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Savage Worlds Skirmish Lord of the Rings Unofficial Savage Worlds

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Savage Worlds Skirmish Lord of the Rings Unofficial Savage Worlds Conversion By David Ross pitac@pitac.com Version 1.1 Disclaimer: Lord of the Rings and related characters are registered trademarks of Tolkien Enterprise. This is an unofficial and unauthorized conversion. Savage Worlds is a registered trademark of Great White Games.

This conversion is completely unofficial and in no way endorsed by Great White Games At the time of writing game licenses are held by Games Workshop Limited and Decipher under licenses from New Line Productions. Both are great games; please support them and the rest of our gaming community. Introduction A friend of mine, Rob, and I were talking about running a LotR rpg with Savage Worlds.

I am really looking forward to Rob running this in an rpg. Another friend, Aaron, and I have been collecting too much lead (actually pewter) from GW. The game play is just okay to me after years of The Great Rail Wars.

So with all of that the following is born Lord of the Rings Skirmish. What it is and is not This is modeled after the Randy 9s 50 Fathoms skirmish. Just with a bit of overzealous detail.

It 9s not perfect and it 9s not meant to ... more. less.

be the exact Gandalf, Frodo, and the rest of Tolkien 9s characters. This is just a representation for fun in a skirmish game. Special Equipment Just some starter notes& Listed Weapons Cards include a list of several melee weapons in some cases.<br><br> In general the model can have any one of the weapons listed. It is preferred to play with the rule cwhat you see, is what you have. d Mounts A Wild Card can purchase a mount at cost. A unit of 5 can also purchase mounts at the two times the cost of a single mount.<br><br> So a riding horse for Aragorn would cost 3 points and a riding horse for 5 Soldiers of Gondor would cost 6. The exception would be Orcs on Wargs. Since in Savage Worlds Showdown the Wargs and Orcs can both attack (just like in the movies I might add), the cost is cost of a unit of Orcs and a unit of Wargs.<br><br> A Wild Card can purchase a single Warg (unit cost divided by 5). Siege Equipment Cards are included for Siege Equipment. These should be self-explanatory.<br><br> The Ring The Ring Bearer can put on the ring at any time (even when it is not his turn). To interrupt another players action to put on the ring is an opposed Agility roll. When the ring is on the Ring Bearer, an opposed Spirit roll is made against the opposing player, who rolls a d6.<br><br> Bennies may be spent by both players. If the opposing player wins, he can move (only move) the Ring Bearer for the turn. To take off the ring is a Spirit test (TN 4).<br><br> Elven Cloak: Camouflage: For skirmish games, an opponent shooting the wearer at distances of 6 d or more suffers a -4 penalty. Spells The listed spells are just suggestions. Players could swap spells& for the most part.<br><br> Updates Version 1.1 Updated a few notes (weapons, mounts, and spells) and fixed (added) some missing cards& like Samwise. * Dark Lord Sauron A: d10, Sm: d10, Sp: d12, Str: d12, V: d10 Climbing d8, Fighting d12, Notice d8, Shooting d10, Spellcasting d10, Swimming d6, Stealth d10, Taunt d10, Throwing d10, Pace: 6, Parry: 7, Toughness: 10 (+2 ) Abilities: The One Ring: 2 bennies to spend per turn, may not be carried over; Fear -4: Guts check at -4; Improved Sweep: can attack all adjacent targets; Command/Inspire: +2 Spirit rolls for the entire board foe and enemy (good must win, evil fears the master); Size +1 Powers: Blast: PP 2-6, 24/48/96, medium 2d6, 4PP large or 3d6, 6PP large + 3d6; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Fear: 2PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet: 3 PP 3 rounds (1/r), range Smarts, spellcasting vs. Spirt to control; Stun: 2 PP, 12/24/48, medium template Vigor (-2 with raise) or be Shaken, Power Points- 40 Gear: Armor 2, Maul (Str+3) Cost: 23, Number: Single * Witch King A: d8, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d8, Shooting d8, Spellcasting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Corporeal Form: any turn with 0 PP left the creature disappears, the first time each round the creature is attack it loses 1 PP; Fear -2: Guts check -2; Dark Vision: suffers no darkness penalties; Ring Scent: can see the Ring Bearer; Can carry the Morgul Blade Powers: Bolt: 1PP each, 1 to 3 bolts 2d6 damage, 2x PP 3d6, 12/24/48; Fear: 2PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet: 3 PP 3 rounds (1/r), range Smarts, spellcasting vs.<br><br> Spirt to control, Power Points- 20 Gear: Armor 2, Morgul Blade (Str+3, range, RoF 2, Poison: Vigor each round or lose Wound) Cost: 13, Number: Single * Ringwraith A: d8, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d8, Shooting d8, Spellcasting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Corporeal Form: any turn with 0 PP left the creature disappears, the first time each round the creature is attack it loses 1 PP; Fear -2: Guts check -2; Dark Vision: suffers no darkness penalties; Ring Scent: can see the Ring Bearer Powers: Bolt: 1PP each, 1 to 3 bolts 2d6 damage, 2x PP 3d6, 12/24/48; Fear: 2PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet: 3 PP 3 rounds (1/r), range Smarts, spellcasting vs. Spirt to control, Power Points- 15 Gear: Armor 2, Long Sword (Str+3) Cost: 12, Number: Single Hell-Hawk A: d8, Sm: d6, Sp: d8, Str: d10, V: d12 Fighting d10, Notice d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 7, Toughness: 12 Abilities: Size +4, Fear -2: cause Guts check at -2, Flight: Pace of 24 d, Acceleration of 6 d. Gear: Claw (Str+2) Cost: 6, Number: Single Lesser Balrog A: d8, Sm: d6, Sp: d12, Str: d12, V: d10 Climbing d8, Fighting d10, Notice d8, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 11 Abilities: Size +4, Fear -2: cause Guts check at -2; Goblin Master: all Goblins +2 Spirit and Guts for Morale and Fear checks, Arcane Resistance: Armor +2 vs.