a 'model's eye view' of the action. A warrior can turn freely to look in any direction at any time so the model's eye view automatically extends all the way round the model in all directions.

If the enemy is visible from the 'model's eye view' then the warrior can see it. In many cases you'll be able to see bits of an enemy model but not all of it — in that case the warrior can see so long as part of the enemy's body is clearly visible.

If you can't see any part of a model's body, but you can see the tip of a weapon, back pack, or a piece of equipment or decoration we assume the model can't be seen. In principle the small area of cloth, metal or wood that is visible is not noticed. This is a fair rule because otherwise models with tall or projecting spears would always be seen as it is virtually impossible to position them without their spears poking out somewhere! In reality the warrior would lay the spear close to the ground or hold it close to his body as he moved — but our models are not that flexible.

Sometimes it can be hard to tell if a warrior can see or not — that's a fact of tabletop gaming life. If you really can't tell then the situation is obviously fairly marginal. In such a case the best and fairest way to decide is to roll a dice — if you get a 4, 5 or 6 you can see, a 1, 2 or 3 and you can't.

Tactical note — As models are moved one at a time it is sometimes possible to clear the view for one model by moving another. Similarly, it is easy for models to get in the way of each other if moved carelessly. This can be tricky to begin with — so try to move the models in an order that allows others to see or move.

Terrain

The maximum distances given for movement assume that the going is firm and level and there is nothing to impede progress. Of course that is not always the case — all too often our warriors must struggle through areas of scrub or forest, over bog or mire, or upon rocky scree slopes. We refer to all these and comparable conditions as 'difficult terrain'.

An area of difficult terrain isn't impossible to move through — but it slows progress. To represent this all distance moved over difficult terrain counts as twice the actual distance. For example, a model that moves 6"/14cm normally will move a maximum of 3" or 7cm across difficult terrain.

Sometimes a model's move will be split, partly over good ground and partly over difficult terrain. In this case the model moves normally over the good ground and only the distance over difficult terrain is doubled. For example, a model with a 6" move might move 2" over a marsh (doubled to 4") leaving only 2" for further movement. Always round any remaining fractions of movement up to the next highest half inch or full centimetre — any distance that is smaller than this is much too insignificant to worry about.

Below is a list of typical difficult terrain features. You may be able to think of more circumstances that would qualify. However, it is important to make sure that all the players understand which areas are considered difficult terrain before the game begins.

Special Rule — Wood Elves in Woods. Wood Elves are used to travelling in woodland — they therefore don't consider these areas to be difficult terrain. A Wood Elf can move 6" or 14cm in a wooded area just as if he were in the open.

Types of difficult terrain:

  • Very steep, rock strewn or otherwise awkward slopes
  • Areas of wood or forests
  • Areas of dense scrub
  • Bogs, marshes and mires
  • Areas of shallow water, fords or pools
  • Areas of ruins, rubble or debris
  • Areas of deep snow, mud or shifting sand

As difficult terrain counts as double distance it is important to be able to tell where features begin and end. It is useful to lineate the area in some way — for example, by using a card base to define the area.

Barriers and Obstacles

Barriers can take many forms on the tabletop — for example a stack of barrels, a hedgerow, a rocky outcrop, a low wall or a clump of bushes. A barrier can also be something that cuts into the landscape such as a stream or ditch. The main difference between a barrier and an area of difficult terrain is that a barrier is something you might conceivably leap over whilst an area of difficult terrain is something you must slog your way through. A good example is a thorny hedge — a barrier you might leap over — as opposed to a whole patch of thorny undergrowth where all you can do is push your way through.

If a barrier is very low and narrow then a model can cross unhindered — the warrior simply strides over the barrier. A model can automatically cross any barrier if the barrier's height and width are less than half the height of the model. For example, if a model is 28mm tall it can cross a barrier that is less than 14mm high and less than 14mm wide.

If a barrier is very high or very wide then it cannot be crossed at all or can only be crossed by climbing as noted later. A model cannot cross or must climb any barrier that is more than twice the height of the model itself. For example, a model that is 28mm tall cannot cross or must climb a wall that is 57mm high. Note that not all barriers are considered climbable — see Climbing.

If a barrier is higher or wider than half the height of a model, but not more than twice as high or wide, then the barrier is described as an 'obstacle'. For example, a wall 28mm high would form an obstacle to a model that was 28mm tall but not to a model that was 60mm tall.

A model can attempt to cross an obstacle by jumping over it as described below. Sometimes a model will have to jump an obstacle in order to move beyond it as in the case of a stream, for example. On other occasions a model might be able to move around an obstacle, taking a longer route but avoiding the inconvenience of jumping the obstacle itself.

Types of obstacle:

  • A length of wall, hedge, barricade, fence or similar barrier
  • A length of ditch or escarpment
  • A narrow stream or fissure
  • A large dense bush or shrub
  • A substantial rock or rocky outcrop
  • An open ground floor window
  • A pile of barrels, sacks, bales, or similar
  • A mound of straw or dung

Jumping an Obstacle

To get over an obstacle a model must first move up to it and must have at least enough movement remaining to reach the other side were it not there. A model that does not have enough move distance to cross the obstacle must wait until the following turn.

A dice is rolled to determine if the attempt is successful. Roll a dice. If the obstacle is taller or wider than the model deduct -1 from the roll. Consult the chart below:

Jump Chart

DiceResult
1Stumbles and fails — The model does not cross and cannot move further this turn.
2-5Success — The model successfully clambers over the obstacle and reaches the other side. The model is placed on the other side of the obstacle with its base touching it and cannot move further this turn.
6Effortlessly bounds across — The model leaps over the obstacle and can complete its move if it has any left.

Example: An Elf has a move of 6". The Elf moves 2" forward towards a wall. The wall is 1" wide and a roll is required to cross. The player rolls a dice. On a score of a 1 the Elf fails to cross and can move no further that turn. On the roll of a 2-5 the Elf crosses and is placed on the other side of the wall. On the roll of a 6 the Elf moves 4" forward, crossing the wall as he does so.

Jumping a Gap

A gap such as a chasm, a ditch, or the distance from one part of a ruined building to another, can be jumped in the same way as an obstacle. A model can jump a gap of up to double its own height.

Roll on the Jump chart as you would for jumping an obstacle. On a 1 the model does not simply fail to cross but falls down to the ground. A model falling further than twice its own height may be injured as a result — see Climbing for details about damage from falls.

Special Rule — Moria Goblins and Jumping. The stunted crook-limbed Orcs of Moria, also known as Moria Goblins, are adapted to the underground ruins of the ancient Dwarf stronghold where they live. This allows them to bound across obstacles and gaps effortlessly. To represent this in the game, no dice roll is required when a Moria Goblin is attempting to jump a gap or obstacle up to double its own height. The jump is made just as if a 6 had been rolled on the Jump chart.

Defending a Barrier

If a warrior is placed directly behind a wall, hedge, fence, barricade, ditch or similar linear barrier then he is especially well placed to counter any foe that tries to cross. The model is said to be 'defending' the barrier and is placed with its base touching.

To count as a barrier in this way a feature must be at least half as tall as an attacking enemy — otherwise the enemy can step over it without penalty.

In order to defend a barrier a model has to be able to see over it.

When a model is defending a barrier, its normal 1"/2cm zone of control applies to the whole area in front of the defender's base plus 1"/2cm either side. This is the part of the barrier he is defending. No enemy can move into the defender's zone of control except to fight him.

The only way to cross a barrier within the defender's zone of control is to fight the model behind it. Rules for this are covered in the Fight phase section.

Mounted Warriors

Mounted warriors move in the same way as models on foot do, with a few exceptions and additional rules as noted below.

In the case of a mounted model, the 'model's eye view' is taken from the rider. As the rider is directing his mount it is his ability to see which counts, not that of the horse.

A rider can dismount if the player has a suitable model to represent the warrior on foot. The mounted model can be left in place to represent the mount itself — but the player must make it visibly clear that the rider has dismounted (a piece of paper slipped under the base is a good way to do this).

Mounting a horse or similar mount whose height to the saddle is no more than twice the height of the rider is treated as a jump. If a 1 is rolled the model fails to mount, a 2-5 is successful but the model's move ends, and on a 6 any remaining proportion of the model's move can be completed by the mount.

Dismounting a horse or similar mount that is no more than twice the height of the rider from the saddle is automatic. The rider simply dismounts and any remaining proportion of his move is completed on foot.

Mounts can jump over obstacles up to double the height of the mount. If a mounted model rolls a 1 when attempting to make a jump it can take the roll again — however, if a further 1 is rolled not only does the model fail to jump the obstacle but the rider is thrown. See the Thrown Rider chart in the Shoot Phase section.

Mounted warriors cannot move through difficult terrain — it is either too dense or too dangerous — but a dismounted rider can lead his mount through it at his own pace.

Advanced Rules — The Move Phase

The remainder of the Move phase section is devoted to Advanced rules — rules you will find useful in some circumstances but can safely ignore for most games.

If you haven't played before we recommend that you skip over the following rules for now — you can always come back to them later.

Climbing

In areas of ancient ruins models often have the opportunity to climb onto old tombs, or up to the ruined upper floors of buildings. If the total ascent is not more than twice the height of the model this is accomplished in the same way as for crossing an obstacle and a Jump roll is made as described above.

Very occasionally a tall vertical or near vertical surface will offer enough handholds so that it can be climbed steadily. In this case treat the vertical surface as difficult terrain and move the model upwards or downwards counting the distance as double the measured distance. In addition, roll a dice when the model starts to climb and at the start of each move whilst climbing.

Climb Chart

DiceResult
1Fall — The model slips and falls to the ground below. See rules below.
2-5Continue to climb — If the top/bottom is reached place the model at the edge. The model cannot move further that turn.
6Continue to climb — If the top/bottom is reached the model can complete whatever remains of its move.

A model can jump, climb or fall down a vertical drop of up to double its own height without a dice test, move penalty, hindrance, or risk of injury. Eg, a model with a move of 12cm could move 6cm to the edge of a ruined platform, jump down to the ground, and move 6cm further. No jump roll is required to jump down in this way.

Jumping or falling down a drop of more than twice the model's own height is dangerous and not recommended. If a model jumps or falls in this way it is automatically placed at the foot of the drop and suffers the equivalent to one Strength 3 hit for each full inch or full 2cm of fall. So, a model that falls 2" suffers two Strength 3 hits, a model that falls 8cm suffers four Strength 3 hits, and so on. See the Shooting section for details of how to calculate the effect of hits.

Note that when jumping a drop of more than double the model's height no Jump roll is required to make the descent no matter how far. The warrior plummets to the ground quite effortlessly! Assuming the experience does not prove fatal the model is considered to have expended all of its movement for that Move phase.

A mounted model cannot attempt to climb up or down. A mount will not willingly jump over a sheer drop more than double its own height.

Special Rule — Moria Goblins & Climbing. Moria Goblins are adapted to their cavernous habitat beneath the mountains and can scuttle up sheer surfaces with the aid of hooks, spines, and spikes incorporated into their armour. To represent this we allow them to climb much more efficiently than other creatures. Moria Goblins can climb up or down vertical surfaces without making a Climb roll — in effect they always count as having rolled a 6 on the chart. However, they're still reduced to half speed whilst climbing — even Moria Goblins can move about more quickly on the ground!

Lying Down and Crawling

Real warriors can conceal themselves from view by crouching or lying behind cover. To represent this players can lie the model down on the playing surface.

If no part of the model's body is visible to an enemy warrior's 'model's eye view' it cannot be seen. Note that it is only the model's body that is taken into account — not its base, weapons, etc.

If a model is lying down but its body is still visible in its entirety to the enemy warrior's model's eye view — with no interposing cover, terrain, or other models, then the model can be seen.

If a model is lying down and the model's eye view of its body is partially obscured by scenery, cover, or other models, then it can only be seen by an enemy if a dice is rolled and scores 4, 5 or 6. On the roll of a 1, 2 or 3 the model can't be seen because it is too cleverly concealed. It is necessary to roll a 'spotting' dice for each enemy trying to spot the model — only enemy models that successfully spot the lying down model will see it.

When a player gets to move a model he can lie the model down. This costs the model half of its entire movement distance.

A model that is lying down can get up. This costs the model half of its entire movement distance.

A lying down model's movement rate is reduced to 1" or 2cm regardless of its race. This represents the model crawling along on its hands and knees.

Whilst lying down a model is unable to shoot regardless of whether it can see a target or not.

If a model is lying directly behind cover we assume the warrior is capable of peeking through or over his cover without exposing himself to view. A model lying behind cover is therefore assumed to be able to see as if the model were standing, even though the cover might be in the way of the model's eye view.

If a model is charged whilst lying down it will attempt to regain its feet as it fights in the Fight phase. Determine who wins the fight as normal. If the lying down model wins the fight then it cannot strike — but can rise to its feet. If the lying down model loses, it remains lying down — assuming it has not been removed as a casualty.

A model lying down behind a barrier cannot count as defending it — to defend a barrier a warrior must be on his feet ready to repel the enemy!

The Shoot Phase

Once both sides have moved it is time for the Shoot phase. In this phase bow-armed models from both sides can shoot.

The side that has priority works out all shooting first followed by the other side. Warriors that are slain before they have a chance to shoot cannot do so.

A player can shoot with his models in any order.

Missile Chart

Different kinds of bow have different ranges, some shoot further than others whilst some are harder hitting and more dangerous. The chart below indicates the range of each type, its Strength value, and the proportion of the model's move it must give up in order to shoot that turn.

WeaponRange (Inches/cm)Strength ValueMove Penalty
Orc Bow18"/42cm2Half
Bow24"/56cm2Half
Elf Bow24"/56cm3Half

Orcs, Moria Goblins and Uruk-hai are armed with inferior Orcish bows. Elves are armed with superior Elven bows. All other bow-armed creatures carry ordinary bows.

Shoot

A model can shoot once in the Shoot phase at a target within range that it can see. We have already discussed what is meant by what a model 'sees' in the movement rules. The rule is exactly the same whether a model is moving or shooting.

The player starts by selecting the model that is to shoot and indicates the target. It is a good idea to turn the shooter to face his target — this is not strictly necessary but it looks better that way.

Not all warriors are equally good marksmen, as reflected by their Shooting value. This is the second number shown on the Fighting characteristic. If a warrior does not have a weapon to shoot with it is convenient to miss out the Shooting value — this is shown by a dash (-).

The Shooting value indicates the minimum dice roll needed to score a hit. So, a shooter with a value of 4+ needs a dice roll of 4, 5 or 6 to score a hit, a shooter with a value of 5+ needs to roll a 5 or 6, and so on. Roll a dice and if you score a hit refer to the Wound chart below to work out if the hit inflicts a wound.

Wound Chart

Compare the Strength value of the shot down the left hand side of the chart with the target's Defence value across the top. The result indicates the minimum dice roll required to inflict one wound on your enemy. A score of 6/4 or 6/5 or 6/6 means you must roll a single dice and score a 6, followed by a further dice that must score either a 4+, 5+ or another 6. A '—' indicates the target is impossible to hurt — it is just too tough!

Strength \ Defence12345678910
1455666/46/56/6——
24455666/46/56/6—
334455666/46/56/6
4334455666/46/5
53334455666/5
63333445566
73333344556
83333334455
93333333445
10+3333333344

For example, a Moria Goblin shoots an Elf. The Goblin's bow has a Strength of 2, the Elf has a Defence of 5. The Goblin therefore requires a dice roll of 6 to inflict a wound on the Elf.

Casualties

If a model has 1 Wound on his characteristic profile he is slain if he suffers a wound (most warriors can only take one wound). The model is then removed from the game as a casualty.

If the shot fails to inflict a wound the target is unharmed — the shot has bounced off the warrior's armour or caused only superficial hurt that is easily ignored.

Multiple Shots

Some Heroes can shoot more than once in the Shooting phase. If a Hero has multiple shots you must work out all of his shots before going on to shoot with another model. Work out each shot separately. The player can shoot at the same target or change targets with each shot — it's up to the player.

Multiple Wounds

Some Heroes and larger creatures have more than 1 Wound on their characteristic profile. If a model has 2 Wounds it simply means it takes 2 wounds to kill it, 3 Wounds means it needs 3 wounds to kill, and so on. If such a warrior suffers a single wound make a note on your record sheet that its Wounds value has fallen by 1. The warrior carries on fighting. When the model loses its last wound the warrior is slain and the model removed from the tabletop.

Moving & Shooting

A bow-armed model must give up half its permitted move distance in the Move phase in order to shoot in the Shoot phase. If the model moves further than half of its move it may not shoot that turn. Eg, a model with a potential move of 5" cannot shoot if it moves further than 2.5".

Note that if the distance a bow-armed model moves is reduced by difficult terrain then it must still give up half of its remaining move to shoot. So, a model with a 12cm move travelling over a bog would find its permitted movement reduced to 6cm. If the model also wishes to shoot a bow its move must be further reduced to 3cm.

