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Meb Rules v1.6

The document outlines the game mechanics for unit states, turn sequences, and phases including command, impact, shooting, and melee. It details unit orders, movement types, and how to resolve actions based on unit quality and morale. Additionally, it provides rules for shooting, line of sight, and combat dice calculations.

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

Meb Rules v1.6

The document outlines the game mechanics for unit states, turn sequences, and phases including command, impact, shooting, and melee. It details unit orders, movement types, and how to resolve actions based on unit quality and morale. Additionally, it provides rules for shooting, line of sight, and combat dice calculations.

Uploaded by

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

At any point in the game, units will be in one of the following states:
• STEADY: The unit has no hits, or the number of hits is currently less than the WORN
rating for the unit.
• WORN: A unit is WORN as soon as it has suffered hits equal to or greater than the
WORN rating (but less than the SHAKEN rating).
• SHAKEN: A unit is SHAKEN as soon as it has suffered hits equal to or greater than the
v1.6 (Beta) SHAKEN rating. SHAKEN units cannot CHARGE.
Turn Sequence • BROKEN: A BROKEN unit is immediately removed from play. Units are BROKEN when
they ROUTE off table, as a result of a MORALE test, or if hits equal auto-broken value.
Determine initiative at the start of the game or by scenario. Some units are UNBREAKABLE (defined in the Special Rules section). Unbreakable units
Initiative player completes all phases, then the non-initiative player. are considered STEADY until they are BROKEN (they are never WORN or SHAKEN).
1. COMMAND PHASE
a) Remove a single disorder marker from friendly units.
b) Resolve all RALLY orders (ROUTING units must attempt RALLY).
Dice and Rerolls
c) Move ROUTING units (if not rallied). All dice rolled in the game are six-sided dice (D6). When rolling a D2 a result of 1-3 = 1
d) Resolve all CHARGE orders. and 4-6 = 2. When rolling a D3 a result of 1-2 = 1, 3-4 = 2, and 5-6 = 3.
e) Resolve a single order for all remaining (non-ordered) units. When taking an ORDER, MORALE or TERROR test, rerolls may apply. You cannot reroll a
Remove under fire markers from units after they are activated. die that has already been rerolled. Each entry in the table below provides 1 reroll.
2. IMPACT PHASE ROLLING TO-HIT
a) Resolve all IMPACT combats from charging. Regardless of modifiers, a D6 result of 1 is always a failure and a 6 is always a success.
2. SHOOTING PHASE
a) Resolve all shooting. REASON 1 REROLL IF CONDITION MET
b) Resolve MORALE tests triggered by shooting casualties. Command Unit contains a hero or command base.
3. MELEE PHASE
a) Resolve all MELEE combats. Supported 2+ friendly STEADY or WORN units are within 10”.

Unit Qualit y Reliable Unit has the RELIABLE special rule.


Each unit in the game has a quality that is
IRREGULAR, REGULAR or VETERAN. Each of these Taking Tests
types and associated special rules defined below. When taking an ORDER, MORALE or D6 RESULT SUCCESSES
• Irregular: Unreliable. TERROR test, one or more D6 dice
• Regular: No special rules. will be rolled (based on the current 1, 2 or 3 0 Successes
• Veteran: Reliable. state of the unit). Each D6 result of
Unit quality also effects to-hit 1-3 is a failure. Each result of 4-5 4 or 5 1 Success
roll results needed in MELEE. counts as 1 success. Each 6 counts 6 2 Successes
as 2 successes.
Unit Orders
Each unit is issued an order during the COMMAND phase. Depending on the unit state and order an ORDER test may be required. If unit state is not listed in the
Test If column, the order test is automatically successful. If the number of successes needed are met, the order is successful. If not successful (failed ORDER test),
the unit is immediately DISORDERED (unless the unit is ROUTING, in which case ignore the DISORDERED result).

ORDER TEST IF # OF SUCCESSES SUMMARY OF ACTION


0: Failed Failed: Unit is DISORDERED.
HOLD Shaken (2D6)
1+: Success Success: No movement. Unit may shoot.

0: Failed Failed: Unit is DISORDERED.


REFORM Shaken (2D6)
1+: Success Success: May change into any legal formation/facing (around center of unit). Unit can shoot.

Worn (3D6) 0-1: Failed Failed: Unit is DISORDERED.


ADVANCE
Shaken (2D6) 2+: Success Success: Move forward at ADVANCE rate. Can OBLIQUE | WHEEL | SHIFT. Unit may shoot.

RETIRE - Auto Success Success: Move full ADVANCE rate directly backwards while maintaining original facing. Unit may shoot.

Worn (3D6) 0-1: Failed Failed: Unit is DISORDERED.


RUN
Shaken (2D6) 2+: Success Success: Move forward at RUN rate. Can WHEEL (cannot OBLIQUE or SHIFT). No shooting.

RETREAT - Auto Success Success: Move full RUN rate directly backwards and turn to face the direction of travel. No shooting.

0: Failed Failed: Unit is DISORDERED.


Steady (4D6) 1: Falters Falters: Move ½ the distance to the target unit. Unit may shoot.
CHARGE Worn (3D6) 2: Charge! Charge!: Resolve defensive fire first. Move at CHARGE rate into base contact with target unit.
Shaken (N/A) 3+: Determined Determined Charge!: Move at CHARGE range into base contact with target unit. Ignore MORALE test
Charge! triggered by defensive fire and any TERROR tests.

Steady (4D6) Failed: If ROUTING, continue move, take D3 additional hits. If not ROUTING, unit is DISORDERED.
0-1: Failed
RALLY Worn (3D6) Success: If unit is ROUTING, stop routing, free reform. No other movement or shooting. If unit is not
2+: Success
Shaken (2D6) ROUTING, recover D2 hits. No movement. Unit may shoot.

Results from a failed ORDER or MORALE test. No movement or shooting. Unit will fight in melee if engaged. If disordered during enemy phase,
DISORDERED
add two disorder markers. If the unit is ROUTING, ignore a DISORDERED result.

Results from a MORALE test after losing a MELEE combat. Unit moves at ROUTE rate (firstly) away from enemy units and (secondly) towards their
ROUTE
sides table edge. If the table edge is encountered, stop movement. If already at the table edge, unit is automatically BROKEN.
Movement
CHARGE, ROUTE, PURSUIT
UNIT TYPE FORMATION ADVANCE RUN DIFFICULT OBSTACLES ROAD
(IF DIFFICULT TERRAIN)
Infantry Foot 8” 12” Run +D3” (Advance +D3”) No Run No Run x1.5

Cavalry Mounted 12” 18” Run +D6” (Advance +D6”) No Run No Run x1.5

Monster Foot 10” 15” Run +D3” (Advance +D3”) No Run Ignore -

Ignore, Ignore,
Behemoth Foot 8” 12” Run +D3” (Advance +D3”) -
Destructive Destructive

