The Simarillion

Rules for LOTR Strategy Game

By: Jeremy (Ardes)

 


 

 

 

Beleg Strongbow (grey elf)

Beleg Strongbow is the chief marchwarden of King Thingol, one of the three original kings of the elves.  Renown for his ability with the bow, Beleg is one of the most formidable warrior of Middle-earth, and perhaps the most skilled woodsman and tracker ever.  It was he who cut the silmaril from the belly of Carcharoth. 

 

He was at last slain by his best friend, Turin.

                                                                                                            Points Value:  150

F          S          D         A         W        C                                                               Might:  3

8/3+       4             7                3              3            7                                                                                       Will:  3

                                                                                                                                                                          Fate:  1

Wargear

Beleg wears armor and carries an elven blade and his great bow, Belthronding (elf-bow).

 

Belthronding.  Such is the power of Beleg’s bow that it has a strength of 4, instead of the normal 3 for elf-bows.

 

Special Rules

Deadly Shot.  Beleg is a master archer, the greatest of his age.  He receives three shots per turn instead of one.

 

Belthronding.  Beleg’s skill with his mighty bow is renowned.  He invokes terror in his enemies whilst carrying it.

 

Skill.  Beleg is as able as any wood-elf in the wilderness and needs not move at half pace through wooded areas.


 

Beren (man)

Son of King Barahir, Beren lived in exile with his father and his father’s men, until Barahir was slain.  Beren journeyed through the Mountains of Shadow, where no one save himself ever went, in all the histories of Beleriand, and stumbled into the enchanted kingdom of Doriath, where no one could find.  He fell in love with Luthien, the daughter of King Thingol, Lord of Doriath, and went to win a Silmaril from the Dark Lord Morgoth in order to win Luthien’s hand in marriage.  Together, he and Luthien retrieved a silmaril, doing what no army before them for five hundred years could do.  Beren lost his hand to the werewolf Carcharoth, and was later killed by him.  He died beside Huan, Hound of Valinor, and was later brought back from the dead by his love Luthien, at the cost of her immortality.  He is the most renown hero of the First age of Middle-earth.

                                                                                                              Points Value: 185

F          S          D         A         W        C                                          Might:  3+1 free per turn

7/-          4             6                3              3            6                                                                                       Will:  3

                                                                                                                                                                          Fate:  3

Wargear

Beren is equipped with a sword and armor.  At an additional points cost he may possess the following items:

                Spear                                     5ts

Angrist                                  35pts

                The Silmaril                         40pts

Angrist.  Crafted by the greatest of the forgotten elvish smiths of old, this dagger could cleave even through solid iron.  So long as Beren has this weapon, he wounds anyone on a roll of 3+ with one of his three attacks.  Note that Beren may not be equipped with Angrist if either he or Luthien carries the Silmaril.

 

The Silmaril.  The Silmarils were three holy jewels stolen by Morgoth, the Lord of Evil and Sauron’s master, from the elves in the earliest ages of the world, one of which Beren and Luthien wrested from him, on Beren’s quest to win Luthien’s hand in marriage.  Its power is immense, and while carrying it Beren counts as terrifying and illuminates an area 12” around him.  Anyone within this area can be seen as if it were daylight, and, because of the jewel’s brightness, anyone shooting at a model within 6” of Beren will require a 6 to score a hit.  In addition, Beren may elect to defend himself with the Silmaril at the beginning of the fight. If Beren chooses this option the winner will be decided as normal.  If Beren wins, he may not strike blows against his opponents, except for a single attack with the Silmaril, which will wound on a 3+, regardless of the victim’s defense.  If the evil side wins, each enemy model fighting against Beren must individually attempt to roll a 5+ on a D6 (Note that might may be used to influence this role).  If a model fails to roll a 5+, then the model has been touched by the Silmaril.  His attacks to wound Beren are then reduced to one.  After the model has rolled to see if he wounded Beren, a wound is subtracted from the evil model's profile, and he immediately retreats from Beren, as if he had failed a courage test.

 

Special Rules

Mighty Hero.  Beren is among the mightiest heroes of the second age of the world, and, as such, may expend a free point of might every turn without reducing his store.

 

Fate’s Bond.  Beren and Luthien are bound to one another, and, as such, one will never leave the other in danger.  If Beren and Luthien are both on the battlefield, then they will not stray more than 6” from one another at any time, if possible.  If one is engaged in combat, the other will move as quickly as possible (calling a heroic action if necessary) towards the fight.  In such a case, all jump and climb tests are automatically passed until the hero reaches the fight, or, if the fight is over, Beren and Luthien come into base contact.  So long as Luthien is on the battlefield, Beren will automatically pass all courage tests.  If Luthien is slain, Beren will be overwhelmed by his heartbreak and die.  Most likely he will return from the dead to seek his vengeance at a later point in time, but not in this battle.  As such, once Luthien is slain, Beren is also removed as a casualty.
Luthien Tinuviel (grey elf/angelic being)

Luthien the fair is the daughter of King Thingol and the divine Queen Melian, and her magical ability is beyond measure.  She is said to be the most beautiful of women to have ever walked the world.