A model which attempts to either cross an obstacle, jump, or climb during the Move phase cannot shoot that turn. A model that fails to cross an obstacle or jump a gap (on the roll of a 1) cannot shoot as the warrior was attempting to cross even though he failed to do so. A model cannot shoot whilst it is lying down. A thrown rider cannot shoot that turn unless he shoots before he is thrown.

Shooters in Combat

Models that are touching an enemy cannot shoot that turn. They are already busily engaged in hand-to-hand fighting using swords, daggers or whatever they have about them. Hand-to-hand combat is discussed in the Fight phase.

Targets in Combat

Good warriors are not allowed to shoot at enemies that are already fighting with their own friends — not even if they have a clear shot. There is a great risk of hitting an ally in the hurly-burly of close combat. Evil players are free to attempt such a shot if they wish even though their target might be partially blocked by friendly combatants (we find they usually do!).

Roll to hit the target in the usual way. If the shot misses then it misses altogether, the shot flies off hitting no-one and causing no harm.

If the shot scores a hit roll another dice to determine which side has been hit. On a 1, 2 or 3 you have hit a warrior from your own side, on a 4, 5 or 6 you have hit your intended target.

If you hit your own side and there are two or more of your own models fighting you will hit the nearest (but don't worry there's plenty more where he came from).

In the Way!

Often a shooter's view of the target will be partly obscured by another model or some other object that lies between the shooter and target. The model or object is in the way of the shot.

A Good warrior is not allowed to shoot at a target if another Good warrior is in the way. He wouldn't want to risk hitting a friend, after all. However, an Evil warrior can shoot if Evil warriors are in the way (life is cheap — especially when it's not your own).

Where a shooter's view to his intended target is partly obscured by someone or something in the way then there is a chance a shot will hit whatever is in the way instead of the target. This is worked out as follows:

First roll to see if a hit is scored as normal. If you miss, the shot flies wild and hits nothing. If a hit is scored, roll a dice on behalf of the first thing in the way of the shot.

If you roll a 1, 2 or 3 the shot has hit whatever is in the way. If this is another model work out the effect of the hit. If it is a physical object the arrow strikes it and is stopped or deflected, causing no harm.

If you roll a 4, 5 or 6 the shot has missed whatever is in the way and flies on towards its intended target. Roll for the next thing in the way, and continue rolling for each thing in the way of the shot until it hits something or reaches the intended target.

For example, an Elf shoots his bow at an Orc and scores a hit. However, the Orc is behind a wall and there is a tree in front that partly obscures the Orc from view. The Elf rolls to see if the tree is hit and scores a 5, avoiding the tree. The Elf next rolls for the wall and scores a 4, avoiding that also. The arrow reaches the Orc and hits him fair and square.

Note that an Evil warrior who is fighting an enemy won't be both 'in the way' and a 'target in combat'. The warrior will just be a target in combat and only one roll is required to see if he's hit. Life is difficult enough when you're a minion of evil so we won't penalise him further.

Shooting from Cover

If a model is shooting from behind cover; a low wall or other barrier; or from behind a rock, bush, or similar object; its own cover isn't considered to be in the way of its shooting so long as the model is touching the cover and is tall enough to see over or around it.

This is one of those cases where in real life a warrior could lean out or over his cover for a moment to shoot — so the model is allowed to shoot so long as its head is clear to see the target.

Mounted Targets

When shooting at a rider the horse is treated as if it were 'in the way' — a dice roll is made as for any other model partially obscuring the target.

Should a player wish to shoot at a mount the rider is treated as 'in the way' in the same manner.

If a rider is killed it is convenient to remove the entire model including the mount. We are not especially interested in horses running loose over the battlefield, so for our purposes it is safe to assume a mount whose rider has been slain takes fright and gallops away to safety.

Hits on mounts are worked out in the same way as shots against warriors. Should the mount be slain its rider is unexpectedly thrown to the ground. The rider must be replaced with a foot version of the model. Roll a dice to determine if the rider is hurt as a result.

Thrown Rider Chart

DiceResult
1Knocked Flying — The rider hits the dirt and is placed lying down beside his mount. If already engaged in a fight he fights lying down.
2-5Rises from the Dust — The rider disentangles himself from his mount and dusts himself down. The rider can do nothing else for that turn — if already engaged in a fight he cannot strike blows if he wins.
6Leaps into Action — The rider bounds from the saddle of his plunging mount to confront his enemy. The model is replaced by a model on foot and suffers no further penalty.

The Fight Phase

During the Fight phase both sides work out combat between opposing models in base-to-base contact. Enemies are only allowed to touch where one has charged the other as we have already described in the Move phase section of the rules.

Fights

At the start of the phase any models that are fighting are paired off into individual combats.

Sometimes you will have situations where a single warrior is faced by two, three, or more enemies. This is called a 'multiple combat'. Opponents are always paired off where possible and any other combatants join into a multiple combat against an enemy they are touching.

If a warrior could join one of several combats to create a multiple combat then the player with priority that turn decides which one he joins. Similarly, where matches can be made in one of several different ways the player with priority decides how the combatants are matched. In both cases all touching models must be included and any multiple combats must have one model on one side and multiples on the other (never multiples on both sides in the same fight). Separate the models slightly to make the pairs more obvious to see what's going on if you find it convenient to do so.

When to Fight

The side that has priority that turn decides the order in which fights are resolved. The player chooses which combat he wants to work out first, the players work out the result, then the player with priority nominates the second combat, and so on until all fights have been resolved.

Working Out a Fight

The easiest way to explain how combat works is to consider a fight between a Moria Goblin and a Man of Gondor. Both have 1 Attack and 1 Wound on their characteristic profile — the Moria Goblin has a Fighting value of 2 and the Man has a Fighting value of 3.

Where the combatants have 1 Attack both players roll one dice on behalf of their warrior. The highest scoring warrior wins the fight. If both warriors roll the same result the warrior with the highest Fight value wins — if both have the same Fight value roll a dice — 1, 2 or 3 the Evil side wins, 4, 5 or 6 the Good side wins.

The loser is moved 1" or 2cm away from his enemy to represent the fact he has lost. The model cannot move into touch with another enemy as it backs away but it can move within 1"/2cm of other enemies as models are assumed to back away as the combatants struggle. For the same reason a model cannot back away over an obstacle, climb or attempt to mount up. If unable to comply the warrior is trapped — see the rules for trapped fighters.

Example: The Moria Goblin rolls 3 and the Man of Gondor rolls 4. The Man of Gondor wins the fight. The Moria Goblin is moved back 1"/2cm to show that he has lost the fight. Note that this means combatants will always separate once their fight is over.

The winner strikes at the loser and might hurt him by inflicting a wound. Where the winner has 1 Attack, roll one dice and refer to the Wound chart. The Wound chart is exactly the same as that used for shooting except that it is the warrior's own Strength that is compared to the enemy's Defence value rather than that of his weapon.

Wound Chart

Strength \ Defence12345678910
1455666/46/56/6——
24455666/46/56/6—
334455666/46/56/6
4334455666/46/5
53334455666/5
63333445566
73333344556
83333334455
93333333445
10+3333333344

Compare the Strength value of the attacker down the left hand side of the chart with the target's Defence value across the top of the chart. The result indicates the minimum dice roll required to inflict one wound on your enemy. A score of 6/4 or 6/5 or 6/6 means you must roll a single dice and score a 6, followed by a further dice that must score either 4+, 5+ or another 6. A '—' indicates the target is impossible to hurt — it is just too tough!

For example, a Man of Gondor defeats a Moria Goblin in a fight. The man has a Strength of 3, the Moria Goblin a Defence of 5, and both have 1 Attack. The Man therefore requires a dice roll of 5 or more to inflict 1 wound on the Moria Goblin.

Most warriors have only 1 Wound on their characteristic profile. Where this is the case the loser suffers a wound and is slain. The model is removed as a casualty.

If the dice roll is insufficient to inflict a wound the loser is unharmed.

Once wounds have been worked out the combat is complete and the side that has priority selects which combat to work out next. Once all combats have been worked out, the Fight phase is over.

Multiple Attacks

Some Heroes and large creatures have more than 1 Attack on their characteristic profile. If a model has 2 Attacks then roll two dice when working out fights instead of one and choose the best score. If a model has 3 Attacks roll three dice and choose the best score, and so on. A model with more than 1 Attack is therefore more likely to win a combat.

If a model with multiple Attacks wins a fight then it strikes the enemy once per Attack. So, a Hero with 2 Attacks rolls two dice to see if he inflicts a wound — both dice count so he might inflict no wounds, 1 wound, or 2 wounds as a result.

Multiple Wounds

Some Heroes and larger creatures have more than 1 Wound on their characteristic profile. If a model has 2 Wounds it simply means it takes 2 wounds to kill it, 3 Wounds means it needs 3 wounds to kill, and so on. If such a warrior suffers a single wound make a note on your record sheet and carry on fighting. When the model loses its last wound it is slain.

Multiple Combats

If two, three or more warriors are fighting a single enemy roll one dice for each warrior as before. For example, where three Moria Goblins fight one Man of Gondor the Goblins roll three dice and the Man rolls one.

The player rolling multiple dice takes the highest scoring dice and ignores the rest. In this example the highest scoring Goblin dice is compared to the Man's dice score and the highest score wins.

If any models involved in a multiple combat have 2 or more Attacks then just total up the number of attacks on both sides and roll the appropriate number of dice. Pick out the best scoring dice for each side.

In the case of a draw compare the single model's Fight value to the best Fight value from the multiple side. If this is equal roll one dice — 1, 2, 3 the Evil side wins; 4, 5, 6 the Good side wins.

All the models on the losing side are beaten back from their enemy 1" or 2cm. Where a single model is beaten back by two or more enemies the retreating player can retreat through any gap that is wide enough for the model to pass — if there is no gap the model is trapped as described below. Where multiple models are backing away from a single model each retreats exactly as in a one-on-one combat, which means none, some or all might be trapped. Once models have backed away work out strikes.

If the multiple side wins the fight each model strikes against the loser. It doesn't matter whether individual models score higher or lower than their opponent — all models strike if their side wins.

If the single model wins the fight it can strike against one of the enemy if it has 1 Attack. If the model has more than 1 Attack it strikes once per attack and can divide its strikes amongst its opponents as the player wishes. This is important as some enemies might have different Defence values or might be trapped. The player can roll for each strike before allocating the next if he prefers.

Trapped Fighters

Warriors that have been defeated must move 1" or 2cm away from their enemy as described earlier. Sometimes a model will be unable to back out of a fight because there isn't room behind it — the warrior's path is blocked by an impassable feature, an obstacle, or by other models. This will invariably be the case where a defeated warrior is surrounded by three equi-distant enemies.

A model is not allowed to back away by jumping an obstacle, climbing or mounting up — but it can back out by leaping over a sheer drop. This is up to the player. If the warrior leaps a drop of more than double the model's height the player must roll to see if he is hurt as described in the Move phase section.

If a model can't back away then the defeated warrior is trapped. Any strikes made against a trapped model count double. So, a model with 1 Attack will make two strikes, a model with 2 Attacks makes four strikes, and so on. The defeated model must be moved back as far as possible so that enemies are no longer touching — if necessary other models must be moved slightly to make sure that there is a gap.

In a multiple combat where several models must move, the player whose models are backing away can move them in any order he wishes.

Defending a Barrier

In the Move phase section we described how a model placed directly behind a barrier can defend it against his enemy — for example a wall, hedgerow, or a pile of crates or barrels.

Where a model is placed behind a barrier it will be impossible to place an enemy into base contact because the barrier will be in the way. The following rule takes this into account when models are fighting over a barrier.

A model can charge an enemy that is defending a barrier by moving directly opposite it. The two models are assumed to be touching even though they are not actually in base-to-base contact.

When a combat is fought over a barrier it is not permitted for other models to join the combat across the barrier — all such fights are worked out as one model against one other model. Other enemy may not move over the barrier through the defender's control zone. The defender's control zone still counts so long as he is fighting over the barrier. It is not neutralized as control zones normally are once models are fighting. This means that a warrior who is defending a barrier will be able to hold off a far larger force. However, this doesn't stop an enemy going round a barrier to attack a defender from behind.

Roll to determine which side wins the fight as normal. If the defending model loses the combat, the charger must roll a dice to see if his strike hits. On a roll of 1, 2 or 3 the blow strikes the barrier and has no effect, on a roll of a 4, 5 or 6 the blow strikes the defender and is worked out as normal. Roll for each strike separately if struck more than once.

If the defender wins the fight his blows are struck as normal — it is not necessary to roll to see if his blows strike the barrier. Because he is defending he has already thrust his weapon through or over the barrier in order to fight his opponent.

Regardless of which side wins the fight, models are left in place until the effect of blows has been worked out and wounds resolved. This is different to other fights where losers are moved back immediately, and reflects the defensive advantage that the barrier provides.

If neither model is slain at the end of the fight the charger is moved back 1" or 2cm whilst the defender remains in place. The defender never moves back even if he loses the fight.

If the defender is killed his opponent can immediately cross the barrier. The model is placed on the other side of the barrier in the position previously occupied by the slain enemy.

In a fight where a defender is fighting across a barrier and has also been attacked from his own side of the barrier, the defender has no advantage in respect to the enemy on his side of the barrier. If he loses the combat he must back away from the enemy on his side of the barrier and if unable to do so he is trapped.

Mounted Warriors

Mounted warriors fight in combat in the same way as other warriors. Riders will fight but mounts take no part in the combat.

If a mounted warrior loses a fight then his foes can elect to strike either the rider or his mount. This is the choice of the player who is making the attacks, and if he has several attacks to distribute he can elect to strike against both the rider and mount if he wishes.

If the mount is slain the rider must roll to determine if he is thrown. This is exactly the same as described for shooting.

Note that a mount isn't considered to be in the way of strikes from an enemy in a fight as it does for hits from shooting. This is because warriors are close enough to engage directly so we allow the attacker the choice.

A mounted model cannot fight from behind cover such as a hedgerow, wall, barricade and similar barriers. The rules for defending barriers do not apply to mounted models. This is because the mounted warrior is not able to get right into the cover in the same way as a foot warrior.

The pages that precede this section constitute the core rules of the game. The pages that follow deal with additional rules, profiles for different warriors, and scenarios. You don't need to use any of these extra rules to play a game, though they add further depth to the tactical options and some especially interesting and potent heroic characters. It is a good idea to make sure you are reasonably familiar with the way the core rules work before using the advanced rules.

Courage

Of course all of our warriors are courageous — it's just that some are more courageous than others! The rules that follow represent the fact that warriors will not always act as you, the player, might wish. There are times when even the bravest warrior would sooner retreat than fight. To take this into account we have the 'Courage test'.

If you're learning the game we recommend that you ignore Courage until you're confident with the rules for moving, shooting and fighting. You can always introduce the Courage rules later. To begin with it's reasonable to assume that any Courage test required by the following rules is passed.

Courage Tests

A Courage test is always taken in the same way. Two dice are rolled and added together, and the warrior's Courage value is added to the total. If the total score is 10 or more the test is passed. If the score is less than 10 the test is failed.

When a test is passed there is no effect.

When a test is failed the warrior must retreat as described below.

When to test. A warrior must take a Courage test in the following situations:

  1. When attempting to charge a terrifying enemy.
  2. At the start of a move once half its force is destroyed.
  3. At the start of a move if the model is on its own.

Attempting to charge a terrifying enemy. If a warrior wishes to charge a terrifying enemy then a test must be taken as soon as the warrior comes to within 1"/2cm of the foe. If the test is passed the model can complete its charge by moving into base contact. If the test is failed the model will not charge, losing heart at the last moment, but will immediately retreat as described below.

The ability to inspire terror is a special quality of some monstrous creatures as noted in the Forces section.

At the start of each move once half the model's force is destroyed. If half or more of the warriors on your side have been lost then every remaining warrior must test every turn before moving in the Move phase. Make the test for each model before it moves. Models that do not intend to move must still test as if they were about to do so unless already engaged in a fight. Models already fighting when it is their turn to move do not have to test for courage.

If the test is failed the warrior will retreat instead of making a normal move that turn. If the test is passed the warrior can be moved normally or not at all as the player wishes.

Once half the force is destroyed an army will quickly begin to disintegrate and this is often the moment when a battle is won or lost. Note that models that retreat from the table count as casualties, as well as models that have been slain.

At the start of a move if a model is on its own. Make this test if there are no visible friends within 6"/14cm, and at least two visible enemy within 6"/14cm for every Wound the model has remaining. So, a Hero with 3 Wounds need only test if faced by six enemies, but the same Hero with only 1 Wound remaining must test if faced by two enemies. As ordinary warriors usually have only 1 Wound they must test when they are on their own and outnumbered two to one or more.

Make the test for each model before it moves. Models that do not intend to move must still test as if they were about to do so unless already engaged in a fight. Models already fighting when it is their turn to move do not have to test.