<br><br> arcane; +2 to resist Gear: Claw (Str+2), Fire Whip (Str+3, Reach 2"), Great Sword (Str+4) Cost: 8, Number: Single Balrog A: d8, Sm: d6, Sp: d12, Str: d12+2, V: d12+2 Climbing d10, Fighting d12, Notice d10, Shooting d10, Stealth d6, Throwing d10, Pace: 6, Parry: 8, Toughness: 12 Abilities: Size +4, Fear -2: cause Guts check at -2; Goblin Master: all Goblins +2 Spirit and Guts for Morale and Fear checks, Improved Arcane Resistance: Armor +4 vs. arcane; +4 to resist Gear: Claw (Str+2), Fire Whip (Str+3, Reach 2"), Great Sword (Str+4) Cost: 10, Number: Single * Greater Balrog A: d8, Sm: d6, Sp: d12, Str: d12+2, V: d12+2 Climbing d10, Fighting d12, Notice d10, Shooting d10, Stealth d6, Throwing d10, Pace: 6, Parry: 8, Toughness: 12 Abilities: Size +4, Fear -2: cause Guts check at -2; Goblin Master: all Goblins +2 Spirit and Guts for Morale and Fear checks, Improved Arcane Resistance: Armor +4 vs. arcane; +4 to resist Gear: Claw (Str+2), Fire Whip (Str+3, Reach 2"), Great Sword (Str+4) Cost: 20, Number: Single * Saruman Race: Wizard A: d8, Sm: d10, Sp: d10, Str: d8, V: d8 Climbing d6, Fighting d10, Notice d10, Riding d8, Shooting d8, Spellcasting d12, Swimming d6, Stealth d8, Throwing d8, Pace: 6, Parry: 7, Toughness: 6 Abilities: Staff of Power: +10 Power Points; Inspire/Command: +2 to units within 5" to recover from Shaken; Palantir: all spells on battlefield at short distance with the seeing stone Powers: Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Dispel: dipels magic; Fear: 2PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet: 3 PP 3 rounds (1/r), range Smarts, spellcasting vs.<br><br> Spirt to control, Power Points- 25 Gear: Long Sword (Str+3) Cost: 16, Number: Single * The Mouth of Sauron Race: Man A: d6, Sm: d10, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d6, Intimidation d8, Notice d8, Riding d6, Shooting d6, Spellcasting d8, Swimming d4, Stealth d4, Taunt d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Fear: must make Spirit roll to attack Powers: Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Fear: 2 PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet: 3 PP 3 rounds (1/r), range Smarts, spellcasting vs. Spirt to control, Power Points- 15 Gear: Armor 2, Long Sword (Str+3) Cost: 11, Number: Single * Grima Wormtongue Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d6, Intimidation d8, Notice d8, Riding d6, Shooting d6, Swimming d4, Stealth d4, Taunt d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 5 Gear: Dagger (Str+1, range, RoF 2, notes) Cost: 9, Number: Single * Gollum A: d8, Sm: d6, Sp: d6, Str: d6, V: d8 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Taunt d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 5 Abilities: Infravision: halve penalties for dark lighting against living targets (round down); Size -1; Starts and tries to stay 6" within Ring bearer, no one can harm him until he attacks a foe, otherwise he is Frodo's pet Gear: Claw (Str+1) Cost: 8, Number: Single * Sharku Race: Orc A: d6, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d6, Riding d8, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 11, Number: Single * Grishnakh Race: Orc A: d6, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d6, Riding d8, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 11, Number: Single * Gorbag Race: Orc A: d6, Sm: d4, Sp: d8, Str: d6, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3) Cost: 9, Number: Single * Orc, Shaman Race: Orc A: d6, Sm: d4, Sp: d6, Str: d6, V: d6 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Spellcasting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Powers: Blast: PP 2-6, 24/48/96, medium 2d6, 4PP large or 3d6, 6PP large + 3d6; Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise;, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 8, Number: Single * Orc, Chieftain Race: Orc A: d6, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 9 (+3 ) Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 12, Number: Single * Orc Captain Race: Orc A: d6, Sm: d4, Sp: d8, Str: d6, V: d6 Climbing d4, Fighting d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3) Cost: 8, Number: Single * Orc Captain Race: Orc A: d6, Sm: d4, Sp: d8, Str: d6, V: d6 Climbing d4, Fighting d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 10, Number: Single Orc Race: Orc A: d6, Sm: d4, Sp: d6, Str: d6, V: d6 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 17, Number: 5 Orc Race: Orc A: d6, Sm: d4, Sp: d6, Str: d6, V: d6 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 22, Number: 5 * Durburz, Goblin King Race: Moria Goblin A: d8, Sm: d6, Sp: d6, Str: d6, V: d8 Climbing d8, Fighting d8, Notice d6, Shooting d8, Stealth d10, Taunt d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1 Gear: Armor 2; optional Shield +1 Parry +2 cost, Short Sword (Str+2) Cost: 9, Number: Single * Moria Goblin Shaman Race: Moria Goblin A: d8, Sm: d6, Sp: d6, Str: d4, V: d6 Climbing d8, Fighting d6, Notice d6, Shooting