AL LO The Wanderers in the Wild

THE WANDERERS

IN THE WILD

Weapon Special Strikes

Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Tom Bombadil
Goldberry
Treebeard
Gwaihir
Ghân-buri-Ghân
Radagast the Brown
Radagast the Brown Riding Great Eagle
Beorn
Beorn the Bear
Woses Warrior
Great Eagle
Ent
Ent (Oak)

Allies:

Minas Tirith Fiefdoms Rohan Arnor and Grey Company Numenor Eregion and Rivendell Lothlorien and Mirkwood Durin's Folk White Council Shire Fellowship Wanderers in the Wild Thorin's Company Army of Thror Dale and Laketown Thranduil's Halls
Wanderers in the Wild                                


HEROES

TOM BOMBADIL (Spirit) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Tom Bombadil ? ? ? ? ? ? ? ?* ? 6”

Wargear:

Unarmed

Special Rules:

Tom is a Master: Tom treats all kinds of difficult terrain as open and always gets a result of 6 on the Jump and Climb charts (some say that rocks and trees reverently move aside to let him through…). Tom cannot be harmed by ranged attacks – this means that magical powers have no effect at all on him and missiles that hit Tom disappear and are discarded. No models can move into Tom’s control zone unless the Good player allows them (this includes models moved by a Sorcerous Blast spell). Tom can charge enemy models normally and his side always win any fight Tom is involved in, but neither Tom nor any other Good model involved in the same fight will strike any blows. Tom and all Good models within 3” of him always automatically pass all Courage tests.

*Laugh and be Merry!:Tom can expand one point of Will each turn.

Magical Powers:

Hey! Come merry dol! Range 3”. Dice score to use: 2+. Tom can instantly heal the body and mind of his friends with simple act of will and a merry song. This power can be used on a single friendly model. The affected model instantly regains a single lost Wound, as well as a single expended point each of Might, Will and Fate. It also immediately recovers from the effects of any enemy magical power.

GOLDBERRY (Spirit) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Goldberry ? ? ? ? ? ? ? ?* ? 6”

Wargear:

Unarmed

Special Rules:

River-Daughter: Goldberry cannot be harmed by ranged attacks – this means that magical powers have no effect at all on her and missiles that hit Goldberry disappear and are discarded. No Evil models can move into Goldberry control zone (this includes models moved by a Sorcerous Blast spell). Goldberry will never enter the control zone of an Evil model. Goldberry and all Good models within 3” of her always automatically pass all Courage tests.

Tom has his house to mind, and Golderry is waiting: Goldberry cannot be used in a force that does not include Tom Bombadil as well.

*Laugh and be Merry!: Tom can expand one point of Will each turn.

Magical Powers:

Refreshing song. Range 3”. Dice score to use: 2+. Goldberry can instantly heal the body and mind of his friends with simple act of will and a merry song. This power can be used on a single friendly model. The affected model instantly regains a single lost Wound, as well as a single expended point each of Might, Will and Fate. It also immediately recovers from the effects of any enemy magical power.

TREEBEARD (Ent, Monster) Point value: 170

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Treebeard 8/4+ 8 8 3 3 7 3 6 3 6”

Special Rules:

Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.

Woodland Creature: A model with this special rule may move through woods and forests that are classed as difficult terrain as if it were open ground. Note that doesn’t mean they can automatically climb terrain in those areas, nor move through tree trunks or jump fallen Obstacles.

Break Stone: Each strike against a target with Batter Points is doubled (just as if it is trapped) and is resolved with Strength 10.

Throw Stone: I fan Ent does not move at all, he can rip a suitable rock from the ground (provided he’s not engaged in combat) and in the subsequent Shoot phase, he can throw it. This works exactly like a crossbow with a range of 18” and a Strength of 10. If the Good player wishes, this rock can be hurled at a castle wall or other building. If this is the case, the Good player nominates a target point and Rolls To Hit and To Wound as normal. If the shot causes sufficient damage to create a breach, the breach occurs at the point the shoot was aimed at.


GWAIHIR (Great Eagle, Monster) Point value: 125

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Gwaihir 8/4+ 6 8 2 3 6 1 1 1 12”

Special Rules:

Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.

Fly: Gwaihir can fly over the top of any models or terrain without penalty.