If the test is failed the warrior retreats instead of making a normal move that turn. If the test is passed the warrior can be moved normally or not at all as the player wishes.

Isolated warriors are less likely to act as you might wish and more likely to avoid combat.

Note that a test is not required if a model has already passed a Courage test for Half its Army is Destroyed. See Testing Twice.

Retreats

A retreat happens as soon as a Courage test is failed.

When a model retreats it turns to face directly away from the nearest enemy model it can see and moves its maximum movement distance in so far as it can. If no enemy are visible the model moves toward the nearest table edge.

The retreating model suffers the usual movement penalties or tests for difficult terrain and obstacles. The retreating model can move round obstacles, terrain or other models to avoid them, so long as it finishes its move as far as possible from the enemy model it is retreating from.

Sometimes a direct move away from the nearest enemy will take a model closer to other enemies as it runs in blind panic. A model may not move closer than 1"/2cm to an enemy as it retreats — it will always move round enemies in its path and cannot charge them.

If a model cannot retreat the proscribed distance because its path is blocked by other models, impassable terrain, or for whatever reason, then the model retreats as far as it can. The model is still considered to have expended its full movement distance even if it is unable to move at all — so it won't be able to shoot a bow that turn, for example.

Models that have retreated. Once a model has retreated it suffers no further penalty. It is possible for a model to suffer a series of retreats one after the other — in which case it may find itself fleeing from the battle altogether — but a single failed Courage test only ever results in one retreat move.

Note that a model that fails its Courage test having already approached to within 1"/2cm of a terrifying enemy will effectively move twice that Move phase — once as it moves towards the enemy and once as it moves away. Terror can be a very motivating force on occasions.

Fleeing the battle. If a retreating model's move is enough to reach the table edge it will move to the table edge and leave the battle. It will do this regardless of the direction, even if by doing so the retreating model moves closer to the closest enemy. The warrior flees the battle and the model is removed from the game just as if it had been slain.

Stand Fast!

The following rule applies only to Courage tests which are taken on account of half the army being destroyed. This is often the point where battles will be won or lost and where only the Heroes can force ordinary warriors to stand fast. Rules for Heroes, including Evil Heroes, are given in the next section of the rulebook.

Warriors do not have to test their courage at the start of their move if there is a visible Hero within 6"/14cm who has already tested his courage and passed. To benefit from this rule players must test and move their Heroes before testing ordinary warriors. This is entirely up to the player — there is no obligation to do so — but it does save having to roll for every single model before moving.

Testing Twice

If half the force is already destroyed and a model is also on its own there is no need to test for courage twice. The first dice roll will stand for both tests. The same goes if a scenario calls for a test before moving — make one test and the result stands for all.

If the first test is a 'Stand Fast!' from a Hero a successful result will also stand for both rolls.

Heroes

Heroes are extraordinary individuals — stern, mighty, and dangerous. A hero can fight and defeat several ordinary warriors with ease. In terms of our game Heroes are not necessarily good or evil. The Forces of Darkness also have their own evil Heroes who are just as powerful as those of the Free Peoples. Aragorn, Gandalf and Boromir are obvious examples of Heroes, and opposing them are the Witch King, Saruman, and the monstrous Balrog.

Might, Will & Fate

Heroes have characteristic profiles just like ordinary warriors. In addition, they have three heroic characteristics, namely Might, Will, and Fate. Unlike other characteristics these are represented by a store of points that are used up during the game. Players must decide for themselves the best time to use their rare and precious Might, Will and Fate points.

Might

This represents a Hero's ability to perform heroic feats. When a dice is rolled on behalf of a Hero its score can be adjusted by expending Might. Might can also be used to perform heroic actions as described later.

Each point of Might expended can be used to adjust the dice score up or down by 1 to a maximum of 6 or minimum of 1. No dice can be augmented to more than 6 or reduced to less than 1. If a player rolls a 3, for example, he can expend 2 points of Might to turn the score into 5.

A player does not have to decide to use his Might until the dice has been rolled, or until both sides have rolled in the case of a roll to see who wins a fight. This means a player can always ensure the result he wants so long as he has enough Might points left.

If two opposing Heroes are fighting and one wishes to use Might to win, the other can also add to his score to counter his enemy. Both players must secretly indicate with hidden dice or written notes how much Might they wish to expend (minimum 1) and reveal this simultaneously.

At the start of the game you must record the Might points available for each of your Heroes. As Might is used up you must keep a track of the remaining points. Once all of a Hero's Might points are gone he can no longer adjust dice rolls.

Note — In a multiple combat a Hero can only use Might to boost his own dice rolls — so roll separately for his Attacks or use distinctly coloured dice to differentiate his rolls from other warriors' rolls.

Will

This represents the Hero's ability to employ or resist magical powers. Many Heroes have special magical powers. Each time a power is employed, the Hero's stock of Will is reduced. Each time a Hero attempts to resist a magical power his stock of Will is reduced. Once a Hero's Will has been used up he may neither employ nor resist magical powers.

Magical Powers

If a Hero has magical powers he can attempt to use one power once in any turn. A Hero can resist any number of magical powers during a turn so long as he has Will points remaining.

A Hero can employ a magical power in the Move phase when it is the model's turn to move. The Hero must be able to see the target as we have already discussed. In addition, a Hero must be free to move in order to use a magical power. A Hero already fighting an enemy when it is his turn to move cannot use a magical power.

A magical power can be used at any point during the model's movement — before moving, afterwards, or at any point between. A Hero might use a magical power against an enemy and then move into combat against the same enemy, for example.

When a Hero employs a magical power the player states which power the Hero is using and nominates how many dice he will roll. The Hero's Will value is immediately reduced by -1 for each dice which is rolled. The player rolls all the dice together. If the highest scoring dice equals or beats the value required to use the power then the Hero has succeeded. If none of the dice score the minimum value needed the Hero has failed to use the power — there is no effect. You will notice that the more dice a player uses the greater is his chance of scoring the value required and the greater his Hero's expenditure of Will.

If a Hero is the victim of a magical power he can resist it by rolling one or more dice. This is called 'magical resistance'. The player declares how many dice he will roll and the Hero's Will value is immediately reduced by -1 for each dice rolled. The player rolls all the dice together and picks out the highest score. If the highest scoring dice equals or beats the highest scoring dice of the attacker then the power is resisted and has no effect. If none of the dice score the minimum value needed then the Hero has failed to resist the spell's effects.

Special Rule — Resistant to Magic. Hobbits are naturally resistant to the influence of magic and the will of others. If a Hobbit attempts to resist a magical power with his Will and fails to roll the required score then he can re-roll the dice. This gives a second chance of success — but note that only one re-roll is allowed. It is not allowed to re-roll a re-roll.

Fate

Fate represents a Hero's destiny and as such preserves him from harm, where ordinary warriors would otherwise die. If a Hero loses a wound then he would normally reduce his remaining Wounds value by 1. However, if the Hero has Fate points left he might be able to avoid harm by some heroic ruse.

If a Hero loses a wound then he can expend one or more of any Fate points he has to 'recover'. The player rolls a dice and simultaneously reduces the Hero's Fate store by 1. If the dice scores a 4, 5 or 6 then the roll is successful and the Hero recovers 1 wound. Any number of wounds can be recovered in this way but a Hero can never have more wounds than shown on his profile.

A player can use as many Fate points as he has available to try to recover a wound. The player can roll one dice at a time until he makes the score required, runs out of Fate, or decides to suffer the wound. The player can also use a Hero's Might points to boost Fate dice rolls if necessary.

Fate points are most commonly expended in combat but a player can also use them if a Hero dies as a result of a fall or similar mischance. In this case a successful result might mean that the Hero has not fallen to his death but landed on something soft placed in his path by fortune.

Using Might, Will & Fate Together

Might can be used to adjust Will or Fate dice rolls if the player wishes, so long as the Hero has sufficient Might points remaining. A very powerful Hero will be able to cheat death and resist the most potent of sorceries — for a while — but sooner or later even the greatest Hero will run out of one or other of Might, Will or Fate.

Most Heroes will have only a few points of Might, Will or Fate for an entire game, and will have to consider how to use them very carefully indeed. The more junior Heroes may have little more than a single Fate point or a couple of Might points to back their claim to fame. Others not only have a large store of points, but depend upon them utterly, such as the Ringwraiths.

Heroic Actions

As we have already described, priority is usually established at the start of each turn by rolling a dice. Whichever side has priority that turn takes all its moves and shots first, and decides the order in which combats are fought. This is the normal priority rule as described in the Game Sequence.

During the Move, Shoot, or Fight phase any individual Hero can override the normal sequence by giving up 1 point of Might to make a 'heroic action'. The player must declare that he wishes to make a heroic action at the start of the phase. If both players wish to make heroic actions in the same phase then each player nominates one Hero in turn starting with the player with priority. Once all the Heroes who are making heroic actions are nominated, work out their actions in the nominated order. It is easier to remember the order if you place a dice beside each model as it is nominated 1 first, 2 second, 3, 4 and so on.

Heroic Move

A Hero who makes a heroic action at the start of the Move phase will move before other models that are not making heroic actions. In addition, the Hero can shout "With me!" as he moves, and all friends within 6"/14cm will move at the same time. Friends moving in this way must end their move within 6"/14cm of the Hero who is making the heroic action.

Heroic Shooting

A Hero who makes a heroic shot at the start of the Shoot phase will shoot before other models that turn. In addition, the Hero can shout, "Fire!" as he shoots, and all friends within 6"/14cm can also shoot at the same time at whatever targets they wish assuming they are able to do so.

Heroic Combat

If a Hero gives up 1 point of Might at the start of the Fight phase that combat is worked out before other combats that turn. In addition, if all enemy models fighting the Hero are slain, the Hero and any friends in the same multiple combat can move again before proceeding with the Fight phase. The Hero and accompanying friends can charge other enemies or move to join other fights, for example.

When warriors fight heroic combats they will often move to join existing fights and in some cases this can change the way the fights are divided. Once the heroic combats have been worked out it may be necessary to re-match other fights as a result. The player with priority decides how combatants are matched as normal.

A warrior who fights a heroic combat and then moves to join a further heroic combat cannot then move and fight again. A warrior can only benefit from one heroic combat during a single Fight phase.

Heroic Actions — Notes. It's possible for a Hero's heroic action to affect another Hero — so two Heroes within 6"/14cm could benefit from either of them making a heroic move or shoot. Similarly, two Heroes fighting together in a multiple combat would benefit if either used the heroic combat ability.

Once a model has moved or shot it has completed its movement and shooting for that phase. The heroic action enables the model to move or shoot first but does not enable it to move or shoot twice. A model that happens to be within 6"/14cm of a series of Heroes making a heroic move cannot move along with each — it only moves once!

Heroic combat is slightly different because a model gets the chance to move and fight a second time. However, a model can only benefit from a heroic combat action once per turn.

Weapons

So far in the game it makes no difference whether a warrior is armed with a sword, spear, or any other weapon — all warriors fight in the same way. Whilst this is perfectly good when it comes to learning the rules and making a start, there is clearly a good case for introducing unique rules to reflect the differences between one type of weapon and another.

Swords & Other Hand Weapons

Most warriors carry a sword, axe, club or similar weapon in one hand — these are collectively called hand weapons for that reason. All hand weapons are used more-or-less in the same way and how effective they are is more dependent upon a warrior's familiarity with his armament than any inherent difference between swords, axes, etc.

The rules already described assume a warrior is armed in this way so we need not burden ourselves with additional rules for hand weapons. They represent the standard or norm.

Bladed Bows

Some Evil warriors are armed with Orc bows that they can fight with in close combat as well as shoot at a distance. These bladed bows have sharp blades fitted into the bow stave itself. A warrior armed with this is considered to have a hand weapon — so he fights as if armed with a sword.

Spears

If a warrior is armed with a spear held in either one hand or two hands he can fight exactly as already described in the Fight phase section of the book. In this respect a spear-armed man fights like a sword-armed man.

In addition, because of a spear's length, a spear-armed warrior can join a fight by moving into touch with a friend who is touching an enemy. The extra length of the spear allows him to thrust past his own comrade at the foe. The spear-armed warrior does not need to be touching the foe to fight in this way — he only has to be touching a friend who is himself touching the enemy.

A spear-armed warrior fighting in this way takes part in the combat but cannot be struck by the enemy if defeated because he is not touching. If defeated the spear-armed model must still move back 1"/2cm because he has been beaten in a fight.

A spear-armed warrior fighting in this way cannot use more than 1 Attack. A model with 2, 3 or more Attacks on his profile is treated as having just 1 Attack.

Only one spear-armed warrior can fight through one friendly model at a time. If several spear-armed warriors are touching a single friend, only one of them can fight.

Note that where a spear-armed warrior has joined a single model that is already fighting two or more enemy models there will be a fight that appears to have multiples on both sides. Although this isn't normally allowed, the spear-armed warrior cannot be struck and isn't touching any enemy, so the fight can still be worked out in the usual way.

As noted below, spear-armed models cannot join warriors that are using two-handed weapons or defending themselves by shielding. See the rules for these weapons.

The spear rules allow warriors with spears to fight from behind friends and it enables a huddle of spear-armed troops to bring their numbers to bear against the foe. This offers spear-armed warriors a different way of fighting that is especially valuable in larger battles where bringing as many men into a fight as possible can often carry the day.

Two-Handed Swords & Axes

A two-handed sword or axe is a large, heavy weapon that needs two hands to wield it effectively (heavy glaives, halberds and similar weapons are considered to be in the same category). As with hand weapons we won't worry unduly about the difference between them — they are fundamentally similar weapons that require a similar approach. Two-handed weapons are difficult to use because they are so heavy. Warriors pressed into combat for prolonged periods will tire easily as the strain of swinging their enormous blades takes its toll on their stamina. This is why only a minority of warriors favour these weapons. The advantage though is that they are very dangerous — able to smash through armour and crush flesh and bone with horrific ease.

If a model is armed with a two-handed sword or axe then it automatically suffers a -1 penalty when working out which side wins the fight — a dice roll of 5 counts as 4, a roll of 6 as 5, and so on. The minimum possible score is 1, so a roll of 1 still counts as 1 and not as zero. This penalty reflects the fact that the weapon is heavy and difficult to use.

If fighting a multiple combat it is necessary to distinguish models that are using two-handed weapons from others — so roll separately or use different coloured dice for their rolls.

By way of compensation, a warrior armed with a two-handed sword or axe adds +1 to his dice roll on the Wound chart — a roll of 1 counts as 2, 3 counts as 4, and so on. If two rolls are normally required (eg, 6/4+) the bonus is added to both rolls. The maximum score on a dice is 6, so a roll of 6 still counts as 6. The bonus reflects the fact that the weapon is heavy and very destructive.

There is one further rule — because warriors armed with these weapons must swing them in great arcs it is inappropriate that friendly spearmen should be able to join in a fight by touching a warrior armed with a two-handed weapon. Their spears would instantly be knocked aside. So, a spear-armed warrior cannot join a fight by touching a friendly warrior who is armed with a two-handed weapon.

As you can see, a warrior armed with a two-handed weapon is less likely to win a combat but more likely to inflict a wound. To take full advantage of these weapons it is a good idea to support warriors armed in this way with others carrying ordinary swords or other hand weapons, as these more nimble warriors are more likely to win fights than their unwieldy comrades.

Knives & Daggers

Most warrior models carry at least some kind of hand weapon, even if it is only a club. However, a few carry only a knife or no visible weapon at all, in which case we assume they have a knife tucked about their person somewhere.

A model armed only in this way is not well equipped for combat and therefore suffers a -1 dice penalty when working out who wins a fight — a roll of 4 counts as 3, a roll of 6 as 5, and so on. Rolls of 1 still count as 1 because 1 is the lowest score possible. Note that separate dice rolls will be required in multiple combats for models armed with knives and daggers.

Note that savage animals and monsters which would not normally need weapons to fight are not penalised just because they have no visible weaponry. They have claws, teeth, and whatever weapons nature has endowed them with.

Shields

If a model has a shield the warrior's ability to defend himself is taken into account by a suitable increase in the model's Defence value.

If a warrior has a shield and bow then it is assumed he cannot carry both at the same time so bow-armed models receive no increase in Defence value but they do benefit from the following rules for shields.

A warrior armed with a shield is allowed to fight in a defensive manner by expending his entire effort fending off his foes' attacks. This is called 'defending by shielding' or just 'shielding'. If a player wants a warrior to defend by shielding he must say so at the start of a fight.

If a warrior is shielding then two dice are rolled for every Attack characteristic when determining who wins the fight. So, a warrior that has an Attack value of 1 rolls two dice, an Attack value of 2 rolls four dice, and so on. If the warrior wins the fight then he may not strike any blows against his enemy. His enemies are beaten back the usual distance but he cannot strike against them as they move.