d8, Spellcasting d6, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 5 (+1 ) Abilities: Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1 Powers: Blast: PP 2-6, 24/48/96, medium 2d6, 4PP large or 3d6, 6PP large + 3d6; Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise;, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 8, Number: Single Moria Goblin Drummer Race: Moria Goblin A: d8, Sm: d6, Sp: d4, Str: d4, V: d6 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+2 ) Abilities: Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1, Drum: +1 to troops recovering from being Shaken within 15 d Gear: Armor 2, Bone Sticks (Str+1) Cost: 3, Number: Single * Moria Goblin Captain Race: Moria Goblin A: d8, Sm: d6, Sp: d6, Str: d6, V: d8 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1 Gear: Armor 2; optional Shield +1 Parry +2 cost, Short Sword (Str+2) Cost: 8, Number: Single * Moria Goblin Captain Race: Moria Goblin A: d8, Sm: d6, Sp: d6, Str: d6, V: d8 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1 Gear: Armor 2; optional Shield +1 Parry +2 cost, Short Sword (Str+2), Bow (2d6, 12/24/48, RoF 1) Cost: 10, Number: Single Moria Goblin Race: Moria Goblin A: d8, Sm: d6, Sp: d4, Str: d4, V: d6 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+2 ) Abilities: Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1; Gear: Armor 2; optional Shield +1 Parry +2 cost, Short Sword (Str+2), Spear (Str+2, Parry +1; Reach 1) Cost: 16, Number: 5 Moria Goblin Race: Moria Goblin A: d8, Sm: d6, Sp: d4, Str: d4, V: d6 Climbing d8, Fighting d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+2 ) Abilities: Infravision: Goblins halve penalties for dark lighting against living targets (round down); Size -1; Gear: Armor 2; optional Shield +1 Parry +2 cost, Short Sword (Str+2), Bow (2d6, 12/24/48, RoF 1) Cost: 21, Number: 5 Warg A: d8, Sm: d4 (A), Sp: d6, Str: d10, V: d8 Climbing d6, Fighting d8, Notice d6, Pace: 10, Parry: 6, Toughness: 6 Abilities: Go for the Throat: a raise on its attack roll hits the target 9s most weakly-armored location, Fleet-Footed: d10 running Gear: Bite (Str+2) Cost: 18, Number: 5 Dire Wolf A: d8, Sm: d4 (A), Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Pace: 10, Parry: 6, Toughness: 6 Abilities: Go for the Throat: a raise on its attack roll hits the target 9s most weakly-armored location, Fleet-Footed: d10 running Gear: Bite (Str+2) Cost: 17, Number: 5 * Lurtz Race: Uruk-Hai A: d8, Sm: d6, Sp: d8, Str: d10, V: d8 Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 14, Number: Single * Shagrat Race: Uruk-Hai A: d8, Sm: d6, Sp: d8, Str: d10, V: d8 Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 12, Number: Single * Uruk-Hai Shaman Race: Uruk-Hai A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Spellcasting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+1 ) Abilities: Size +1: Orcs are slightly larger than humans Powers: Blast: PP 2-6, 24/48/96, medium 2d6, 4PP large or 3d6, 6PP large + 3d6; Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise;, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 9, Number: Single * Uruk-Hai Captain Race: Uruk-Hai A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d4, Fighting d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1), Pike (Str+3, Reach 2; requires 2 hands) Cost: 10, Number: Single * Uruk-Hai Captain Race: Uruk-Hai A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d4, Fighting d8, Notice d6, Riding d8, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 12, Number: Single Uruk-Hai Race: Uruk-Hai A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 8 (+2 ) Abilities: Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1), Pike (Str+3, Reach 2; requires 2 hands) Cost: 21, Number: 5 Uruk-Hai Race: Uruk-Hai A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 8 (+2 ) Abilities: Size +1: Orcs are slightly larger than humans Gear: Armor 2; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 26, Number: 5 Uruk-Hai Berserker Race: Uruk-Hai A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d4, Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Throwing d6, Pace: 6, Parry: 5, Toughness: 8 Abilities: Fearless; Size +1: Orcs are slightly larger than humans; Tough 2 Gear: Armor 2; optional Shield +1 Parry +2 cost, Great Sword (Str+4) Cost: 21, Number: 5 * Troll Chieftain Race: Troll A: d6, Sm: d4, Sp: d10, Str: d12+2, V: d12 Fighting d10, Intimidation d10, Notice d6, Shooting d8, Swimming d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 12 (+2 ) Abilities: Armor 2; Claws: Str+1; Fear: Guts roll; Improved Sweep: May attack all adjacent foes; Nerves of Steel: Ignore 1 wound penalty; Throw Stone: don't move pick up a rock and toss; Size +2 Gear: Armor 2; optional Shield +1 Parry +2 cost, Chain (Str+3, Reach 2"), Spear (Str+2, Parry +1; Reach 1), Maul (Str+3, Parry -1; 2 hands), Boulders (Str+3, 3/6/12, RoF 1) Cost: 16, Number: Single Cave Troll Race: Troll A: d6, Sm: d4, Sp: d10, Str: d12, V: d10 Fighting d8, Intimidation d10, Notice d6, Shooting d6, Swimming d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 12 (+3 ) Abilities: Armor +1: Rubbery hide; Claws: Str+1; Fear: Guts roll; Improved Sweep: May attack all adjacent foes; Throw Stone: don't move pick up a rock and toss; Size +2 Gear: Armor 2; optional Shield +1 Parry +2 cost, Chain (Str+3, Reach 2"), Spear (Str+2, Parry +1; Reach 1), Maul (Str+3, Parry -1; 2 hands), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Cave Troll Race: Troll A: d6, Sm: d4, Sp: d10, Str: d12, V: d10 Fighting d8, Intimidation d10, Notice d6, Shooting d6, Swimming d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 10 (+1 ) Abilities: Armor +1: Rubbery hide; Claws: Str+1; Fear: Guts roll; Improved Sweep: May attack all adjacent foes; Throw Stone: don't move pick up a rock and toss; Size +2 Gear: optional Shield +1 Parry +2 cost, Chain (Str+3, Reach 2"), Spear (Str+2, Parry +1; Reach 1), Maul (Str+3, Parry -1; 2 hands), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Mordor Troll, Olog-Hai Race: Troll A: d6, Sm: d4, Sp: d10, Str: d12+2, V: d10 Fighting d8, Intimidation d10, Notice d6, Shooting d6, Swimming d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 12 (+3 ) Abilities: Armor 2; Claws: Str+1; Fear: Guts roll; Improved Sweep: May attack all adjacent foes; Throw Stone: don't move pick up a rock and toss; Size +2 Gear: Armor 2; optional Shield +1 Parry +2 cost, Chain (Str+3, Reach 2"), Spear (Str+2, Parry +1; Reach 1), Maul (Str+3, Parry -1; 2 hands), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Mordor Troll, Olog-Hai Race: Troll A: d6, Sm: d4, Sp: d10, Str: d12+2, V: d10 Fighting d8, Intimidation d10, Notice d6, Shooting d6, Swimming d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 10 (+1 ) Abilities: Armor 2; Claws: Str+1; Fear: Guts roll; Improved Sweep: May attack all adjacent foes; Throw Stone: don't move pick up a rock and toss; Size +2 Gear: Optional Shield +1 Parry +2 cost, Chain (Str+3, Reach 2"), Spear (Str+2, Parry +1; Reach 1), Maul (Str+3, Parry -1; 2 hands), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single * Shelob Race: Spider A: d10, Sm: d6, Sp: d10, Str: d8, V: d8 Fighting d8, Notice d10, Pace: 6, Parry: 6, Toughness: 10 (+2 ) Abilities: Bite: Str+2; Fear: Guts check; Poison Attack: Shaken or wounded target gain +1 wound; Exoskeleton: +2 to Toughness; Pounce: starts the game hidden,on hold, must be 12" from any opponent; Size+2; Wall Walker Gear: Bite (Str+2) Cost: 11, Number: Single * Easterling Captain Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 9, Number: Single Easterling Race: Man A: d6, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 19, Number: 5 * Wild Men Chieftan Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 5 Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 8, Number: Single Wild Man Race: Man A: d6, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 5, Toughness: 5 Gear: Optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 17, Number: 5 * Bilbo Baggins Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+3 ) Abilities: Size -1; Great Luck: 2 extra bennies for unit or single; Arcane Resistance: Armor +2 vs. arcane; +2 to resist Gear: Mirthral Armor 3, Sting (Str+3), Sling (Str+1, 4/8/12, RoF 1) Cost: 8, Number: Single * Frodo Baggins Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 7 (+3 ) Abilities: Size -1; Great Luck: 2 extra bennies for unit or single; Arcane Resistance: Armor +2 vs.<br><br> arcane; +2 to resist; Trademark Weapon: Sting +1 Fighting Gear: Mirthral Armor 3; optional Shield +1 Parry +2 cost, Sting (Str+3), Sling (Str+1, 4/8/12, RoF 1) Cost: 8, Number: Single * Sam Gamgee Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 4 Abilities: Size -1; Luck: extra bennie for unit or single; Arcane Resistance: Armor +2 vs. arcane; +2 to resist Gear: Short Sword (Str+2), Sling (Str+1, 4/8/12, RoF 1) Cost: 7, Number: Single * Merry Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 6 (+2 ) Abilities: Size -1; Luck: extra bennie for unit or single; Arcane Resistance: Armor +2 vs. arcane; +2 to resistt Gear: Armor 2; optional Shield +1 Parry +2 cos, Short Sword (Str+2), Sling (Str+1, 4/8/12, RoF 1) Cost: 7, Number: Single * Pippin Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 6 (+2 ) Abilities: Size -1; Luck: extra bennie for unit or single; Arcane Resistance: Armor +2 vs.<br><br> arcane; +2 to resist Gear: Armor 2; optional Shield +1 Parry +2 cos, Short Sword (d4+2), Sling (Str+1, 4/8/12, RoF 1) Cost: 7, Number: Single Hobbit Race: Hobbit A: d6, Sm: d6, Sp: d8, Str: d4, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d4, Shooting d6, Stealth d8, Throwing d6, Pace: 6, Parry: 5, Toughness: 4 Abilities: Size -1; Luck: extra bennie for unit or single; Arcane Resistance: Armor +2 vs. arcane; +2 to resist Gear: Short Sword (Str+2), Sling (Str+1, 4/8/12, RoF 1) Cost: 18, Number: 5 * Elrond Race: High Elf A: d10, Sm: d10, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Intimidation d8, Notice d8, Riding d8, Shooting d10, Swimming d6, Stealth d8, Throwing d10, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Level Headed: acts on best of two cards; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2, Long Sword (Str+3) Cost: 14, Number: Single * Arwen Evenstar Race: High Elf A: d10, Sm: d8, Sp: d10, Str: d6, V: d8 Climbing d6, Fighting d8, Notice d8, Riding d10, Shooting d8, Spellcasting d8, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 6 Abilities: Common Bond: may give bennies to companions; Low Light Vision: ignore dark penalty in all but pitch black; Steady Hands: no range penalty on horse back; Rides Asfaloth: same as Shadowfax Powers: Healing: PP3, touch, 1 wound, 2 with raise; Obscure: 2 PP, 3 rnd (1/rnd), range Smarts, large template all creatures take darkness penalty; Stun (Nature's Wrath): 2 PP, range 12/24/48, medium template, Vigor -2 or Shaken, Power Points- 10 Gear: Long Sword (Str+3) Cost: 13, Number: Single * Galadriel Race: High Elf A: d8, Sm: d10, Sp: d10, Str: d6, V: d8 Climbing d8, Fighting d8, Notice