Fixed - - - - - -
War Machines
Mobile 4” 6” - No Move No Move -

Mounted 16” 24” - Ignore Ignore -


Heroes
Foot 10” 15” - Ignore No Run -

Flying Unit Flying 20” 30” Run +D6” Ignore Ignore -

ROUNDING
Always round partial movement values up to the next whole inch.
Formations
NO RUN A unit can adopt any formation so long as the bases in the unit are evenly
If in or entering DIFFICULT terrain, the unit can’t RUN. If executing a RUN order distributed across each rank in the formation. A formation may include only 1
and DIFFICULT terrain is encountered, the unit must immediately stop. incomplete rank. When forming an incomplete rank all bases are located to the
ROADS center of the unit (bases in incomplete ranks can still provide supporting dice).
To gain a road bonus, all bases from a unit must be on the road
and the entire movement must stay on the road. Destructive
NO MOVE When Juggernauts (behemoth) move through terrain, the resulting damage
No move if in DIFFICULT or if DIFFICULT terrain is encountered. may remove or change the terrain. If not listed below, the terrain element is
IGNORE not effected by a behemoth's movement. Do not apply these changes for
This unit ignores the terrain (as indicated by the column). As a result, the unit flying units unless they land directly on the terrain element.
can execute RUN orders through this type of terrain without penalty. • Forest: Remove trees based on the base size of the behemoth that moved
OPEN TERRAIN through the Forest (individual trees are removed). Alternately, simply
Basic movement rates assumes movement is through OPEN terrain. Open remove the entire forest base (if using bases to represent forests).
terrain is any terrain that does not impede movement in any significant way. • Man Sized Obstacle: Remove man sized obstacles from play that are
If not obvious, terrain is assumed to be OPEN terrain by default if not already contacted by the base of the behemoth.
defined as DIFFICULT terrain at the beginning of the game. • Buildings: Remove buildings contacted by a behemoth (replace with
DIFFICULT TERRAIN rubble).
DIFFICULT terrain must be defined before a game begins. Commonly, DIFFICULT
terrain includes fordable streams, rough/rocky ground, forests, and similar. Unit Sizes & Morale Values
Units cannot RUN in DIFFICULT terrain. If DIFFICULT terrain is encountered Morale is shown as WORN/SHAKEN/AUTO BROKEN values. A unit is WORN
during a RUN move, the unit immediately stops. Units CHARGING through when the number of hits are => the WORN value, and SHARKEN when hits are
DIFFICULT terrain are reduced to ADVANCE rate for the base movement. => the SHAKEN value. A unit is automatically BROKEN when hits are = to the
IMPASSABLE TERRAIN AUTO BROKEN value. Units consist of several bases as described below.
Any terrain that units cannot enter for any reason.
OBSTACLES UNIT TYPE SMALLER STANDARD LARGER
Obstacles are 1” or less in height. A unit must be positioned at an obstacle
(within ½ inch) in order to gain the benefits of cover from the obstacle. 6/12/18 8/16/24 10/20/30
Infantry
BUILDINGS 4 Bases 6 Bases 8 Bases
(65x50mm)
Buildings cannot be entered unless defined by a scenario. 24 Figures 36 Figures 48 Figures
INTERPENETRATION 5/10/15 7/14/21 9/18/27
Friendly units that are STEADY or WORN can freely interpenetrate each other Cavalry
4 Bases 6 Bases 8 Bases
provided there is sufficient movement to clear the units (prevent overlapping (75x50mm)
12 Figures 18 Figures 24 Figures
after movement). DISORDERED and ROUTING units cannot be interpenetrated
voluntarily. If a SHAKEN or ROUTING unit is interpenetrated for any reason, both Special
units involved must take an immediate MORALE test. Monster
- 1 Base -
OBLIQUE (65x50mm)
1 Monster
Move forward to the left or right along a 45° angle and keep the same facing.
Unit cannot Oblique on RUN, CHARGE, ROUTE, or PURSUIT moves. Special
Behemoth
WHEELING - 1 Base -
(As Needed)
A unit wheels around the leading base/rank. Measure the distance moved from 1 Behemoth
the edge moving the farthest (outside edge).
SHIFT 3/6/9
War Machines
Unit shifts directly left or right, maintaining facing, up to ½ its move rate. - 2 Bases -
(50x65mm)
PROXIMITY TO ENEMY 2 Artillery
Unless engaging in MELEE, a unit must stay at least 4” from enemy units. 4/8/12
MOUNTING AND DISMOUNTING Siege Engine
- 2 Bases -
Designated cavalry units executing an ADVANCE order can mount or dismount at (As Needed)
2 Artillery
either the start or end of their movement.
CHARGES & ROUTING THROUGH DIFFICULT TERRAIN Per parent unit base size (see HEROES section).
ROUTING units ignore DIFFICULT terrain. Units CHARGING through DIFFICULT Heroes
Independent: Foot: 25mm round | Mounted: 40mm round
terrain are reduced to ADVANCE rate for the base movement.
Shooting Phase Combat Dice
The player who is currently acting can shoot any units that are capable of
shooting in the Shooting phase (based on the order issued to each unit).
DIRECT SUPPORTING
UNIT
Follow this order when resolving a shooting combat: SHOOT IMPACT MELEE SHOOT IMPACT MELEE
1. Declare shooting and target unit. 6. Roll to hit.
2. Check LOS and arc of fire. 7. Resolve saves. Infantry 3/base D2 hits 4/base +1 die +1 hit +1 die
3. Measure range. 8. Mark hits to target unit.
4. Determine # of dice. 9. If hits scored, add 1 under fire Cavalry 3/base D3+1 hits 4/base +1 die +1 hit +1 die
5. Apply modifiers. marker to the targeted unit if hit.
Monster Special 2D3 hits 6/base - - -
LINE OF SIGHT (LOS)
For each base firing in a unit, draw a line from the center of the shooting base Behemoth Special 3D3 hits 8/base - - -
to the nearest visible point (within firing arc) of the target. A base can shoot if
the line is uninterrupted by intervening models or terrain. Units shooting from War Machines 4/base - 2/base - - -
higher elevations can draw LOS over intervening troops and terrain (except
buildings and forests) at lower elevations. Likewise, units at lower elevations Siege Engine 6/base - 4/base - - -
can do the same in when shooting at units at higher elevations.
ARC OF FIRE Wizards Special Special Special - - -
Each unit has a front, left flank, right flank, and rear. A 45° arc is drawn from
Heroes Special Special Special - - -
each corner of the unit to determine each arc. The target unit must be in front
arc of the shooting unit (45° arcs from front corners of the formation).
MEASURING RANGE Impact Phase
Distance is determined from the center of the shooting unit (or group of bases On the turn a unit successfully charges into contact with an enemy unit they will
if only a partial number of bases have LOS) to the nearest visible part of the fight a single round of IMPACT combat. This represents the effects of the initial
target unit within the arc of fire. This imaginary line is the LINE OF FIRE. impact of horse, men, weapons, and the general inertia of the charge.
ROUNDING RANGE 1. Calculate impact dice. 3. Resolve saves.
Always round down partial ranges (e.g. 10½ inches counts as 10). 2. Roll dice to determine # of hits.
SHOOTING TO-HIT
CALCULATE IMPACT DICE
The D6 result needed to score a successful hit is determined by range (consult
All hits inflicted in IMPACT are automatic. Each base in direct
the Shooting Ranges table).
contact rolls the dice listed for IMPACT on the Combat Dice table.
NUMBER OF DICE AND MODIFIERS
Modify the resulting total number of hits as follows:
The number of D6 used to shoot is based on the unit type (consult the Combat
Dice table). Modify dice for direct bases as follows: • -1 hit per base : charging unit is WORN.
DIRECT AND SUPPORTING (IMPACT)
• -1 Dice per base : shooting unit is WORN.
Bases in the front rank of a unit that are in base contact with an enemy unit that
• -2 Dice per base: shooting unit is SHAKEN.
covers some part of the base frontage are in direct contact. Bases in the 2nd or
• +1 Dice per base: target is a monster. 3rd rank (or more), bases in the front rank that are in corner-to-corner contact,
• +2 Dice per base: target is a behemoth. or bases in the front rank not in any contact, are supporting bases.
• -1 Dice per base: target is in cover or obscured. IMPACT DICE, HITS AND SAVES
A unit will always roll a minimum of 1 dice per base. Consult the Combat Dice table to determine the number of dice to roll. The
DIRECT AND SUPPORTING (SHOOTING) resulting total of all dice rolled is the number of automatic hits inflicted on the
Bases in the front rank of a unit with LOS to the target shoot directly (DIRECT). enemy unit. Supporting bases add automatic hits (no dice roll needed). These
Bases in the front rank of a unit that do not have LOS are supporting bases. hits are saved normally by the defending unit.
Bases in the 2nd rank are supporting bases (SUPPORTING) – this is regardless of
if the 1st rank base(s) have LOS or not. Any bases in the 3rd or more rank do not Under Fire Markers
shoot (do not count as SUPPORTING). A unit gains an under-fire marker each time it takes 1+ hits from shooting
COVER (regardless of saves). Under fire markers are removed after the unit is
A unit partially or fully within terrain that offers activated, even if it does not move. For each under fire marker on a unit
protection from shooting is in cover. Apply a when it is activated (given an order), reduce the movement rate by 1”.
-1 on to-hit results against units in cover.
OBSCURE
A unit that is only partially visible (< ½ target
Melee Weapons
unit in LOS/arc of fire) due to obstructing MELEE WEAPON SPECIAL RULES
terrain, intervening units or in terrain that
obstructs vision but offers no shooting Hand Weapons -
protection is obscured.
Two-Handed Weapons Armour Piercing (1)
Shooting Ranges Two Weapons +1 Dice per Base

