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Radagast's Alliance

ARMY COMPOSITION

This army may include: Radagast the Brown, Beorn, Gwaihir and Great Eagles.

The profile for Gwaihir can be found on page 83. Gwaihir counts as a Hero of Valour if taken as part of a Radagast's Alliance army list.

The profile for Great Eagles can be found on page 83.

ARMY BONUS

"The Eagles are coming!" — Eagle models from this army list gain a bonus of +1 to their Strength on a turn in which they charged.

HEROES OF RADAGAST'S ALLIANCE

RADAGAST THE BROWN [150 POINTS]

WIZARD, INFANTRY, HERO — HERO OF LEGEND

Mv F S D A W C
6" 5/4+ 4 5 1 3 7

WARGEAR

HEROIC ACTIONS

OPTIONS

  • Great Eagle: 50 points
  • Sleigh: 45 points
  • Horse: 10 points
  • Sebastian: 5 points

  • Great Eagle – This is a mount. The Great Eagle profile is listed on page 83. Additionally, if Radagast dismounts, the Great Eagle automatically passes its Courage test to stay and fight.


SLEIGH

This is a mount with the following profile and the Woodland Creature special rule.

Mv F S D A W C
10" 3/6+ 2 3 4 4 2

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


  • Sebastian (PASSIVE)

If Radagast is accompanied by Sebastian, he may always make an additional Attack in close combat, with a Fight value and Strength of 1 (roll a separate D6 for Sebastian) which cannot be altered by Might.

SPECIAL RULES

  • Master of Birds (PASSIVE)

Radagast is always assumed to have Line of Sight to any point on the battlefield. Additionally, Eagle models within 12" of Radagast have the Resistant to Magic special rule.

  • One with Nature (PASSIVE)

Whilst he has the Infantry keyword, Radagast may move through areas of difficult terrain without penalty. Additionally, he will also gain the Stalk Unseen special rule.

MAGICAL POWERS

Range Casting
Panic Steed 12" 2+
Terrifying Aura - 2+
Immobilise 12" 3+
Renew 12" 3+
Nature's Wrath 6" 4+
Aura of Dismay - 5+

BEORN [200 POINTS]

MAN, INFANTRY, HERO — HERO OF VALOUR

Mv F S D A W C M W F
6" 6/4+ 5 5 3 3 6 3 3 3

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

To change Beorn's form, the controlling player may roll a D6 at the start of Beorn's Move. On the roll of a 4+ (Might may be used to modify this roll), Beorn changes 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 with him.


BEORN THE BEAR

BEAR, MONSTER, INFANTRY, HERO

Mv F S D A W C M W F
8" 8/4+ 8 8 3 3 6 * * *

SPECIAL RULES

If Beorn wins a Duel, instead of striking as normal, choose a losing model – that model immediately suffers a Strength 10 hit. If the To Wound roll is successful, the victim suffers another Strength 10 hit, and so on, until the victim is dead or Beorn fails to wound his victim.

  • Berserk (PASSIVE)

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.

  • Skin-changer (ACTIVE)

To change Beorn's form, the Good player may roll a D6 at the start of Beorn's Move. On the roll of a 4+ (Might may be used to modify this roll), Beorn changes 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 with him.

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