d10, Riding d8, Shooting d8, Spellcasting d12, Swimming d6, Stealth d8, Throwing d8, Pace: 6, Parry: 6, Toughness: 6 Abilities: Mirror of Galadriel: once per turn a Wild Card within 6" can recover a spent bennie; Fear -2: Guts check -2; Great Luck: 2 extra bennies; Low Light Vision: ignore dark penalty in all but pitch black Powers: Barrier: 1PP/section, 3 round (1/section/rnd), range Smarts, 1" Toughness 10 barrier; Obscure: 2 PP, 3 rnd (1/rnd), range Smarts, large template all evil creatures take darkness penalty; Stun: 2 PP, 12/24/48, medium template Vigor (-2 with raise) or be Shaken, Power Points- 25 Gear: Cost: 14, Number: Single * Celeborn Race: High Elf A: d10, Sm: d10, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d8, Spellcasting d12, Swimming d6, Stealth d8, Throwing d8, Pace: 6, Parry: 7, Toughness: 9 (+3 ) Abilities: Comand/Inspire: +2 to troops recovering from being Shaken within 5 d; Fear -2: Guts check -2; Great Luck: 2 extra bennies; Low Light Vision: ignore dark penalty in all but pitch black Powers: Barrier: 1PP/section, 3 round (1/section/rnd), range Smarts, 1" Toughness 10 barrier; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Deflection: -2 to hit, -4 with Raise, Power Points- 20 Gear: Armor 3, Long Sword (Str+3) Cost: 16, Number: Single * Gil-Galad Race: High Elf A: d10, Sm: d8, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 8, Toughness: 9 (+3 ) Abilities: Comand/Inspire: +2 to troops recovering from being Shaken within 5 d; Fear: evil creatures must make a Guts check; Fearless: knows no Fear; Low Light Vision: ignore dark penalty in all but pitch black; Trademark Weapon: Aeglos (Spear) +1 Fighting Gear: Armor 3, Aeglos (spear) (Str+2, Parry +1; Reach 1) Cost: 14, Number: Single * Glorfindel Race: High Elf A: d10, Sm: d8, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 7 (+1 ) Abilities: Comand/Inspire: +2 to troops recovering from being Shaken within 5 d; Fearless: knows no Fear; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 1, Long Sword (Str+3) Cost: 13, Number: Single * High Elf Mage Race: High Elf A: d8, Sm: d8, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Spellcasting d6, Swimming d4, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 6 (+1 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Powers: Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Healing: PP3, touch, 1 wound, 2 with raise, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 9, Number: Single * High Elf Captain Race: High Elf A: d8, Sm: d8, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Fear: -2 for Evil Creatures; Low Light Vision: ignore dark penalty in all but pitch black; Rides Asfaloth (same as Shadowfax) Gear: Armor 3; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 10, Number: Single * High Elf Captain Race: High Elf A: d8, Sm: d8, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Fear: -2 for Evil Creatures; Low Light Vision: ignore dark penalty in all but pitch black; Rides Asfaloth (same as Shadowfax) Gear: Armor 3; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 12, Number: Single High Elf Race: High Elf A: d8, Sm: d8, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; Armor 3; optional Shield +1 Parry +5 cost Gear: Armor 3; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 22, Number: 5 High Elf Race: High Elf A: d8, Sm: d8, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; Armor 3; optional Shield +1 Parry +5 cost Gear: Armor 3; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 27, Number: 5 * Legolas Race: Wood Elf A: d12, Sm: d6, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d12, Riding d10, Shooting d12, Swimming d6, Stealth d10, Throwing d12, Pace: 8, Parry: 8, Toughness: 7 (+1 ) Abilities: Deadly Shot: 2 range attacker per turn; Dodge: -1 to be hit with range attacks, +1 Agility to avoid area effect; Fleet Footed: +2 Pace, d10 running die; Low Light Vision: ignore dark penalty in all but pitch black; Marksman: +2 aim to hit, if don't move; Quick: redraw card 5 or less; Steady Hands: ingnores unstable platform penalties; Weapon Master: +1 Parry; No Movement penalty in woods Gear: Armor 1, 2 Short Swords (Str+2), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 19, Number: Single * Elladan Race: Wood Elf A: d10, Sm: d8, Sp: d8, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d10, Swimming d6, Stealth d8, Throwing d10, Pace: 6, Parry: 7, Toughness: 7 (+1 ) Abilities: Ambidextrous: ingnores off-hand penalty; Low Light Vision: ignore dark penalty in all but pitch black; Two-Fisted: ignores multiaction penalty with two weapons; No Movement penalty in woods Gear: Armor 1, 2 Long Swords (Str+3) Cost: 13, Number: Single * Elrohir Race: Wood Elf A: d10, Sm: d8, Sp: d8, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d10, Swimming d6, Stealth d8, Throwing d10, Pace: 6, Parry: 7, Toughness: 7 (+1 ) Abilities: Ambidextrous: ingnores off-hand penalty; Low Light Vision: ignore dark penalty in all but pitch black; Two-Fisted: ignores multiaction penalty with two weapons; No Movement penalty in woods Gear: Armor 1, 2 Long Swords (Str+3) Cost: 13, Number: Single * Haldir Race: Wood Elf A: d10, Sm: d8, Sp: d8, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d10, Swimming d6, Stealth d8, Throwing d10, Pace: 6, Parry: 7, Toughness: 7 (+1 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Deadly Shot: 2 range attacker per turn at -2; Low Light Vision: ignore dark penalty in all but pitch black; Marksman: +2 aim to hit, if don't move; No Movement penalty in woods