As you can see, the advantage of shielding is that it makes it more likely for the model to win the fight. The disadvantage is that should he win he strikes no blows. As such, shielding is only a practical response where it is more important for a warrior to survive the turn than to slay his enemy.

If a warrior is fighting a multiple combat, shielding is only effective if all the warriors on one side do so. In a combat with three models on the same side, for example, all three must decide to use the special shielding rule or none. In general, players will only want to shield when they are heavily outnumbered or facing vastly superior opponents — but it is left to the player to decide when shielding might be an effective option.

A model equipped with a spear may not join a fight with a warrior who is shielding — the shield and the warrior's efforts to defend himself get in the way of the spear.

A warrior who is lying on the ground can defend himself by shielding if he has a shield. This is the best response to an enemy attack as a warrior on the ground cannot strike if he wins the fight in any case.

Picking Up Weapons

In general, we have not made provision for warriors picking up weapons from other warriors, from weapon stores or discarded weapons that might lie around the battlefield. Keeping track of which warriors have availed themselves of which weapons would be impractical and would make little difference to the battle. However, for players who wish to add a further level of detail Heroes are allowed to take weapons in some situations.

If a Hero wins a fight and slays all of his opponents he can take one weapon or shield from any of them. A Hero cannot carry more than one shield, nor make use of more than one bow, or fight with more than one weapon at a time.

If a Hero does not have a shield and picks one up he adds +1 to his Defence unless he also has a two-handed sword/axe or bow. Models who carry two-handed swords/axes or bows don't add to their Defence by carrying shields as they need both hands for their weapons.

If a Hero does not have a bow and picks one up he can shoot and is assumed to also pick up enough arrows to last for the rest of the battle. If unspecified his Shoot value will be the base Shoot value for his race.

If a Hero is already using a shield, then his Defence value is reduced by -1 if he subsequently picks up either a bow or a two-handed sword/axe. In both cases he needs both hands to use the weapon he has picked up.

Note that Heroes cannot pick up or use magical weapons or items from their enemy — Good and Evil magic is contradictory in nature and cannot be employed by the foe.

"What is the will of the Ringbearer?"

Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their halls of stone, Nine for the Mortal Men doomed to die, One for the Dark Lord on his dark throne, In the land of Mordor, where the Shadows lie. One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness bind them, In the land of Mordor, where the Shadows lie.

Forces

Many people start off using whatever models they happen to have. That's a perfectly natural way to begin and there's nothing wrong with doing exactly that when you first play. Whilst you're learning the rules of the game it's not such a big deal who wins or whether the forces are exactly balanced.

Most players find that once their collection has grown and become more varied it is more satisfying to fight battles where each side is as near equal as possible. This section of the rulebook explains how to select balanced forces for a game.

The section is divided into two separate force lists. The Good forces include Elves, Men, Hobbits, and Dwarves. The Evil forces include Orcs, Uruk-hai, and Goblins. Use the force list for the side you have elected to play.

Point Values

The force list for each side gives characteristic profiles, weapons, special rules, and a points value for every type of model, including warriors and Heroes. The points value is a measure of the model's worth in the game.

It is usual for players to begin the game with an equal points value of warriors. As Good warriors are generally worth more than Evil warriors this means the forces of Good will frequently find themselves outnumbered. Most Good warriors are of superior fighting quality compared to the majority of their opponents so don't despair when you see hordes of Orcs on the other side of the table.

Scenario

The different game scenarios employ forces of broadly different sizes. Some are small encounters and others larger battles. Inexperienced players are advised to play the smaller encounters before attempting a larger game. As players acquire more models and their collection expands, it will be possible to progress to larger, more demanding scenarios.

Though we have provided a number of scenarios based directly on the encounters portrayed in the Fellowship of the Ring movie, most players enjoy making up their own scenarios too — taking the events portrayed in the Lord of the Rings as their inspiration.

How to Select Troops

Begin by choosing which scenario to play. Each scenario can be played with any number of points worth of troops, but we have indicated what we feel is the ideal value for a points matched game.

Having decided how many points to choose, each side secretly selects the models to take part in the game. Use the troop list for your own side to select your force and make a note of the points cost as you do so. You can choose models with a total value up to the points you have agreed, but no more. In most cases you will find you cannot match the points exactly but this doesn't matter so long as you do not spend more points than you are allowed.

In most cases the scenario you are playing will limit the number or proportion of Heroes in your force or the number of bow-armed models. This is to ensure the scenario plays as it is intended even if you choose forces radically different to those in the actual event portrayed.

Oh — in case you were wondering — you can only have one of any named individual in your army. You can't have an army made up entirely of Aragorns, for example!

Using the Record Sheets

It is a good idea to work out your forces on scrap paper as you may wish to change your mind, or go back and revise details. Once you are satisfied with your final forces make sure that you have added up their values correctly, you are then ready to transfer details to a record sheet.

You don't need to use a record sheet if you do not wish to but most players find it convenient to have a handy note of all the characteristics and relevant details for each game.

The Movement chart is repeated at this point in the rulebook for the player's convenience (see The Move Phase, above). Note that the race or type of each model is indicated in its title — Humans encompass not only Men and Women but also Wizards.

At the back of this book you will find a record sheet which you can photocopy to use in your Lord of the Rings games.

To fill out the record sheet simply write down the details for each model onto the sheet. If your force includes several models of the same type, then there is no need to make a separate entry for every model, a single entry will suffice in most cases. Once you have copied all the characteristics and made any notes you think will prove useful, your record sheet should be ready for use in your battles.

Designer's note: You will notice that the force lists include Heroes from the Elder Age as well as characters from the time of the Fellowship. The story of the Ring is a long one spanning many generations of men. We leave it to players to decide whether to restrict themselves to contemporary characters when they choose a force.

However, whether you choose contemporary or diverse characters, you will notice that the lists do not allow more than one character to carry the Ring.

The Free Peoples

Use this list to choose a Good force to the points value you have agreed with your opponent.

Heroes

Frodo Baggins (Hobbit)

Frodo is the young nephew of Bilbo Baggins. Bilbo is an old and notoriously wild Hobbit rumoured to have travelled to outlandish places in his youth. To a sensible home-loving inhabitant of the Shire such things verge on the scandalous but Bilbo's huge fortune has always ensured he is regarded as eccentric rather than plain crazy. When the old Hobbit mysteriously vanishes leaving Frodo his home, possessions, and magical ring, the Shire-folk look forward to a return to a quiet and ordered life in accordance with their traditional ways. Things don't quite turn out that way — and soon Frodo finds himself on an adventure even more dangerous and outlandish than that of his uncle.

"Even the smallest person can change the course of the future." — Galadriel to Frodo.

FSDAWC
Frodo Baggins3/-23126

Points value: 65. Might: 3. Will: 3. Fate: 3.

Wargear. Frodo carries a blade given to him by Aragorn (hand weapon). At an additional points cost Frodo can be given the following items of wargear. He can only carry Sting or wear his Mithril coat if Bilbo is not included in the force.

  • Sting — 15 pts
  • Mithril coat — 25 pts
  • Elven cloak — 10 pts

Sting. Bilbo gave his sword 'Sting' to Frodo before Frodo left Rivendell with the Fellowship. Sting is a magical blade that shines with a blue light when Orcs are near. When Frodo carries Sting he adds +1 to his Strength characteristic giving him a Strength value of 3.

Mithril Coat. At Rivendell Bilbo gave Frodo the Mithril coat given to him years before by Thorin the Dwarf. This was to save Frodo's life in the mines of Moria where he was speared by a monstrous cave troll. Mithril is a special metal that is very strong as well as extremely light. It is so valuable that Bilbo's coat was said to be greater than the worth of the entire Shire. The wearer's Defence characteristic is increased by +3, in Frodo's case his Defence is raised from 3 to 6.

Elven Cloak. Before the Fellowship left the sanctuary of Lothlorien, the lady Galadriel gave each hero a cloak woven in the elvish fashion and designed to conceal its wearer from sight. If the wearer is even partially concealed from view he cannot be seen at distances of more than 6"/14cm — the wearer appears to melt into the background. This means that enemy archers will not be able to shoot at ranges of greater than 6"/14cm unless they have a clear view of their target.

Special Rules

Resistant to Magic. See the Heroes section for details.

The Ring. If Frodo is included in the force he carries the Ring. Frodo can put on the Ring at any time and becomes instantly invisible to all except the Ringwraiths. The model is deemed impossible to see. As the wearer is invisible he can move through other models and other models can move through him (they can't see him so pay no attention to him — we assume Frodo dodges out of the way to avoid being trampled!).

Whilst Frodo is invisible he cannot fight with enemy that cannot see him — the Frodo model is effectively ignored. It is best to avoid confusion by not placing other models in touch if possible.

If the Ring is being worn that turn roll a dice on behalf of Frodo. On a score of a 1 or 2 the Evil player can move Frodo that turn as if he was one of the Evil player's models — on a roll of 3, 4, 5 or 6 the Good player moves Frodo that turn as usual. This represents the struggle between Frodo and the will of Sauron exerted through the Ring. Frodo can use Might points to modify this dice roll.

Once the Ring has been put on, the wearer can only attempt to take it off at the start of his move. The wearer must take and pass a Courage test to do so. If this is failed he must continue to wear the Ring until he has another chance to remove it at the start of his following move. This test is always taken before the 'Control roll' described above.

If Frodo is the only model left on the Good side and he's wearing the Ring he counts as a casualty — his mind has been taken over by its power. As many scenarios depend on Frodo surviving this is very important! If the Evil side's objective is to kill Frodo this is achieved if Frodo is the only model remaining on the table from the Good side and he is wearing the Ring.

Designer's note: As none of the Hobbit Heroes have bows or other missile weapons none have been given a Shoot value — the default Shoot value for all Heroes is that of their race. In the case of Hobbits this is 4+.

Sam Gamgee (Hobbit)

Sam is Frodo's stalwart companion and loyal friend — of all the Fellowship only Sam is unable to abandon Frodo to his lone journey to Mordor.

Like his master, Sam comes to discover reserves of courage quite unexpected in a normally placid Hobbit. Faced with danger quite unknown in the Shire, Sam bravely confronts and defeats the dark forces that threaten his master. He is as useful a part of the Fellowship as bigger warriors such as Aragorn and Boromir.

FSDAWC
Sam Gamgee3/-23125

Points value: 30. Might: 1. Will: 1. Fate: 2.

Wargear. Sam carries a blade given to him by Aragorn — but he prefers to wield a hefty saucepan (hand weapon!). At an additional points cost Sam can be given the following item of wargear:

  • Elven cloak — 10 pts

Special Rule. Resistant to Magic. See the Heroes section for details.

Merry (Hobbit)

Meriadoc Brandybuck, like his good friend Peregrin Took, is a young hot-headed and meddlesome Hobbit. It is by chance that Merry finds himself caught up in the greatest adventure of his life. Although he has lived a peaceful and happy life in the Shire, Merry shows a remarkable readiness to adapt to a life of excitement and discovery. Like all Hobbits he is less happy about the necessary culinary deprivations.

FSDAWC
Merry3/-23114

Points value: 10. Might: 0. Will: 0. Fate: 1.

Wargear. Merry carries a blade given to him by Aragorn. At an additional points cost Merry can have the following wargear:

  • Elven cloak — 10 pts

Special Rule. Resistant to Magic. See the Heroes section for details.

Pippin (Hobbit)

Peregrin Took, commonly called Pippin, is the great friend and companion of the equally young and wild Meriadoc Brandybuck. By a chance encounter they find themselves propelled from their rustic lives in the Shire into danger of the darkest and most terrible kind.

Together Merry and Pippin end up in a dark and dangerous adventure — one that is destined to change them from innocents to heroes.

FSDAWC
Pippin3/-23114

Points value: 10. Might: 0. Will: 0. Fate: 1.

Wargear. Pippin carries a blade given to him by Aragorn. At an additional points cost Pippin can have the following wargear:

  • Elven cloak — 10 pts

Special Rule. Resistant to Magic. See the Heroes section for details.

Gimli (Dwarf)

Like all Dwarf-kind Gimli, son of Gloin, is grim and plain-speaking but also a doughty warrior. His courage and his axe are equally valuable additions to the Fellowship on their journey. Gimli is heavily armoured in the fashion of Dwarf warriors and well accustomed to the rigours of combat.

During the Fellowship's trek through the ancient Dwarf realm of Moria, Gimli came face to face with the faded glories of his people and the fate of his cousin Balin, Lord of Moria.

FSDAWC
Gimli6/-48226

Points value: 80. Might: 3. Will: 2. Fate: 2.

Wargear. Gimli carries an assortment of fine Dwarf axes (hand weapon), including an especially large axe that can be used with two hands (two-handed axe). Gimli can use either an ordinary axe or his two-handed axe — though not both at the same time (not enough hands!).

At an additional points cost Gimli can be given an Elven cloak — see Frodo for the rules for Elven cloaks.

  • Elven cloak — 10 pts

Legolas (Wood Elf)

Legolas is the son of the King of the Wood Elves and like all his people he is a deadly accurate and keen sighted archer. Of the Free Peoples he represents the Elves as part of the Fellowship.

FSDAWC
Legolas6/3+44226

Points value: 85. Might: 3. Will: 2. Fate: 2.

Wargear. Legolas carries a long blade (hand weapon) and an Elven bow. At an additional points cost Legolas can be given an Elven cloak — see Frodo for rules.

  • Elven cloak — 10 pts

Special Rule. Deadly Shot. Legolas is an expert archer even by the standards of his race. To reflect his prodigious skills Legolas is allowed to shoot three times in the Shoot phase instead of once.

Gandalf (Wizard)

Of the Order of Wizards, Gandalf the Grey is second only to Saruman the White in power. It is Gandalf who leads the Fellowship until his loss in Moria at the hands of the fearsome Balrog. Gandalf's magical abilities are a great asset to the Fellowship though he is also able to hold his own in a fight.

FSDAWC
Gandalf5/-45137

Points value: 150. Might: 3. Will: 6. Fate: 3.

Wargear. Gandalf carries his staff and a sword (hand weapon). He can use either to fight with — his staff is a two-handed weapon.

Special Rules

Staff of Power. Gandalf's staff is not only a symbol of his authority but a potent talisman. To represent his staff's power he can expend 1 point of Will each turn without reducing his own Will store.

Magical Powers. Gandalf can use his Will to cast magical powers and to resist the effect of magic just like other Heroes. He has the following powers:

Strengthen Will. Range 12"/28cm. Dice score to use: 4+. Gandalf can use this spell to restore the Will of one friendly model within range. The target's Will value is restored to its maximum. Gandalf cannot use this magical power to restore his own Will.

Sorcerous Blast. Range 12"/28cm. Dice score to use: 5+. This power can be used against a single enemy model. There must be no other models from either side obscuring his view of the target but partially obscuring cover is ignored. If the power is employed successfully the target is blasted directly away from Gandalf — roll a dice and move the target that number of inches or double that number of centimetres (1-6" or 2-12cm). Any models that lie within the path of the model as it moves back are automatically moved aside and knocked to the ground. If the model is fighting then all the models in the same conflict are knocked to the ground whether friends or foe. If models are blasted into obstacles they are also knocked to the ground. The target model counts as having been struck one blow at a Strength value of 5 and every model that is knocked to the ground is struck one blow at a Strength of 3.

Immobilise. Range 12"/28cm. Dice score to use: 3+. The victim can do nothing further that turn. In combat his Fight value counts as 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins a combat he will not strike. The victim can still use Might, Will and Fate but cannot make heroic actions. The effect lasts for the remainder of that turn.

Command. Range 12"/28cm. Dice score to use: 4+. The victim can do nothing further that turn as described for Immobilise, except that the Good player can move the victim up to half a move as soon as the power takes effect. The player can do this even if the model has already moved that turn.

Cast Light. Dice score to use: 2+. This power enables Gandalf to cause his staff to glow brilliantly. In darkness this illuminates an area 12"/28cm around him and anyone within this area can be seen as if it were daylight. Once cast this power lasts for the rest of the game so long as Gandalf has at least 1 point of Will remaining. If Gandalf's Will drops to zero the staff is extinguished. Because of the staff's brightness any enemy shooting at Gandalf or at a target that is partially obscured by Gandalf will require a roll of 6 to score a hit.

Terrifying Aura. Dice score to use: 2+. This power enables Gandalf to assume a terrifying aura. Once this power has been successfully cast Gandalf counts as terrifying to all Evil creatures so long as he has at least 1 point of Will remaining. If Gandalf's Will drops to zero the terrifying aura is extinguished. See the Courage section of the rules for more about terror.

Aragorn — Strider (Human Ranger)

Aragorn, also known as Strider, is the descendant of Elendil and the last heir to the throne of Gondor. His rough and weather-hewn appearance speaks of a hard life spent battling evil in wild places. Aragorn becomes the protector of the Hobbits and the greatest of the heroes of the Fellowship. His fate and that of the Ringbearer are inexorably bound together with the fate of Middle-earth itself.

