The Lord of the Rings: Strategy Battle Game
The Lord of the Rings: Strategy Battle Game Rulebook
Table of Contents
Table of Contents
- Introduction to the Game Rules
- Starting a Game
- Characteristics
- The Game Turn
- The Move Phase
- Advanced Rules — The Move Phase
- The Shoot Phase
- The Fight Phase
- Cavalry
- Which Models Can Ride?
- Characteristics for Mounts
- Moving Cavalry
- Barriers and Obstacles (Cavalry)
- Jumping (Cavalry)
- Other Exceptions
- Mounting and Dismounting
- Shooting & Cavalry
- Fights & Cavalry
- Fighting Across Barriers
- Shielding
- Monstrous Mounts
- Advanced Rule — Loose Mounts
- Casualties in Scenarios (Cavalry)
- Courage
- Heroes
- Heroic Actions
- Weapons
- The Fortress (Siege Rules)
- Scenarios
Introduction to the Game Rules
The rules of the game are explained in a conversational style with examples throughout, 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, Advanced and Special rules are divided from the rest of the text.
Advanced rules introduce extra detail into the game. If you are just starting out, it's recommended you ignore them. Advanced rules are included at the end of each section where appropriate, or gathered together in an 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.
The distance between two models is measured 'base to base' (i.e., from the edge of the first model's base to the edge of the other model's base).
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.
Rolling Dice
When you roll a dice it is sometimes necessary to add or subtract bonuses from the roll — so a roll of 4 with a +1 bonus is a score of 5.
The only thing you need to remember is that the minimum score is always 1 and the maximum score is always 6 — regardless of any bonus or penalty you cannot score better than 6 or worse than 1.
D6 or D3. Sometimes the abbreviation D6 is used instead of the word 'dice'. These mean exactly the same. At other times you can find the phrase 'roll a D3'. This means to roll a dice and divide the result by two, rounding up. So, if you roll a 1 or 2 your result will be 1, if you roll a 3 or 4 your result will be 2, and if you roll a 5 or 6 your result will be 3.
Re-rolls
Sometimes the rules allow you to 're-roll' the dice. This is exactly as it sounds — pick up the dice you wish to re-roll and roll it again. The second result always counts even if it is worse than the first, and no dice can be re-rolled more than once regardless of the source of the 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 Scenarios section. The scenarios represent different kinds of battles both large and small. Players are advised to begin with the smaller 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 in the following sections.
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.
Characteristics
All combatants are not the same, so allowances must be made for their differences. This is achieved by what are called 'characteristics'. There are six different characteristics that define each warrior's abilities: Fighting, Strength, Defence, Attacks, Wounds, and Courage. Each of these has a value written in the form of a characteristic profile, laid out as F / S / D / A / W / C.
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+ (i.e., a roll of 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 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 two, three 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 most 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.
Example profiles: a Warrior of Rohan with bow is F3/4+ S4 D3 A1 W1 C3; a Warrior of Rohan with sword and shield is F3/– S4 D5 A1 W1 C3; a Dwarf Warrior with axe and shield is F4/– S4 D3 A1 W1 C4; a Mordor Orc with bow is F3/4+ S3 D4 A1 W1 C2; a Mordor Orc with sword and shield is F3/– S3 D4 A1 W1 C2; a Mordor Uruk-hai with sword is F4/– S4 D5 A1 W1 C3.
The Game Turn
The game is divided into turns. During each turn models can move, shoot with ranged weapons, 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. 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 such things as 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'.
- Priority. Both sides roll a dice to establish which side has priority that turn.
- 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.
- Shoot. Both sides shoot. The side with priority shoots first. Once the side with priority has finished its shots, the other side shoots.
- Fight. Both sides fight hand-to-hand combats. The side with priority decides the order in which combats are fought.
- End. The turn is over. Begin another turn starting with Phase 1 — Priority.
The Priority Phase
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. In some scenarios the Good side does not necessarily go first, for example. Also, Heroes have rules that occasionally allow them to override the normal priority and move, shoot or fight before other warriors — these exceptions are explained where they apply.
The Move Phase
Once priority has been established the turn proceeds to the Move phase. During the Move phase, each side gets to move its models up to the maximum distance shown on the Movement 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.
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.
Movement Chart
| Type | Maximum move over open terrain (inches) | (cm) |
|---|---|---|
| Man/Woman/Wizard | 6" | 14cm |
| High Elf/Wood Elf | 6" | 14cm |
| Gwaihir | 12" | 28cm |
| Ent | 6" | 14cm |
| Hobbit | 4" | 10cm |
| Dwarf | 5" | 12cm |
| Gollum | 5" | 12cm |
| Orc | 6" | 14cm |
| Moria Goblin | 5" | 12cm |
| Uruk-hai | 6" | 14cm |
| Cave Troll | 6" | 14cm |
| Balrog | 6" | 14cm |
| Ringwraith | 6" | 14cm |
| Sauron | 6" | 14cm |
| Shelob | 10" | 24cm |
| Fell Beast | 12" | 28cm |
| Warg Rider | 10" | 24cm |
| Horse Rider | 10" | 24cm |
Distances are given in both inches and centimetres throughout this rules manual. 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.
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 don't have to move in a straight line — they can move in curving paths or however preferred, so long as they move no further than their maximum permitted distance.
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 can only move to within 1"/2cm of an enemy model that it wishes to charge (a charge is a move into contact, described below). In effect, this allows models to block the movement of enemies. This is known as the Control Zone rule.
Once a charger has moved to within 1"/2cm of his target he must complete his move into contact against the target model/models — he will ignore the control zone of other enemies nearby.
There are three exceptions to the Control Zone rule worth pointing out right away. Firstly, models already touching an enemy have no control zone — they are already engaged in fighting, so an enemy model can move to within 1"/2cm in this case. Secondly, 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 once the move is complete. Thirdly, 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.
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 move off the gaming table unless they are retreating from the battle as described in the rules for Courage, or if the scenario requires it.
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 can charge any enemy model he can see at the start of his own move and which he can reach. It does not matter if he can see his enemy at the start of the Move phase or previously in the phase — only at the start of his own move. 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 own 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 — for example, an enemy on the other side of a hill, inside a building, or behind a high wall.
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 only part of an enemy model will be visible — 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.
Sometimes it can be hard to tell if a warrior can see or not. If you really can't tell, the best and fairest way to decide is to make a 'random' test: roll a dice. If a 4, 5 or 6 is rolled the model can see, however a 1, 2 or 3 means it can't.
Fights
At the end of the Move phase, any models that are in base contact with the enemy are paired off into individual combats.
Sometimes 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). Always separate the models slightly to make the pairs more obvious and to see what's going on.
Terrain
The maximum distances given for movement assume that the going is firm and level and there is nothing to impede progress. Often warriors must struggle through areas of scrub or forest, over bog or mire, or upon rocky scree slopes. All these and comparable conditions are referred to as 'difficult terrain'.
The maximum distance a model can move over difficult terrain is halved compared to its actual distance. For example, a model that moves 6"/14cm normally will move a maximum of 3"/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 (i.e., halved back down again by the difficult-terrain rule) — 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 cm.
Special Rule — Woodland Creatures. Wood Elves and Ents are used to travelling in woodland — they therefore don't consider these areas to be difficult terrain. A Wood Elf or Ent can move at full rate in a wooded area just as if he were in the open.
Examples of difficult terrain: very steep, rock-strewn or otherwise awkward slopes; areas of wood or forest; 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. Because difficult terrain counts as double distance, it is useful to delineate such areas clearly — for example, by using a card base to define the area — so all players understand which areas are considered difficult before the game begins.
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.
If a barrier is very low and narrow, 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. 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.
If a barrier is at least half as high or half as wide as 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. Sometimes a model will have to jump an obstacle in order to move beyond it, as in the case of a stream. On other occasions a model might be able to move around an obstacle, taking a longer route but avoiding the inconvenience of jumping.
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 the obstacle 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 see if the attempt is successful. Roll a dice. If the obstacle is taller or wider than the model's height, deduct -1 from the roll.
Jump Chart
| Dice | Result |
|---|---|
| 1 | Stumbles and fails — the model does not cross and cannot move further this turn. |
| 2–5 | Success — 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. |
| 6 | Effortlessly bounds across — the model leaps over the obstacle and can complete its move if it has any remaining. |
Example: An Elf has a move of 6"/14cm. The Elf moves 2"/4cm forward towards a wall. The wall is 1"/2cm wide and a roll is required to cross. The player rolls a dice. On a score of 1, the Elf fails to cross and can move no further that turn. On a roll of 2–5, the Elf crosses and is placed on the other side of the wall. On a roll of 6, the Elf moves 4"/10cm forward, crossing the wall as he does so.