SHORT LONG Pikes Anti-Impact, Long Pole


SHOOTING WEAPON (4+ TO HIT) (5+ TO HIT) SPECIAL RULES
(5+ IF IN COVER) (6 IF IN COVER) Spears Short Pole

Thrown Weapons 0-5” 6-10” Armour Piercing (1) Lances Impact Weapon
Blowpipes 0-8” 9-16” Marksmen
Marking Casualties
Shortbow 0-12” 13-24” Indirect Supports
Use a counter to mark the number of hits
Bow 0-15” 16-30” Indirect Supports currently inflicted on a unit. Note that bases
are never removed from units. All bases for a
Plunging Fire, unit are removed when the unit is BROKEN.
Longbow 0-18” 19-36”
Indirect Supports

Crossbow 0-15” 16-30” Armour Piercing (2)


Resolving Charges Melee
Resolve CHARGES in the COMMAND phase. All MELEE combat is resolved in the MELEE phase.
1. Check if unit can be issued a 4. Declare charge response. If the TO-HIT
CHARGE order. charging unit is <=6” away the only The to-hit roll required to score successful hits depends on units QUALTIY.
2. Declare target of charge. charge response allowed is hold. BASE NUMBER OF DICE AND MODIFIERS
3. Resolve CHARGE order test. 5. Move charging unit. Consult the BASE COMBAT DICE table.
Direct bases dice are first modified as follows: QUALITY TO HIT
DECLARE CHARGES
• -1 Dice per base : shooting unit is WORN.
A unit being given a CHARGE order … Irregular 5+
• -3 Dice per base: shooting unit is SHAKEN.
• Must not be SHAKEN.
Direct bases are then modified as follows: Regular 4+
• Must be an infantry, cavalry or monster unit.
• +1 Dice per base: unit is charging.
• Must be within (potential) move range. Veteran 3+
• +1 Dice per base: armed with two weapons.
• Must have a clear and unobstructed path to the target unit.
• +1 Dice per base: is defending an obstacle.
ORDERS TEST FOR CHARGING Suffering
• -1 Dice per base: is fighting to a flank. 6
An ORDER test is required regardless of unit state. The number of successes Terror
• -1 Dice per base: is DISORDERED.
determine the charge result:
• -2 Dice per base: is fighting to the rear.
• 0 Successes = Failed! Order is failed and the unit becomes disordered.
A unit will always roll a minimum of 1 dice per direct base.
• 1 Success = Falters! Move ½ the charge distance to the target unit (unit will
DIRECT AND SUPPORTING (MELEE)
stop at any point it enters within 4” of an enemy unit).
Bases in the front rank of a unit that are in base contact with an enemy unit
• 2 Successes = Charge! If farther than 6” from target unit and in the front arc,
that covers some part of the base frontage are in direct contact. Bases in the
resolve defensive fire and any resulting MORALE test. If MORALE test is
2nd or 3rd rank (or more), bases in the front rank that are in corner-to-corner
passed, or there is no defensive fire, move into base contact with target unit.
contact, or bases in the front rank not in any contact, are supporting bases.
• 3+ Successes = Determined Charge! Same as Charge! except ignore any
SAVES
MORALE test triggered by defensive fire or TERROR tests.
Roll a D6 for each hit in melee (see SAVES table).
MOVING CHARGERS: MOVEMENT RATE
MELEE COMBAT RESULTS
Move at a CHARGE rate into base contact. Consult the Movement table for the
To determine the winner of the MELEE, calculate the total score based on the
CHARGE distance moved. CHARGE rate uses ADVANCE rate +DX” instead of RUN
following factors:
rate if charging through DIFFICULT terrain.
• Hits: For each unsaved hit inflicted on the enemy unit, gain +1.
MOVING CHARGERS: CLEAR/UNOBSTRUCTED PATH
• Flank/Rear: +2 fighting against a unit's flank OR +4 if fighting against the rear.
A charging unit must have a completely unobstructed path of movement to the
• Ranks: For each complete rank after the first in the formation, gain a +3, up
target unit (terrain and other units, friend or foe). This is determined at the time
to a maximum of +6.
the CHARGE order is issued (e.g. intervening units can charge before the current
• Size: The side with the greater number of bases gains +2 if STEADY or WORN.
unit and clear the way). A charging unit can get closer than 4” to any enemy unit
Side with the highest score wins the MELEE. The loser must take an immediate
but can only contact the target unit.
MORALE test. If the result was a draw, immediately fight another round of
MOVING CHARGERS: FLANK AND REAR CHARGES
MELEE (until there is a winner).
Each unit has a front, flank and rear (45° arcs from each corner of the unit). Half
MORALE TEST RESULTS
or more of a charging unit must start its charge within the target unit’s flank or
If an enemy unit ROUTES, and your unit is an infantry, cavalry, or monster unit
rear arc in order to contact the facing.
that is now unengaged in MELEE, it will test for PURSUIT. If still engaged in
MAXIMIZE CONTACT
MELEE, the unit holds. All other units hold their ground.
After a charging unit makes initial contact, players must maximize the bases in
If the enemy unit is BROKEN, and your unit is an infantry, cavalry, or monster
direct contact with each other (any necessary movement to achieve this is free).
unit that is now unengaged in MELEE, it will test for BREAKTHROUGH. If still
If multiple charging units are contacting the same arc of the target unit, equally
engaged in MELEE, the unit holds. All other units hold their ground.
split base contact between the charging units (if odd, charging player decides).
If the losing unit HOLDS and is not SHAKEN, the MELEE combat is finished for
UNINTENTIONAL CONTACT
this turn and will continue in the next MELEE phase.
Units unintentionally contacted by chargers are moved away, forming a 1” gap.
MULTIPLE UNITS IN MELEE
MULTIPLE CHARGERS
Hits are distributed evenly across all units engaged in MELEE (odd/uneven
Multiple units can charge a target unit so long as at least a single base from each
results are distributed by the player inflicting the hits).
formation can make direct contact with the target unit.
DECLARE CHARGE RESPONSE
After a successful ORDER test to CHARGE (Charge! or Determined Charge!), a
Breakthrough
target unit must declare its response to the charge: hold, defensive fire, cavalry Roll a D6. On a 1-3 the unit HOLDS. On a 4+ the unit conducts a
retire, cavalry counter-charge, or brace!. If the charging unit is <=6” away, or if BREAKTHROUGH. The unit can declare an automatic determined CHARGE
charged in the flank or rear, the only charge response allowed is hold. against any unit in its front arc. A unit is limited to 1 BREAKTHROUGH per turn.
CHARGE RESPONSE: DEFENSIVE FIRE
This can only be declared if the unit is armed with shooting weapons. If the Pursuit
charging unit is further than 6” from the target unit and in the front arc, the Roll a D6. On a 1-3 the unit HOLDS. On a 4+, conduct a PURSUIT move,
target unit can shoot defensive fire (split hits across multiple chargers). This is following the ROUTING unit. If the ROUTING unit is contacted, immediately
resolved immediately before moving the charging unit. If a MORALE test is fight one “free” round of MELEE (defender rolls no dice). After MELEE, the unit
necessary as a result of the shooting, take the test immediately. If passed, ROUTES and the pursuing unit automatically HOLDS. If unable to pursue due
continue the charge. If failed, apply the result to the charging unit immediately to space or terrain, the unit HOLDS. If an enemy unit is encountered during
(unit doesn’t charge). the pursuit (contacting ROUTING unit is priority - only contact a new enemy
CHARGE RESPONSE: CAVALRY RETIRE unit if it is not possible to contact the ROUTING unit), resolve an automatic
Cavalry that is successfully charged may immediately conduct a RETIRE move in determined CHARGE against the intervening enemy unit (including IMPACT).
response. Complete the RETIRE movement before moving the charging unit. Resolve the MELEE combat in the next MELEE phase.