 

After falling in love with Beren, Luthien rescued him from the dungeons of Sauron with her companion Huan of Valinor, and together her and Beren stole a silmaril from Morgoth after enchanting him with Luthien’s magic.  Luthien died of heartbreak after Beren was slain, but when the Lord of the Dead witnessed her sorrow, she was allowed to return from death with Beren, giving her immortality for her husband’s life.

 Points Value: 160

F          S          D         A         W        C                                                               Might:  3

6/-          3             3                1              2            6                                                             Will:  6+1 free per turn

                                                                                                                                                                          Fate:  3

Wargear

Luthien is armed with only her demigoddess grace and her superb agility, allowing her to fight as if carrying a simple dagger.  At an additional points cost Luthien may carry the following items:

                The Silmaril                         40pts

                Luthien’s cloak                   60pts

The Silmaril.  See rules for Beren.  Luthien may only be equipped with either the silmaril or her cloak, never both.

 

Luthien’s cloak.  Luthien’s cloak is woven from her own hair, which is blacker than the deepest of voids.  While clad in this shroud of darkness, she appears only as a fleeting shadow and is all but invisible.  To represent this, all enemy models must roll a 5+ on a D6 immediately before doing anything that would require line of sight to Luthien (i.e. shooting, charging, casting spells, etc.).  Note that might may be used to influence this roll.  If she is partially obscured, 1 must be subtracted from the dice-score.  In addition, any evil models that come within 1inch/2.5 cm of Luthien are enchanted with a spell of sleep.  To resist this spell, no will points need be expended.  That would make Luthien very difficult to charge indeed.  Instead, the model must merely be aware of Luthien’s presence by succeeding in being able to see her, and then rolling the number of dice equal to 1plus the number of will the evil model has remaining in its store (or the number of dice the model is allowed to roll to resist a spell).  If the spell is not resisted, the affected model is knocked to the ground for the remainder of the turn, after which the model may stand up during its move turn at the cost of half of its move.  If charged, the model will have only 1 attack and counts as trapped.  If the model wins, being that its nap has been interrupted prematurely, it may stand up as normal, but cannot roll to wound.

 

Special Rules

Daughter of the Firstborn.  Luthien is the daughter of King Thingol, one of the first elves to ever walk the world, and of Melian, a powerful and ancient being in the form of a beautiful woman.  Luthien may expend one point of will per turn without reducing her store.  In addition, if Luthien fails to cast a spell, she may re-roll a single D6 to attempt it again.  Note that Luthien cannot re-roll a re-roll!

 

Fate’s Bond.  Beren and Luthien are bound to one another, and, as such, one will never leave the other in danger.  Luthien may not be included in the force unless Beren is, and if Beren and Luthien are both on the battlefield, then they will not stray more than 6” from one another at any time, if possible.  If one is engaged in combat, the other will move as quickly as possible, calling a heroic action if necessary, towards the fight.  In such a case, all jump and climb tests are automatically passed until the hero reaches the fight, or, if the fight is over, Beren and Luthien come into base contact with one another.  If Beren is slain, Luthien will succumb to the pain of her broken heart and die, being removed as a casualty.

 

Ethereal Grace.  Luthien possess extraordinary grace, and flowers spring below her lithe feet wherever she walks.  Luthien never has to move at half pace through difficult terrain.

 

Magical Spells

Restore.  Dice score to use 2+.  If Luthien comes into base contact with a friendly model, she can restore a single wound and totally alleviate the effects of any spell currently distressing that model.

 

Blinding Song.  Range 12”/28cm radius.  Dice score to use 3+.  Luthien is the loveliest maiden to ever walk the world, and with her power and her beauty she can cast all who listen into a deep sleep.  Luthien may cast this spell only at the beginning of her move, and sacrifices her total move for the turn.  Every model, good and evil, within 12” of Luthien will fall asleep and be knocked to the ground until roused from sleep.  If charged, an affected model has only one attack, and cannot strike blows to wound, but may immediately stand up as normal if it wins the fight, as it has been roused from sleep.  Only one evil model can attempt to resist the spell.  If it fails, all models, both good and evil, are affected.  All good models may attempt to resist individually after the evil side has attempted to resist, however.  The effects of this spell last for the remainder of the turn, after which the affected models are awakened, and may stand up during their move turn, sacrificing half of their move to do so, as normal.

 

Demon Guise.  Dice score to use 4+.  Luthien may use her power to cast a spell on Beren and herself, causing both to appear as terrible demons to all models on the evil side.  Beren and Luthien count as terrifying while clad in their devilish raiment, and, so long as neither of them charges an enemy, no evil model may charge them.  Luthien’s cloak cannot be used while this spell is in effect.  This spell will last so long as Luthien has at least 1 point of will remaining in her store.  And the spell is ended immediately if Luthien casts another spell, is charged, or if an evil model comes an inch away from either Beren or Luthien and uses will, as if resisting a spell, to roll higher than Luthien originally did to cast it.

 

Divine Aura. Dice score to use 5+.  Luthien may use this spell to assume a terrible aura.  An area 12” around Luthien is lit up, and anyone within 6” of her can be hit, when shot at, only on a roll of 6.  Her power is so terrible to behold that all evil models within 6” of Luthien must test their courage before moving, or, if a model does not plan to move, before the end of the evil player’s move phase.  Her cloak is cast aside, and loses its effects for the remainder of the turn, after which the spell is ended.