FSDAWC
Aragorn6/3+45336

Points value: 175. Might: 3+1 free per turn. Will: 3. Fate: 3.

Wargear. Aragorn carries a sword (hand weapon). At an additional points cost he can be given the following items of wargear:

  • Elven cloak — 10 pts
  • Bow — 5 pts

Special Rule. Mighty Hero. Aragorn is a mighty hero — the heir of the Kings of Gondor. He may expend 1 point of Might per turn without reducing his Might store. Any additional points of Might expended during his turn will reduce his Might store as normal.

Boromir (Man)

Boromir is a mighty warrior and the son of Denethor, Steward of Gondor. His forefathers have ruled Gondor since the long past days of the Kings protecting the lands of Middle-earth against the evil of Mordor. Boromir is the greatest warrior of the entire Fellowship yet his will is fatally weak and his doubts about their quest almost destroy its chances of success.

FSDAWC
Boromir6/-46336

Points value: 105. Might: 6. Will: 1. Fate: 0.

Wargear. Boromir carries a sword (hand weapon) and the Horn of Gondor.

The Horn of Gondor. The blast of Boromir's fearsome horn is enough to drain the bravest foe of resolve. Boromir can blow the horn at the start of a fight if he is outnumbered by two to one or more. The enemy combatant with the highest Courage must take a Courage test. If this is passed the combat is fought as normal. If the test is failed Boromir automatically wins the fight and can strike blows against his enemies.

Elrond (Elf Lord)

Elrond is old even amongst the immortal Elves, having fought against Sauron in an earlier age and seen the Ring taken by Elendil before it was lost. He is the master of Rivendell and the greatest amongst the wise of Middle-earth. His judgement that the Ring should be destroyed starts the Fellowship on their perilous quest.

FSDAWC
Elrond9/-47337

Points value: 120. Might: 3. Will: 3. Fate: 3.

Wargear. Elrond carries a two-handed sword.

Arwen Evenstar (Elf)

Arwen is the daughter of Elrond and like her father a person of great power and courage. As an immortal she is destined to sail from Middle-earth into the west — yet her love for Aragorn holds her in the mortal realm and leads her towards an altogether different fate.

FSDAWC
Arwen6/-33225

Points value: 65. Might: 3. Will: 3. Fate: 3.

Wargear. Arwen can ride a horse at the following points cost:

  • Horse — 10 pts

Horse. Rules for horses and riders are given in the main rules section.

FSDAWC
Horse034013

Special Rule. Expert Rider. Arwen is an expert rider. Add +1 when making any Jump test or Thrown Rider roll whilst mounted.

Magical Power. Arwen can use her Will to cast magical powers and to resist the effects of magic just like other Heroes. She has the following power:

Confound. Range 6"/14cm radius. Dice score to use: 4+. Arwen can use this power to raise the forces of nature to send her enemies reeling. The spell affects all enemies within 6" of her — but only one affected foe can attempt to resist it. If resisted all foes are unaffected, if the foe fails to resist then all are affected. All enemies within 6"/14cm of Arwen are driven directly away beyond the radius of effect — if unable to complete this move each model must move as far as possible. All models affected are thrown to the ground, suffer a Strength of 3 strike, and lose 1 Will point if they have any left.

Haldir (Wood Elf Captain)

Haldir is the vigilant Elf warrior whose watch over the boundaries of Lothlorien keeps the foul Orcs from intruding upon the realm of Celeborn and Galadriel.

FSDAWC
Haldir6/3+44225

Points value: 55. Might: 3. Will: 1. Fate: 1.

Wargear. Haldir carries a long Elven blade (hand weapon). At an additional cost he can carry an Elven bow and/or Elven cloak.

  • Elf bow — 5 pts
  • Elf cloak — 10 pts

Special Rule. Expert Shot. If Haldir carries his bow he is allowed to shoot twice in the Shoot phase instead of once.

Galadriel (Elf Queen)

Galadriel is the mighty sorceress Queen of Lothlorien. To mortals she is both mighty and terrifying. Her powers are held in awe by such folk and her domain is closed to them. It is only due to their exceptional circumstances that the Fellowship is even permitted entry to Lothlorien.

FSDAWC
Galadriel6/-33137

Points value: 90. Might: 3 or 3 per turn. Will: 3 or 3 per turn. Fate: 3 or 3 per turn.

Wargear. Galadriel can be given her magic mirror — a sorcerous scrying mirror that shows visions of the future.

  • Mirror of Galadriel — 25 pts

Mirror of Galadriel. Once in each turn, one Good Hero can restore 1 Fate point by moving into touch with Galadriel's Mirror. A Hero can restore 2 or more Fate points if he touches the mirror over several turns, but only one Hero can restore Fate in the same turn. Galadriel herself can use the mirror if desired — but no other Hero can restore Fate in the same turn. A Hero cannot use the mirror to gain more Fate than he originally had!

Special Rules

Lothlorien. Within the boundaries of the land of Lothlorien Galadriel's powers maintain the world as it once was. Beyond her own realm her powers are limited. If the battle is fought beyond the boundaries of Lothlorien Galadriel has 3 points each of Might, Will and Fate. If the battle is fought within the boundaries of Lothlorien Galadriel has no Might, Will or Fate store but she can use up to 3 points of each in any turn.

Terror. Galadriel is a creature of supernatural majesty whose aura of power is so great her appearance induces terror in all evil creatures. See the Courage section of the rules.

Magical Powers

Immobilise. Range 12"/28cm. Dice score to use: 3+. The victim can do nothing further that turn. In combat his Fight value counts as 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins a combat he will not strike. The victim can still use Might, Will & Fate but cannot make heroic actions. The effect lasts for the rest of that turn.

Command. Range 12"/28cm. Dice score to use: 4+. The victim can do nothing further that turn as described for Immobilise, except that the Good player can move it up to half a move as soon as the power takes effect. The player can do this even if the model has already moved that turn.

Celeborn (Elf Lord)

Celeborn is one of the ancient immortals who still lives in Middle-earth, an Elf Lord of old and one of the wisest and most powerful of his race. He is second only in power to Galadriel.

FSDAWC
Celeborn6/-33135

Points value: 65. Might: 3 or 3 per turn. Will: 2 or 2 per turn. Fate: 1 or 1 per turn.

Special Rules

Lothlorien. If the battle is fought beyond the boundaries of Lothlorien, Celeborn has 3 points of Might, 2 of Will and 1 of Fate. If it is fought within the boundaries of Lothlorien Celeborn has no Might, Will or Fate store but he can use up to 3 points of Might, 2 of Will and 1 of Fate in each turn.

Terror. Celeborn is a lord of supernatural majesty whose aura of power is so great his appearance induces terror in all evil creatures. See the Courage section of the rules.

Magical Power

Immobilise. Range 12"/28cm. Dice score to use: 3+. The victim can do nothing else that turn. In combat his Fight value is 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins a combat he will not strike. The victim can still use Might, Will and Fate but cannot make heroic actions. The effect lasts for the remainder of that turn.

Gil-galad (Elf)

Gil-galad was the most mighty warrior of his age and the leader of the Elves in the Last Alliance of Men and Elves against Sauron. He fell in that battle but thanks to his sacrifice Sauron was defeated though not, alas, destroyed.

FSDAWC
Gil-galad6/-47336

Points value: 125. Might: 3. Will: 3. Fate: 1.

Wargear. Gil-galad carries a tall spear.

Special Rule. Fearless. Gil-galad is completely unafraid of foes, no matter how terrifying. He does not need to test his Courage when confronting a terrifying enemy.

Elven Captain (Elf)

We have included the option for you to include one or more Elven Captains as part of your force — note that you can include more than one Elven Captain if you wish. This represents the leaders amongst the Elven soldiery who go unnamed in the story of the Lord of the Rings — the incidental warriors whose role on the battlefield is important in any war. If you choose Elven Captains invent suitable names for each.

FSDAWC
Elf Captain6/3+44225

Points value: 50. Might: 2. Will: 1. Fate: 1.

Wargear. The Elven Captain represented by the profile has a sword and no defensive armament. He has been given a Fight value for shooting — if he does not carry a bow then copy this to your record sheet as 6/-. If he is given further armour make the necessary adjustment to the model's Defence value.

At an additional cost he may have the following items:

  • Two-handed sword — Free
  • Armour — 5 pts
  • Heavy armour — 10 pts
  • Shield — 5 pts
  • Elf Bow — 5 pts

Armour/Heavy armour. A model may have either armour or heavy armour — not both. The model must have some visible armour other than a helmet and, in the case of heavy armour, this must extend below the model's waist. An Elf Captain with armour adds +1 to his Defence, an Elf Captain with heavy armour adds +2 to its Defence characteristic.

Shield. An Elf Captain model that carries a shield adds +1 to its Defence characteristic unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Two-handed sword. An Elven Captain who carries a two-handed sword cannot also carry a bow or shield — he needs both hands to wield his weapon.

Bilbo Baggins (Hobbit)

Bilbo has lived a great many years and his days of adventure and travel seem far behind him. Though he has grown frail his strong will and good heart have largely protected him from the terrible power of the Ring that he has guarded and protected for so long.

FSDAWC
Bilbo Baggins3/-35126

Points value: 90. Might: 1. Will: 3. Fate: 3.

Wargear. Bilbo carries Sting and wears his Mithril coat. The rules for these are as described for Frodo — both bonuses have been added to Bilbo's profile (without them his Strength and Defence would be 2 each). Note that if Bilbo and Frodo are both included Bilbo carries Sting and the Mithril coat whilst Frodo carries the Ring.

Special Rules

The Ring. If Frodo is not included in the force Bilbo can carry the Ring, in which case the same rules apply as described for Frodo.

Resistant to Magic. See the Heroes section for details.

Dwarf Kings (Dwarf)

We have included this option should you wish to include one or more of the Dwarf Kings of the Elder Age as part of your army.

FSDAWC
Dwarf King5/-48225

Points value: 70. Might: 2. Will: 2. Fate: 1.

Wargear. Dwarf Kings carry axes (hand weapon) including an especially large axe that can be used with two hands (two-handed axe). A Dwarf can use either an ordinary axe or his two-handed axe — though not both at the same time (not enough hands!).

Designer's note: As none of the Dwarf Kings have bows or other missile weapons none have been given a Shoot value. The default Shoot value for all Heroes is that of their race. In the case of Dwarfs this is 4+.

Elendil (Man)

Elendil was a great warrior and the mightiest of all the men that fought in company with the Elves against Sauron. He was slain by Sauron but avenged by his son Isildur.

FSDAWC
Elendil6/-48336

Points value: 135. Might: 3. Will: 3. Fate: 3.

Wargear. Elendil carries a sword (hand weapon).

  • The Sword Narsil — 50 pts

The Sword Narsil. Narsil is a potent blade with special powers. Elendil can fight a heroic combat in the Fight phase without expending Might to do so. See the Heroic Actions section for rules for heroic combats.

Isildur (Man)

Isildur was the son of Elendil. After his father's death he took the Ring for his own. He and his troops were ambushed and slain by Orcs — and the Ring was lost for many years afterward.

FSDAWC
Isildur6/-48336

Points value: 110. Might: 3. Will: 1. Fate: 0.

Special Rules

The Ring. If neither Frodo or Bilbo are in the force Isildur can carry the Ring, in which case the same rules apply as described for Frodo.

Captain of Gondor

We have included the option for you to include one or more Captains of Gondor as part of your force — note that you can include more than one Captain of Gondor if you wish. This represents the leaders amongst the Gondorian soldiery who go unnamed in the Lord of the Rings. If you choose Captains of Gondor invent suitable names for each.

FSDAWC
Captain of Gondor4/4+44224

Points value: 30. Might: 2. Will: 1. Fate: 1.

Wargear. The Captain of Gondor represented by the profile has a sword and no defensive armament. He has been given a Fight value for shooting — if he does not carry a bow then copy this to your record sheet as 4/-. If he is given armour make the necessary adjustment to the model's Defence value.

At an additional cost he may have the following items:

  • Armour — 5 pts
  • Shield — 5 pts
  • Bow — 5 pts

Armour. A Captain of Gondor can have armour, adding +1 to his Defence value.

Shield. A Captain of Gondor model that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Kings of Men

We have included this option should you wish to include one or more of the Kings of Men of the Elder Age.

FSDAWC
King of Men5/-44225

Points value: 60. Might: 2. Will: 2. Fate: 1.

Wargear. The Kings of Men carry swords (hand weapon).

Gwaihir (Giant Eagle)

Whilst imprisoned in the Tower of Orthanc Gandalf sought Gwaihir's aid to make his escape. Riding upon the back of the huge eagle Gandalf fled the clutches of Saruman.

FSDAWC
Gwaihir8/-58136

Points value: 75. Might: 1. Will: 0. Fate: 0.

Special Rules

Fly. Gwaihir moves by flying — its move is 24"/56cm. The Giant Eagle can fly over the top of any models or terrain without penalty. When it has moved it can either remain aloft or fly to the ground. The player must declare which.

If the model remains aloft it cannot subsequently be charged by enemy models that cannot fly. It cannot be shot at if the range is greater than half the maximum range of the weapon. As the Eagle is flying, the real range would be greater than the measured distance, the range is reduced to reflect this.

If the model flies to the ground then it is treated like any other model on the ground. It cannot move to within 1" of an enemy unless it intends to engage in a fight.

It is not possible to fly in underground scenarios! Eg, Gwaihir cannot take part in any scenarios that take place in Moria.

Carry. Gwaihir can carry a single rider. The usual rules for mounts apply except that a rider thrown from his back whilst flying loses all its wounds. In such a case the rider can still use Fate to attempt a save — so he is not automatically killed — if successful we assume Gwaihir makes a heroic crash landing.

Note that Gwaihir cannot pick up or use weapons or other objects — he cannot shoot a bow, for example.

Gandalf. Gwaihir can only be included in the army if Gandalf is also included. Gwaihir will only remain part of the force so long as Gandalf lives and is on the battlefield.

If Gandalf is not present then Gwaihir retreats from the battle — flying at whatever speed is necessary to instantly leave the battle. If Gwaihir retreats in this way both the Giant Eagle and any model carried by him counts as a casualty.

Gwaihir and the Ring. Gwaihir will not carry the Ringbearer — we must assume that the whispering evil of the Ring is too powerful for his animal mind to conquer.

Good Warriors

High Elf Warrior

The High Elves are the deadliest warriors in all of Middle-earth, combining skill at arms with expertly fashioned wargear. They are proficient with swords, spears and bows, and are the bravest of all fighting troops.

Above is the base profile for a High Elf warrior. If the warrior does not carry a bow then miss out the 3+ value when you copy out the profile — ie, the Fight characteristic for a warrior without bow would be 6/-. The base profile might also change if the warrior carries a shield as noted below.

FSDAWC
High Elf6/3+35115

Points value: 9.

Wargear. The base profile for a High Elf warrior includes finely wrought Elven heavy armour and a sword (hand weapon). He can be given additional items at the following cost:

  • Two-handed sword or spear — Free (choose one only)
  • Elf bow — 1 pt
  • Shield — 1 pt

Shield. An Elf warrior model which carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence value if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though, so there is some benefit to carrying both a shield and a bow.

Two-handed sword. An Elf warrior who carries a two-handed sword cannot also carry a bow or shield — he needs both hands to wield his weapon.

Wood Elf Warrior

The Wood Elves are more lightly armoured than their High Elf cousins. Like them they are proficient with swords, spears and bows and combine their skill at arms with great bravery.

Above is the base profile for a Wood Elf warrior. If the warrior does not carry a bow then miss out the 3+ value when you copy out the profile — ie, the Fight characteristic for a warrior without a bow would be 6/-. The Defence value might also change if the warrior carries a shield as noted below.

FSDAWC
Wood Elf6/3+33115

Points value: 7.

Wargear. Every Wood Elf warrior carries a sword (hand weapon). Any Wood Elf warrior can be given additional items at the following cost:

  • Spear — Free
  • Elf bow — 1 pt
  • Shield — 1 pt

Shield. A Wood Elf warrior model that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models which are primarily bow-armed don't increase their Defence value if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though, so there is some benefit to carrying both a shield and a bow.

Man of Gondor

This is the base profile for a warrior of Gondor. If the warrior does not carry a bow then miss out the 4+ value when you copy out the profile — ie, the Fight characteristic for a warrior without bow would be 3/-. The Defence value might also change if the warrior carries a shield as noted opposite.

FSDAWC
Man of Gondor3/4+34113

Points value: 8.

Wargear. The base profile for a Gondor warrior includes armour and a sword (hand weapon). Any warrior can be given additional items at the following extra cost:

  • Spear — Free
  • Bow — 1 pt
  • Shield — 1 pt

Shield. A warrior model that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Forces of Darkness

Use this list to choose an Evil force to the points value you have agreed with your opponent.