Jumping a Gap
A gap such as a chasm, 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 for jumping an obstacle. On a 1, the model does not simply fail to cross but falls to the ground. A model falling further than twice its own height may be injured as a result (see Climbing, below, for falling damage).
Special Rule — Moria Goblins & Jumping. Moria Goblins are adapted to the underground ruins where they live, allowing them to bound across obstacles and gaps effortlessly. No dice roll is required when a Moria Goblin attempts to jump a gap or obstacle up to double its own height — the jump is made automatically, 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 defendable barrier in this way, a feature must be at least half as tall or wide 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 zone of control applies to the whole area immediately 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.
Advanced Rules — The Move Phase
The following Advanced rules apply in some circumstances but can safely be ignored for most games.
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 previously.
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
| Dice | Result |
|---|---|
| 1 | Fall — the model slips and falls to the ground. |
| 2–5 | Continue to climb — if the top/bottom is reached, place the model at the edge. The model cannot move further that turn. |
| 6 | Continue to climb — if the top/bottom is reached, the model can complete its remaining 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. E.g., 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 more than twice the model's height is dangerous. If a model jumps/falls in this way it's automatically placed lying on the ground at the foot of the drop and suffers one Strength 3 hit for each full 1" or full 2cm of fall. So, a model that falls 4"/10cm suffers four Strength 3 hits, a model that falls 12cm suffers six Strength 3 hits, etc. (See the Shoot Phase section for how to calculate the effect of hits.) No Jump roll is required to make a descent of more than double the model's height, 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.
Special Rule — Moria Goblins & Climbing. 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.
Defending Elevated Positions
A warrior who climbs to the top of a cliff, wall or other vertical surface automatically charges the nearest enemy whose zone of control overlaps the top edge of the surface. He holds on just below the top of the vertical surface and fights the warrior on the top. If no enemy zone of control overlaps the edge of the vertical surface, the warrior can position himself on the top — but he cannot charge any other enemy on the top as they would not have been visible at the start of his move.
Models stood on the top of a vertical surface fight by defending its edge against attackers climbing up from below. The rules for defending elevated positions are based on the rules for defending barriers: a warrior on the top of a wall/cliff can be placed immediately behind its edge and can then defend the edge immediately in front of him and 1"/2cm either side. The elevated position counts as a defended barrier.
No enemy can attempt to ascend over the edge of a vertical surface if he has to enter the control zone of a model that is defending the edge. The attacker must fight the defender and kill him in order to climb over the edge and occupy his enemy's place on the top. The rules for defending fights are used to work out the combat, exactly as for a combat over a wall, hedge, barricade or similar defence work. The only difference is that the chargers are climbing a vertical surface and so risk falling off if they fail to get over the edge.
Falling Off. The following rules apply to warriors attacking whilst climbing vertical surfaces: if a model is fighting in this way and is forced to back away 1"/2cm, he can only move down the vertical surface. As he backs away he risks falling. If physically unable to back away for whatever reason, the warrior still risks falling. A model making way for a friend who is backing away from a fight does not have to roll — he is not retreating in the face of the enemy.
Make a random roll to see if the warrior falls as he is beaten back. On a 4, 5, or 6, the warrior keeps his footing and backs away as required. On a 1, 2 or 3, the warrior loses his footing and falls to the ground before he can back away. He falls the full distance to the ground and suffers falling damage in the usual way.
If the warrior at the top of the vertical surface falls, roll a dice for every other model that is climbing right below him. Any model that rolls a 1, 2 or 3 is also knocked from the vertical surface by their own falling friend. Models fall from wherever they are on the surface, so warriors nearer the ground suffer fewer hits.
Models on the Ground
Real warriors on foot can conceal themselves from view by crouching or lying behind cover. Models can also be knocked to the ground by charging cavalry. To represent this, players must lie the model down.
When a player gets to move a warrior he can lie the model down. This costs the model half its entire move distance. A model that is on the ground can get up; this costs the model half of its entire movement distance, and the model can then complete the rest of its move normally.
Whilst on the ground, a model does not have a control zone and is unable to charge an enemy, employ magical powers, shoot, or do anything else except move as described. It also cannot use any weapon except shields, hand weapons, knives and daggers.
A lying down model's Move rate is reduced to 1" or 2cm regardless of its race, representing the warrior crawling along on its hands and knees. A lying down model can be jumped over by friends and foes alike, in the same way as an obstacle (though it cannot be defended like an obstacle).
If a model is charged whilst on the ground, it cannot stand up in the Move phase, but it will attempt to stand in the Fight phase. Determine who wins the fight as normal. If the model on the ground wins the fight then it cannot strike — but automatically stands instead. If the model on the ground loses, it remains down, is pushed back 1"/2cm and counts as trapped (see the Fight Phase section). A model lying down behind a barrier cannot count as defending it — to defend a barrier a warrior must be on its feet ready to repel the enemy.
Visibility of a model on the ground works as follows: if no part of the model's body is visible to an enemy warrior's model's eye view it cannot be seen (only the model's body counts — not its base, weapons, etc.). If a model is on the ground but its body is still visible in its entirety, with no interposing cover, terrain, or other models, the model can be seen. If a model on the ground is only partially obscured by scenery, cover, or other models, it can only be seen by an enemy if a dice is rolled and scores a 4, 5 or 6 — a 'spotting' dice is rolled for each enemy trying to spot the model. If a model is lying directly behind cover, the warrior is assumed to be able to peek through or over its cover without exposing itself to view, so it can see as if it were standing, even though the cover might be in the way of the model's eye view.
The Shoot Phase
Once both sides have moved it is time for the Shoot phase. In this phase, models from both sides can shoot their bows, crossbows, or other ranged weapons. 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 weapons 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.
| Weapon | Range | Strength | Move Penalty |
|---|---|---|---|
| Bow | 24"/56cm | 2 | Half |
| Orc bow | 18"/42cm | 2 | Half |
| Elf bow | 24"/56cm | 3 | Half |
| Dwarf bow | 18"/42cm | 3 | Half |
| Uruk-hai crossbow | 24"/56cm | 4 | All |
| Throwing weapon | 6"/14cm | 3 | None |
A model can shoot once in the Shoot phase at a target within range that it can see, using the same visibility rule as for movement.
The player starts by selecting the model that is to shoot and indicates the target. Not all warriors are equally good marksmen, as reflected by the Shooting value in their profile — the second number shown on the Fight characteristic. If a warrior does not have a weapon to shoot with, it is convenient to miss out the Shooting value, shown by a dash (–).
The Shooting value indicates the minimum dice roll needed by the shooter to score a hit on its target. So, a shooter with a Shooting 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 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, 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 dash (–) indicates the target is impossible to hurt — it is just too tough.
| Strength \ Defence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 | 6/6 | – | – |
| 2 | 4 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 | 6/6 | – |
| 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 | 6/6 |
| 4 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6/4 | 6/5 |
| 5 | 3 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6/5 |
| 6 | 3 | 3 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
| 7 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 5 | 5 | 6 |
| 8 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 5 | 5 |
| 9 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 5 |
| 10+ | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
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 its characteristic profile it is slain if it 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 takes 3 wounds to kill, and so on. If such a warrior suffers a single wound, make a note 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 is 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. E.g., a model with a potential move of 5"/12cm cannot shoot if it moves further than 2.5"/6cm.
A crossbow-armed model must give up its entire move to shoot. Such a model cannot therefore move in the Move phase and then shoot in the following Shoot phase — crossbows are much more time-consuming weapons to load and fire than bows.
A warrior armed with a throwing weapon suffers no reduction in its move on account of throwing the weapon. The model can move its entire permitted Move distance and throw its weapon.
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 attempting to cross an obstacle, jump, climb or mount a steed during the Move phase cannot shoot that turn — even if it fails to cross an obstacle or jump a gap. A model cannot shoot whilst it is on the ground. A thrown rider cannot shoot that turn unless it shoots before it is thrown.
Shooters in Combat
Models that are touching an enemy in the Shooting phase 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 worked out 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.
In the Way!
Where a shooter's view to his intended target is partly obscured by someone or something in the way, 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 wide 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 until it hits something or reaches the intended target.
Example: a Man 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 Man rolls to see if the tree is hit, scoring a 5, avoiding the tree. The Man next rolls for the wall and scores a 4, avoiding that also. The arrow reaches the Orc and hits him.
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.
