Quick reference sheet
Mv F S D A W C M W F
Glorfindel 6" 7/3+ 4 5 3 3 7 3 3 3
Earnur 6" 6/4+ 4 7 3 3 6 3 3 1
High Elf Warrior 6" 5/3+ 3 5 1 1 5 - - -
Knight of Minas Tirith 6" 3/4+ 3 5 1 1 3 - - -
Warrior of Minas Tirith 6" 3/4+ 3 5 1 1 3 - - -
Armoured Horse 10" 3/6+ 3 5 0 1 3 - - -
Asfaloth 12" 3/6+ 3 4 0 1 3 - - -
Horse 10" 3/6+ 3 4 0 1 3 - - -
Army Composition
Alliance level: Legendary Legion Points: 499 Units: 24 Break Point: 12 Bows: 4 Might: 6
Warband 1
1x Glorfindel (Asfaloth)
4x High Elf Warrior (Elf Bow)
4x High Elf Warrior (Shield, Spear)
4x High Elf Warrior (Shield)
Warband 2
1x Earnur (Armoured Horse, Lance)
4x Warrior of Minas Tirith (Shield, Spear)
4x Warrior of Minas Tirith (Shield)
2x Knight of Minas Tirith (Shield)
Profiles
Glorfindel
If Glorfindel is mounted upon Asfaloth, he gains the Fleetfoot special rule.
Mv F S D A W C M W F
Glorfindel 6" 7/3+ 4 5 3 3 7 3 3 3
Asfaloth 12" 3/6+ 3 4 0 1 3 - - -
Special Rules: Armour of Gondolin, Expert Rider, Horse Lord, Lord of the West, Terror, Unbending
Resolve, Woodland Creature
Heroic actions: Heroic Resolve, Heroic Challenge, Heroic Strength, Heroic Strike
Asfaloth
Special Rules: Fleetfoot
Earnur
Mv F S D A W C M W F
Earnur 6" 6/4+ 4 7 3 3 6 3 3 1
Armoured Horse 10" 3/6+ 3 5 0 1 3 - - -
Special Rules: A Fool's Challenge, Master Duelist
Heroic actions: Heroic Resolve, Heroic Strike, Heroic Challenge
Armoured Horse
Special Rules: None
High Elf Warrior
Mv F S D A W C
High Elf Warrior 6" 5/3+ 3 5 1 1 5
Special Rules: Woodland Creature
Knight of Minas Tirith
Mv F S D A W C
Knight of Minas Tirith 6" 3/4+ 3 5 1 1 3
Horse 10" 3/6+ 3 4 0 1 3
Special Rules: Shieldwall
Horse
Special Rules: None
Warrior of Minas Tirith
Mv F S D A W C
Warrior of Minas Tirith 6" 3/4+ 3 5 1 1 3
Shieldwall
Special Rules:
Army bonuses
Your force must always include Earnur, Last King of Gondor, and Glorfindel.
Only Gondor Hero models may lead Gondor Warrior models. Only Elf Hero models may lead Elf
Warrior models.
Hobbits may only be in a warband lead by a Ranger of the North, or a Dunedain, in which case they
will count as a Minor Hero.
Earnur's Defiance - Earnur cannot have his Courage value reduced by enemy special rules or
Magical Powers.
Power of the Elves - Friendly models gain the Resistant to Magic special rule.
Charge of Gondor - Friendly Gondor Cavalry gain +1 Fight value on a turn in which they charge.
Special rules
A Fool's Challenge (Active)
Earnur must always charge an enemy hero if he able to do so. Additionally, he may never decline a Heroic Challenge.
Armour of Gondolin (Passive)
Heavy armour, monsters may not use brutal power attacks against Glorfindel if he equips this.
Expert Rider (Active)
Whilst mounted, an Expert Rider may re-roll the dice when making Jump, Swim and Thrown Rider tests. While
mounted, a model carrying both a shield and a bow will still receive the +1 Defence bonus for being armed with a
shield. If the model dismounts, they will lose this bonus. Additionally, an Expert Rider can pick up Light Objects
without having to dismount
Fleetfoot (Active)
A model that has this special rule, and the Woodland Creature special rule, will also apply the effects of Woodland
Creature to their mount, so the whole model treats woodland terrain as clear terrain for the purposes of movement.
Horse Lord (Passive)
Whilst this model is mounted, they may choose to expend their own Fate points to prevent Wounds caused to their
mount.
Lord of the West (Active)
Re-roll a single D6 in the Duel roll. Also re-roll a single D6 in To Wound roll.
Master Duelist (Active)
At the start of a fight involving Earnur, after resolving any special rules that affect an enemy model's Fight value, but
before Heroic Strikes are resolved, Earnur may increase his Fight value to match that of a single non-monster enemy
he is engaged with.
Shieldwall (Active)
If this model is armed with a shield, whilst in base contact with two or more non-Prone models with this special rule
that are armed with a shield, this model gains a bonus of +1 to its Defence. This bonus is only available whilst on
Terror (Passive)
Should a model wish to Charge this model, it must first take a Courage test before it moves. If the test is passed, the
model may Charge as normal. If the test is failed, the model does not Charge and may not move at all this turn.
Sometimes, a model will only cause Terror in certain enemies. In these instances, the creatures that are affected are
clearly listed, and only those models need to make a Courage test before charging this model. For example, a model
with the Terror (Orc) will cause Terror in all Orc models.
Unbending Resolve (Passive)
Glorfindel permanently has the Fortify Spirit spell cast upon him.
Woodland Creature (Active)
An Infantry model with this special rule may move through woods and forests that are classified as difficult terrain as
if they are open ground. Note that this doesn't mean they can automatically climb terrain in those areas, nor move
through tree trunks or jump fallen obstacles.
Might / Will / Fate trackers
Might Will Fate Wounds
Glorfindel
Earnur