 

Sleep Now! Range 12”/28cm.  Dice score to use 6.  Luthien can cast this spell only once in the game, summoning the awesome power of her divine heritage to put even the most ancient and mighty of sleepless, tortured souls to rest, rendering a single enemy model unconscious for the remainder of the turn.  Luthien’s sudden power when casting this spell is so great that resisting it is nearly impossible.  To represent this, a model must roll no less than a 6/6 on a dye to resist.  If the model does not resist, it is cast into a profound sleep, being struck to the ground and suffering a strength 3 hit.  It automatically loses the fight if charged, and counts as trapped.  All effects of this spell end after the turn, though sleeping models may not get up until their move turn and must then sacrifice half of their moves to do so.


 

Carcharoth (werewolf)

Carcharoth, the mightest werewolf to ever walk the world, was raised by Morgoth himself in the Hells of Iron, and was placed at the gates as a guardian, lest Huan, the Hound of Valinor, should come.  Carcharoth was driven mad by the holy power of the Silmaril, which he swallowed when he bit off Beren’s hand, making him an even more brutal opponent.

 

Carcharoth was slain by Huan, in turn killing both Beren and Huan in that same fight.

                                                                                                            Points Value: 370

F          S          D         A         W        C                                                              Might:  0

10/-         8            9                3              6            8                                                                                   Will:  10

                                                                                                                                                                         Fate:  0

Special Rules

Terror.  Carcharoth is the greatest of all werewolves.  His monstrous appearance induces terror in all good models.

 

Movement.  Carcharoth may move 12” per turn.

 

Knock to the Ground.  When Carcharoth wins a fight in which he has charged, all enemy models will be knocked to the ground, as for the rules for monstrous mounts.  Carcharoth does not lose this bonus when subsequently charged by any other type of enemy model.

 

Venom.  Carcharoth’s bite poisons his victims.  Models that suffer a wound from Carcharoth will lose a further wound at the start of each successive turn if they roll a 1 on a dice.  Make this roll at the start of each successive turn before the Priority phase until the game is over or the victim is slain.

 

Might cannot be used to influence this roll.

 

It is up to the evil player to remind the opponent to test for the venom, and if this is forgotten, the poison simply had no effect that turn.

 


 

Fingolfin (high elf)

Fingolfin was given Kingship of the high elves in Belerian after the death of his half-brother Feanor, and, after being utterly depressed by what seemed to him the ruin of elves and men in Middle-earth, came to the very gates of Hell to challenge Morgoth to single combat, where he was slain in his valiant effort.  But the wounds he gave Melkor in that fight proved Fingolfin to be one of the mightiest heroes of Middle-earth.

                                                                                                            Points Value:  180

F          S          D         A         W        C                                                               Might:  3

9/-          4             8                3              3            7                                                                    Will:  3+1 per turn

                                                                                                                                                                          Fate:  1

Wargear

Fingolfin wears armor and carries his horn, a shield, and his mighty sword Ringil (elven blade).  At an additional points cost, Fingolfin my ride his great horse, Rochallor.

 

Rochallor                             10pts

 

Fingolfin’s Horn.  At the start of the move phase, Fingolfin may choose to blow his horn to challenge a single enemy hero, who is close enough to Fingolfin to charge him that turn, to combat.  That summoned evil model will move before all other models on the battlefield, directly towards Fingolfin.  If the evil player does not wish to move the summoned model into base contact with the elf king, then the evil model must retreat as if having failed a courage test.  If the evil model does charge Fingolfin, then no other models on either side may enter the fight.  It is strictly single combat!

 

F          S          D         A         W        C

Rochallor              0             4             4                0              1            4

 

Special Rule

Lineage of the Firstborn.  Fingolfin is the son of one of the first elven kings, and may expend a single point of will each turn without reducing his store.  Also, Fingolfin’s appearance is so great that he induces terror in all evil creatures.

 

Magical Powers

Immobilize.  Range 12”.  Dice score to use 3+.  The victim can do nothing further for that turn.  In a fight, his fight value counts as q and he rolls one dice regardless of the number of attacks he normally has.  If he wins a combat he will not strike.  The victim can still use might, will, and fate but cannot make heroic actions.  The spell lasts for the remainder of the turn.

 

Daunting Aura.  Dice score to use 5+.  This spell enables Fingolfin to unleash his ancient power and assume a terrible aura that illuminates an area 12” around him.  Anyone within this area may be seen as if in daylight, and anyone shooting at Fingolfin or at a target within 6” of Fingolfin will require a 6 to score a hit.  In addition, so awesome is Fingolfin’s power that any evil model within 6” of Fingolfin at the start of his move must take a courage test before moving or, if the model does not move, some time during the evil player’s move phase.  If failed, the model will retreat away from Fingolfin.  This power lasts so long as Fingolfin has at leat one point of will remaining in his store.


 

Finrod Felagund (high elf)

The elder brother of Galadriel, Finrod Felagund is King of the hidden city of Nargothrond.  Both his skill in arms and in magic is imposing.