Gear: Armor 1, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 16, Number: Single * Wood Elf Mage Race: Wood Elf A: d8, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Spellcasting d6, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Powers: Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Healing: PP3, touch, 1 wound, 2 with raise, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 9, Number: Single * Wood Elf Captain Race: Wood Elf A: d8, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 1; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 9, Number: Single * Wood Elf Captain Race: Wood Elf A: d8, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 1; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 11, Number: Single Wood Elf Race: Wood Elf A: d8, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 1; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 21, Number: 5 Wood Elf Race: Wood Elf A: d8, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 1; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 27, Number: 5 * Wood Elf Captain Race: Wood Elf A: d8, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 2; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 9, Number: Single * Wood Elf Captain Race: Wood Elf A: d8, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 2; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 12, Number: Single Wood Elf Race: Wood Elf A: d8, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 2; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 22, Number: 5 Wood Elf Race: Wood Elf A: d8, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d8, Fighting d6, Notice d6, Riding d6, Shooting d8, Swimming d4, Stealth d6, Throwing d8, Pace: 6, Parry: 5, Toughness: 7 (+2 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black; No Movement penalty in woods Gear: Armor 2; optional Shield +1 Parry +1 cost, Long Sword (Str+3), Elf Bow (2d6, 15/30/60, RoF 1) Cost: 27, Number: 5 * Gimli Race: Dwarf A: d8, Sm: d6, Sp: d10, Str: d10, V: d12 Climbing d8, Fighting d12, Intimidation d10, Notice d8, Shooting d10, Swimming d6, Stealth d6, Throwing d10, Pace: 5, Parry: 6, Toughness: 12 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Hold the Line: troops +1 Toughness; Improved Frenzy: 2 attacks; Low Light Vision: ignore dark penalty in all but pitch black; Tough: +1 Toughness Gear: Armor 3, Great Axe (Str+4, AP 1; Parry -1; 2 hands), Throwing Axe (Str+2, 3/6/12, RoF 1) Cost: 18, Number: Single * Dain Irnfoot, King of Erebor Race: Dwarf A: d6, Sm: d8, Sp: d8, Str: d10, V: d10 Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d8, Swimming d4, Stealth d4, Throwing d8, Pace: 5, Parry: 6, Toughness: 11 (+3 ) Abilities: Comand/Inspire: +2 to troops recovering from being Shaken within 5 d; Hold the Line: troops +1 Toughness; Low Light Vision: ignore dark penalty in all but pitch black; Tough: +1 Toughness; Trademark Weapon: Barazantathul +1 Fighting Gear: Armor 3, Great Axe (Str+4, AP 1; Parry -1; 2 hands) Cost: 14, Number: Single * Dwarf Mage Race: Dwarf A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Spellcasting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 7 (+1 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Powers: Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Healing: PP3, touch, 1 wound, 2 with raise, Power Points- 10 Gear: Armor 1, Staff (Str+1) Cost: 42, Number: 5 * Dwarf King Race: Dwarf A: d6, Sm: d6, Sp: d8, Str: d10, V: d10 Climbing d6, Fighting d10, Intimidation d6, Notice d6, Shooting d8, Swimming d4, Stealth d4, Throwing d8, Pace: 5, Parry: 6, Toughness: 9 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Hold the Line: troops +1 Toughness; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Great Axe (Str+4, AP 1; Parry -1; 2 hands) Cost: 12, Number: Single * Dwarf Captain Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3) Cost: 9, Number: Single * Dwarf Captain Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Throwing Axe (Str+2, 3/6/12, RoF 1) Cost: 10, Number: Single * Dwarf Captain Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 11, Number: Single Dwarf Race: Dwarf A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d6, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 5, Toughness: 8 (+2 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3) Cost: 20, Number: 5 Dwarf Race: Dwarf A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d6, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 5, Toughness: 8 (+2 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Throwing Axe (Str+2, 3/6/12, RoF 1) Cost: 22, Number: 5 Dwarf Race: Dwarf A: d6, Sm: d4, Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d6, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 5, Toughness: 8 (+2 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 2; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 25, Number: 5 Khazad Guard Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 9 (+3 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3) Cost: 22, Number: 5 Khazad Guard Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 9 (+3 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Throwing Axe (Str+2, 3/6/12, RoF 1) Cost: 25, Number: 5 Khazad Guard Race: Dwarf A: d6, Sm: d4, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Notice d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 5, Parry: 6, Toughness: 9 (+3 ) Abilities: Low Light Vision: ignore dark penalty in all but pitch black Gear: Armor 3; optional Shield +1 Parry +1 cost, Sword or Axe (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 27, Number: 5 * Treebeard Race: Ent A: d6, Sm: d8, Sp: d10, Str: d12+2, V: d12+2 Fighting d10, Intimidation d10, Notice d6, Shooting d10, Stealth d6, Throwing d10, Pace: 6, Parry: 7, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 17, Number: Single Ent Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Ent Birch Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Must charge enemy Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Ent Hawthorn Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Thorns: Str+2 Gear: Thorns (Str+2), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Ent Fir Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 15 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Tough: Bark+1 Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Ent Willow Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Improved Frenzy: 2 attacks whipping willows Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 8, Number: Single Ent Beech Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 10, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Fleet- footed: running d8 Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single Ent Oak Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12+2, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 15 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Sweep: attack adjacent foes at -2; Tough: +1 Bark Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 8, Number: Single Ent Ash Race: Ent A: d6, Sm: d8, Sp: d8, Str: d12, V: d12 Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 14 Abilities: Fear: must make Spirit roll to attack; Size +4; Thick Bark: +2 Toughness; Throw Stone: don't move pick up a rock and toss; Arcane Resistance: armor +2 vs. arcane power; +2 to resist arcane Gear: Branch (Str+1), Boulders (Str+3, 3/6/12, RoF 1) Cost: 7, Number: Single * Radagast the Brown Race: Wizard A: d10, Sm: d10, Sp: d10, Str: d8, V: d8 Climbing d8, Fighting d10, Notice d8, Riding d8, Shooting d8, Spellcasting d12, Swimming d6, Stealth d8, Throwing d8, Pace: 6, Parry: 7, Toughness: 6 Abilities: Staff of Power: +10 Power Points; Fear: Guts check; Master of Birds: foe only needs to be in range, not line of sight-sighted with birds; may ride Gwaihir; No penalty for crossing difficult terrain Powers: Barrier: 1PP/section, 3 round (1/section/rnd), range Smarts, 1" Toughness 10 barrier; Fear: 2PP, range 2x Smarts, large template, guts check, -2 with raise; Puppet (Animals only): 3 PP 3 rounds (1/r), range Smarts, spellcasting vs.<br><br> Spirt to control; Call of the Wild: Summon and control multiple animals for entire battle Bear 5PP@, Insect swarm 2, Cougar 3, Wolf 3; Healing: PP3, touch, 1 wound, 2 with raise, Power Points- 20 Gear: Staff (Str+1) Cost: 14, Number: Single * Gandalf the White Race: Wizard A: d8, Sm: d10, Sp: d12, Str: d8, V: d10 Climbing d6, Fighting d10, Intimidation d8, Notice d10, Riding d10, Shooting d10, Spellcasting d12, Swimming d6, Stealth d6, Throwing d10, Pace: 6, Parry: 7, Toughness: 8 Abilities: Staff of Power: +10 Power Points; Inspire/Command: +2 to units within 5" to recover from Shaken; Fervor: +1 Fighting to units within 5"; Tough as Nails: Toughness +1 Powers: Powers of Light: Beast Friend; Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Burst: cone template Agility vs spellcasting roll / Shooting or suffer 2d10 damage; Deflection: -2 to hit, -4 with Raise; Dispel: dipels magic; Healing: 1 wound, 2 with raise; Speak Language, Power Points- 25 Gear: Long Sword (Str+3), Staff (Str+1) Cost: 18, Number: Single * Gandalf the Grey Race: Wizard A: d8, Sm: d10, Sp: d10, Str: d6, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d8, Riding d8, Shooting d8, Spellcasting d10, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 6, Toughness: 7 Abilities: Staff of Power: +10 Power Points; Command: +1 to units within 5" to recover from Shaken; Fervor: +1 Fighting to units within 5"; Tough as Nails: Toughness +1 Powers: Powers of Light: Beast Friend; Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Dispel: dipels magic; Healing: 1 wound, 2 with raise; Speak Language, Power Points- 20 Gear: Long Sword (Str+3), Staff (Str+1) Cost: 14, Number: Single * Aragorn - Strider Race: Man A: d10, Sm: d8, Sp: d10, Str: d10, V: d8 Climbing d8, Fighting d12, Intimidation d6, Notice d8, Riding d10, Shooting d10, Swimming d8, Stealth d10, Throwing d10, Pace: 6, Parry: 10, Toughness: 8 (+2 ) Abilities: Brave: +2 Guts checks; Combat Reflexes: +2 recover to Shaken; Comand: +1 to troops recovering from being Shaken within 5 d; Fervor: +1 to Fighting within 5"; Improved Sweep: attack all adjacent foes; Improved Trademark Weapon: Anduril +2 Fighting; Master at Arms: +2 Parry Gear: Armor 2; optional Shield +1 Parry +2 cost, Anduril (Str+4), Bow (2d6, 12/24/48, RoF 1) Cost: 19, Number: Single * Aragorn - Strider Race: Man A: d10, Sm: d8, Sp: d10, Str: d10, V: d8 Climbing d8, Fighting d12, Intimidation d6, Notice d8, Riding d10, Shooting d10, Swimming d8, Stealth d10, Throwing d10, Pace: 6, Parry: 10, Toughness: 9 (+3 ) Abilities: Brave: +2 Guts checks; Combat Reflexes: +2 recover to Shaken; Comand: +1 to troops recovering from being Shaken within 5 d; Fervor: +1 to Fighting within 5"; Improved Sweep: attack all adjacent foes; Improved Trademark Weapon: Anduril +2 Fighting; Master at Arms: +2 Parry; Gear: Armor 3; optional Shield +1 Parry +2 cost, Anduril (Str+4), Bow (2d6, 12/24/48, RoF 1) Cost: 19, Number: Single * Boromir Race: Man A: d8, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting d8, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Horn of Gondor: gives +1 Spirit to troops in 5"; Comand: +1 to troops recovering from being Shaken within 5 d; Frenzy: 1 extra Fighting attack at -2 Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 14, Number: Single * Theoden, King of Rohan Race: Man A: d8, Sm: d8, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d10, Shooting d8, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 10 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Fervor: troops within 5" +1 Fighting; Tough: +1 Toughness; Armor 3; optional Shield +1 Parry +2 cost Gear: Armor 3; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 13, Number: Single * Eomer, Captain of Rohan Race: Man A: d6, Sm: d6, Sp: d8, Str: d8, V: d6 Climbing d6, Fighting d8, Intimidation d6, Notice d6, Riding d8, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Steady Hands: no penalty for shooting on horse back; Armor 3; optional Shield +1 Parry +2 cost Gear: Armor 3; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 10, Number: Single * Eowyn, Maid of Rohan Race: Man A: d8, Sm: d6, Sp: d10, Str: d8, V: d8 Climbing d6, Fighting d10, Notice d8, Riding d10, Shooting d8, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Frenzy: 1 extra Fighting attack -2; Giant Killer: +4 damage to 2x her size; Steady Hands: no penalty for shooting on horse back Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 12, Number: Single * Gamling, Captain of Rohan Race: Man A: d8, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d8, Fighting d8, Intimidation d8, Notice d8, Riding d8, Shooting d8, Swimming d6, Stealth d4, Throwing d8, Pace: 6, Parry: 6, Toughness: 9 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Steady Hands: no penalty for shooting on horse back Gear: Armor 3; optional Shield +1 Parry +2 cost, Long Sword (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 14, Number: Single * Faramir, Captain of the Rangers of Gondor Race: Man A: d8, Sm: d8, Sp: d8, Str: d10, V: d8 Climbing d8, Fighting d10, Intimidation d8, Notice d8, Riding d8, Shooting d8, Swimming d8, Stealth d8, Throwing d8, Pace: 6, Parry: 7, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 12, Number: Single * Damrod, Captain of the Rangers of Gondor Race: Man A: d8, Sm: d6, Sp: d8, Str: d8, V: d8 Climbing d8, Fighting d8, Intimidation d8, Notice d8, Riding d8, Shooting d10, Swimming d6, Stealth d10, Throwing d10, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3), Bow (2d6, 12/24/48, RoF 1) Cost: 14, Number: Single * Denethor, Steward of Gondor Race: Man A: d6, Sm: d6, Sp: d6, Str: d8, V: d8 Climbing d6, Fighting d8, Intimidation d8, Notice d6, Riding d6, Shooting d6, Swimming d6, Stealth d6, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+2 ) Gear: Armor 2; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 9, Number: Single * Eledil Race: Man A: d8, Sm: d8, Sp: d10, Str: d10, V: d10 Climbing d8, Fighting d10, Intimidation d8, Notice d8, Riding d10, Shooting d10, Swimming d6, Stealth d6, Throwing d10, Pace: 6, Parry: 7, Toughness: 10 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Fervor: +1 Fighting to troops within 5"; Natural Leader: may share bennier with troops in 5"; Trademark Weapon: Narsil +1 Fighting Gear: Armor 3; optional Shield +1 Parry +2 cost, Narsil (sword) (Str+3) Cost: 15, Number: Single * Isildur Race: Man A: d8, Sm: d8, Sp: d8, Str: d8, V: d10 Climbing d6, Fighting d10, Intimidation d8, Notice d8, Riding d8, Shooting d8, Swimming d6, Stealth d6, Throwing d8, Pace: 6, Parry: 7, Toughness: 10 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; The Ring: can carry the ring; Armor 3; optional Shield +1 Parry +2 cost Gear: Armor 3; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 12, Number: Single * Mage (Man) Race: Man A: d6, Sm: d6, Sp: d6, Str: d6, V: d6 Climbing d6, Fighting d6, Notice d6, Riding d6, Shooting d6, Spellcasting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 5, Toughness: 6 (+1 ) Powers: Bolt: 1 to 3 bolts 2d6 damage, 2x PP 3d6; Boost/Lower Trait (reduce Spirit): 2 PP, 3 round (1/r), range Smarts, lower by die type, 2 with a raise; Healing: PP3, touch, 1 wound, 2 with raise, Power Points- 10 Gear: Staff (Str+1) Cost: 8, Number: Single * King of Men Race: Man A: d8, Sm: d8, Sp: d8, Str: d8, V: d8 Climbing d6, Fighting d8, Intimidation d6, Notice d6, Riding d8, Shooting d8, Swimming d4, Stealth d4, Throwing d8, Pace: 6, Parry: 6, Toughness: 9 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Armor 3; optional Shield +1 Parry +1 cost Gear: Armor 3; optional Shield +1 Parry +2 cost, Long Sword (Str+3) Cost: 11, Number: Single * Captain of Men Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Steady Hands: if from Gondor Gear: Armor 3; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Spear (Str+2, Parry +1; Reach 1) Cost: 9, Number: Single * Captain of Men Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealth d4, Throwing d6, Pace: 6, Parry: 6, Toughness: 8 (+3 ) Abilities: Comand: +1 to troops recovering from being Shaken within 5 d; Steady Hands: if from Gondor Gear: Armor 3; optional Shield +1 Parry +2 cost, Sword or 2-handed (Str+3), Bow (2d6, 12/24/48, RoF 1), Crossbow (2d6, 15/30/60, RoF 0.5, AP 2; requires 1 action to reload) Cost: 11, Number: Single * Captain of Men Race: Man A: d6, Sm: d6, Sp: d8, Str: d6, V: d6 Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Swimming d4, Stealt

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