The charging unit then completes the CHARGE movement against the same unit.
CHARGE RESPONSE: CAVALRY COUNTER-CHARGE Routing
Cavalry that is charged by any unit can counter-charge. Take a charge ORDER Routing units will (firstly) move directly away from the engaged enemy units
test. If successful, both units meet ½ way and both count as charging. If failed, via the clearest path possible from the front arc that avoids enemy units then
the unit is immediately DISORDERED (and does not counter charge). friendly units. (Secondly) routing units will move towards their sides table
CHARGE RESPONSE: BRACE! edge. If there is no open path available, the unit is immediately BROKEN.
Units with the Formed special rule can declare that they will brace! The unit Routing units ignore DIFFICULT terrain.
must pass an immediate ORDER test that requires 2 successes to pass. If passed, SHAKEN UNIT ROUTING FROM IMPACT OR MELEE COMBAT
the charging units IMPACT combat hits are reduced by the number of bases in If a Shaken unit is contacted by a pursuing unit it is immediately BROKEN and
the unit that successfully braced! If failed there is no effect on the unit. removed from play. Pursuing unit holds where it contacts the routing unit.
Special Rules SCOUTS
Unit ignores DIFFICULT terrain when moving.
ANTI-IMPACT SHORT POLE
½ hits in IMPACT phase are reflected on the charging unit (applied before Brace!). Bases in 2nd rank provide +2 dice when supporting in MELEE combat.
ARMOUR PIERCING (X) SINGLE MODEL
Reduce armour by -X when taking saves from hits inflicted by this unit. Single models do not have flank or rear arcs (mounted on round/oval bases).
BERSERK SKILLED RIDERS
Add D3 dice per base in direct contact in MELEE. Unit can execute a RUN order and still conduct shooting at a -1 to-hit penalty.
BRACE! SPIRITS
As a response to a CHARGE, this unit can declare Brace!. This unit uses the movements rates for cavalry for ADVANCE, RUN, ROUTE,
ELITE CHARGE, and PURSUIT. The unit ignores under-fire markers, DIFFICULT, and
Unit can reroll a failed ORDER test. IMPASSABLE terrain. Hits from Hero bases ignore the Hard to Kill special rule.
EXPERT RIDERS STALWART
Unit can execute a RUN order and still conduct shooting at no penalty. This unit ignores under-fire markers.
EXPLOSIVES STRENGTH IN NUMBERS
On a HOLD order this unit can plant explosives. Place a marker (dice sized) within Unit ignores the Unreliable special rule while they are STEADY.
4” of the unit in the front arc. Additional HOLD orders can increase the number of STUBBORN
explosives planted up to a maximum of 4. Once 1 or more markers have been Unit can reroll a failed MORALE test.
placed, the unit can execute any order that allows SHOOTING and instead of TERROR
shooting, the unit can attempt to detonate the explosives. Roll 1D6. On a result When this unit charges, the target unit must take a TERROR test. When this
of 2+ the explosives ignite. For each under-fire marker on the unit, adjust the unit is the target of a charge, the charging units must take a TERROR test. A
result needed to ignite the explosives by +1. If the explosives fail to ignite then TERROR test is conducted just like a MORALE test. If passed there is no effect.
the unit can reattempt to ignite the explosives in a subsequent turn. If ignited, If failed, the unit suffers from TERROR until it is no longer in MELEE with a
the diameter of the blast is 2” x # of markers. Any unit touched by this blast TERROR causing unit. A unit suffering TERROR requires a 6 to-hit in MELE.
immediately suffers 2D6 automatic hits with Armour Piercing (1). Any terrain THUNDERING CHARGE
feature within the area is immediately destroyed (buildings become rubble). Supporting bases contribute +2 hits in IMPACT combat (instead of +1 hit).
FANATICS TOUGH FIGHTERS
Automatically gain the Fearless special rule. When taking a MORALE or TERROR Add +1 die per base in direct contact in MELEE.
test, this unit counts D6 results of 5 and 6 as 2 successes (instead of 6). UNBREAKABLE (X)
FEAR Unit ignores all effects of being WORN or SHAKEN. Unit ignores MORALE tests.
If a CHARGE is declared against this unit, the charging unit counts The unit is automatically (immediately) BROKEN when the number of hits
any 6’s rolled for the ORDER test as only 1 success. inflicted are equal to X.
FEARLESS UNRELIABLE
Unit automatically passes all TERROR tests automatically and ignores FEAR. When taking an ORDER test, a result of 6 only counts as 1 success.
FLYER VENGEANCE (ARMY)
The rules for Flying Units apply to this unit. Unit re-rolls missed attacks (to-hit) in MELEE against the listed army/faction.
HARD TO KILL (X)
In SHOOTING, IMPACT or MELEE roll a D6 per hit. Do this after determining the Saves FACTOR MODIFIER
number of hits but before rolling saves. On a result of X the hit is discarded. Roll The basic saving throw needed
saves for any remaining hits that have not been discarded. for hits from SHOOTING, Unit equipped with Pavises +1 vs Shooting
IMPACT WEAPON IMPACT, or MELEE is 6 (6 is
Direct IMPACT dice are D3+2 and Armour Piercing (1). always a success, 1 is always Armour Piercing (X) -X
IMPETUOUS a failure). Roll a D6 for each Howdah +1
This unit automatically does a BREAKTHROUGH when applicable (no roll). hit inflicted. Adjust the D6
INDIRECT SUPPORTS results based on armour. Plunging Fire -1
Supports provide +2 dice in SHOOTING combat.
JUGGERNAUT Morale
This unit must execute a RUN order every turn and move its full movement rate. Units are required to take a MORALE test:
Ignore UNDER FIRE markers. If unit contacts an enemy unit it immediately stops • After suffering hits from SHOOTING.
and counts as charging (unit hit can only hold). Conduct IMPACT and MELEE • After losing a MELEE.
normally if a unit is contact in this way. A juggernaut will only ever fight a single • If a friendly unit is BROKEN within 6”.
round of MELEE (even if a draw). After the MELEE is resolved, if the juggernaut MORALE TEST
charged, it passes through the enemy unit (move units out of the way by the Determine successes by rolling D6 based on the current unit state (see Unit
shortest path possible). If the juggernaut was charged, pass those charging units State below). Each result of 1-3 is a failure. A result of 4 or 5 counts as 1
through the juggernaut, again moving units out of the way by the shortest path. success. A result of 6 counts as 2 successes. The number of successes needed
LONG POLE is determined by what triggers the test.
Bases in 2nd and 3rd rank provide +2 dice when supporting in MELEE combat. SUCCESS AND FAILURE
MAGIC USER (X) If the number of successes required are rolled (after rerolls), the test is passed
This unit can only use Heroic Points to cast spells from the order listed for X. (apply result from If Passed column). If the number of successes needed are
MARKSMEN not rolled, the test is failed (apply result from If Failed column). For each
Unit may reroll all failed to hit results when SHOOTING. column, apply the specified result based on what triggered the MORALE test:
MASTERY a lost MELEE (MELEE), or shooting, broken friendly unit, or any other reason a
When attempting to counter a spell gain a +1 modifier to the die result. MORALE test is triggered (OTHER).
PAVISE
When this unit rolls armour saves for SHOOTING attacks add +1 to the results. UNIT # OF SUCCESSES
IF FAILED IF PASSED
PLUNGING FIRE STATE (TO PASS)
Armour Piercing (1) when shooting at long range.
PROTECTOR (X) Steady MELEE: RETIRE
No Effect
If the hero or heroes listed in X are killed (BROKEN), this unit or (4D6) Test triggered by ... OTHER: DISORDERED
hero gains the Berserk special rule for the remainder of the game. SHOOTING: 2