 

He contested with Sauron in magic at the Isle of Werewolves, and was imprisoned there, where he died defending his friend, Beren, from a werewolf.

                                                                                                            Points Value:  180

F          S          D         A         W        C                                                               Might:  3

7/-          4             7                3              3            7                                                                    Will:  6+1 per turn

                                                                                                                                                                          Fate:  2

Wargear

Finrod wears armor and carries an elven blade.  At an additional points cost he may carry an elf bow.

 

Elf bow                  10pts

 

Special Rule

Lineage of the Firstborn.  Finrod is the brother of Galadriel, and a descendent of the mightiest of elven-kind.  He may expend a single point of will each turn without reducing his store.  Also, Finrod’s appearance is so great that he induces terror in all evil creatures.

 

Magical Powers

Effortlessly immobilize.  Range 12”.  Dice score to use 2+.  The victim can do nothing further for that turn.  In a fight, his fight value counts as q and he rolls one dice regardless of the number of attacks he normally has.  If he wins a combat he will not strike.  The victim can still use might, will, and fate but cannot make heroic actions.  The spell lasts for the remainder of the turn.

 

Command.  Range 12”.  Dice score to use 4+.  The victim can do nothing further for the turn, as described for immobilize.  In addition, the good player may move the victim up to half a move as soon as the power takes effect, even if the model has already moved.  The model cannot be moved out of a combat or moved in such a way as to cause direct harm to the model, though it may be moved into base contact with an enemy (a courage test is not necessary if moving into a fight with a terrifying enemy).

 

Magic Guise.  Range 3” radius.  Dice score to use 5+.  This power affects Finrod Felagund, as well as all friendly models within 3” of him, to disguise the affected models as evil troops.  Finrod may not use this power again, until the effects of the first casting are ended.  So long as this power lasts, no evil models will charge the enchanted good models nor do anything that might cause direct harm to them.  Evil models may ignore the control zones of Finrod’s company (separate Finrod and his company from evil models slightly when in base-contact to avoid confusion).  If Finrod or any of his company charge an enemy or shoot during the shoot phase, then the effects of the spell are immediately ended, though it may be cast again.  Any evil hero within 3” of Finrod may remove Felagund’s Magic Guise by using will to attempt to roll a higher dice score than Finrod originally did to cast the spell, as if resisting it.  If the evil player succeeds in doing this, Finrod may immediately use his own will to roll to attempt to beat the evil player’s dice score (Finrod cannot, of course, beat a 6!).  The spell will also be ended if Finrod’s store of will is reduced to zero.


 

Glaurung, Father of Dragons

The first, and most wicked of all dragons, Glaurung is crafty beyond comprehension.  His power is immense, and if he’s not kind enough to kill his victims, he’s likely to brainwash them into believing whatever evil thing his sinister mind deems amusing.

 

He was slain by Turin, whom had been the victim of his magic before.

                                                                                                            Points Value:  400

F          S          D         A         W        C                                                              Might:  3

10/-        9            10               3              6            7                                                                       Will:  3 per turn

                                                                                                                                                                         Fate:  1

Special Rules

Terror.  Glaurung is a terrifying monster and invokes terror in all of his foes.

 

Orc Mastery.  The orcs are more afraid of Glaurung than of any enemy.  While Glaurung is on the battlefield, all orcs will automaticly pass any courage test they are required to take.

 

Fiery Blast.  Dragons posses the ability of shooting a blast of fire from their mouths.  This works exactly like a bow with a strength of 9 and a range of 12”, except that if the blast strikes and wounds a model partially obscuring the intended target, the blast will still strike any remaining obscuring models, and, upon wounding them, the intended target itself.

 

Pain.  Glaurung is immensely powerful and is not used to suffering the pain of being wounded.  If wounded, Glaurung must test his courage.  If failed, the dragon flees—the model is removed as a casualty.

 

Magical Powers

Transfix.  Range 12”.  Dice score to use 2+.  The victim can do nothing further that turn.  In combat, his fight value counts as 1 and he rolls one dye regardless of how many attacks he has.  If he wins a combat he will not strike.  The victim can still use might, will, and fate but cannot make heroic actions.  The effect lasts for the remainder of the turn.

 

Compel.  Range 12”.  Dice score to use 3+.  The victim can do nothing further that turn as described for transfix, except that the evil player can move the victim up to half a move as soon as the power takes effect, even into base contact with an enemy (there is no need for a courage test in order to charge a terrifying enemy).  The player can do this even if the model has already moved that turn.  The model cannot be moved out of a combat if it is already engaged.  The model cannot be forced to do anything that would cause direct harm to the model (like jumping down a cliff . . .).

 

Bewilder.  Range 12”.  Dice score to use 4+.  Glaurung may use this spell to deceive a single enemy model, warping the victim’s mind to the will of the dragon lord.  The power will immediately take effect to cause the affected model to retreat away from Glaurung, as if having failed a courage test.  In addition, the victim will not be able to charge any evil models or do anything that might cause direct harm to an evil model.  If the victim is engaged in combat, he may not strike blows against his opponents.  The spell lasts until Glaurung loses a fight.