Heroes

The Ringwraiths

The nine Ringwraiths were once Kings of Men, the bearers of magical rings created by Sauron in the fires of Mount Doom. Their rings granted endless life but gradually enslaved the Kings to Sauron's will. All that remains of them now are their twisted spirits — their bodies having faded into empty nothingness. They are the most deadly of all Sauron's captains and the most dangerous of the nine is the Witch King.

The Witch King is the leader of the Ringwraiths. Like the others he is cloaked and armoured, and has no physical body but only a shadow-like existence held together by the force of his will.

Ringwraiths cannot be killed in the normal sense because they are not alive — but they can be banished. A Ringwraith that has been banished in this way will gradually reform as its embittered will shapes a new form for it to inhabit. This takes many days depending upon how far the Ringwraiths are from the influence of their master.

FSDAWC
Ringwraith5/-48116

Points value: 95 for the Witch King, 75 each for the other Ringwraiths. Might: 0. Will: 10 — Witch King & 7 — other Ringwraiths. Fate: 0.

Wargear. At an additional points cost Ringwraiths can ride horses and the Witch King can be armed with a Morgul blade.

  • Horse — 10 points each Ringwraith
  • Morgul blade — 10 points (Witch King only)

Horse. The Ringwraiths ride huge black horses that carry them over Middle-earth as they search for their master's ring. Only a Ringwraith can ride these evil beasts — they will not permit any other creature to mount them. Rules for horses and riders are given in the main rules section.

FSDAWC
Horse034013

Morgul Blade. Only the Witch King can carry a Morgul blade. This evil weapon is both magical and poisonous as a deep wound leaves a tainted shard in the foe's flesh. If the Witch King inflicts a wound on a model that has 2 or more Wounds, the player can use the Morgul blade. The blade can only be used once — afterwards its deadly tip is broken. The enemy who has suffered the wound now has a shard of the blade embedded in their body, and will lose a further wound at the start of each successive turn if they roll a 1 on a dice. Make this roll at the start of each turn before the Priority phase until the game is over or the victim is slain.

Might cannot be used to affect this roll, but Fate can be used to 'save' the wound and Might can be used to boost the Fate roll as normal.

Note on choosing Ringwraiths. As there are eight ordinary Ringwraiths the Evil player can have up to eight ordinary Ringwraiths in his force. The Ringwraiths are not named — we suggest you paint a number under the base of each so that you can readily distinguish them on your record sheet. There is only one Witch King.

Special Rules

Will. Ringwraiths rely on Will far more than other Heroes. It is only by Will that they maintain corporeal form. The further they are from Sauron the weaker is the bond between them and the lower their Will value. Therefore:

A Ringwraith must give up 1 point of Will at the end of the Fight phase if it has been in a fight. Note that Ringwraiths touching enemy must fight — as all models must — they cannot choose not to fight!

Once a Ringwraith suffers 1 Wound or has 0 Will remaining it is banished. Ringwraiths cannot be destroyed completely in this way — their spirits slowly regenerate — but as this takes several days they are removed as casualties.

Terror. Ringwraiths are terrifying supernatural creatures. Ringwraiths evoke terror in their enemies as described in the Courage section of the game rules.

Darkness. Ringwraiths do not see by the light of the world as we know it, but by the inner light of the life of living things. They are not affected by darkness and can see as well in pitch black as they can in daylight.

Ringwraiths and the Ring. If any Hero should put on the Ring then he becomes part of the twilight world of the Ringwraiths. He is both visible and vulnerable to them! A Hero wearing the Ring is not invisible to a Ringwraith as he is to other models. A Ringwraith does not have to give up Will if he is fighting against a model wearing the Ring — not even if other enemy are included as part of a multiple combat.

To represent this in a pleasing visual way, all Ringwraith models can be replaced by Twilight Ringwraith models as soon as the Ring is put on. The Twilight Ringwraiths are used whilst the Ring is worn. This is not necessary — but it certainly emphasises the point!

Magical Powers. Ringwraiths can also employ their Will to use magical powers and to resist the effect of magic just like other Heroes. They have the following powers:

Transfix. Range 12"/28cm. Dice score to use: 3+. The victim can do nothing further that turn. In combat his Fight value counts as 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins a combat he will not strike. The victim can still use Might, Will and Fate but cannot make heroic actions. The effect lasts for the remainder of that turn.

Compel. Range 12"/28cm. Dice score to use: 4+. The victim can do nothing further that turn as described for Transfix, except that the Evil player can move the victim up to half a move as soon as the Compel ability takes effect. The player can do this even if the model has already moved that turn. If the victim has the Ring he must put it on if the Evil player wishes.

Drain Courage. Range 12"/28cm. Dice score to use: 2+. The victim loses 1 point of Courage from his characteristic profile. This penalty applies for the rest of the battle. This ability can take effect several times on the same target — reducing a model's Courage value each time.

Sap Will. Range 12"/28cm. Dice score to use: 4+. The victim's Will value is reduced to zero. The effect lasts for the remainder of the battle — although it can be increased by a Strengthen Will magical power.

Lurtz (Uruk-hai Captain)

Lurtz is the strongest and most fearless of all the Uruk-hai, the race of brave and aggressive Orcs created to serve the White Hand of Saruman. Amongst a brutal race Lurtz is a brutal leader, careless of the lives of his warriors, hungry for the blood of his foes.

FSDAWC
Lurtz5/4+46224

Points value: 65. Might: 3. Will: 1. Fate: 1.

Wargear. Lurtz carries a sword (hand weapon) and is equipped with heavy armour, shield and Orc bow.

The Balrog

The Balrog is a mighty daemon creature of great age and power — a monster of a rare and horrific kind. Of all the evil powers in the world the Balrog is amongst the most potent and most formidable.

FSDAWC
Balrog10/-8104107

Points value: 250. Might: 0. Will: As Wounds per roll. Fate: 0.

Special Rules

Lash. The Balrog has 4 Attacks of which one is a special 'lash' attack made with its long whip. When rolling for strikes use a different colour dice to represent the lash. If the Lash strike roll is sufficient to cause a wound the enemy is momentarily entangled in the whip. This entitles the Balrog to make a further two strikes against the entangled model with its fiery blade (hand weapon). That means a Balrog can sometimes make 6 strikes if it wins a fight — 4 strikes plus a further 2 strikes against an entangled enemy.

Terror. The Balrog is a huge terrifying monster! An enemy wishing to charge a Balrog must test its courage as described in the Courage rules.

Will. The Balrog is a magical creature and is able to shrug off the effects of all but the most potent sorcery. Instead of expending Will to resist magical attacks the Balrog always resists magic with the same number of dice as it has remaining wounds.

Goblin Mastery. Moria Goblins are far more frightened of the Balrog than of any enemy. If the Balrog is in the game Moria Goblins will automatically pass any Command check they would normally be required to take. For example, this applies to the Command check made because Boromir is blowing his horn — making Boromir's horn useless in this situation.

Saruman — Wizard

Saruman the White is the leader of the Order of Wizards and the most learned in the ways of Sauron the Enemy. But his studies have led him to dream of dominion, and by daring to look into the dread Palantir of Orthanc he has seen many dark and evil things that have stirred his greed and ambition. Now he would dare rise and take even Sauron's crown, but the truth is that his soul is already in thrall to the evil lord.

FSDAWC
Saruman5/-45137

Points value: 150. Might: 3. Will: 6. Fate: 3.

Wargear. Saruman carries his staff and a sword (hand weapon). He can use either his sword or staff to fight — his staff is a two-handed weapon.

Special Rules

Staff of Power. Saruman's staff is not only a symbol of his power but a potent talisman. Whilst he wields his staff Saruman can expend 1 point of Will each turn without reducing his own Will store.

Palantir. Saruman carries the Palantir, an ancient seeing stone that allows him to project his powers over great distances. Using the Palantir Saruman can use his Sorcerous Blast ability as if he were anywhere on the battlefield. It is a good idea for the player to place a small marker in the position where Saruman will cast from whilst he works out the effect. Saruman can only use the Palantir so long as he has at least 1 point of Will remaining in his store. If he has no Will left then he cannot use the Palantir even though his staff enables him to continue to use his magical powers.

Magical Powers. Saruman can use his Will to cast magical powers and to resist the effect of magic just like other Heroes. He has the following powers:

Sorcerous Blast. Range 12"/28cm. Dice score to use: 5+. This power can be used against a single enemy model. There must be no other models from either side obscuring his view of the target but partially obscuring cover is ignored. If the power is employed successfully the target is blasted directly away from Saruman — roll a dice and move the target that number of inches or double that number of centimetres (1-6" or 2-12cm). Any models that lie within the path of the model as it moves back are automatically moved aside and knocked to the ground. If the model is fighting then all the models in the same conflict are knocked to the ground, whether friends or foe. If models are blasted into obstacles they are flung to the ground in front of them. The target model counts as having been struck one blow at a Strength value of 5 and every model knocked to the ground is struck one blow at a Strength value of 3.

Immobilise. Range 12"/28cm. Dice score to use: 3+. The victim can do nothing further that turn. In combat his Fight value counts as 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins a combat he will not strike. The victim can still use Might, Will and Fate but cannot make heroic actions. The effect lasts for the remainder of that turn.

Terrifying Aura. Dice score to use: 2+. This power enables Saruman to assume a terrifying aura. Once this power has been successfully cast Saruman counts as terrifying to all enemies as long as he has at least 1 point of Will remaining. If his Will drops to zero the terrifying aura is extinguished. See the Courage section of the rules for more about terror.

Orc Captain

We have included the option for you to include one or more Orc Captains as part of your force — note that you can include more than one Orc Captain if you wish. This represents the leaders amongst the Orc soldiery who go unnamed in the story of the Lord of the Rings — the incidental warriors whose role on the battlefield is important in any war. If you choose Captains invent suitable names for each.

FSDAWC
Orc Captain4/5+44223

Points value: 40. Might: 2. Will: 1. Fate: 1.

Wargear. The Orc Captain represented by the profile has a sword and wears crude Orcish armour. He has been given a Fight value for shooting — if he does not carry a bow then copy this to your record sheet as 4/-. If he is given further armour make the necessary adjustment to the model's Defence value. At an additional cost he may have the following items:

  • Shield — 5 pts
  • Orc bow — 5 pts

Shield. An Orc Captain model which carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models which are primarily bow-armed don't increase their Defence characteristic if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though so there is some benefit to carrying both shield and bow.

Moria Goblin Captain

We have included the option for you to include one or more Moria Goblin Captains as part of your force — note that you can include more than one Captain if you wish. This represents the leaders amongst the Goblin soldiery who go unnamed in the story of the Lord of the Rings — the incidental warriors whose role on the battlefield is important in any war. If you chose Captains invent suitable names for each.

FSDAWC
Goblin Captain3/5+44223

Points value: 35. Might: 2. Will: 1. Fate: 1.

Wargear. The Moria Goblin Captain represented by the profile has a sword and wears spiny segmented armour. He has been given a Fight value for shooting — if he does not carry a bow then copy this to your record sheet as 3/-. If he is given further armour make the necessary adjustment to the model's Defence value. At an additional cost he may have the following items:

  • Shield — 5 pts
  • Orc bow — 5 pts

Shield. A Moria Goblin Captain model that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though so there is some benefit to carrying both shield and bow.

Uruk-hai Captain

We have included the option for you to include one or more Uruk-hai Captains as part of your force — note that you can include more than one Uruk-hai Captain if you wish. This represents the leaders amongst the Uruk-hai soldiery who go unnamed in the story of the Lord of the Rings — the incidental warriors whose role on the battlefield is important in any war. If you choose Captains invent suitable names for each.

FSDAWC
Uruk-hai Captain5/4+45224

Points value: 50. Might: 2. Will: 1. Fate: 1.

Wargear. The Uruk-hai Captain represented by the profile has a sword and armour. He has been given a Fight value for shooting — if he does not carry a bow then copy this to your record sheet as 5/-. At an additional cost he may have the following items. Note, if he is given heavy armour or shield make any necessary adjustments to the model's Defence value.

  • Shield — 5 pts
  • Heavy armour — 5 pts
  • Orc bow — 5 pts

Heavy armour. Armour must extend below the model's waist for it to count as heavy armour. If this option is chosen, the Captain's Defence value is increased by 1.

Shield. An Uruk-hai Captain model which carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models which are primarily bow-armed don't increase their Defence characteristic if they carry shields as they need their hands free to use or carry their bow. They can still use the 'shielding' rule in a fight though so there is some benefit to carrying both shield and bow.

Evil Warriors

Moria Goblin Warrior

These are small, mean-spirited creatures that live a troglodyte existence in the numerous delvings beneath the Misty Mountains. The ancient Dwarf tunnels of Moria have become home to these loathsome monsters. They scuttle through the tunnels with amazing dexterity, attacking, destroying and consuming intruders that venture into their dark realm. They are also known as Moria Orcs — for they are a low kind of degenerate Orc adapted to a life beyond the light.

This is the basic profile for a Goblin warrior. If the Goblin does not carry a bow then it is convenient to ignore the 5+ Shoot value when you copy the profile to your record sheet — ie, the Fight characteristic for a Goblin without a bow would be 2/-. The base profile can also change if the warrior carries a shield.

FSDAWC
Moria Goblin2/5+34112

Points value: 4.

Wargear. The base profile for a Goblin warrior includes spiny Goblin armour. Though crudely made this is quite extensive and often covers the entire Goblin from head to foot. Any warrior can be given additional items at the following extra cost:

  • Sword or similar hand weapon — Free
  • Spear — Free
  • Orc bow — 1 pt
  • Shield — 1 pt

Shield. A Moria Goblin warrior that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bows. They can use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Orc Warrior

Orcs are the foulest creatures to walk Middle-earth. They are evil-hearted monsters that rejoice in slaughter and destruction. Orcs bear little loyalty even to their own kind and will readily fight amongst themselves over the spoils of their conquests. Inept workmen, their clothing is ill-made and ragged, their armour is crude, and their weapons as well-suited to butchery as to war. Yet they are numerous — untold thousands make up the armies of Saruman and Sauron and their natural cowardice makes them an ideal tool of evil intent.

This is the basic profile for an Orc warrior. If the Orc does not carry a bow then miss out the 5+ Shoot value when you copy the profile to your record sheet — ie, the Fight characteristic for an Orc without a bow would be 3/-. The base profile can also change if the warrior carries a shield.

FSDAWC
Orc3/5+34112

Points value: 5.

Wargear. The base profile for an Orc warrior includes crude Orc armour. This is usually fairly meagre and often made of padded leather with reinforcing bands of metal. Any warrior can be given additional items at the following extra cost:

  • Sword or similar hand weapon — Free
  • Spear or two-handed sword/axe — Free
  • Orc bow — 1 pt
  • Shield — 1 pt

Shield. An Orc warrior that carries a shield adds +1 to its Defence value unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bows. They can use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Uruk-hai Warrior

If Orcs are the foulest creatures to walk Middle-earth then the Uruk-hai are the most dangerous perversion of the breed. Where ordinary Orcs are crook limbed and timid the Uruk-hai are strong, muscular, upright warriors of greater skill and courage. They are no less evil-hearted than their smaller cousins however. Their capacity for evil is greater still. They are armed from the forges of Saruman with efficient armour and keen-edged weapons.

This is the basic profile for an Uruk-hai warrior. If the warrior does not carry a bow then miss out the 4+ Shoot value when you copy the profile to your record sheet — ie, the Fight value for a warrior without a bow would be 4/-. The base profile can also change if the warrior carries a shield.

FSDAWC
Uruk-hai4/4+45113

Points value: 10.

Wargear. The base profile for an Uruk-hai warrior includes armour. Any warrior can be given additional items at the following extra cost:

  • Sword or similar hand weapon — Free
  • Orc bow — 1 pt
  • Shield — 1 pt

Shield. An Uruk-hai warrior that carries a shield adds +1 to its Defence characteristic unless the model also carries a bow, in which case it adds nothing. Models that are primarily bow-armed don't increase their Defence if they carry shields as they need their hands free to use or carry their bows. They can use the 'shielding' rule in a fight though, so there is some benefit to carrying both shield and bow.

Cave Troll

Cave Trolls are large and loathsome creatures which shun the light, preferring to hide away in dark caves and subterranean tunnels. They are both cumbersome and slow-witted but none-the-less dangerous creatures once roused to anger. Fortunately there are only a few of these fearsome monsters compared to the vast hordes of Moria Goblins amongst whom they live and which, in all probability, form the bulk of their diet.

This is the basic profile for a Cave Troll of average size — being large creatures it is natural that they vary somewhat in dimensions. Though they are far too dim-witted to use bows we have given them a default Shoot value of 6+ for the sake of consistency — as this is not normally used copy the value to your record sheet as 6/-.

FSDAWC
Cave Troll6/6+66333

Points value: 70.