Worn MELEE: ROUTE
RELIABLE LOST MELEE: 3 No Effect
(3D6) OTHER: DISORDERED
Unit can reroll 1 die for ORDER tests. BROKEN FRIENDLY
RELUCTANT Shaken UNIT WITHIN 6”: 2 MELEE: BROKEN MELEE: ROUTE
When taking a MORALE test, a result of 6 only counts as 1 success. (2D6) OTHER: BROKEN OTHER: No Effect
Flying Units Behemoths
FLYING OVER SINGLE MODEL
Flying units can always fly over intervening Behemoths do not have flank or rear arcs.
terrain and units provided they have TERROR
sufficient movement to clear. Behemoths automatically cause TERROR.
CHARGING LUMBERING
Flying units cannot CHARGE or otherwise Behemoths moving on foot (non-flying) can pivot once up to 90° at the start of
engage in MELEE against units located in their movement. All remaining movement must be in a straight line.
buildings or forests. In all other cases flying units can CHARGE. Additionally, UNBREAKABLE (X)
provided there is space for the model to fit after contacting the target unit, Behemoths ignore all effects of being WORN or SHAKEN. Behemoths ignore
flying units do not require an unobstructed move to the target unit. MORALE tests. Behemoths are automatically BROKEN when the number of hit
SHOOTING inflicted are equal to X.
Flying units can target units in forests and buildings with SHOOTING attacks – HOWDAH (XD6 SHOOTING | XD6 MELEE)
along with unit in any other terrain as LOS is Some behemoths will carry a howdah. Howdahs contain models that can
always considered to be drawn from the sky. participate in SHOOTING and MELEE. Treat the models in the howdah as a
Inversely, flying units can always be targeted separate unit for SHOOTING and MELEE (that activates with the behemoth).
by shooting (as they are in the sky) unless Models in a howdah can shoot when the behemoth executes a RUN order –
engaged in MELEE. unless the behemoth is engaged in MELEE, in which case the howdah will
contribute their listed MELEE dice to the MELEE combat (this is in addition to the
Artillery dice generated by the behemoth itself). A howdah can be targeted separately in
EXPLODING both SHOOTING and MELEE. The unit in the howdah has as many hits as there
For each hit scored by a siege engine, roll the die indicated in (X). are models depicted. Once all hits have been accounted for, the howdah no
longer can participate in SHOOTING or MELEE.
SHORT LONG LARGE TARGET (BEAST, X)
ARTILLERY TYPE SPECIAL RULES
(4+ TO HIT) (5+ TO HIT) Behemoths are massive targets that may have an additional area (X) that can be
targeted (for example, a howdah or rider). When targeted by SHOOTING, hits
Avenger Bolt War are randomized (roll a D6 per hit) between the beast (results of 1-4) and other
0-30” 31-60” Armour Piercing (4)
Thrower Machine area (results of 5-6). When targeted by MELEE attacks the enemy player must
declare which area is being targeted. Impact hits always target the beast itself.
Battlecry Siege Armour Piercing (2),
0-45” 46-90”
Trebuchet Engine Exploding (D3+1) Monsters
War FEAR
Dwarf Ballista 0-30” 31-60” Armour Piercing (4) Monsters automatically cause FEAR.
Machine
MANEUVERABLE
War Catapult Siege Armour Piercing (2), Monsters can turn on the spot for no penalty.
0-45” 46-90”
Battery Engine Exploding (D3+1)
Heroes
Siege Bow War
0-30” 31-60” Armour Piercing (4) HEROIC POINTS
Battery Machine
Each hero gains a specified number of heroic points at the start of the game.
Isengard War Heroic points can be used at any point during the game (as determined by the
0-30” 31-60” Armour Piercing (4) Heroic action). When used a heroic point is exhausted for the rest of the game.
Assault Ballista Machine
INCLUDING HEROES IN YOUR ARMY
Heroic Actions Heroes are based in the same way as their parent unit or separately as NPC
heroes. NPC heroes can be based in any way you please – but must be
All heroic actions are a one-time effect and do not persist beyond the one use. represented someone near the battlefield so the player can track their
interactions with the game (e.g. expending Heroic Points to cast spells). Heroes
ACTION COST DESCRIPTION are unique and the same hero can never be present at a battle more than once.
Use after rolling to-hit dice in SHOOTING. PARENT UNIT HEROES
Sight 1 Heroes are required to be part of a parent unit unless designated as NPC heroes.
Hero's unit can reroll any failed to-hit rolls.
Which parent unit a hero base can join is indicated in the army list. The parent
Use during MELEE when calculating dice. unit must be selected prior to the game start and cannot be changed (hero base
Fury 1 will be with that parent unit for the entire game).
Hero's unit gains +1 dice per base in direct contact.
A hero base replaces a regular (non command) base in a parent unit. Heroes are
Use during MELEE or SHOOTING, before rolling to-hit. of the same type as the parent unit they join (e.g. infantry on foot or mounted if
Strength 1 Hero's unit gains Armour Piercing (1). This stacks with cavalry) and carry the same equipment (same saves, etc.). Heroes convey all
any existing Armour Piercing special rule. special rules they have to the parent unit they join. Heroes included in parent
units live and die with the parent unit, contributing their specific dice per base in
Use at the start of any movement. place of a regular unit base. Heroes in parent units cannot be targeted
Speed 1 If hero's unit is infantry, monsters or behemoths gain separately from the parent unit – they are all one unit. If the parent unit is
+D3” to the movement rate or if cavalry gain D6”. engaged to the flank or rear, and the Heroes base is not in direct contact, the
Use after failing a MORALE, ORDER or TERROR test. Heroes can participate in the combat even if not directly contacted by the
Courage 1 Hero's unit can reroll the entire MORALE, ORDER or enemy bases (they “move” to replace a normal base in contact).
TERROR test, including using normal die rerolls. NON-PLAYER CHARACTER (NPC) HEROES
Some heroes will be designated as NPC heroes.
Before rolling saves from MELEE, SHOOTING or IMPACT. NPC heroes do not directly participate in the battle.
Defence 1 Instead, NPC heroes have special rules that allow
Hero's unit adds +1 to their save results.
them to interact with the game – either by using
Use during the COMMAND phase. Heroic Points (e.g. to cast spells) or by some other
Choose an infantry/cavalry unit that is WORN or SHAKEN means as defined by their special rules. NPC heroes can
Reinforce 1 that has a friendly unit of the same type (infantry/cavalry) be represented by a vignette or similar display at the
within 12”. Transfer up to D6+1 hits from one unit to the edge of the battlefield for visual purposes – but should
other (add/reducing hits appropriately for the two units). be represented in order to track the usage of Heroic
Points or other special rules/interactions.
Wizards
Wizards use heroic points to cast spells from the designated magic order (they do not use regular Heroic Actions). Magic users cast spells only during their turn.
INDEPENDENT
A wizard taking part in a battle is always considered to be independent.
NPC WIZARDS
Some wizards may not participate in the battle and instead influence the battle from “off table” (casting spells only) – being represented on a board or vignette.
COUNTERING SPELLS
If a wizard is present in the battle, they can use 1 Heroic Point to counter a spell. If a spell targets a unit containing a one or more heroes, one of the heroes can
spend a Heroic Point to counter the spell. Only one attempt may be made to counter a spell per spell cast. When countering a spell, roll a D6. Wizards cancel the
spell on a result of 4+ and a hero will cancel the spell on a 5+. Units that have the MASTERY special rule gain +1 to the die result when countering spells.