A model might wish to shoot at a target that is partially obscured by two or more models engaged in combat. Good models, as usual, cannot take this kind of shot, but Evil ones can. If the shot hits the intended target, the fight will be treated as an obstacle 'in the way' of the shot — if a 1–3 is rolled, the arrow is stopped by the fight and the hit must be resolved in the same way as a shot directed against targets in combat.
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.
Shooting from Behind Friends
If a model is shooting from behind a friendly model, this model isn't considered to be in the way of its shooting so long as the base of the shooter is touching the base of the friendly model, and the friendly model's base is of the same size as the shooter's or smaller.
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 already described in the Move phase.
When to Fight
The side that has priority that turn decides the order that fights are resolved. The deciding player chooses which combat he wants worked 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 Warrior of Minas Tirith and an Orc. Both have 1 Attack and 1 Wound on their characteristic profile and a Fight 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.
Example: the Orc rolls 3 and the Warrior of Minas Tirith rolls 4. The Warrior of Minas Tirith wins the fight.
The loser must 'back away' 1"/2cm from his opponent to represent that he has lost the fight. The loser cannot move into touch with another enemy as it backs away, but it can move within the 1"/2cm control zone of other enemies because 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 Trapped Fighters, below).
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 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.
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. Combats involving models lying on the ground are resolved with slightly different rules (see Models on the Ground, above).
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 who wins the fight, 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 multiple Attacks 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 against the Wound chart to see if he inflicts a wound — both dice count, so he either inflicts no wounds, 1 wound, or 2 wounds.
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.
Example: a Man defeats an Orc in a fight. The Man has a Strength of 3, the Orc a Defence of 5, and both have 1 Attack. The Man therefore requires a dice roll of 5 or more to inflict one wound on the Orc.
Multiple Combats
If two, three or more warriors are fighting a single enemy, roll one dice for each warrior as before. The player rolling multiple dice takes the highest scoring dice and ignores the rest, and this is compared to the single model's dice score.
If any models involved in a multiple combat have 2 or more Attacks, total up the number of attacks on both sides and roll the appropriate number of dice, picking 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 they are 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"/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 (see 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.
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 matters because some enemies might have different Defence values or might be trapped.
Trapped Fighters
Warriors who have been defeated must back away from their opponent as described earlier. Sometimes a model will be unable to back away because its path is blocked by an impassable feature, obstacle, the edge of the table, or by other models. This is always the case where a defeated warrior is surrounded by three equidistant enemies.
Note that a model is not allowed to back away by jumping an obstacle, climbing or mounting up — but it can back away by leaping over a sheer drop, at the player's choice; if the warrior leaps a drop of more than double the model's height, roll to see if it is hurt as described for falling.
If a model can't back away, the defeated warrior is trapped. Any strikes made against a trapped model count as doubled — so a model with 1 Attack will make two strikes, a model with 2 Attacks makes four strikes against a trapped model, 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 there is a gap.
Making Way For Trapped Fighters. If a defeated warrior can't back away from his opponent because of friends blocking his path, then these friends can move up to 1"/2cm in order to make room. This is called 'making way for friends'. Models lying on the ground can make way for friends. Models don't have to make way — it is up to the player. Models cannot make way if they are still engaged in combat with an opponent; otherwise the same rules apply as for backing away, so models can move into enemy control zones, but cannot move into a fight. In a multiple combat where several models must move, the player whose models are backing away can move them in any order he wishes.
Note that the rule for making way only allows a model to make way for a friendly model that has been defeated in a fight — a model cannot usually make way for another model that is making way. This means that in a dense mob, the models at the front will be pushed onto the enemy as those at the rear will be unable to make way.
Defending
A model placed directly behind a barrier can defend it against an enemy — for example, a wall, hedgerow, or a pile of crates or barrels. (Models can also defend doorways, narrow corridors, and similar features, as covered under Siege rules; here only barriers are considered.)
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. To allow for this: a model can charge an enemy that is defending a barrier by moving into the enemy's zone of control and contacting the barrier. The two models are assumed to be touching even though they are not actually in base contact.
Because of the size of the zone of control it is possible to place up to three warriors on small bases (or two warriors on large bases) against a single defender. It is also possible for up to three defenders to fight against a single charger because their control zones overlap.
The procedure for defending is slightly different to the basic combat rules already learned. In ordinary combats, warriors who lose a fight are immediately moved back 1"/2cm before working out the effect of blows. In defending combats, the defender does not move at all even if he is beaten. If the defender survives he repels the attack and the charger is automatically moved back 1"/2cm as if he had been beaten. Only if the defender is slain is the model removed and the charger automatically moved over the barrier to occupy his space.
If a single charger moves into the zones of control of two or three defenders (or more defenders move so that the attacker is now inside their control zone, joining in the defence), then he must fight them all — all the defenders fight at once, rolling all their dice at the same time as for a normal multiple combat, because the defenders are all prepared to strike and don't have to struggle over the barrier to press their attack. If the charger wins the fight he must still roll to see whether his blows hit the barricade. If he should succeed in killing any of his opponents he crosses the barrier automatically, immediately taking the place of a model he has slain.
Defending One-on-One
To work out a one-on-one fight, roll to determine which side wins the fight as normal. If the charger wins, roll a dice to see if he strikes the barrier or his foe. On a roll of 1, 2 or 3, his blow strikes the barrier and has no effect; on a roll of 4, 5 or 6, the blow strikes the defender and is worked out as normal. Roll for each strike separately when striking more than once.
If the defender wins the fight, his blows are struck as normal — it is not necessary to roll to see if he strikes the barrier, because he is defending he has already thrust his weapon through or over the barrier in order to fight his opponent.
If neither model is slain at the end of the fight, the charger is moved back 1"/2cm, whilst the defender remains in place. If the defender has been slain, the charger is moved over the barrier to occupy the defender's space.
Defending in Multiple Fights
If two or three chargers attack a single defender then the chargers must fight the defender one at a time. The charging player can decide which of his models will fight first — this means that a defending model can potentially fight two or three times in the same combat round.
Once each charger has fought he is moved back 1"/2cm unless he has slain the defender or been slain himself. If the defender is slain then his opponent and any other chargers who have yet to fight will automatically cross the barrier. The charger who slew his foe moves into the space vacated by his enemy and remaining models are moved directly forward and over the barrier. If remaining models cannot be moved directly over the barrier for whatever reason, they can be moved next to the model that has already crossed or otherwise not at all.
Multiple Fights on Both Sides. Where there are several models on both sides of a barrier the combats are divided into as many separate one-on-one or multiple fights as possible by the player with priority. Remaining multiple fights are resolved as multiple combats with one model on one side as already described. If attacked from both sides of the barrier, work out the fight on the defender's own side first.
Attacked from Behind
If a defending model is also attacked from his side of a barrier, then the fight on his side of the barrier becomes a regular combat fought in the usual way. Work this out first. If the defender is slain in this initial fight then enemies that would otherwise fight across the barrier can cross immediately as if they had killed him themselves.
If the defender is not slain, any chargers on the other side of the barrier can now fight. If the defender won the combat he can now defend the barrier exactly as described previously. If the defender was defeated in his first fight, he is unable to defend the barrier effectively — therefore he no longer counts as defending, and the combat is fought as any other combat or multiple combat; the chargers do not have to roll to see if their strikes hit the barrier.
Backing away along a barrier might cause the defender to enter the zone of control of other enemy models. As the defender no longer counts as defending the barrier, no combat is fought between them — models not engaged in combat at the start of the Fight phase may not fight. It's also possible, but unlikely, that a model attacking across a barrier is then charged by other enemies from his own side of the barrier — in this case, treat the fight as a normal multiple combat.
Sometimes a defender is obliged to move away from or along the barrier he is defending because he is beaten back 1"/2cm by an enemy on his side of the barrier. In this case it can happen that a charger on the other side of the barrier is no longer within his enemy's zone of control. Should this occur, models no longer in the defender's zone of control can immediately cross the barrier and, if there is room, be placed into contact with the defender.
Cavalry
This section discusses all the rules for cavalry — mounted models. Cavalry are usually mounted on horses, but Warg Riders are also cavalry.
Which Models Can Ride?
Unless otherwise specified, only Men and Elves can ride horses, while only Orcs can ride Wargs. Other models can ride only the mounts included in their wargear options. Models with a Strength of 6 or more can neither ride nor be carried as passengers.
Characteristics for Mounts
A cavalry model comprises a rider and his mount and therefore has two separate sets of characteristics — for example, a Rider of Rohan is F3/4+ S3 D5 A1 W1 C3, with a Horse of F0 S3 D4 A0 W1 C3. As you can see, horses have no Attacks. When a Rider of Rohan fights an enemy, his horse takes no part in the combat — no dice is rolled on behalf of the horse, and if the Rider of Rohan wins the fight, his horse does not strike blows.