Lord of the Eagles: Though Gwaihir is a noble creature, his keen intelligence is known only to a few. Only Great Eagles may use his Stand Fast! Or benefit from his heroic actions.

Swoop Attack: When charging, Gwaihir counts as a Monstrous Mount, and therefore gets both bonuses that cavalry models get (Extra Attack and Knock to the Ground). As usual with Monstrous Mounts, these bonuses are not lost if Gwaihir is engaged by enemy cavalry, but are lost if he is engaged by another Monstrous Mount.

GHÂN-BURI- GHÂN (Man) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Ghân-buri-Ghân 4/3+ 4 4 2 2 4 3 1 1 6”

Wargear:

Spear and poisoned blowpipe.

Poisoned Blowpipe: A blowpipe is a throwing weapon. Mechanically treat blowpipe as a bow with a range of 12” and Strength of 2. Every time a 1 is rolled on the D6 To Wound from a blowpipe shot, the player must re-roll it.

Special Rules:

Woodland Creature: A model with this special rule may move through woods and forests that are classed as difficult terrain as if it were open ground. Note that doesn’t mean they can automatically climb terrain in those areas, nor move through tree trunks or jump fallen Obstacles.

Hate Orc-folk: Ghân-buri-Ghân adds +1 to the dice when rolling To Wound Orcs, Goblins and Uruk-hai in close combat.

Stalk Unseen: Ghân-buri-Ghân can travel silently and stealthily when he wishes to. He counts as wearing an Elven Cloak.

RADAGAST THE BROWN (Wizard) Point value: 150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Radagast the Brown 5/4+ 4 5 1 3 7 3 6* 3 6”

Wargear:

*Staff of Power.

Special Rules:

Master of Birds: Radagast is always assumed to have Line Of Sight to any point on the battlefield.

One with Nature: Whilst on foot, Radagast may move through areas of difficult terrain without penalty and is always considered to be wearing an Elven cloak.

Sebastian: If Radagast is accompanied by Sebastian, he always make an additional Attack in close combat. With a Fight value and Strength of 1 (roll a separate dice for Sebastian) which cannot be altered by Might points.

Magical Powers:

Aura of Dismay 5+ self

Immobilise 3+ 12”

Panic Steed 2+ 12”

Renew 3+ 12”

Terrifying Aura 2+ self

Options:

Radagast’s Sleigh

Fight Strength Defence Attack Wounds Courage Movement
Sleigh 3/6+ 2 3 4 4 2 10”

If Radagast dismounts from his sleigh or is slain, remove the sleigh from play.

Special Rules:

Woodland Creature: see Treebeard’s entry.


RADAGAST THE BROWN RIDING GREAT EAGLE (Wizard) Point value: 210

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Radagast the Brown Riding Great Eagle 5/4+ 4 5 1 3 7 3 6 3 6”

Wargear:

Dagger.

Special Rules:

Master of Birds, One with Nature – see Radagast the Brown’s entry.

Magical Powers:

Aura of Dismay 5+ self

Nature’s Wrath 4+ 6”

Immobilise 3+ 12”

Panic Steed 2+ 12”

Renew 3+ 12”

Great Eagle (Great Eagle, Monster)

Fight Strength Defence Attack Wounds Courage Movement
Great Eagle 7/4+ 6 8 2 3 5 12”

Whilst Radagast the Brown is mounted upon a Great Eagle, it counts as a Monsterous Mount.

Special Rules:

Terror, Fly, Swoop Attack – see Gwaihir’s entry.

Noble Beast: If Radagast the Brown dismounts, the Great Eagle automatically passes its Courage test to stay and fight.

BEORN (Man) Point value: 200

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Beorn 6/3+ 5 5 3 3 6 3 3 3 6”

Wargear:

Two-handed Axe.

Special Rules:

Burly: When fighting a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel rolls. Additionally, Burly models can carry a Heavy Object and still move their full move distance.

Resistant to Magic – If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice.

Fearless: This model automatically passes Courage tests, but cannot use the rules for Shielding.

Woodland Creature: A model with this special rule may move through woods and forests that are classed as difficult terrain as if it were open ground. Note that doesn’t mean they can automatically climb terrain in those areas, nor move through tree trunks or jump fallen Obstacles.