Order of Darkness Order of Light


SPELL COST DESCRIPTION SPELL COST DESCRIPTION
Target: Target enemy unit anywhere on the table. Target: Target enemy unit anywhere on the table.
Effect: Unit must reroll all successes made when Effect: Unit suffers -1 die per base in SHOOTING and
Dismay 1 Blinding Light 1
taking MORALE, TERROR or ORDER tests. cannot BRACE.
Duration: Until end of turn. Duration: Until end of turn.

Target: Target enemy unit anywhere on the table Target: Target friendly unit anywhere on the table.
that is also in MELEE combat. Guiding Sight 1 Effect: Unit gains +1 for to-hit results in SHOOTING.
Weaken 1 Effect: When calculating MELEE combat dice apply a Duration: Until end of the turn.
-1 die per base modifier.
Duration: Until end of the MELEE combat. Target: Target friendly infantry or cavalry unit not
currently engaged in MELEE.
Target: Target friendly infantry or cavalry unit not Bestial Spirit 1 Effect: Unit inflicts +1 hit per base in IMPACT combat
currently engaged in MELEE. when charging and gains the FEAR special rule.
Terrifying 1
Effect: Unit gains the TERROR special rule. Duration: Until end of turn.
Duration: Until end of turn.
Target: Target enemy unit anywhere on the table
Target: Target enemy unit that is not in MELEE and that is not engaged in MELEE combat.
Wrath of
within 18” of any friendly unit. 1 Effect: Unit suffers D6 automatic hits that are
the Valar
Strike 1 Effect: Target unit suffers D2 automatic hits for each ARMOUR PIERCING (1).
base in the unit. Duration: Immediate.
Duration: Immediate.
Target: Target friendly unit anywhere on the table.
Target: Target friendly unit anywhere on the table. Replenish 1 Effect: Unit immediately reduces current hits by D3+1.
Effect: If unit is infantry or behemoth it gains D3+1” Duration: Immediate.
Force of Will 1 of movement. If unit is cavalry or monster it gains
D6+2” of movement. Target: Target enemy unit anywhere on the table.
Duration: Until end of turn. Fractured Effect: Unit’s armour save is reduced by 1 (e.g. if the
1
Armour unit saves on a 4+ it now saves on 5+).
Target: Target friendly unit anywhere on the table Duration: Until end of turn.
that is not in MELEE combat.
Dark Fury 1 Effect: Unit gains the BERSERK special rule but Victory and Defeat
immediately suffers D6 automatic hits with no saves.
Games will end based either on the number of turns played, as defined by the
Duration: Until end of turn.
scenario, or because one army reaches its break point. When the game is
finished, calculate victory points to determine the battle’s outcome.
ARMY BREAK POINT
An armies break point is equal to ½ of the total number of units in the army,
rounded up. When an army has lost (BROKEN) units equal to the army break
point, the game is immediately over – the army quits the field of battle.
VICTORY POINTS
Calculate Victory Points (VPs) as follows:
• +5 VPs for each BROKEN unit.
• +3 VPs for each SHAKEN unit.
• +X VPs as defined by individual scenarios.
• +10 VPs if the enemy has reached their army break point.
If the difference in VPs is between 0-6 VPs, the game is a draw. If the difference
is 7-12 VPs, the game is a minor victory. If the difference is 13+ VPs, the game
is a major victory.
Scale and Basing
While guidance on base sized and figures per base is given, what is most
Command Bases
important is that you have a consistent approach to representing the current A command base is a single base in a unit that contains a captain, banner, and
number of bases per unit. Ranges and movement distances can easily be possibly a musician. Army lists unit entries indicate if a unit contains a
modified to suite other scales. command base. A command base provides 1 reroll for tests (ORDER, MORALE
and TERROR tests).
A Special Note
These rules are a work in progress and primarily for use with my own wargaming group. I share these as a work of fan fiction so that others in the community may
enjoy playing wargames in Middle Earth. If you choose to utilize these rules, then great! Be aware that there will be updates posted in the future as the system is
refined and additional playtesting is completed for all the various units and scenarios. Much of the roots of this system are based on my Empires and War
(Napoleonic’s) and This Hallowed Ground (ACW) rules that are focused on those shooting dominated periods. This ruleset transforms the rules into a primarily
melee driven system, with of course the flavor and heroic might of Middle Earth added. I welcome feedback from actual playtests of this system.
Rohan Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES

6 Bases Hand Weapons, Expert Riders, Thundering Charge, Elite,


Royal Guard Éored Veteran Cavalry 3+
(Command) Thrown Weapons Stubborn, Reliable, Tough Fighters

8 Bases
Riders of Rohan Éored Regular Cavalry Hand Weapons, Bows 4+ Expert Riders, Thundering Charge, Impetuous
(Command)

6 Bases Hand Weapons, Brace!, Elite, Stubborn, Reliable,


Royal Guard Veteran Infantry 3+
(Command) Thrown Weapons Tough Fighters

Outriders Veteran Cavalry 4 Bases Hand Weapons, Bows 5+ Expert Riders, Reliable, Scouts

6 Bases Hand Weapons,


Oathsworn Warriors Regular Infantry 4+ Brace!
(Command) Thrown Weapons

Oathsworn Bowmen Regular Infantry 4 Bases Hand Weapons, Bows 5+ Brace!