Moving Cavalry
Cavalry models are moved in the same way as models that are on foot, with various additional rules and exceptions. Most of these exceptions are obvious enough — such as horses not being allowed to climb ladders!
Who Sees — Rider or Mount? In the case of a mounted model, the 'model's eye view' is always taken from the perspective of the rider. As the rider is directing his mount it is his ability to see which counts, not that of the horse. This is important for establishing whether a warrior can see an enemy he is about to charge, and when shooting.
Moving Through Difficult Terrain. Difficult terrain is either too dense or too dangerous for cavalry to move through at full speed. However, a rider can negotiate his way through difficult terrain moving very slowly and carefully. To represent this, all distance moved by cavalry models over difficult terrain counts as four times the actual distance (e.g., a rider that moves 2"/4cm across difficult terrain counts as having moved 8"/20cm). In addition, whilst in difficult terrain, cavalry never gain any of the combat bonuses they normally get when charging, including the bonuses for lances.
Barriers and Obstacles (Cavalry)
When it comes to moving over barriers, always consider the mount's height, not that of the rider. It is the true size of the horse that affects its ability to cross a barrier — not the pose of its head.
Most horses are more or less the same size, so it is reasonable to assume all to be the same for purposes of the game. The Rider of Rohan's horse is a good 'mean' at 40mm tall. All barriers that are less than half this (less than 20mm high or wide) are crossed without penalty. Any barriers between half and double the horse's height are counted as obstacles (between 20mm and 80mm) and can be jumped. Any barriers taller or wider are impassable.
Jumping (Cavalry)
A mount cannot jump down a sheer drop more than double its own height.
Cavalry can jump over obstacles between half and double the height of the mount as described. Make a roll on the Jump chart in the same way as a warrior on foot, reducing the dice roll by -1 if the obstacle is taller or wider than the mount's height.
If a 1 is rolled when attempting a jump with a mounted model then a further attempt can be made — roll again to see if it is successful. However, if a further 1 is rolled then not only does the model fail to jump but the rider is thrown from his mount (see the Thrown Rider chart, below).
Advanced Rule — Carrying Rams, Ladders, Etc. Cavalry models cannot carry large or heavy burdens that would normally require two or more warriors to carry at a full pace move — for example, siege ladders, rams, and demolition charges. All these things require the full attention of warriors on foot and are impractical to carry whilst mounted.
Other Exceptions
Cavalry models cannot climb, lie down or crawl. Mounts cannot do so even if their riders dismount. Cavalry models cannot climb ladders and steep or especially narrow stairs, but steps that are broad and shallow can be moved over at half the mount's usual pace.
Mounting and Dismounting
In practice, it is sufficient to have a mounted model and a foot version of the rider. Riderless mounts can be represented by using the mounted model with the addition of a suitable counter or marker, or by removing the rider figure if this is left loose.
A model can mount a horse or similar mount whose height to the saddle is not more than twice the height of the rider. This is treated as a jump and a Jump test is made. If a 1 is rolled, the model fails to mount; a 2–5 is successful but the model cannot move any more this turn; on a 6, the model's remaining move can be completed by the mount.
Dismounting is automatic. The rider can dismount at the beginning of his move, in which case he can move on foot normally. Alternatively, he can dismount at any time during his mounted move, but will be unable to move further that turn and counts as having used up his full move regardless of the distance moved.
Special Rule — Expert Riders. Expert riders can re-roll the dice on the Jump chart when jumping an obstacle while mounted, and when trying to mount a horse (including as passengers). In addition, when mounted they benefit from the +1 Defence from their shield even while carrying a bow. If they dismount or are thrown, they must leave on the horse either their bow or their shield (in which case their Defence is reduced by 1 point). If they mount again, they immediately recover all their equipment.
Advanced Rule — Passengers. Only models that can normally ride can be carried as passengers, with the exception of Dwarves and Hobbits, which do not normally ride horses but can be carried as passengers.
The most convenient way of showing that a cavalry model is carrying a passenger is to place the passenger model on the cavalry model's base or as close as possible.
To mount up, either the passenger must move into contact with the cavalry model or vice versa. A standard Jump test is then taken by the passenger. On a 1, neither model can move further that turn and the passenger does not mount. On a 2–5, the passenger mounts but the cavalry model cannot move further that turn. On a 6 the passenger mounts and the cavalry model can complete its entire move that turn. Jumping down from a mount is done automatically, no test is required.
A passenger can jump down from a mount before the cavalry model moves, in which case both models can move normally. He can also jump down at any time during the cavalry model's move, but will be unable to move further that turn and counts as having used up his full move regardless of the distance moved.
A passenger cannot shoot with a bow or other missile weapon, cannot make use of magical powers, cannot make heroic actions, and cannot fight in combat. When shooting at a rider/passenger/mount, the shooter declares his target and shoots as normal. If the shot scores a hit then the shooter rolls a further dice to see who is hit: on a 1–3 the mount is hit, on a 4–5 the rider is hit, on a 6 the passenger is hit.
A passenger cannot fight in combat but he can be struck if the cavalry model is beaten — the enemy can choose to strike any or all of his blows against the passenger if he wishes. If the rider is killed or dismounts, the passenger is automatically thrown (see the Thrown Rider chart).
Shooting & Cavalry
Mounted Targets. When shooting at a cavalry model, the horse is treated as if it were 'in the way' of the rider — a dice roll is made as for any other model partially obscuring the target. On a 1–3 the mount is hit, while on a 4–6 the rider is hit. If there is also a passenger on the mount, this is resolved differently (see Passengers, above).
Hits on Mounts. Hits on mounts are worked out in the same way as hits against warriors on foot. Should the mount be slain, its rider (and passenger) are thrown to the ground. The rider must be replaced with a foot version of the model. Roll a dice on the Thrown Rider chart to determine if the rider (and passenger) is hurt.
Thrown Rider Chart
| Dice | Result |
|---|---|
| 1 | Knocked Flying — the rider hits the dirt, suffering a Strength 3 hit. If he survives, he is placed lying down beside his mount and can do nothing else for that turn. If engaged in a combat, he fights lying down. |
| 2–5 | Rises from the Dust — the rider disentangles himself from his mount and dusts himself down. The rider can do nothing else for that turn — if engaged in a combat he cannot strike blows if he wins. |
| 6 | Leaps 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. |
Fights & Cavalry
For most purposes, cavalry fight exactly like warriors on foot — the rider fights against enemies in the same combat. Mounts do not attack — they are riding creatures, not warriors — but their size and ferocity add to their rider's attacks as described below.
Cavalry Charge! The greatest advantage of riding a horse is that a warrior on a charging horse is very difficult to stop — the sheer weight and impetus of the mounted attack will often bowl the enemy to the ground. There are two rules to represent this extra fighting ability. If a mounted warrior charges a warrior on foot then he receives two special bonuses: 'extra attack' and 'knock to the ground'. He receives these bonuses regardless of the number of enemy he charges, so long as all his opponents are warriors on foot. The bonuses apply even if the mounted warrior is subsequently charged by other enemy on foot. These bonuses do not apply to mounted warriors fighting enemy cavalry. Basically, in order to claim these bonuses, mounted warriors must have charged and be in base contact exclusively with warriors on foot when the fight is resolved.
Extra Attack. A mounted warrior with this bonus gains one extra Attack. So, a rider with 1 Attack would roll two dice in a fight, a warrior with 2 Attacks rolls three dice, and so on.
Knock to the Ground. If a mounted warrior with this bonus wins a fight, all his opponents are knocked to the ground, except for models with a Strength of 6 or more (these cannot be knocked to the ground by cavalry unless the mount itself has a Strength of 6 or more). A warrior that is knocked to the ground must back away 1"/2cm from his enemy as usual. The model is then placed on its side to show the warrior is lying on the ground — he will take double strikes from his enemies just like a model that has fought whilst lying down. If he is charged in the following turn before he has had a chance to stand up he will have to fight from the ground. (A trapped warrior that is knocked down still only takes double strikes, not double-double, as the penalty is for both conditions combined.)
Strikes Against Mounts. If a mounted warrior loses a fight, his foes can elect to strike either the rider or mount — this is the choice of the player making the attacks, and if he has several attacks to distribute he can strike against both the rider and mount. Note that a mount isn't considered to be 'in the way' as it is for hits from shooting — warriors are close enough to engage directly, so the attacker has the choice. If the mount is slain, the rider must roll to see if he is thrown, exactly as described for shooting. If a rider is slain the cavalry model is normally removed, unless the players have agreed to use the advanced rule for loose mounts.