 

Gothmog, Lord of Balrogs

The King of Balrogs is the High CaptainLieutenant of Angband, the Hells of Iron, and is the greatest of all balrogs. 

 

After killing and enslaving thousands, he was slain by Ecthelion in the sac of the hidden city of Gondolin.

                                                                                                            Points Value:  580

F          S          D         A         W        C                                                              Might:  3

10/-        8            10               3             10           7                                                                           Will:  Special

                                                                                                                                                                         Fate:  2

Wargear

The Lord of Balrogs carries a mighty black axe. At an additional points cost, The Lord of Balrogs may be given a whip of fire.

 

Whip                      25pts

 

Axe of Gothmog.  Gothmog may choose to wield his axe with either one or two hands at the beginning of a fight, though never both in the same fight. If Gothmog chooses to wield his axe as a single-handed weapon, he may simultaneously wield his whip in his free hand.  However, because of the strength of the Lord of Balrog’s blows against his enemies, if Gothmog wins a fight whilst wielding his axe as a two-handed weapon, all good models in the fight with a strength less than 6 will be knocked to the ground, icluding models wielding spears or pikes not directly in contact with Gothmog.

 

Whip.  If Gothmog carries a whip, he may use it whilst wielding his axe as a single-handed weapon.  If Gothmog uses his whip in a fight, he gains an extra attack, for a total of 4.  In addition, if he wounds an enemy model with his whip, the Lord of Balrogs will entangle the enemy and receive two more attacks to wound with his axe against that model, giving him the possibility of having a total of 6 attacks to wound.  Roll the dice for Gothmog’s whip attack separately, or use a different colored dice.

 

Special Rules

Dominant Warrior.  Such is the fury with which Gothmog wields his axe that whilst wielding it in both hands, he can swing it in a huge arc to crush all enemies in his path.  While using his axe as a two-handed weapon, Gothmog may, rather than distributing his three attacks as normal, elect to allocate a single attack to wound on each good model in the fight (receiving double attacks for models knocked to the ground, as normal).  If Gothmog chooses this option, he may even roll to wound models wielding spears and pikes not directly in base contact with the Balrog Lord.

 

Terror.  The King of Balrogs is a terrifying monster and invokes terror in his enemies.

 

Will.  Balrogs are magical creatures and can shrug off the effects of all but the most potent sorcery.  Instead of expending will to resist magical attacks the lord of Balrogs always resists magic with the same number of dice as wounds he has remaining.


 

Huan, Hound of Valinor

Huan was born in the Holy Lands of Valinor.  It was prophesied that he could only be killed by the greatest of all wolves.  He belonged to the hunting god, Orome, by whom he was given to the elf Celegorm.  He later betrayed Celegorm to aid Luthien’s escape from his master, and was Slain by Charcaroth, whom he killed.

 

Huan never sleeps, is invincible to magic and trickery, and is the most skilled creature in all of Middle-earth.  In short, you don’t want to mess with him unless you’re a two story tall werewolf with a lot of muscle and a lack of sanity.

                                                                                                            Points Value: 370

F          S          D         A         W        C                                                              Might:  3

10/-        6             9                3              5            7                                                                           Will:  Special

                                                                                                                                                                         Fate:  2

Special Rules

Terror.  Huan is renowned as one of the most formidable of warriors in Middle-earth, and causes terror in his foes.

 

Vicious mount: Huan moves 12” per turn, and can be mounted by no one but Luthien Tinuviel.  Upon charging, Huan will be treated as a monstrous mount in all respects, save that does not receive the “knock to the ground” rule when charging monstrous mounts, or when subsequently charged by monstrous mounts, though the “knock to the ground” rule still applies against cavalry.

 

Absolute Resistance: Huan is virtually invincible to magical spells, and, as such, automaticly resists all spells that are not cast on a roll of 6.  If an attacker attempts to cast a spell on Huan and rolls a 6, then Huan may attempt to resist with as many dice as wounds he has remaining.

 

Jaw Hold: If Huan wins a fight in which he did not charge, the good player may elect a single enemy model in the fight and roll a D6 before working out who was wounded.  If the dye score is equal to the elected enemy’s fight value, or a 6, then the model is slammed to the ground, and Huan will strike double attacks against that model.


 

Hurin the Strong (man)

Hurin, father of Turin Turambar is enduring and fearless.

 

He was so hated by Morgoth that the Dark Lord set him atop the mountains that guarded the entrance to hell and made him know all the terrible things Morgoth would do to his family.  Despite his bad luck, there are few warriors more hardy and bold than Hurin.

                                                                                                            Points Value:  160

F          S          D         A         W        C                                                               Might:  6

7/-          4             7                3              3            7                                                                                       Will:  3

                                                                                                                                                                          Fate:  1

Wargear

Hurin wears armor and is equipped with a sword (hand-weapon).  At an additional points cost, he may be given a sheild or an axe (two-handed weapon), as well as his sword.  He may elect either his sword or his axe to fight with, though never both in the same fight.