Wargear. The Cave Troll has a crude club (hand weapon) and can also have a spear and/or a Troll chain at the following extra cost:

  • Spear — 5 pts
  • Troll chain — 5 pts

Troll chain. If the Troll wins a fight he can use his chain to lash out at one enemy as it moves back. This is worked out before rolling to see if the Troll's attacks score wounds. Roll a dice. If the score is greater than the target's Fight value or is a 6 (whether greater or not than the Fight value), the Troll has lashed his enemy as it moves back. All of the Troll's attacks are then worked out and wounds determined — the lash is counted as one extra attack against the target model.

Scenarios

A scenario sets the scene for a battle — it describes the circumstances of the encounter, who is involved, and what each side is trying to achieve. Most importantly it describes the terrain and any special features that can be found on the battlefield. Most of the scenarios described here also include special game rules that apply only for that scenario. Special rules are not a necessary feature of a scenario but they often help to make the game a unique challenge.

If players are fighting their first game, or if one or more players is new to your team, then it is worthwhile playing the first scenario Close Encounter. This is a basic scenario because it has no additional rules and can be played with small numbers of models — however you can also play the same game with different and bigger forces so it is worth playing it several times.

Scenario Format

Each scenario is divided into a number of sections namely: Description, Participants, Points Match, Layout, Starting Positions, Objectives, and Special Rules.

The Description describes the incident in the Fellowship of the Ring depicted by the scenario. All the scenarios are based on actual incidents portrayed in the movie and can be fought as accurate re-enactments of the actual events should you wish.

Participants tells you who took part in the incident in the film itself. In most cases it's impossible to be sure exactly how many Moria Goblins and Orcs fight on the Evil side — there are just too many to count — so we've estimated a number that gives a balanced game.

Points Match provides you with a way of playing the same scenario with any Evil creatures vs any Good forces.

Use the Force Lists to select your own warriors to take part in the scenario by choosing models as described under this section. All the scenarios can be fought with any forces. Note that an equal points match won't necessarily enable you to play with the actual participants — which is why we've devised two ways to play each scenario — use either the participants or points match for your game.

The Layout section explains how to set up the table for the battle using whatever scenery is required.

Starting Positions describes where the models are placed at the start of the game.

The Objectives explains what each side has to do to win the scenario. Every scenario has different objectives and requires you to develop an appropriate tactical approach — what works in one game may not work in another!

Special Rules are just that — rules that apply uniquely to that scenario. Most scenarios have special rules of one kind or another to represent the circumstances of the battle.

Making Up Your Own Scenarios

Once you have played a few of our scenarios you will probably want to make up some of your own. The events in the Lord of the Rings provide plenty of inspiration for you to create your own scenarios — and even the same incident can be portrayed in different ways in a tabletop game.

When creating your own scenarios it's a good idea for the player who has invented the scenario to act as a referee whilst other players take part in the game. The referee foregoes the chance to play — but he is available to adjudicate and interpret the rules as necessary. When you make up new rules for a scenario you'll often find you have to change things a little as you go along the first time you play. If playing a scenario that someone has made up always be prepared to defer to the referee (even the minions of evil aren't allowed to argue with the referee!).

Experienced Players

As players gain experience we find that they become quite adept at using the special abilities of the Good Heroes. As there are so many Good Heroes, and because they are so impressively heroic, this tends to disadvantage the Evil side. Although there are Evil Heroes, their abilities are rather more limited or specialised than the Good Heroes' abilities. The scenarios have been designed so that most players will find them reasonably well balanced when played — but as players become more adept the Evil side will find it harder and harder to win. There are two ways to make up for this:

A good way of ensuring balance is to play twice and swap sides — so each player gets to represent the Good side as well as the Evil side. This is actually rather a good thing to do anyway — no-one likes to play the bad guy all the time!

Another way of boosting the Evil side is to make things tougher for the Good guys. Either make the objective tougher for the Good side — for example by insisting that all the Fellowship escape from Balin's tomb — or make the Evil side more powerful by adding extra troops. Once players are familiar with the rules and the potential of the Good Heroes it is possible for the Fellowship to take on at least twice the Evil force described in the scenarios. They really are that deadly — especially Aragorn armed with Anduril!

Scenario 1 — Close Encounter

Description. This battle is based on the idea that a group of Men are being attacked by a larger group of Moria Goblins as they make their way home after the first defeat of Sauron at the end of the Second Age. The scenario is inspired by the incident of Isildur's death but we have deliberately chosen to change the details to produce a game that makes an ideal introduction for new players.

Participants. There are 12 Men — 4 with spears and 8 with swords. Opposing them are 24 Moria Goblins — 8 with swords, 8 with spears, and 8 with bows. Note: If you have Elves from the Warriors of Middle-earth set or Fellowship edition of the boxed game you can use them as Men for now.

Points Match. If you want to play this game with other warriors choose an equal points value of troops for each side. Each side can choose warriors or Heroes up to the total agreed value, but neither side can spend more than a quarter (25%) of the points available on Heroes and no more than a third (33%) of the number of models on either side can carry bows. For example, if you agree to play with a maximum of 500 points per side each side can spend up to 125 points on Heroes. In the case of an army of 40 models no more than 13 can be bow-armed. Don't worry if you can't quite spend all the points you can take — a few points short won't make any difference.

Layout. Set up an open area with a few ruins in the middle as shown. It does not matter exactly what you use for the ruins or how many there are, so long as they are placed in the centre of the playing area.

Starting positions. The Good models are placed on their side of the playing area no further forward than a line 18"/42cm from the nearest ruins (see map). All the Good side must set up first.

The Evil army deploys once the Good army is in position. Up to one third of the Evil army can be placed amongst the ruins. The rest of the Evil army must be set up at least 36"/84cm from the line already established for the Good army (see map).

Deployment map: the ruins sit in the centre of the table. The Good side deploys within 18"/42cm of the ruins on its own table edge. Up to a third of the Evil side may deploy amongst the ruins; two thirds or more of the Evil side must deploy at least 36"/84cm beyond the Good side's starting line. The Good side's winning line lies a further 36"/84cm beyond its own starting line, on the far side of the ruins.

Objectives. The Good army must fight its way through to the winning line which lies 36"/84cm beyond its starting line (see map). At the start of the game mark out the winning line using a few bushes, stones, or whatever you have handy. Any Good models that cross the winning line have escaped and are removed from the game. Any Good models that retreat from any other table edge count as casualties — they don't escape.

If more Good models fight their way through to the winning line than are slain, the Good side wins.

If more Good models are slain than reach the winning line the Evil side wins.

In the case of a tie — the battle is a draw!

Special Rules. There are no special rules in this game. If players are fighting their first game we suggest you ignore the Advanced rules, including rules for spears and two-handed weapons — but if you're feeling confident go ahead!

Ambitious players may enjoy fighting the Close Encounter with larger and more complex armies, and might wish to introduce special rules from the other scenarios to make the game more interesting. If you want to make the game harder for the Good side count the number of turns that have passed: at the start of the sixth turn and each turn thereafter allow the Evil player to return up to five casualties to the battle as reinforcements at the start of the turn. No Heroes or large monsters can be returned as reinforcements though — only ordinary warriors with a maximum of 1 Wound on their profile. These reinforcements are placed on the Good side's winning line or behind it but must be placed at least 6"/14cm from any enemy.

Scenario 2 — Weathertop

Description. Weathertop is a tall hill, the top of which forms a shallow hollow. In ancient times a round tower stood here, its tumbled walls and jagged foundations lie in a circle around the brow of the hill. Aragorn, accompanied by Frodo, Sam, Merry and Pippin, has decided to make camp here for the night. As darkness closes in the company make a fire. Whilst Aragorn goes down the far slope in search of firewood an unseen enemy approaches. These are five Ringwraiths including their leader the Witch King himself. The battle that follows is as much a battle of wills as of blades — but eventually Aragorn and the Hobbits succeed in driving the Ringwraiths away with brands taken from the fire. During the fight Frodo, temporarily overcome by his enemy's will, puts on the Ring exposing him to the attack of the Witch King. Frodo survives the encounter but carries a life-threatening shard of the Morgul blade deep in his shoulder — without help his life is doomed to ebb away.

Participants. On the Good side are Aragorn, Frodo, Sam, Merry and Pippin. On the Evil side there are five Ringwraiths, one of which is the Witch King. All the Ringwraiths are on foot, having left their mounts at the foot of the hill some distance away.

Points Match. The size of this game is restricted because of the relatively small area encompassed by the vitally important circle of ruins. If you want to play this game with other forces choose up to a maximum of 300 points per side.

Due to the nature of the terrain neither side may choose mounted warriors for this battle.

Layout. The summit of Weathertop is represented by a raised circular plateau whose top is approximately 12"/28cm in diameter. The edge of this plateau is demarcated by ruined foundations forming a broken circle around the top of the hill. The ruins comprise a mix of open ground producing gaps, walls low enough to jump over, and higher walls that are impassable. This lies in the centre of the playing area. The area around represents the lower slopes of the hill — but to be practical the flat table surface will do fine. The rest of the playing area is essentially open but you can add the odd tree, scrub or rock to make the battle look more interesting.

In the centre of the ruined circle is a camp fire. This can be represented in any convenient way — a piece of cotton wool will serve for fire smoke.

Starting Positions. The Good side starts off with all models, except one, within the ruined circle. Aragorn, or the Hero with the greatest points value in the case of a points matched game, must be placed behind the line 6"/14cm from the circle on the side opposite the enemy (see map). The Good side sets up first.

Once the Good side has set up the Evil side sets up behind a line drawn 18"/42cm from the closest part of the circle as shown on the map.

Deployment map: the ruined circle sits in the middle of a roughly 48"/112cm-wide playing area. Aragorn (or the highest-value Hero) starts 6"/14cm from the circle, opposite where the enemy will appear; the rest of the Good side sets up within the circle. The Evil side sets up beyond a line 18"/42cm from the closest part of the circle.

Objectives. The Evil side must try to drive the other side from the circle. The Good side must try to hold on to the circle and drive out any enemy that enter. If playing with the original participants the Evil side can also attempt to slay Frodo — as they will win if successful.

The Evil side wins if there are no Good models in the circle at the start of any turn. The Evil side will also win immediately if Frodo is killed — assuming you are playing with actual participants.

The Good side wins if there are no Evil models within the circle at the start of any turn once five turns have passed.

If there are no models at all in the circle at the start of any turn after five turns, and assuming Frodo still lives, the game finishes and the result is a draw.

Special Rules. The Good side cannot act until they have sensed the presence of the approaching enemy. They might do this in the first turn or not until later — this is established by rolling a dice at the start of each turn. On the roll of a 1, 2 or 3 the Evil models have not been detected and the Good side may do nothing that turn — the Evil side can move as normal. On the roll of a 4, 5 or 6 the Good side has realised what is happening and both sides can act. Once both sides are active roll for priority each turn — even in the first turn where the Good side would normally have priority automatically.

Although the Good side will probably detect the enemy long beforehand, they will automatically do so if there are enemy models within 6"/14cm of the circle's edge at the start of any turn or if the Evil side has already attempted to shoot or use magical powers in the previous turn.

The brightly burning fire within the circle combined with the aura of nobility that surrounds the ruins of what was once a great fortress of good is a major deterrent to the Evil forces. Therefore, any Evil model in the circle at the start of its move must test its courage in the same way as if it were alone.

No model may pass through the fire. Any Good model that is next to the fire can take a flaming brand — this takes half of the model's move. A brand counts as a hand weapon — such as a sword or club. The player must indicate to his opponent which models have brands — mark it on your record sheet to help you remember. If a model has a brand then if he wins a combat but does not slay his enemy he can thrust the brand in the enemy's face forcing him to retreat by a further full move. As the model will have already been beaten back 1"/2cm as a result of the combat this will place the model out of charge reach in the next turn. The Good player does not have to use a brand if he doesn't want to.

If playing with actual participants the battle takes place before Frodo receives Sting, his Mithril armour, or Elven cloak so these items cannot be taken. Similarly Aragorn, Sam, Merry and Pippin cannot take their Elven cloaks.

The game takes place in the dark at night. This is not a problem for Ringwraiths as they can see in the dark anyway. Vision is restricted for all other creatures to a maximum of 12"/28cm, except that all models within 6"/14cm of the fire, and all models that carry brands, can be seen as normal.

Scenario 3 — Balin's Tomb

Description. As the Fellowship races through Moria in an attempt to cross beneath the Misty Mountains they come across the ruin of a battle fought many years before by Dwarves and Goblins. To their horror they discover the tomb of the last Dwarf Lord Balin surrounded by the broken bodies of the last Dwarf defenders of his underground kingdom. As if that were not bad enough, the current rulers of Moria have found them out. Suddenly they are surrounded by ferocious Goblins and must fight a running battle to escape.

Participants. On the Good side there are Gandalf, Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry and Pippin — ie, the complete Fellowship.

On the Evil side there are 36 Moria Goblins, 3 Moria Goblin Captains, and a Cave Troll. These are divided into three groups of 12 Goblins led by a Captain with the Cave Troll as part of any group. 12 Goblins have spears, 12 have swords, and 12 have bows, but these can be divided into the groups in any proportion.

Points Match. If you want to fight the same battle with different forces choose an equal points value for each side of at least 500 points per side. No more than a third (33%) of the models on either side can be bow-armed. No mounted models or flying models can take part in this scenario — the mines of Moria are no place to bring a horse.

You need quite a large force to fight this scenario because the Evil side starts off divided into three parts. Note that a points match game does not give anywhere near enough points to buy the Fellowship — but on the other hand you don't have to worry about protecting Frodo so the game is fairly balanced either way. This is a tough game for inexperienced Good players, but experienced players shouldn't find it too difficult.

Layout. You will need an area that is at least 48"/112cm square. The whole area represents a vast underground chamber with four entrances, one per side. If you don't have an area quite this wide you can compensate by adding one or more turns before the Goblins appear at the side entrances to the chamber.

Balin's tomb occupies the centre of the chamber and is placed on a raised platform approximately 10"/24cm by 6"/14cm and about 1"/2cm high. The floor of the chamber is littered with fallen masonry, rubble, and piles of old bones, producing a maze of low obstacles and occasional impassable barriers. These are set up to make pathways and provide cover — see the map for an example of how you might do this.

Deployment map: the chamber is a 48"/112cm square with one entrance in the middle of each side. Balin's tomb sits on its raised platform in the centre. The Good side sets up at Entrance 1; the Evil side's three groups set up one each at Entrances 2, 3 and 4.

Starting Positions. The Good side sets up first at one entrance as shown on the map.

Once the Good side has set up, the Evil side sets up one group at each of the three remaining entrances. Each group comprises one third of the number of models available to the Evil side. Each group must include a Hero if there are sufficient Heroes in the Evil force to do so.

Objectives. The Good side must attempt to reach the entrance on the opposite side and leave the chamber with as many models as possible. The Evil side must try to slay as many of their enemies as possible before they can escape.

The Good side wins if more Good models escape from the chamber than are killed. If you are playing with actual participants one of the escapees must include Frodo.

The Evil side wins if more models are killed than escape. If you are playing with the actual participants then the Evil side wins immediately if Frodo is killed.

In the event of equal numbers escaping and being slain (not possible with nine of course!) the result is a draw.

The game is played until one side or the other has either escaped with sufficient models or slain sufficient models to meet its objective.

Special Rules. In the first turn the Evil side is only allowed to act with one of its groups — the Evil player can decide which group to activate. As the Good player gets priority (standard rule) the Evil player will be able to see which way his enemies move before activating his force. In the second turn the Evil player can activate one of his two remaining groups. In the third turn the last group is activated. Note that because the Evil forces are divided in this way this makes an ideal game for an Evil team of three players.

As this battle takes place before the Fellowship's encounter with Galadriel in Lothlorien none of the company can have Elven cloaks.

Note that the low walls and obstacles that litter the chamber are no barrier to the movement of Moria Goblins, enabling them to cut corners and leap over walls whilst the Good models are weaving about trying to get away. This makes the Moria Goblins seem a great deal faster than you might expect.

Scenario 4 — The Bridge of Khazad-dûm

Description. The Fellowship is running through Moria pursued by the Goblin hordes and a narrow bridge over a deep chasm offers their only hope of escape. As they reach the bridge Gandalf turns to make a stand and give the rest of the Fellowship a chance to escape. On the narrow bridge few can reach or harm him, however, emerging from the shadows there comes the greatest of all the evil creatures of Moria — the Balrog. In the ensuing fight Gandalf shatters the bridge allowing the Fellowship to escape as he and the Balrog tumble down into the depths of the chasm and vanish into the darkness.

Participants. On the Good side there are Gandalf, Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry and Pippin — ie, the complete Fellowship.

On the Evil side there are 24 Moria Goblins and a Balrog. Of the Goblins 8 have spears, 8 have swords and 8 have bows.

Points Match. If you want to fight the same battle with different forces choose an equal points value for each side of at least 500 points per side. No more than a third (33%) of the models on either side can be bow-armed. No mounted or flying models can take part in this scenario — the mines of Moria are no place to bring a horse!