8 Bases Two Handed Weapons,


Haldir’s Galadhrim Veteran Infantry 4+ Brace!, Reliable, Tough Fighters, Marksmen
(Command) Longbows

Hand Weapons, Unbreakable(18), Marksmen, Elite, Reliable,


The Three Hunters Veteran Infantry 1 Base 4+
Longbows Scouts, Stalwart, Fearless, Hard to Kill (4+)

HEROIC SHOOTING IMPACT MELEE


HEROES PARENT UNITS SPECIAL RULES
POINTS (DICE/BASE) (DICE/BASE) (DICE/BASE)

Théoden, King of Rohan Royal Guard Éored, Mounted: D3+3 Hits Fearless, Forth Eorlingas,
5 4 Dice 10 Dice
(Gamling and Déorwine) Royal Guard Foot: D2+2 Hits Royal Standard of Rohan

Royal Guard Éored, Mounted: D3+2 Hits


Théodred 4 4 Dice 8 Dice Fearless
Royal Guard Foot: D2+1 Hits

Riders of Rohan Éored, Mounted: D3+3 Hits Fearless, Stubborn,


Éomer 5 5 Dice 8 Dice
Oathsworn Warriors Foot: D2+2 Hits Protector (Théoden, Éowyn)

Royal Guard Éored, Mounted: D3+3 Hits Fearless, Forth Eorlingas,


Éomer, King of Rohan 5 5 Dice 8 Dice
Royal Guard Foot: D2+2 Hits Royal Standard of Rohan

Riders of Rohan Éored, Mounted: D3+2 Hits


Erkenbrand 2 4 Dice 6 Dice Fearless, Stalwart
Oathsworn Warriors Foot: D2+1 Hits

Riders of Rohan Éored, Mounted: D3+2 Hits


Grimbold 2 4 Dice 6 Dice Fearless, Tough Fighters
Oathsworn Warriors Foot: D2+1 Hits

Riders of Rohan Éored, Mounted: D3+2 Hits


Elfhelm 2 4 Dice 6 Dice Fearless
Oathsworn Warriors Foot: D2+1 Hits

Dernhelm (Éowyn) Mounted: D3+2 Hits


Riders of Rohan Éored 3 4 Dice 6 Dice Fearless, Protector (Théoden)
(Meriadoc, Esquire of Rohan) Foot: D2+1 Hits

Haldir of Lorien Haldir’s Galadhrim 3 6 Dice Foot: D2+2 Hits 6 Dice Fearless, Marksmen

The Three Hunters The Three Hunters 8 8 Dice Foot: D2+3 Hits 12 Dice The Three Hunters

Fearless, Magic User (Order of Light),


Gandalf the White Riders of Rohan Éored 12 3 Dice Mounted: D3+2 Hits 6 Dice
Mastery, Anointed of the Valar

FORTH EORLINGAS THE THREE HUNTERS


When issued a CHARGE order and scoring 1 or more successes on the ORDER Can only be included in the army if all three heroes: Aragorn, Legolas and Gimli
test, the charge result is a determined charge! are not included in another unit on the battlefield.
ROYAL STANDARD OF ROHAN ANOINTED OF THE VALAR
This unit, and any friendly Rohan unit within 6” of this unit count result of 5 If Gandalf’s unit it BROKEN, immediately move the base to any other unit of the
and 6 as 2 successes when taking any tests (MORALE, ORDER, TERROR, etc.). same type on the table. If none remain, remove the base from the game.
Gondor Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES

6 Bases
Warriors of Minas Tirith Regular Infantry Hand Weapons, Spears 3+ Brace!
(Command)

Archers of Minas Tirith Regular Infantry 4 Bases Hand Weapons, Bows 4+

6 Bases
Knights of Minas Tirith Regular Cavalry Hand Weapons, Lances 3+
(Command)

Rangers of Gondor Regular Infantry 4 Bases Hand Weapons, Bows 5+ Scouts

6 Bases Hand Weapons,


Citadel Guards Veteran Infantry 4+ Brace!, Reliable
(Command) Spears, Bows

Hand Weapons,
Avenger Bolt Thrower War Machine 2 Bases 4+
Avenger Bolt Thrower

Hand Weapons,
Battlecry Trebuchet Siege Engine 1 Base 4+
Battlecry Trebuchet

6 Bases
Men-at-Arms of Dol Amroth Regular Infantry Hand Weapons, Pikes 4+ Brace!
(Command)

4 Bases
Foot Knights of Dol Amroth Regular Infantry Hand Weapons 3+ Brace!
(Command)

6 Bases
Knights of Dol Amroth Regular Cavalry Hand Weapons, Lances 3+ Thundering Charge, Fearless, Tough Fighters
(Command)

6 Bases
Axemen of Lossarnach Regular Infantry Two-Handed Weapons 4+ Brace!, Anti-Impact
(Command)

6 Bases
Clansmen of Lamedon Regular Infantry Two-Handed Weapons 4+ Brace!, Fanatics, Tough Fighters
(Command)

Blackroot Vale Archers Regular Infantry 4 Bases Hand Weapons, Bows 5+ Scouts, Marksmen

4 Bases Hand Weapons, Spears, Brace!, Reliable, Fearless, Elite, Stubborn, Fear,
The Grey Company Veteran Infantry 4+
(Command) Bows Fanatics, Tough Fighters, The Three Hunters

8 Bases Brace!, Spirits, Hard to Kill (4+),


Warriors of the Dead Regular Infantry Hand Weapons 4+
(Command) Unbreakable (20)

HEROIC SHOOTING IMPACT MELEE


HEROES PARENT UNITS SPECIAL RULES
POINTS (DICE/BASE) (DICE/BASE) (DICE/BASE)

Aragorn, King Elessar Knights of Minas Tirith 10 - Mounted: D3+2 Hits 10 Dice Fearless, Stubborn, Stalwart, Elite

Boromir, Knights of Minas Tirith Foot: D2+2 Hits Fearless, Standard of the White Tower,
8 4 Dice 8 Dice
Captain of the White Tower Warriors of Minas Tirith Mounted: D3+2 Hits Stubborn

Knights of Minas Tirith


Faramir, Foot: D2+2 Hits
Warriors of Minas Tirith 6 5 Dice 6 Dice Fearless, Stalwart
Captain of Gondor Mounted: D3+2 Hits
Rangers of Gondor

Prince Imrahil of Dol Amroth Knights of Dol Amroth 4 - Mounted: D3+2 Hits 6 Dice Fearless

Angbor, Lord of Lamedon Clansmen of Lamedon 2 - Foot: D2+2 Hits 5 Dice Fearless

Forlong, Lord of Lossarnach Axemen of Lossarnach 2 - Foot: D2+2 Hits 5 Dice Fearless

Halbarad of the Grey Company Fearless, Standard of the King,


Grey Company 6 6 Dice Foot: D2+2 Hits 10 Dice
(Elladan and Elrohir) Marksmen

Duinhir of the Blackroot Vale Blackroot Vale Archers 2 4 Dice Foot: D2+2 Hits 5 Dice Fearless

Knights of Minas Tirith Foot: D2+2 Hits


Húrin, Warden of the Keys 2 - 5 Dice Fearless
Warriors of Minas Tirith Mounted: D3+2 Hits

The King of the Dead Warriors of the Dead 4 - Foot: D2+2 Hits 8 Dice Fearless

Gandalf the White Fearless, Magic User (Order of Light),


Knights of Minas Tirith 14 4 Dice Mounted: D3+2 Hits 8 Dice
(Peregrin Took) Mastery, Anointed of the Valar

STANDARD OF THE KING STANDARD OF THE WHITE TOWER


All friendly units within 10” of this unit (including this unit) gain the Stubborn All friendly units within 10” of this unit (including this unit) gain the Tough
special rule (while the units remain within 10”). Fighters special rule (while the units remain within 10”).
Isengard Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES

6 Bases
Uruk-hai Phalanx Regular Infantry Pikes 4+ Brace!
(Command)

6 Bases
Uruk-hai Warband Regular Infantry Hand Weapons 3+ Brace!
(Command)

6 Bases Hand Weapons,


Uruk-hai Scouts Veteran Infantry 5+ Scouts, Reliable
(Command) Short Bows

Hand Weapons,
Uruk-hai Crossbows Regular Infantry 4 Bases 4+ Brace!
Crossbows

Unbreakable(12), Berserk, Hard to Kill (5+),


Uruk-hai Berserkers Veteran Infantry 2 Bases Double-Handed Weapons 6
Reliable, Impetuous