 

Axe                                         5pts

Shield                                    5pts


 

Thorondor, King of Eagles

Thorondor is the first of the kings of the Eagles.  He moves across any distance faster than can be imagined, and his wing span is equal to 30 fathoms, making him the greatest of all creatures in the world.  He was sent by the King of the Valar, who are the powers of the world, to watch Melkors doings from the peaks of Hell’s mountains.  And there Thorondor is perched, ever vigilant, coming from his eerie only to aid some poor innocent caught in a predicament beyond all hope.

                                                                                                            Points Value: 220

F          S          D         A         W        C                                                              Might:  3

10/-         9            10              3              5            7                                                                                     Will:  6

                                                                                                                                                                         Fate:  3

Special Rules

Guardian.  Thorondor’s nature is not to make war, but only help those in need.  He may charge no evil model except evil models that are involved in a combat outnumbering the good side of the fight by two evil models for every 1 wound remaining to the good model involved in the combat.  Even then, Thorondor will only aid the good model if he is trapped.  This rule, however, does not apply for Mogoth, whom the King of Eagles hates.  Thorondor may charge Morgoth at any time, so long as Morgoth killed a good hero in combat during the previous turn.  In addition, once a fight phase during which Thorondor has charged is over, he flies far from the battlefield and is temporarily removed from the game board until he again charges an evil model.   Hence, the King of Eagles may not be charged, affected by magic, nor shot at unless he has landed to charge an enemy and is in base contact with an evil model.  If all other models on the good side are killed, Thorondor will have no more reason to stay and will leave the battle permanently, unless Morgoth is on the battlefield, in which case Thorondor will be allowed to charge and fight the dark god one last time before fleeing the battle.

 

Terror.  Thorondor’s outstretched wings span thirty times the height of a man, making him a terrible beast to behold.  He invokes terror in all of his enemies.

 

Movement.  Thorondor moves by flying, and may move over the tops of models and all terrain without penalty.  Thorondor is the greatest of birds to ever have lived and may move as far as the good player wishes per turn.

 

Knock to the Ground.  Because of Thorondor’s speed and size, Thorondor will knock to the ground all enemies whom he is fighting if he wins a fight, so long as Thorondor charged, even if he was subsequently charged by other models, which I find he rarely is.


 

Tuor (man)

Tuor is good-hearted and wise.  He was sent to the hidden kingdom of Gondolin by Ulmo, the God of Waters, as a messenger to the king.  So loved was he by Turgon, the king, that he was permitted to marry the king’s elven daughter, Idril Celebrindal.

                                                                                                            Points Value:  110

F          S          D         A         W        C                                                               Might:  3

6/-          4             7                2              3            6                                                                                       Will:  3

                                                                                                                                                                          Fate:  3

Wargear

Tuor carries the sword (elven blade) and armor left in Vinyamar by a high king of elves, for the prophesied messenger who was to declare the time of doom for the elf kingdoms.  At an additional points cost Tuor may be given a Cloak of Shadow.

 

Cloak of Shadow                                                  30pts

 

Cloak of Shadow.  Tuor received this gift from Ulmo, the God of waters, beside the sea at Nevrast, for the purpose of concealing Tuor from the eyesight of his enemies.  While wearing this cloak, Tuor can only be seen by an enemy model if the evil player rolls a 5+ immediately before the model does anything against Tuor that would require line of sight (i.e. shooting, charging, casting spells, etc.).  Might may be used to influence this roll.  If Tuor is partially concealed from the model, 1 must be subtracted from this dice roll.  If Tuor is charged by, or charges, an enemy, the effects of his cloak are immediately lost, though he may put his cloak back on and disappear again after the fight has been worked out.


 

Turin Turambar (man)

Turin, like his father, Hurin, is a powerful warrior.  His strength in arms and his charisma make him a natural leader of men.

Because of Morgoth’s curse upon the family of Hurin, Turin’s life was miserable.  He killed his friend, Beleg Strongbow, by accident when he awoke in fear, after being captured by orcs; he married his sister Nienor, having never known her, after the dragon Glaurung made the girl forget all her past; and he was at fault for the downfall of Nargothrond.  He named himself “Master of Doom”, though, in the end, his doom caught up to him when he committed suicide after slaying the Father of Dragons.

                                                                                                            Points Value:  135

F          S          D         A         W        C                                                               Might:  3

7/-          4             6                3              3            7                                                                                       Will:  3

                                                                                                                                                                          Fate:  0

Wargear

Turin wears armor and is equipped with Gurthang, his mighty sword (hand weapon).  At an additional points cost, he may be given dwarf armor in place of his normal armor.

 

Dwarf Armor                        10pts

 

Dwarf Armor.  Dwarf armor counts as heavy armor.  While wearing it, Turin’s defense is increased to 7.

 

Special Rules

The Mormegil.  Turin’s reputation with his deadly sword, Gurthang, is such that he is known as “the Mormegil”(The Black Sword).  Because of this reputation, Turin causes terror in his enemies.

 

Commander.  Turin’s influence over all who know him is profound.  His stand-fast rolls have a radius of 12”, rather than the usual 6”.

 

Gurthang.  Turin’s sword was crafted from an unknown metal by a dark and mysterious elf smith of old, whose skill has never since been matched.  The power of the blade is such that, while wielding it, Turin never needs to roll more than a 6 on the wound chart to score a wound.