Fighting Across Barriers
Cavalry can defend barriers as normal, but they do not receive any of their charge bonuses when charging infantry that are defending a barrier against them.
Shielding
Mounted models cannot 'defend by shielding', but they still get the +1 bonus to their Defence value as normal if they're carrying shields (unless they are also carrying a bow, in which case the shield is completely useless while they are mounted).
Monstrous Mounts
Some mounts are so large and powerful that they contribute to a fight far more than a horse or Warg would, often being far more dangerous than their rider. In gaming terms, if a mount's characteristic profile includes a Fighting and Attacks value different from 0, the beast is classed as a monstrous mount. Monstrous mounts count as cavalry and follow the same rules for normal cavalry, apart from the exceptions noted below.
Shooting. When shooting against a monstrous mount, the chance of hitting the mount rather than the rider is far higher. For each hit against the model, roll a further dice. On a result of 1–4 the mount is hit, on a result of 5–6 the rider is hit.
Fights. When resolving a fight involving monstrous mounts, apply the rules for multiple combats, treating the mount as a separate model involved in the fight. As normal for multiple fights, add the dice for the mount's Attacks to the ones of the rider and other friends involved in the fight (remembering to roll separately the Attacks of models which have points of Might, two-handed weapons, or other factors that can influence the result). In resolving the fight, use the best Fighting value available (including that of the mount), as normal for multiple fights. If the fight is won, the mount will strike at the enemy using its own Strength value.
Monstrous mounts charge! Monstrous mounts and their riders never get the Extra Attack bonus when charging — this is replaced by the mount being able to contribute its own attacks to the fight. On the other hand, such is the mass, strength and ferocity of monstrous mounts that they can Knock to the Ground even enemy cavalry if they win the fight when charging. This bonus is not lost if the monstrous mount is itself engaged by enemy cavalry, but it is lost if it is engaged by an enemy monstrous mount.
When a cavalry model is knocked to the ground by a monstrous mount, the mount is knocked to the ground and the rider is automatically thrown and knocked to the ground next to the mount, immediately suffering a Strength 3 hit as per Result 1 on the Thrown Rider chart — representing the chance of the rider injuring himself in the fall or even being crushed under the weight of his own steed.
Advanced Rule — Loose Mounts
When a rider is killed, it is usually convenient to remove the entire model, because in most situations loose mounts would otherwise just get in the way of the action. However, there are occasions when it would be useful to be able to remount a loose horse, which can be quite important in some scenarios.
To take this into account, when a rider is slain, thrown, or simply dismounts, the player can either remove the mount immediately or leave it in place. If the mount is removed we assume it runs away and takes no further part in the game. If the mount is left in place it remains where it is. Players should agree at the beginning of the game if they are using this advanced rule or not. A loose mount can be represented by leaving the cavalry model on the tabletop and putting a suitable marker on or next to it.
Loose mounts do not move unless they have to retreat because of a failed Courage test. They also have no control zone, so other models can move past them easily — if a loose mount inhibits movement, it will automatically move aside to allow other models to pass by; whichever player is moving must reposition the loose mount, moving it the smallest distance to permit his warrior to pass.
Loose mounts can still block a warrior's line of sight and might be in the way of a shot. Good models cannot shoot at targets if friendly mounts are in the way; Evil models are under no such obligation.
The enemy might conceivably wish to shoot or attack loose mounts. Loose mounts have no Attacks and so roll no dice in a fight and will therefore lose automatically.
Casualties in Scenarios (Cavalry)
In a scenario, it is often important to know how many models have been slain. In the case of cavalry, the model is counted as slain once the rider is killed. The mount does not count towards the total of slain models.
Courage
Not all warriors are equally courageous. There are times when even the bravest warrior would sooner retreat than fight. To take this into account there is a 'Courage test'.
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, it is failed. When a test is passed there is no effect. When the test is failed the warrior retreats.
In the case of mounted warriors only the rider need test — mounts do not need to test so long as they have a rider. Loose mounts take tests as normal using their own Courage.
When to Test
A warrior must take a Courage test for the following:
- When attempting to charge a terrifying enemy.
- At the start of a move once half its force is destroyed.
- 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 one or more terrifying enemies, a test must be taken as soon as the warrior comes to within 1"/2cm of the foes. If the test is passed, the model can complete its charge by moving into base contact. If it is failed, the model will not charge, losing heart at the last moment, and immediately retreats. The ability to inspire terror is a special quality of some monstrous creatures. Note that a model armed with a spear/pike supporting a friend who is fighting a terrifying enemy does not need to take this test, since he is not going to charge the terrifying enemy himself.
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 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 off 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 by 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.
Note that a test is not required if a model has already passed a Courage test for 'once half the model's force is destroyed' that turn (see Testing Twice, below).
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 move 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 required 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. However, it can still use any magical powers it has so long as it can normally use them whilst it is moving.
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 again as it moves away from the enemy.
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 — 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. 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 same dice roll will stand for both tests. The same applies 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's success, the 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 the game, Heroes are not necessarily good or evil — the forces of Evil have their own Heroes who are just as powerful as those of the Good side.
Might, Will & Fate
Heroes have characteristic profiles just like ordinary warriors. In addition, they have three heroic characteristics: 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 to resolve the effect of something it has done, its score can be adjusted by expending Might. Might can also be used to perform heroic actions.
Each point of Might expended can be used to adjust the dice score up or down by one, 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 two 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 both wish to use Might to win, both players must secretly indicate with hidden dice or written notes how much Might they are going to expend (minimum 1) and reveal simultaneously.
When rolling to determine the effect of a successful strike or missile hit, two rolls are sometimes required to inflict a wound (e.g., 6/4+). In this case, the Might bonus is added to both rolls — 1 Might point expended on the first roll automatically adds to the second roll.
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 track of the remaining points. Once all a Hero's Might is gone he can no longer adjust dice rolls.
It is important to remember that a Hero can only use Might to affect his own dice rolls — not those of other characters, whether friend or foe. In a multiple combat, it is therefore necessary to roll separately for a Hero's Attacks, or use distinctly coloured dice to differentiate his rolls from those of other warriors. Might is never used to affect random 50/50 rolls — for example, deciding if a model can be seen if you are unsure, making a Spotting roll, rolling for objects in the way of a shot, or rolling for hitting a barrier when fighting a defending enemy. Also, Might cannot be used to affect the Priority roll made at the start of each turn.
Can I Use Might? Might points can be used to add to or subtract from any dice roll made to resolve something the Hero has done — by far the most useful and usual occasions are:
- When fighting — to boost a dice roll to win a combat.
- When shooting — to hit a target.
- Shooting and Combat — to inflict a wound on an enemy the model has hit or struck.
- Courage — to pass a Courage test.
- Making tests — to affect Jumping, Climbing or Thrown Rider results.
- When using Will — to cast a spell or pass a Magical Resistance test.
- When using Fate — to pass a Fate roll.
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 already discussed for shooting and movement. The Hero can target a visible model even if it is engaged in combat, unless specified differently in the magical power's description. 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 in the same turn. The greater the value the Hero needs to roll to successfully cast the power, 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 equals or beats the highest scoring dice of the attacker 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 only one re-roll is allowed, you cannot 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.
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.
Heroic Actions
As 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 Turn Sequence.
During the Move, Shoot, or Fight phase, any individual Hero can override the normal sequence by giving up one 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 the sides alternate picking a Hero to make a heroic action. Roll a dice to randomly determine which side has the first pick — 1, 2 or 3 the Evil side goes first; 4, 5 or 6 the Good side goes first.
Once all the Heroes who are making heroic actions have been indicated, work out their actions in the order they were picked. It is easier to remember the order if a dice is placed beside each model as it is nominated — 1 is first, 2 is second, and so on. This sometimes allows Heroes to anticipate the enemy and cancel their heroic action, for example, by moving into base contact with a Hero who has declared a heroic move or by shooting before the Hero and his friends can do so and killing the Hero. If this happens, the points of Might used to declare the heroic action are spent and cannot be restored, because the heroic action has not happened — the enemy has been quicker.
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 begin and end their move within 6"/14cm of the Hero who is making the heroic action, otherwise they cannot move with him. It is very important that players try to move the Hero before the other models that are going to join him in the heroic move — these models do not get to move at all if the heroic move is cancelled by the enemy getting to execute his own heroic move first and engaging the Hero calling the heroic move before he can move.