Feral Uruk-hai Veteran Infantry 2 Bases Two Hand Weapons 5+ Unbreakable(12), Impetuous, Reliable

Hand Weapons,
Uruk-hai Sappers Veteran Infantry 4 Bases 4+ Brace!, Explosives, Reliable
Explosives

Hand Weapons,
Uruk-hai Siege Assault Ballista Siege Engine 1 Base 4+
Siege Assault Ballista

Wild Warg Pack Irregular Cavalry 4 Bases Hand Weapons 6 Scouts, Unreliable, Impetuous

Hand Weapons, Scouts, Unreliable, Strength in Numbers,


Warg Riders Irregular Cavalry 6 Bases 4+
Short Bows Tough Fighters, Impetuous

6 Bases
Isengard Orc Warband Regular Infantry Hand Weapons 4+ Brace!
(Command)

Hand Weapons,
Isengard Orc Bowmen Regular Infantry 4 Bases 5+ Brace!
Short Bows

Unbreakable(10), Armour Piercing (2),


Isengard Troll Monster 1 Base Hand Weapons 3+
Hard to Kill (5+), Fear, Single Model

Dunland Huscarls Regular Cavalry 4 Bases Hand Weapons 4+ Vengeance (Rohan)

4 Bases
Dunland Warriors Regular Infantry Hand Weapons 4+ Brace!, Vengeance (Rohan)
(Command)

Dunland Wildmen Warband Irregular Infantry 4 Bases Hand Weapons 6 Vengeance (Rohan), Unreliable

HEROIC SHOOTING IMPACT MELEE


HEROES PARENT UNITS SPECIAL RULES
POINTS (DICE/BASE) (DICE/BASE) (DICE/BASE)

Magic User (Order of Darkness),


Saruman, The White Hand NPC 12 - - -
Mastery

Grima Wormtongue NPC 0 - - - Poisoned Influence

Lurtz Uruk-hai Scouts 3 4 Dice Foot: D2+2 Hits 6 Dice Scouts, Reliable, Fearless

Uglúk Uruk-hai Scouts 2 4 Dice Foot: D2+1 Hits 5 Dice Scouts, Reliable

Vrashku Uruk-hai Crossbows 2 5 Dice Foot: D2+1 Hits 5 Dice Marksmen

Sharku Warg Riders 2 4 Dice Mounted: D3+2 Hits 5 Dice Scouts

Mauhúr Uruk-hai Scouts 2 4 Dice Foot: D2+1 Hits 5 Dice Scouts, Reliable

Dunland Huscarls, Mounted: D3+2 Hits


Thrydan Wolfsbane 3 4 Dice 6 Dice Vengeance (Rohan)
Dunland Warriors Foot: D2+1 Hits

POISONED INFLUENCE
At the start of the game Grima can be assigned to one enemy unit (place the miniature with the targeted unit). While Grima is assigned to the unit, it immediately
gains the Unreliable and Reluctant special rules. If the unit has the Reliable special rule, it is replaced by the Unreliable special rule. If the unit has the Fanatics
special rule, they will continue to be fearless but only count results of 6 as two successes (instead of 5 and 6). Note that since Unbreakable units do not take
MORALE tests, Grima has a limited effect on these units.
Mordor Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES

8 Bases
Mordor Orc Warband Regular Infantry Hand Weapons 4+ Brace!
(Command)

Hand Weapons,
Mordor Orc Bowmen Regular Infantry 4 Bases 5+ Brace!
Short Bows

8 Bases
Morannon Orc Warband Regular Infantry Hand Weapons 3+ Brace!
(Command)

Mordor Uruk-hai Warband Regular Infantry 4 Bases Hand Weapons 4+ Brace!, Tough Fighters

Hand Weapons, Scouts, Unreliable, Strength in Numbers,


Warg Riders Irregular Cavalry 6 Bases 4+
Short Bows Tough Fighters, Impetuous

Unbreakable(10), Armour Piercing (2), Fear,


Mordor Troll Monster 1 Base Hand Weapons 4+
Hard to Kill (5+), Single Model

Unbreakable(10), Armour Piercing (2), Fear,


Mordor Troll Chieftain Monster 1 Base Hand Weapons 3+
Hard to Kill (5+), Single Model, Tough Fighter

6 Bases Brace!, Fearless, Reliable, Tough Fighters,


Black Guard of Barad-dûr Veteran Infantry Hand Weapons 3+
(Command) Elite, Stubborn

Hand Weapons,
Siege Bow War Machine 2 Bases 5+ Pavise
Siege Bow

Hand Weapons,
War Catapult Siege Engine 1 Base 5+
War Catapult

Unbreakable(18), Elite, Terror, Reliable,


The Nine Veteran Infantry 1 Base Hand Weapons 4+
The Nine, Stalwart, Fearless, Hard to Kill (4+)

Unbreakable(18), Elite, Terror, Reliable,


The Nine Ride Forth Veteran Cavalry 3 Bases Hand Weapons 4+
The Nine, Stalwart, Fearless, Hard to Kill (4+)

Unbreakable(10), Terror, Hard to Kill (4+),


Fell Beast Flying Behemoth 1 Base Claws (Hand Weapons) 4+
Single Model, Flyer, Reliable

HEROIC SHOOTING IMPACT MELEE


HEROES PARENT UNITS SPECIAL RULES
POINTS (DICE/BASE) (DICE/BASE) (DICE/BASE)

Witch King of Angmar Fell Beast 8 - - 8 Dice Fearless, Wraith

Ringwraith Fell Beast 6 - - 6 Dice Fearless, Wraith

The Nine Mounted: D3+2 Hits


The Nine 12 - 20 Dice Fearless, Wraith
The Nine Ride Forth Foot: D2+1 Hits

Mouth of Sauron NPC 6 - - - Sauron’s Will

Gothmog of Minas Morgul Morannon Orc Warband 4 - Foot: D2+1 Hits 6 Dice Fearless, Stalwart, Reliable, Stubborn

THE NINE SAURON’S WILL


The Nine can only be included in the army if none of the 9 Ringwraiths The Mouth of Sauron can use Heroic Points to influence any friendly unit on the
(including the Witch King of Angmar) are otherwise included in the army. table (to represent him carrying out the will out Sauron!). When a Heroic Point is
The Nine count as both a unit and heroes (a unit comprising entirely of heroes). expended, the player designates a friendly unit that is the source of the action.
They are based on a single 100mm by 50mm base (9 figures) if on foot, or on WRAITH
three standard (75mm by 50mm) cavalry bases (3 figures per base) if mounted. Hits inflicted on this unit from Hero bases ignore the Hard to Kill special rule.
O ther Play test Units Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES

Unbreakable (12), Terror, Hard to Kill (4+),


Beast 4+
War Mûmak of Harad Behemoth 1 Base Special Howdah (4D6 Shooting | 4D6 Melee),
Howdah 4+
Single Model, Juggernaut

A Note About Army Lists


The army lists are a work in progress. I’m focusing on Rohan and Isengard first, followed by Gondor and Mordor second, with the allies of Mordor (Khand,
Easterlings, Harad) coming after that. Feel free to build your own army lists. Future updates will continue to expand the armies covered here. There are many
special rules defined that will help with playtesting any units not currently covered in the game. This rules are primarily for me and my wargaming group – while
I endeavor to be complete, my priorities lie in what I need defined for my games and armies. If you develop unit entries or army lists you would like to share
and see included, please do send them along (much appreciated).

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