 

Ungoliant (demon spider)

Like Sauron, Ungoliant is a demon that has existed since the beginning of time.  Being the ancestor of Shelob, Ungoliant is a giant spider.  She lives by feeding off of the light and life of other, more benevolent, things.  She spins the energy she consumes into webs of impenetrable shadow.  Though instictively cowardly, Ungoliant’s size and vampire-like nature make her a deadly foe even for the most powerful opponents.

 

Ungoliant aided Melkor in the killing of the Two Trees of Valinor, which lit the world before the sun and moon.  She retreated into the Mountains of Shadow, and the monsters she bore there, ere she consumed, in her insatiable hunger, even her own body, made those mountains a place of dread for the rest of their haunted existence.

                                                                                                            Points Value:  255

F          S          D         A         W        C                                                              Might:  0

10/-         8           10               3              8            5                                                                                    Will:  6

                                                                                                                                                                         Fate:  0

Special Rules

Terror.  Ungoliant is a giant, black spider.  Her monstrous appearance induces terror in all good models.

 

Movement.  Ungoliant may move 12” per turn.  In addition, she can move over any obstacles or terrain without penalty, and never needs to take a climb or jump test, even if scaling a vertical surface.

 

Pounce.  Upon charging, Ungoliant receives the knock to the ground rule, as for monstrous mounts.  She does not lose this bonus upon being subsequently charged by cavalry or other monstrous mounts, and can knock any enemy to the ground.

 

Venom.  Ungoliant’s bite poisons her victims.  Models that suffer a wound from Ungoliant will lose a further wound at the start of each successive turn if they roll a 1 on a dice.  Make this roll at the start of each successive turn before the Priority phase until the game is over or the victim is slain.

 

Might cannot be used to influence this roll.

 

It is up to the evil player to remind the opponent to test for the venom, and if this is forgotten, the poison simply had no effect that turn.

 

Instinct.  Ungoliant is immensely powerful and is not used to suffering the pain of being wounded.  If wounded, Ungoliant must test her courage.  If failed, Ungoliant flees—the model is removed as a casualty.

 

Magical Powers

Absorb will.  Range 6”.  Dice score to use 5+.  Ungoliant devours all of the will points from her victim’s store, reducing the victim’s will to zero, then adds those will points to her own store.  Note that Ungoliant may never have more will than the number indicated on her profile.  If she absorbs more will than she may hold in her store, than her store of will is increased to only its original value.

 

Cast Shadow.  Dice score to use 2+.  Ungoliant uses this spell to shroud herself with webs of darkness.  The spider, and all evil models that come into base contact with her, cannot be seen if Ungoliant is even partially obscured.  The spell lasts until Ungoliant is involved in a fight, or until she has no will remaining in her store.


 

Morgoth, the Black Enemy of the World

Melkor was his name before elves and men were made, though that name is now a curse and is not spoken by the elves.  Morgoth is the mightiest of all the Valar, the beings made by God to form the cosmos.  In his greed for dominion of the kingdom of earth, he made war upon the other Valar, and, after destroying the world many times over, was chained and imprisoned for many ages.  He was released for a time, but quickly turned again to evil, after deceiving the other gods that he was not wholly wicked.  He twisted the minds of the high elves of the Holy Lands to make war on one another, and then stole the silmarils from the elf prince Feanor and killed the two trees that lit the world in a time when there was not yet a sun or moon.

 

He is the master of Balrogs, the creator of the orc, and Father of evil.  And though he has depleted much of his power in the armies he has formed and lost over the ages, he is still a god, and the most powerful being in all of Middle-earth.

                                                                                                        Points Value:  1,000

F          S          D         A         W        C                                                              Might:  3

10/-         8           10               3             10           7                                                                   Will:  3+3 per turn

                                                                                                                                                                         Fate:  0

Wargear

Morgoth wears armor and carries his powerful mace Grond, Hammer of the Underworld.

 

Grond.  Morgoth may elect to use his mighty mace as either a single-handed or a double-handed weapon, though never both in the same fight.

 

Special Rules

Unstoppable.  Morgoth wields his weapon with such crushing strength that upon winning a combat, he may either elect to distribute his 3 attacks to wound as normal, or receive one attack on every good model in the fight, spear-men and pike-men not directly in base contact with Morgoth included.

 

Terror.  Morgoth is the most powerful of all creatures in the universe, invoking terror in his foes.

 

God of Evil.  The forces of Darkness are more afraid of their master, Morgoth, than of any enemy.  While Morgoth is on the battlefield, all models on the evil side will automatically pass any courage test they are required to take.

 

Magical Powers

Transfix.  Range 18”.  Dice score to use 2+.  The victim can do nothing further that turn.  In combat, his fight value counts as 1 and he rolls one dye regardless of how many attacks he has.  If he wins a combat he will not strike.  The victim can still use might, will, and fate but cannot make heroic actions.  The effect lasts for the remainder of the turn.