Skin-changer:Beorn has the ability to transfigure his body into a deadly bear. To change Beorn’s form, roll a D6 at the start of his Move; on a 4+, Beorn change shape from a man into a bear (or vice-versa). Replace the Beorn model with the Beorn the Bear model (or vice-versa). Beorn can then continue with his move as normal, including making charges. Beorn cannot change form if there is an enemy model in base contact.

Options:

Beorn the Bear (Bear, Monster)

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Beorn the Bear 8/4+ 8 8 3 3 6 * * * 8”

Special Rules:

Burly, Resistant to Magic, Fearless, Woodland Creature – see above.

Crushing Strength (Brutal Power Attack): Instead of striking as normal, choose a losing model – that model immediately suffers a Strength 10 hit as Beorn engulfs him in a deadly embrace. If the To Wound roll is successful (and is not prevented by a Fate roll), the victim is dead or Beorn fails to wound his victim.

Berserk: As a bear, Beorn pushes aside the quiet wisdom he possesses as a man, instead becoming a frenzied killer. Beorn the Bear must always Charge an enemy if he is able to. Additionally, Beorn may not use the Stand Fast! Or Heroic Actions of other models, and other models may not use his, whilst he is in bear form.

*Beorn is a very unusual model, in that he can shift between being a man and a bear. When he alters form, replace him with the appropriate miniature. Also, when he changes, he adopts the appropriate profile and characteristics. Beorn’s Might, Will, Fate and Wounds remain unchanged when he changes.


WARRIORS

WOSES WARRIOR (Man) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Woses Warrior 3/3+ 3 3 1 1 3 6”

Wargear:

Spear and poisoned blowpipe.

Poisoned Blowpipe – see Ghân-buri-Ghân’s entry.

Special Rules:

Woodland Creature, Hate Orc-folk, Stalk Unseen – see Ghân-buri-Ghân’s entry.

GREAT EAGLE (Great Eagle, Monster) Point value: 90

Fight Strength Defence Attack Wounds Courage Movement
Great Eagle 7/4+ 6 8 2 3 5 12”

Special Rules:

Terror, Fly, Swoop Attack – see Gwaihir’s entry.

ENT (Ent, Monster) Point value: 100

Fight Strength Defence Attack Wounds Courage Movement
Ent 7/4+ 8 8 3 3 6 6”

Special Rules:

Terror, Woodland Creature, Break Stone, Throw Stone–see Treebeard’s entry.

Upgrade to one of the following:

*Beech: have Movement of 8”, but Strength and Defence of 7.

**Fir: whenever Fir takes a Wound roll a dice, on the roll of a 6 the Wound is discounted as a point of Fate was successfully rolled, additionally Fir is able to use shielding rule.

***Ash: every time an Ash is the target of an enemy Magical Power he may always resist as if he had 2 points of Will.

****Hawthorn: have Fight of 6, in addition any model striking Hawthorn in close combat takes a single Strength 4 hit, resolve the hit against Hawthorn as normal regardless of the whether or not the striking model is slain.

*****Willow: When willow wins a fight he may make his strikes as normal, or he may a single Strength 6 attack on every enemy model involved in fight (including spearmen or pikemen who are fighting though other models).

******Oak: have Strength and Defence of 9, Oak may choose to fight as if he has a two-handed weapon.


Wyszukiwarka

Podobne podstrony:
AL LO The White Council
AL LO The Fiefdoms
AL LO The Shire
AL LO The Fellowship
AL LO Desolathor of the North
Learning to Detect Malicious Executables in the Wild
Learning to Detect and Classify Malicious Executables in the Wild
Phenology of the wild service tree (Sorbus torminalis (L ) Crantz] in Poznań and Wielkopolski Nation
(autyzm) Hadjakhani Et Al , 2005 Anatomical Differences In The Mirror Neuron System And Social Cogn
Lasenby et al 2 spinors, Twistors & Supersymm in the Spacetime Algebra (1992) [sharethefiles com]
Devon Rhodes In The Wild {ARe FreeRead}
Devon Rhodes In the Wild
DnD 3 5 Dungeon Tiles Set 4 Ruins Of The Wild
Call of the Wild
The Wild Duck
Ibsen’s The Wild Duck and Chekhov’s The Seagull
Analysis of Roosevelt's New?al and the Great?pression
Al Mann The Trionym Effect

więcej podobnych podstron