Heroic Shooting
A Hero can call a heroic action at the start of the Shoot phase by shouting "Fire!". This enables the Hero himself and all friends within 6"/14cm to shoot before other models that turn at whatever targets they wish, assuming they are able to. Note that a Hero does not need to be shooting himself to call a heroic shooting action, but he cannot do so if he is engaged in combat.
Heroic Combat
If a Hero gives up one point of Might at the start of the Fight phase, the combat he is involved in is worked out before other combats that turn. In addition, if all enemy models in base contact with the Hero are slain, the Hero and any friends in the same multiple combat can move again before proceeding with the Fight phase — for example, the Hero and accompanying friends can charge other enemies or move to join other fights, although they don't have to, and can simply move away if they so wish.
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 rematch 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.
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 for learning the rules, there is clearly a good case for introducing unique rules to reflect the differences between one type of weapon and another.
More Than One Weapon
Warriors often carry several weapons — for example, a bow, sword and a spear. If a warrior is armed with several different shooting weapons, e.g., a throwing spear and a bow, he can use either one of them in the Shoot phase but he cannot use both in the same phase. If a warrior has several close combat weapons, e.g., a sword and a two-handed axe, he can use either one of them in the Fight phase but he cannot use both in the same phase.
Swords & Other Hand Weapons
Most warriors carry a sword, axe, club or similar weapon in one hand — these are collectively called 'hand weapons'. 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 core combat rules already given assume a warrior is armed in this way, so no additional rules are needed for hand weapons — they represent the standard or norm.
Bladed Bows & Crossbows
Evil warriors armed with Orc bows or crossbows can fight with them in close combat as well as shoot from a distance. These bladed weapons 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 on foot 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 — 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 contribute one attack to a fight if he is in base contact with a friend who is touching an enemy. The extra length of the spear allows him to 'support' his own comrade against the foe. The spear-armed warrior does not need to be touching the foe to lend support in this way — he only has to be touching a friend who is himself touching the enemy. The friend must have a base of the same size as the spear-armed warrior, or smaller, for the spear-armed warrior to be able to support him. If the friend's base is bigger than the spearman's, the spearman cannot support his friend. A spearman cannot offer support if he is or was himself engaged in combat during the same Fight phase.
A spear-armed warrior who is supporting a friend as described is not part of the combat for all intents and purposes (i.e., the Fight value, Strength and Might of the spearman do not come into the fight at all). The friend supported in this way by a spearman gets one extra attack for that combat — a model with 1 attack will have 2, a model with 2 will have 3, and so on. This extra attack represents the advantage offered to the friend by the support of the spearman, allowing the friend to be more effective in combat.
Only one spear-armed warrior can support one friendly model at a time. If several spear-armed warriors are touching a single friend, only one of them can give an extra attack to the friend.
As noted, spear-armed models cannot support warriors using two-handed weapons or defending themselves by shielding.
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). Two-handed weapons are difficult to use because they are so heavy — this is why only a minority of warriors favour them. The advantage though is that they are very dangerous, able to smash through armour and crush flesh and bone with horrific ease.
Models armed with two-handed weapons cannot carry bows, crossbows or shields, as they need both hands to carry their weapons. It is also impossible to use a two-handed weapon whilst mounted.
If a model is fighting with a two-handed sword or axe, it automatically suffers a -1 penalty to its dice roll when working out which side wins the fight — a dice roll of 5 counts as 4, a roll of 6 as 5, etc. The minimum possible score is 1, so a roll of 1 still counts as 1 and not as 0. The score can still be enhanced to a maximum of 6 by the use of a Might point. This penalty reflects 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 them.
By way of compensation, a warrior fighting 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 to inflict a wound (e.g., 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.
There is one further rule: because warriors armed with these weapons must swing them in great arcs, it is inappropriate that friendly spearmen or pikemen should be able to support a warrior fighting with a two-handed weapon — their long weapons would instantly be knocked aside. So, a spear or pike-armed warrior cannot support a friendly warrior who is fighting with a two-handed weapon.
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.
Elven Blades. Elven blades are hand weapons, but a model wielding one can declare at the beginning of any Fight phase that he is going to use it with both hands. For the duration of that Fight phase, the Elven blade will count as a two-handed weapon. If the warrior also carries a shield or a spear then he cannot use his Elven blade as a two-handed weapon.
Lances
Heavily armoured horsemen are sometimes equipped with long thrusting spears called lances. These are fixed in place underarm when the warrior is charging, allowing the warrior to bring the entire weight and impetus of his charging steed to bear against the enemy.
A cavalry model armed with a lance gets a special bonus when charging, even if it is subsequently charged in the same Move phase. A lance 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 to inflict a wound (e.g., 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.
This bonus is in addition to any other cavalry bonuses for charging cavalry, but it also applies against enemy cavalry and is not lost if the warrior is engaged by enemy cavalry. If fighting a multiple combat it is necessary to distinguish models that are charging with lances from others — so roll separately or use different coloured dice for them.
If the lance-armed warrior does not charge, he receives no bonus and instead the horseman will have to fight using the butt or shaft of his lance (counts as a dagger). If he also carries a hand weapon, he can use it instead at no penalty. It is impossible to use a lance whilst on foot.
Knives & Daggers
Most 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 it's assumed 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 it is the lowest score possible. Note that separate dice rolls will be required in multiple combats for models armed with knives and daggers.
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 else nature has endowed them with.
Shields
If a model has a shield, the warrior's ability to defend itself is taken into account by a suitable increase in the model's Defence value.
If a warrior has both a shield and a bow or crossbow it is assumed the warrior cannot carry both at the same time, so bow/crossbow-armed models receive no increase in their Defence value from carrying a shield, but they do still benefit from the following rules for having a shield.
If a warrior is armed with a two-handed weapon or pike it cannot also carry a shield — it doesn't have enough hands.
Shielding. A warrior armed with a shield is allowed to fight in a defensive manner by expending its entire effort fending off its foe's attacks. This is called 'defending by shielding' or just 'shielding'. If a player wants a warrior to defend by shielding, he must say it is doing so at the start of a fight. This cannot be done while mounted on a steed — only models on foot can defend by shielding.
If a warrior is shielding, then two dice are rolled for each single Attack characteristic he has 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, an Attack value of 3 rolls six dice, etc. 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 back.
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 it is for him 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.
A model who is equipped with a spear or pike may not support a warrior who is shielding — the shield and the warrior's efforts to defend himself get in the way of the spear or pike shaft. 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 who is on the ground cannot strike if he wins the fight in any case.
Pikes
A pike is a very long spear. Only a warrior on foot can carry a pike — the weapon is so long that it is impossible to use whilst mounted. Models armed with pikes cannot carry bows, crossbows or shields as they need both hands to carry their weapons.
The rules for pikes are the same as those for spears except: a pike-armed warrior can support a friend engaged in combat by being in base contact with a spear- or pike-armed warrior who is already supporting the same friend. This will give another attack to the friend engaged in combat, for a total of +2 attacks. Otherwise, all the rules for spears apply.
Throwing Weapons
Throwing spears, javelins, and throwing axes are weapons designed specifically to be thrown rather than used in a fight like ordinary spears or axes. A model that has a throwing weapon can use it in a fight — in which case no special rules apply and it counts just like an ordinary sword or axe. A model armed with a throwing spear cannot fight through another model as can a regular spear-armed warrior.
A model can throw its weapon in the Shoot phase in the same way as a model armed with a bow or crossbow. Alternatively, a charging model can throw its weapon at the foe it is about to fight — an exception to the normal rules that allows a warrior to 'shoot' as it moves. The player moves the model as if it were going to charge the enemy but instead of moving into touch it halts 1"/2cm away. It then throws its weapon at the enemy it is about to fight. The throw is then worked out exactly as if it had taken place in the Shoot phase, even though it is still the Move phase. Once the weapon has been thrown, the charger is moved into contact with the same enemy model or, if the enemy has been slain, the charger completes its move as the player wishes — potentially enabling a warrior to slay an enemy as it charges and then charge a different enemy and fight.
Bows — Volley Fire
Groups of bowmen can coordinate their fire and loose volleys of arrows into the air in order to rain death on enemies very far away and even out of direct sight. This kind of fire greatly increases the range of the weapon, but it also considerably reduces its accuracy and is effective only against densely packed enemy formations.
Any group of six or more bow-armed models grouped together at the beginning of the Shoot phase (each warrior must be in base contact with at least one other of the group) can declare they are going to fire a volley. They can do this as long as they all have the same kind of bow (Elf bow, bow, Dwarf bow or Orc bow) and have all moved no more than half their Move distance in the previous Move phase, as normal for bow-armed models to be able to fire.