Layout. A broad chasm at least 6"/14cm wide lies across the centre of the playing area. The chasm is too wide to jump across — even for a Balrog. It is spanned by a bridge 50mm wide (ie, equivalent to two base widths). This is wide enough so no more than two models can fight side by side but one model can block the bridge and prevent passage across it.

There are three entrances to the chamber itself. Each entrance is a broad tunnel that lies 16"/36cm from the chasm. The exit is another tunnel that lies the same distance on the other side opposite the bridge. Each entrance is approximately 4"/10cm wide.

The area between the bridge and entrances is strewn with rubble — forming obstacles to movement. Note that Moria Goblins can move over this without a Jump test whilst the Balrog is tall enough to step over without penalty.

Starting Positions. The Good side starts off in a group between the chasm and chamber entrances with no models closer than 7"/15cm to either the chasm or any entrance (see the map). The Evil side is in hot pursuit! The Evil forces will enter the table via the tunnels each turn. The Balrog always comes on last. If playing with other forces the model with the highest points value will come on last.

Objectives. The Good side wins once the bridge is destroyed and at least half the Good models have reached the safety of the exit. Note that it is not enough to simply run away — you have to destroy the bridge to win! If playing with the actual participants Frodo must be amongst those who escape in order to win.

The Evil side wins if more than half of the Good models are slain or if the bridge is not destroyed by the time all the Good models have left the game. When using the actual participants the Evil side also wins immediately if Frodo is slain.

Special Rules. The Evil forces are spread out as they move through the tunnels so no more than 10 models can enter the chamber each turn. They may enter the chamber through any of the three entrances. The Balrog always comes on last. So, in Turn one 10 Goblins enter, in Turn two 10 more Goblins enter, in Turn three the remaining 4 Goblins and the Balrog enter.

As this battle takes place before the Fellowship's encounter with Galadriel in Lothlorien none of the company has Elven cloaks.

As this battle takes place after the fight in Balin's Tomb the Good heroes are already exhausted and have expended some of their Might points. Each Hero therefore reduces his Might level by 2 — eg, Aragorn starts off with a Might of 1 not 3, Boromir has 4 not 6.

As this battle takes place after Frodo has been attacked by the Cave Troll, one Hero on the Good side is considered to have expended all of his Fate points. If playing with Frodo this must be Frodo — if playing a points match the opposing (Evil) player selects one of the Good Heroes and that Hero begins the game with 0 Fate points.

The Good side can only win by destroying the bridge. To allow this to be achieved in games that do not include Gandalf the bridge is assigned a Defence value of 10 and 3 Wounds. This does allow powerful models to destroy the bridge if they act in concert — though the bridge is so tough it is best to save a few Might points for doing this. A bridge can be struck automatically by a model that is not shooting or fighting that turn (bridges can't fight back!). Once the bridge has taken 3 wounds it is destroyed. Any models that are on the bridge and not fighting in combat can immediately move in order to escape. Any models that are fighting when the bridge is destroyed will fall into the chasm and are slain.

Gandalf can inflict damage on the bridge by standing on it and using his magical powers to direct a Sorcerous Blast downwards (see the special rules for Gandalf). At this short range the blast is very powerful — so roll a dice to see how many wounds are caused. On a roll of 1 the bridge in undamaged, on a 2 the bridge suffers 1 wound, on a 3-4 the bridge takes 2 wounds, on a roll of 5-6 the bridge takes 3 wounds and is destroyed. On a roll of 6 the explosion is so powerful that anything on the bridge falls into the chasm even if it is not fighting and could otherwise escape. Note that this is a random roll made on behalf of the bridge — Gandalf cannot use his Might to change the roll either up or down.

Scenario 5 — Flight to Lothlorien

Description. The remnant of the Fellowship flee from Moria as hordes of Moria Goblins pour from the mountains in pursuit. The Fellowship seek refuge in the mysterious land of Lothlorien, the realm of the Wood Elves and domain of Celeborn and Galadriel. The exhausted heroes cross the Silverlode, the stream that marks the border of Lothlorien, followed by the advance Goblin forces. Fortunately help is at hand in the watchful form of Haldir and his company of Elven archers. Of the Goblins that dare tread the soil of Lothlorien none survive to return to their mountain lairs.

Participants. On the Good side there are Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry and Pippin — ie, the Fellowship minus Gandalf — plus Haldir and 10 Wood Elf archers.

On the Evil side there are 48 Moria Goblins and 2 Goblin Captains — 16 Goblins have swords, 16 have spears, and 16 have bows.

Points Match. If you want to fight this battle with different forces choose two forces of equal value. This battle is suitable for medium to large armies from 500 points a side upwards. The Good side begins the game divided into two groups — each group must contain as near as possible the same number of models and must contain at least one Hero. No more than a third (33%) of the models on the Evil side can be bow-armed. No more than half (50%) of the models on either side can be Heroes.

Layout. The Silverlode, a fast running stream with treacherous steep banks and few crossing places, runs across the table from side to side as shown on the map. Beyond the Silverlode is an open area with scattered trees and rocks and then 18"/42cm from the stream the forest thickens into a mixture of scattered trees and areas of dense woodland (difficult terrain). Set up the terrain using the map as a guide — the river should be about 40-50mm wide but use whatever terrain you have to create the scenario.

Deployment map: the Silverlode crosses the table with marked crossing points. The Evil side sets up on the far bank, the same side as the table edge, while the Fellowship starts within 6"/14cm of the near bank, having already crossed. The Good side's finish line lies 36"/84cm beyond the stream.

Starting Positions. The Fellowship starts the game within the 6"/14cm band beyond the Silverlode having already crossed it. If using other forces in a points matched game choose one of the two Good groups to set up in this position. See the map.

The Evil forces set up between the board edge and the banks of the stream as shown on the map.

Haldir and the Wood Elves are concealed amongst the tree tops at the start of the battle. None of these models are placed on the table at the start of the game — they are completely hidden. To represent the way in which the Wood Elves are encountered the Good player takes six small pieces of paper and numbers them 1 to 6. Each piece is placed next to, on top of, or beneath a tree model to show where Haldir is hiding. No piece can be placed closer than 18"/42cm to the stream as shown on the map. No piece can be placed within 6"/14cm of any other, so there will be six potential places where Haldir will be. Neither player will know exactly where Haldir is until later in the game.

If playing a points matched game the counter represents the best Hero amongst the group and otherwise the player makes six numbered pieces of paper and divides them as described.

Objectives. The Good side wins if more of the Fellowship (including Frodo) than are slain reach the finish line 36"/84cm from the stream. Haldir's Wood Elves are not counted. In a points match game the same conditions apply to the equivalent group.

The Evil side wins if it can slay Frodo or enough of the Fellowship to prevent the Good side fulfilling its objective. Note that the Evil side will win if four of the Fellowship are slain as this makes it impossible for the Good side to win. In a points match game the same applies — without Frodo.

If Haldir is being played by a third player he will win if his side wins — heroes being selflessly mindful of the greater good of course!

Special Rules. The Silverlode is a narrow stream with steep slopes; it can only be crossed at the crossing points indicated. Moria Goblins can jump over the crossing points without penalty due to their special jumping ability. Other forces must test to jump at a crossing point.

As soon as any model from either side crosses a line 18"/42cm from the stream, Haldir and his archers are revealed — they drop from the trees. Once a model has crossed this line and completed its move the Good player rolls a dice and places Haldir next to the appropriately numbered tree. The remainder of Haldir's warriors are all placed within 6"/14cm of Haldir. Haldir and his warriors cannot move in the turn they appear and cannot be placed in touch with the enemy — though they can shoot and fight in combat if charged. If using other forces place the nominated Hero and position his troops around him in the same way.

This battle takes place before the Fellowship arrive at Lothlorien so none can wear Elven cloaks.

Scenario 6 — Amon Hen

Description. The Fellowship follow the river from Lothlorien travelling in their agile boats until they reach Amon Hen — the site of an ancient ruin called the Seeing Seat. Here they draw their boats onto the shore and make camp. Little suspecting that the enemy are approaching they split up — the situation then proves almost fatal. Boromir yields to temptation and tries to take the Ring from Frodo who runs blindly into the woods just as a large force of Orcs bursts open them. In the ensuing fighting Boromir dies defending Merry and Pippin from capture. Frodo and Sam escape amidst the confusion.

Participants. On the Good side there are Aragorn, Boromir, Legolas, Gimli, Frodo, Sam, Merry and Pippin — ie, the Fellowship minus Gandalf.

On the Evil side there are 40 Uruk-hai and Lurtz — 35 Uruk-hai have swords and 5 have bows.

Points Match. If you want you can fight this battle with alternative forces and the Good side chooses up to 500 points of Heroes and the Evil side chooses up to 600 points of warriors of which only one can be a Hero. Neither side may have more than a quarter (25%) of its models armed with bows. The Good side may not include mounted warriors (having just arrived by boat).

Layout. This is quite an ambitious table set-up featuring, as it does, a section of river, a couple of hills, and scattered woodland. The playing area needs to be 72"/168cm long and 48"/112cm wide. The river runs down one of the side edges all the way down the length of the table — there is a sandy shore and jetty down the table. This is where the boats are moored. There is a tall hill on the opposite side of the playing area which has ruins on top extending over a circular area 12"/28cm diameter. This is the Kings Seat. There is a smaller hill just beyond the shore. The whole battlefield is dotted with individual trees and rocks, as well as compacted areas of dense woodland and broken ground that count as difficult terrain.

Deployment map: the 72"/168cm by 48"/112cm table has the river running the length of one long edge with a jetty and moored boats; the Kings Seat ruin sits on a hill at the far side, and the Evil side sets up anywhere along the short table edge nearest their approach.

Starting Positions. The Good side sets up first and begins the game scattered over the playing area. At least one model must be placed in the centre of the ruins (the Kings Seat) and at least one model must be placed on the top of the smaller hill. If playing with the actual participants Frodo must be placed on top of the smaller hill or within 6"/14cm of there. The rest of the Good side can be placed anywhere on the table but no model can be placed within 6"/14cm of another.

The Evil side sets up once the Good side is in place. The Evil models are placed along the indicated edge of the playing area.

Objectives. The Good side must try to escape from the short side edge as shown on the map whilst the Evil side must try to capture at least two of the Good Heroes.

The Good side wins once all the Heroes leave by the far table edge. If any Heroes are slain or captured the Good side cannot win.

The Evil side wins as soon as two enemy Heroes are captured and taken to the board edge. If playing with actual participants the Evil side also wins if Frodo is captured.

If neither side can fulfil its objectives the result is a draw.

Special Rules. The Evil side is trying to capture enemy Heroes rather than kill them. Any models slain by bows are actually killed and therefore cannot be captured. Models can only be captured in hand-to-hand fighting. To capture an enemy a combat is fought as normal — if a Good model suffers its final wound then the Evil player can elect to 'knock-out' his opponent rather than slay him. The model retains 1 wound but can do nothing. The knocked out model is lain down to indicate this. Once knocked out a model can be carried by one enemy reducing his movement by a half, or by two enemies at normal movement speed. Any models carried to the edge of the table count as captured.

A model cannot carry an unconscious foe whilst doing anything else. If fighting they must drop their burden.

An unconscious model that is not touching an enemy can be revived by any Good model that ends his move in touch. The captive revives immediately and can act that turn — but must first rise to his feet (taking half a move). A carried unconscious model is treated as a combat opponent for the purposes of shooting — ie, hits are allocated randomly.

There are two boats beside the jetty. A model can move into a boat by stepping into it — there is no move penalty for this. The boat can move downstream at 6"/14cm a turn. Where a model moves both in the boat and by his own means he apportions the movement left depending on how far he has already travelled. A Good Hero leaving the table by a boat has escaped.

The river cannot be crossed — but a model can attempt to jump from shore to boat if the gap is sufficiently narrow. The usual Jump test is required and a model falling into the river is swept away and considered to have been drowned.

Scenario 7 — The Last Alliance

Description. At the end of the Second Age the last great alliance of Men and Elves musters its forces against Sauron. At the slopes of Mount Doom Sauron is brought to battle and defeated — his ring is severed from his hand and his spirit crippled and banished. This was a desperate battle fought by huge armies on both sides and the day was not won before many creatures of all races had lost their lives.

Rather than try to represent the entire battle with thousands of warriors, we have taken a slice of the action centred upon the greatest heroes on the Good side. There are enough participants to capture the feel of the bigger battle ranging all around.

Participants. On the Good side there are Gil-galad, Elendil, Isildur, Elrond, 24 Men with spears, 24 Men with swords, 24 Elves with two-handed swords, and 24 Elves with bows.

On the Evil side are 240 Orcs — 60 with bows and the remainder with either swords or spears. They are led by 8 Orc Captains.

Points Match. The battle is a straightforward struggle for supremacy and can be fought with any size armies if you want to do so. Simply choose two armies up to the same maximum points value. Each side must include at least one Hero. The Good side can have no more than half as many Heroes as the Evil side. Neither side can include more than a quarter (25%) of its models as armed with bows.

Layout. You will need a large table to deploy the substantial forces involved in this battle. There are three large hills on the Evil side of the battlefield representing the slopes of Mount Doom. The whole area is scattered with large impassable rocks and clusters of smaller rocks that form obstacles. There are no trees, the slopes of Mount Doom being dark, desolate, and barren.

Starting Positions. The two armies deploy along the long edges of the table no closer than 24"/56cm to each other.

The Evil side deploys half its army first. The Good side then deploys its entire army. Finally the Evil side deploys the rest of its army.

Objectives. The objective of this battle is simple — smash the enemy! The first side to slay three quarters (75%) of the enemy models wins the battle — the remainder of the enemy will flee from the field leaving the victors in sole possession. Remember — any models that retreat from the table are also considered casualties so they count amongst the slain.

Alternatively, agree to play for an agreed number of turns or a convenient length of time — three hours, until midnight, whatever suits the players. Once the number of agreed turns or the agreed time has passed count up the casualties and the side that has lost the smallest proportion of troops is the winner.

Special Rules. The battle is fought before Isildur takes the Ring — he may not have the Ring.

The game is a large encounter fought to the finish. The only point of note is that the battle is very large if you play with the participants as described — so it is especially useful to have two or more players on each side with individual players controlling a portion of each army. This is especially true of the Evil army.

Scenario 8 — The Gladden Fields

Description. Isildur leads his army northwards after his victory over Sauron at the Battle of the Last Alliance. Following a trail beside a river the force is ambushed by a large force of Orcs. Isildur attempts to escape by putting on the Ring and diving into the river. The Orcs shoot at the ripples in the water and kill Isildur — and the Ring slips from his dead finger and is lost.

Participants. On the Good side is Isildur who has the Ring. He is accompanied by 24 Men — 12 warriors with spears and 12 warriors with swords.

On the Evil side there are 2 Orc Captains and 40 Orcs, 20 with swords, 10 with spears and 10 with bows. This must be divided into two groups of equal size, each including a Hero.

Points Match. If you want to play this game with other warriors choose an equal points value of troops for each side. Each side can choose warriors or Heroes up to the total agreed value, but neither side can spend more than a quarter (25%) of the points available on Heroes and no more than a quarter (25%) of the number of models on either side can carry bows. Each side must include at least one Hero.

Layout. At this point the main river lies slightly beyond the gaming area and Isildur is travelling along the course of a tributary stream. Another stream joins the first as shown on the map. Where the two streams join there is a ford. The rest of the battlefield contains scattered trees and large rocks as well as some marshy areas that are difficult terrain. The area beyond the main stream is especially rocky, offering plenty of opportunity for models to take cover. The stream banks are rocky and impassable in places as indicated on the map.

Deployment map: the two tributary streams join at a ford in the middle of the table. The Good side sets up in the fork between the two streams, no closer than 6"/14cm to the ford; the Evil side's two groups deploy one to each side of the streams, each at least partially hidden from the Good side.

Starting positions. The Good side begins the battle in the fork between the two streams but no model can be nearer the ford than 6"/14cm (see map). All the Good side must set up first.

The Evil army deploys once the Good army is in position. The Evil army is divided into two groups of equal size each led by one of the Orc Captains. One group must deploy to one side of the stream and the other group to the other — neither may deploy in the stream or within the Good side's deployment area. In addition, each Evil model must be positioned in such a way that it is at least partially hidden from the view of the Good models already positioned. This represents the Orcs emerging from ambush.

Objectives. The Good army wins if at least half the Good models reach a line 24"/56cm from the fork in the stream. Once half the Good models reach this line the Evil side will abandon the fight. Isildur must be amongst those who reach the safety line for the Good side to win.

The Evil army wins if it slays at least half the enemy or if Isildur is killed — in either case it will be impossible for the Good side to win.

Special Rules. The streams are narrow enough to jump over but in places the banks are rocky and impassable as shown on the map. The ford can be crossed without penalty and without a Jump roll.

Isildur must have the Ring in this battle. If he leaves the table whilst wearing the Ring he counts as a casualty and the Evil player will win automatically.