 

Compel.  Range 18”.  Dice score to use 3+.  The victim can do nothing further that turn as described for transfix, except that the evil player can move the victim up to half a move as soon as the power takes effect, even into base contact with an enemy (there is no need for a courage test in order to charge a terrifying enemy).  The player can do this even if the model has already moved that turn.  The model cannot be moved out of a combat if it is already engaged.  The model cannot be forced to do anything that would cause direct harm to the model (like jumping down a cliff . . .).

 

Drain Courage.  Range 18”.  Dice score to use 2+.

 

Sap Will.  Range 18”.  Dice score to use 3+.

 

Corrupt Soul.  Range 18”.  Dice score to use 5+.  This power enables Morgoth to suck the life from a victim’s body, and form that that life into a disfigured servant of the Dark God.  It may only be cast on a single model per turn.  Once cast the victim immediately loses a wound.  The wound can be saved by fate as normal.  If the victim loses the wound and has no wounds remaining at this time, it is immediately removed as a casualty, only the body remaining for Morgoth to create his abomination.  A single Mordor orc, equipped with normal Mordor orc armor and with a spear, a single-handed weapon, or a double-handed weapon, is placed in base contact with Morgoth, or as close as possible, to join the battle.

 

 


 

 

The Blue Wizards

Alatar (wizard)

Lesser in power than Gandalf and Saruman, Alatar is one of the two Ithryn Luin (the Blue Wizards).  He dwells in the East of Middle-earth, as an emissary to those dark lands from the order of wizards, and as a friend to any there who possess the will to resist Sauron’s influence.  Alatar is swift and vigorous and is learned in the ways of war, making his magic brutally effective in combat.

 

                                                                                                            Points Value:  150

F          S          D         A         W        C                                                               Might:  3

5/-          4             5                1              3            7                                                                    Will:  6+1 per turn

                                                                                                                                                                          Fate:  3

Wargear

Alatar carries a staff (two-handed weapon) and his sword (hand weapon).  He may use either to fight with, though never both in the same fight.

 

Special Rule

Staff of Power.  Alatar’s staff is a potent talisman, allowing him to expend one point of will per turn without reducing his store.

 

Magical Powers

Instantly Command.  Range 12”.  Dice score to use 3+.  The victim can do nothing further for the turn, as described for immobilize.  In addition, the good player may move the victim up to half a move as soon as the power takes effect, even if the model has already moved.  The model cannot be moved out of a combat or moved in such a way as to cause direct harm to the model, though it may be moved into base contact with an enemy (a courage test is not necessary if moving into a fight with a terrifying enemy).

 

Terrifying Aura.  Dice score to use 2+.  Alatar counts as terrifying.  The spell lasts until his store of will is reduced to zero.

 

Blue Arrow.  Range 12”.  Dice score to use 4+.  Alatar’s arrow will always find and hit the weakest point on the victim’s body, delivering a strength 6 strike.

 

Blade Whirlwind.  Dice score to use 5+.  Alatar casts this spell on himself to become a virtual spinning cyclone of steel.  While this spell is in effect, Alatar has the same number of attacks as enemies he is fighting, though he receives only a single attack on each enemy model to wound if he should win the fight.  Alatar may fight only with his sword while in whirlwind form, never with his staff.  This spell lasts for the remainder of the turn.


 

Pallando (wizard)

Pallando is the second of the two Ithryn Luin (the Blue Wizards).  He is the friend and companion of Alatar, with whom he journeyed to the East of Middle-earth, where he now lives.  Though he is less powerful than the other members of his order, Pallando is a true master of visions.  Like his friend, Alatar, Pallando, though more composed, is also knowledgeable of combat.

 

                                                                                                            Points Value:  150

F          S          D         A         W        C                                                               Might:  3

5/-          4             5                1              3            7                                                                    Will:  6+1 per turn

                                                                                                                                                                          Fate:  3

Wargear

Pallando carries his magical staff and his sword (hand weapon).

 

Special Rule

Staff of Power.  Pallando’s staff is a potent talisman, allowing him to expend one point of will per turn without reducing his store.

 

Magical Powers

Immobilize.  Range 12”.  Dice score to use 3+.  The victim can do nothing further for that turn.  In a fight, his fight value counts as 1 and he rolls one dice regardless of the number of attacks he normally has.  If he wins a combat he will not strike.  The victim can still use might, will, and fate but cannot make heroic actions.  The spell lasts for the remainder of the turn.

 

Terrifying Aura.  Dice score to use 2+.  Pallando counts as terrifying.  The spell lasts until his store of will is reduced to zero.

 

Cast Shield.  Dice score to use 3+.  Pallando casts this power on himself, allowing him to avoid even the most precisely dealt blows.  Pallando’s defense is increased to 8.  This spell lasts until Pallando is wounded.  He may, of course, cast this power again when he has a chance, if the good player wishes.

 

Strengthen Will.  Range 12”.  Dice score to use 4+. Pallando may replenish one point of will of a friendly model’s store if that model is missing any.

 

Martial Aid.  Range 12”.  Dice score to use 5+.  Pallando may lend his aid to a single friendly model by possessing that model of combative ability far beyond his or her normal skill.  When determining who wins a fight, the affected model’s dice scores will be increased by 1.  In addition, if the affected model’s fight value is less than Pallando’s, it will be increased to 5.  The spell lasts for the remainder of the turn.