The range of bows firing a volley is doubled, but models that are closer than 18"/42cm cannot be targeted, being too close for indirect fire (for example, an Elf bow could hit targets between 18"/42cm and 48"/112cm).
The firing group can pick any enemy model within range and does not need to be able to see the target, as long as there is at least one friendly model on the battlefield that is able to see their target.
All models in the firing group that are within range of the target roll a dice. They score a hit only on the roll of a 6, regardless of their Shoot value. The target model can be hit only once, regardless of the number of 6s rolled, but any excess hits can be spread among models within 6"/14cm of the target, following this procedure: the first hit is always on the target, then the player controlling the target picks a model within 6"/14cm of the target and allocates the second hit to it, then the player controlling the firing group can pick another model within 6"/14cm of the target and allocate the third hit on it, and the two players continue alternating like this until there are no hits left or all models within 6"/14cm of the target have been hit once.
If friendly models are within 6"/14cm of the target, Good models cannot shoot and must choose another target. Evil models can shoot as normal.
Barriers will count as 'in the way' only if they are between the firing group and the model hit, and the model hit is in base contact with the cover. Models inside a wooded area always benefit from an 'in the way' roll because of the trees, and models inside buildings or with some other solid protection overhead cannot be hit at all by indirect fire. Normally, models can be hit only once by volley fire, but extremely large creatures can be hit by more arrows — models mounted on large bases (with bases of 40mm radius or more) can be hit once per Wound on their profile.
Picking Up Weapons
In general, no provision is made for warriors picking up weapons from other warriors, weapon stores or discarded weapons that might lie around the battlefield — keeping track of this 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. If a Hero does not have a shield and picks one up, he adds 1 to his Defence unless he also has a bow or crossbow. Models who carry pikes or two-handed swords/axes cannot pick up a shield. If a Hero does not have a bow or crossbow 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 crossbow.
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.
Banners
Many armies carry to battle banners, standards, icons, totems and other pieces of equipment showing the symbols of their people and leaders.
Equipping Warriors with Banners. At the additional cost shown in their entry, warriors can be given banners. A force can include a number of banners equal to or less than the number of Heroes it includes.
A model that is given a banner can wear armour and ride a steed, but it cannot use any other kind of weapon/equipment — any weapons/equipment that the model is already carrying are lost if he is given a banner. Models carrying a banner count as armed with two-handed weapons, except that they do not get any bonus when rolling on the Wound chart. This represents the difficulty of defending oneself while holding up a heavy banner.
If a warrior carrying a banner is killed, a friendly warrior in base contact can drop all his equipment and pick up the banner (effectively, the player must remove the model and replace it with the one carrying the banner). Models cannot pick up a banner while they are engaged in combat. If the banner is not picked up, it is lost in the mayhem of battle. Heroes can never carry and pick up banners, unless otherwise specified in their entry.
Banner Combat Bonus. All models within 3"/8cm of a friendly banner bearer are in range of the banner. If at least one model in a fight is in range of a friendly banner, the entire fight is deemed to be in range of the banner. If a fight is in range of a banner, the side the banner belongs to can benefit from the banner's combat bonus.
The combat bonus of the banner allows the player to re-roll one of the dice rolled to determine who wins the fight. The player simply rolls the dice as normal, and can then decide to pick up one of the dice and re-roll it — as normal the second number rolled stands and cannot be re-rolled. Might can be used to modify the final result. Note that this effect does not apply to rolls on the Wound chart.
In a combat where both sides are in range of friendly banners, both players get to re-roll one dice, and they can decide to do so even after seeing the result of their opponent's re-roll.
Example: in a fight the Good side's best roll is a 4 and the Evil side's is a 3. The Evil player decides to re-roll one of his dice, obtaining a 5 and taking the lead. At this point the Good player decides he will also re-roll one of his dice and scores a 6, winning the fight.
Capturing Banners. The victor of a scenario will always capture all the banners that the enemy has lost during the game. This does not normally have any effect on the game, other than offering the victor a splendid occasion to tease the loser. In some scenarios though, this might make a difference to victory conditions, if specified in the scenario's objectives.
The Fortress (Siege Rules)
Source note: this section is transcribed from the "Two Towers" edition rulebook (2002), which introduced the siege/fortress rules that later editions (including the "Return of the King" edition used for the sections above) refer back to rather than repeat.
These rules cover how troops move on battlements and inside towers, how they fight in and around a fortress, and the weaponry of sieges — battering rams and demolition charges.
A Fortress on the Tabletop
Some kind of model fortification is required, though not necessarily an entire castle — it is a fairly easy matter to improvise practical fortifications from card box packaging or polystyrene/styrofoam packing.
As a general principle, it is best to make buildings in such a way that warriors can be placed and moved inside towers, halls, and other interior spaces. All the rules in this section assume that warrior models can be placed and moved inside model buildings. If you are unable to move the models inside the buildings, you will have to place the warriors aside and note down where they are from turn to turn — satisfactory up to a point, but it's much better if the models can be placed exactly within the buildings so there is no doubt where they are in relation to doors, windows and each other.
Moving Within the Fortress
Gates, stairs, doors, hatchways, and ladders connect the various parts of a fortress and allow access to towers, battlements, and the outside world.
Stairs. Stone or wooden stairways connect the defences together and allow the defenders to move onto ramparts and between different levels. A model that is on foot can move on stairs without penalty — no Climb roll is needed and no movement penalty is applied. Horses, wargs, and mounted models cannot move on stairs, unless steps are especially shallow and at least as wide as the model's base, in which case movement can be allowed — this must be specified before the game.
Access Ladders. Within a tower it's quite common for levels to be connected via wooden or rope ladders, and similar ladders might also be used to access battlements from the courtyard. A model on foot can move up or down a ladder without penalty — no Climb roll is needed and no move penalty is applied. A mounted model cannot use a ladder, and the same goes for any creature obviously incapable of using a ladder.
Removing Ladders. Access ladders can be pulled up or down by a warrior on foot who ends his move touching the ladder, positioned beside or above it (not actually climbing it) and not touching an enemy. If no model is on the ladder it is automatically pulled up or down, and the warrior gives up any remaining movement. If there are models attempting to climb the ladder it is much harder to pull it up or down: roll a D6, deduct -1 if there is one model on the ladder, -2 if there are two or more, and add +1 if two or more models are working together to pull it. If the score is 4 or more, the ladder is pulled up/down and all models on the ladder fall to the ground, taking one Strength 3 hit for each full 1"/2cm of fall.
Replacing Ladders. Access ladders can be erected by a simple reversal of the above rule. A warrior who is free to do so can erect the ladder, expending any remaining movement for that Move phase. Ladders cannot be erected with models already climbing up them.
Doors and Hatchways. A door or hatch presents no obstacle to movement unless it is too small to allow a model to pass through, or if it is bolted shut or held by an enemy. A warrior on foot can pass through a door so long as the doorway is no lower than half the model's height. A mounted model can pass through a door if it is at least as high as the mount. A warrior on a 25mm base can pass through any normal-sized hatchway; a model on a larger base cannot pass through a hatchway unless the hatch is at least as wide as the base.
Holding and Bolting Doors & Hatches. Doors can only be held shut or bolted from the inside; hatches leading to upper floors can only be held shut from above or bolted from below. Once broken down, a door or hatch is destroyed and becomes an open doorway or hatchway. Warriors on foot touching a door from the inside, or a hatch from above, are considered to be holding it by placing their weight against it — such models cannot shoot, fight or carry ladders or rams. Models can hold a door against enemies attempting to open it up to a maximum strength equal to their combined Strength (e.g., two men with combined Strength 6 can hold a door against one Uruk-hai with Strength 4, but not against two Uruk-hai with combined Strength 8). A model already holding a door at the start of its move can bolt it shut and then move as normal; a model at the top of a ladder beneath a hatch can likewise close and bolt it. Any model on the inside of a bolted door or beneath a bolted hatchway can unbolt it and move through without restriction.
Gates. A gate is much larger and heavier than a door and will usually consist of two halves. An open gate presents no hindrance to movement, but models cannot move through a closed gate regardless of which side they are on — the only way through a closed gate is to break it down. A gate can only be opened or closed from the inside, by a model on foot already touching part of the gate at the start of its move; the model remains touching the gate as it opens/closes and cannot move further that turn, nor shoot that turn. A model is not free to open or close a gate if it is fighting an enemy or carrying a ladder, ram or comparable burden. Models cannot open or close gates whilst mounted.
Fighting in the Fortress
Fighting within a fortress is no different to fighting elsewhere in most situations, but some fights take place in confined spaces — doorways, hatchways, or along precipitous stairs or battlements.
Defending. Battlements can be defended from attack from below in the same way as other barriers (attackers must use ladders to reach their enemy). Doorways, hatches, and very narrow corridors or stairwells can also be defended in much the same way as barriers or battlements, letting a brave warrior fight off several times its own number of enemy. A 'narrow' gap is one only just large enough for a single warrior on foot (25mm), though up to 30mm still counts as narrow for convenience of positioning models — a wider doorway or corridor can still be blocked but does not benefit from counting as defending.
All defending fights are worked out in exactly the same way as fights over a barrier — the charger still rolls to see if his blows strike 'the barrier', which in this case comprises the surrounding masonry and woodwork. If the defender is killed, its slayer is immediately moved into the space previously occupied by its opponent, and can automatically move through the door or hatchway as it does so.
Fighting From Both Sides. If a warrior defending a narrow gap is attacked from two sides at once, the rules for fighting across barriers apply. If a warrior is defending a doorway or hatchway, work out the fight on the defender's side first. If a warrior is defending a narrow corridor, stairway, walkway or similar gap, the defender can decide to defend either to its front or behind itself.
Fighting Beside Precipitous Drops. A fortress has open battlements and stairs that make it quite likely that fights will take place beside precipitous drops. A warrior who loses a fight must back away 1"/2cm from its enemy and, if unable to do so, is trapped, taking double the usual number of strikes. A warrior unable to move back because of a sheer drop can choose to either remain where it is (trapped, suffering double strikes) or jump (suffering one Strength 3 hit for each 1"/2cm it falls).
Stumbles on Stairs. If warriors are fighting on a stair, defeated warriors can move back up the stair without penalty so long as there is room. Warriors moving back down a stair are at a disadvantage, represented by the 'Stumble rule': if a warrior is forced back down a stair, make a random dice roll — on a 1, 2 or 3 the warrior stumbles and takes double strikes exactly like a trapped warrior; on a 4, 5 or 6 the warrior steps nimbly down without stumbling.
Battering the Fortress
This section covers breaking down and smashing apart the various parts of the fortress — gates and doors as well as walls and towers — using rams and demolition charges, as well as simply hacking apart whatever stands in the way. Structures do not have Wounds — instead they have Batter points.
Doors, Gates and Walls — Defence Value / Batter Points:
| Structure | Defence Value | Batter Points |
|---|---|---|
| Internal domestic door (and wooden hatchways) | 5 | 1 |
| External domestic door / internal door in a grand building | 6 | 2 |
| Heavy door (external, or internal fortress-to-fortress) | 7 | 2 |
| Armoured door (external to internal, defender's side) | 8 | 2 |
| Heavy armoured door (through the fortification, to the outside world) | 9 | 2 |
| Fortress Gate (the main gate) | 10 | 3 |
| Wall | 100 (only Strength 10 can harm it) | 4 |
| Tower | 100 (only Strength 10 can harm it) | 10 |
Knocking Down a Door, Hatch, or Gate. A warrior can attack a door, hatch, or gate just like it would attack another warrior — by moving into touch with it. As a door or gate cannot fight back, the attacker automatically wins (unless also engaged by other enemies in a multiple fight). If the warrior wins the fight he can direct any of his attacks against the door or gate — roll on the Wound chart as normal; if the roll would inflict a wound, roll a dice on the Battering chart instead. Roll once on the chart for each blow that would normally inflict a wound.
Battering Chart — Doors & Gates
| Dice | Result |
|---|---|
| 1 | No effect — the blow rebounds uselessly from the hard surface. |
| 2–5 | Damaged — 1 Batter point is scored on the door or gate. |
| 6 | Broken in — the door or gate suffers 2 Batter points. |
Knocking Down Fortress Walls & Towers. Fortress walls and towers have a nominal Defence value of 100, with 4 and 10 Batter points respectively. Only attacks from an enemy with Strength 10 can harm a fortress wall or tower. Even then, a dice roll of 6 is required to convert a strike into a nominal wound and a roll on the Battering chart below.
Battering Chart — Fortress Wall/Tower
| Dice | Result |
|---|---|
| 1 | No effect — the blow rebounds uselessly from the hard surface. |
| 2–5 | Damaged — 1 Batter point is caused. |
| 6 | Broken in — 4 Batter points are caused. |
When a wall has suffered 4 Batter points in total, or a tower 10 Batter points, it is breached — a hole is created in the base of the wall, wide and tall enough to allow a single warrior on a 25mm base to pass through at a time (between 25mm and 30mm wide and high). Once breached, the wall or tower might subsequently collapse: roll a dice at the start of each turn as soon as priority has been established — on a roll of 6 the wall collapses, creating a gap 6"/14cm wide at the top, centred over the broken part of the wall (not extending to cover any tower or buttressed section). Any warriors on the ramparts of a wall when it collapses are pitched to the ground, taking one Strength 3 hit per 1"/2cm of fall. When a wall collapses the area around becomes covered in rubble, forming obstacles approximately 1"/2cm high within 3"/7cm of the hole; models in the area must be moved out by the shortest possible route or suffer the same falling damage.
Battering Rams. A massive timber, sometimes weighted with stone, iron or bronze, used exclusively for battering doors/gates or walls — it cannot be used to attack enemy warriors. A battering ram can be any length between 50mm and 80mm; the minimum (and maximum) number of models needed to carry and use it equals the number of warriors on foot whose bases wholly cover at least half the ram's length along both sides. Cavalry cannot carry or operate a ram. Warriors carrying a ram cannot shoot or use magical powers that turn, and cannot carry other burdens such as ladders. A warrior carrying a ram at the start of his move cannot charge that turn, and will automatically drop the ram to fight if charged. If the number of warriors carrying a ram falls below the minimum, the ram is dropped immediately.
A ram that has reached a door, gate or wall can be used to attack it in the Fight phase, assuming the minimum crew are still alive. The ram automatically hits once, with a Strength equal to that of the least strong crew member +1 per additional crew member, up to a maximum of 10. Roll on the Wound chart as normal — where a wound would usually be scored, instead roll on the appropriate Battering chart.
Example: six Uruk-hai reach the fortress gate and begin to pound it with their ram. With a Strength value of 9 versus a Defence value of 10, a roll of 5 is needed to inflict a 'wound'. A dice is rolled and scores a 5 — sufficient to proceed to the Battering chart. A further roll is made scoring a 4 — the gate is damaged and suffers 1 Batter point, reducing the gate's Batter points from 3 to 2. Three such blows will be required to smash the gate apart.
Demolition Charges. A large chest full of highly unstable blasting powder — very destructive, but probably as dangerous to its users as to the foe. A demolition charge can be carried by one or two models on foot (moving at half speed if carried by one, full pace if carried by two); no other models may carry or detonate it, and carriers cannot shoot that turn or carry other burdens such as ladders. A model carrying a demolition charge at the start of its move cannot charge that turn.
To use the demolition charge it must be carried to the base of a wall, gateway or door and dropped. To set it off, a model must be touching it in the Fight phase and be otherwise unoccupied — one that is fighting an enemy or operating a battering ram, carrying a ladder or other burden cannot set it off. Anyone touching the charge when it goes off is almost certain to be killed, so the model attempting to set it off must test its Courage before doing so; if the test is passed it can set off the charge, if failed it cannot. A demolition charge automatically strikes every target it is touching — including walls, gates, doors, and any warriors in contact with it — and each target struck takes wounds automatically regardless of its Defence value: roll a dice, and the target takes that number of wounds. Even walls and towers suffer wounds from demolition charges, rolling once on the Battering chart for each.
Scenarios
A scenario is a game plan that uses some models and some elements of scenery to recreate a battle, large or small. Every scenario specifies the size of the playing area, the forces each side may use (usually as a points value that can be spent on warriors and Heroes), how each side deploys its models, and the conditions under which the game ends and a winner is decided — most commonly a set number of turns, or a special objective such as clearing the board of the enemy or holding a piece of ground.
Example Scenario Setup
A simple introductory scenario is played on a 24"/56cm by 24"/56cm playing area with scattered ruins. The Good side fields 3 warriors (2 with shield, 1 with bow); the Evil side fields 4 warriors (3 with shield, 1 with bow).
The Good player deploys one of his models in the exact centre of the board and the other two within 2"/4cm of the first. The Evil player then deploys each of his models anywhere along the table edge, with no two of his models starting within 12"/28cm of each other.
The first side to kill all the models in the opposing force wins.