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The Free Peoples

ARAGORN, STRIDER [160 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 7 3+ 4 5 3 3 4+ 3+ 3 3 3

WARGEAR

  • Ring of Barahir
  • hand-and-a-half sword.

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic March
  • Heroic Accuracy
  • Heroic Strike
  • Heroic Strength
  • Heroic Defence
  • Heroic Challenge

OPTIONS

  • Bow: 5 points
  • Elven cloak: Free

SPECIAL RULES

  • Horse Lord
  • Mighty Hero
  • Resistant to Magic

  • Ring of Barahir PASSIVE

When affected by a Magical Power, and after any resist tests have been made (if able), Aragorn may roll a D6. On a natural 6, he is not affected by that power.

  • Anduril, Flame of the West ACTIVE

Elven hand-and-a-half weapon, never needs more than a 4+ To Wound, or a 3+ if using Anduril as a two-handed weapon.


GANDALF THE GREY [170 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 5 2 3 3+ 3+ 3 6 3

WARGEAR

  • Staff of Power
  • Glamdring
  • Narya

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Channelling
  • Heroic Strike
  • Heroic Defence

MAGICAL POWERS

Power Range Casting Value
Protection of the Valar 6" 3+
Terrifying Aura Self 3+
Blinding Light Self 4+
Strengthen Will 12" 4+
Transfix 12" 4+
Collapse Rocks 12" 5+
Foil Magic 12" 5+
Sorcerous Blast 12" 5+

SPECIAL RULES

  • Glamdring ACTIVE

Elven hand-and-a-half weapon. Gandalf gains a bonus of +1 Strength when making strikes with Glamdring.

  • Narya PASSIVE

Gandalf may re-roll any failed Fate rolls.


GWAIHIR [200 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
12" 8 4+ 6 8 3 3 3+ 3+ 3 3 3

WARGEAR

  • Claws and beak (hand weapon)

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Defence

SPECIAL RULES

  • Dominant (4)
  • Fly
  • Large Target
  • Monstrous Charge
  • Terror

  • The Windlord ACTIVE

Only Eagle and Wizard models may benefit from Gwaihir's Stand Fast or benefit from his Heroic Actions.


RADAGAST THE BROWN [145 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 5 2 3 3+ 4+ 3 6 3

WARGEAR

  • Staff of Power
  • hand weapon
  • Sebastian

HEROIC ACTIONS

  • Heroic Defence
  • Heroic Channelling

MAGICAL POWERS

Power Range Casting Value
Panic Steed 12" 3+
Terrifying Aura Self 3+
Transfix 12" 4+
Renew 12" 4+
Nature's Wrath 3" 5+
Aura of Dismay Self 5+
Writhing Vines Self 5+

OPTIONS

  • Exchange Staff for Great Eagle: 55 points

SPECIAL RULES

  • Mountain Dweller
  • Stalk Unseen
  • Woodland Creature

  • Sebastian ACTIVE

During a Combat, Radagast may roll an additional D6 in the Duel roll, and an additional Strike if he wins, with Strength 1. This additional Strike cannot be modified by Might.

  • Master of Birds PASSIVE

Radagast always has Line of Sight to any point on the battlefield. Friendly Eagle models within 12" of Radagast gain Resistant to Magic.


SARUMAN [170 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 5 2 3 3+ 3+ 3 6 3

WARGEAR

  • Staff of Power

HEROIC ACTIONS

  • Heroic Channelling
  • Heroic Defence

MAGICAL POWERS

Power Range Casting Value
Compel 18" 3+
Fog of Disarray Self 3+
Protection of the Valar 12" 3+
Terrifying Aura Self 3+
Transfix 18" 3+
Foil Magic 18" 4+
Sorcerous Blast 12" 5+

SPECIAL RULES

  • Voice of Curunir ACTIVE

Saruman's Stand Fast! Range is 12", and affects Hero models.

  • Consuming Rivalry PASSIVE

Saruman may never benefit from a friendly Gandalf the Grey's Heroic Actions or targeted by his Magical Powers.

  • Lord of the Istari ACTIVE

At the start of each Move Phase, before the Declare Heroic Actions step, Saruman may choose an enemy within 6" and Line of Sight, which must take an Intelligence test. If failed, that model cannot Activate this turn.


TREEBEARD [190 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 8 3+ 8 8 4 4 3+ 4+ 3 4 3

WARGEAR

  • Roots and branches (hand weapon)

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Defence
  • Heroic March

OPTIONS

  • Merry & Pippin: 10 points
  • Elven Cloak (Merry): 5 points
  • Elven Cloak (Pippin): 5 points

SPECIAL RULES

  • Dominant (5)
  • Fearless
  • Large Target
  • Throw Stones (range 18", Strength 10)
  • Terror
  • Woodland Creature

  • Merry & Pippin PASSIVE

Can ride as passengers and not be targeted by enemy attacks and shooting. Treebeard gains Resistant to Magic if one of them remains mounted. May use their Throw Stones rule without a -1 penalty for moving - see pg.24 of Armies of LOTR book for full details.

  • Bludgeon BRUTAL POWER ATTACK

Choose one enemy model as a bludgeon, and another model as the target. Both suffer a S8 hit. If the target is slain, you may keep repeating this until the bludgeon is not slain (in which case that model is knocked Prone). The bludgeon cannot be a Monster, Chariot or War Beast. If the bludgeon is a Cavalry model, then the rider is picked up and separated from their mount.


BEORN [200 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 4+ 5 5 3 3 3+ 4+ 3 3 3

WARGEAR

  • Two-handed weapon

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Burly
  • Dominant (2)
  • Fearless
  • Resistant to Magic
  • Woodland Creature

  • Skin-changer ACTIVE

At the start of his Activation, Beorn can change his form from Man to Bear. If he does, place the Bear model in base contact with the Man model, and then remove the Man model from play. If there is no space to place the Bear model, then Beorn cannot transform. Once he has transformed, Beorn the Bear may continue his Activation as normal, including Charging, in which case check the Line of Sight from the newly placed Bear model to determine whether Beorn can Charge. Once Beorn has transformed, he uses the Beorn the Bear profile - though his Wounds, Might, Will and Fate Points remain the same between both profiles.


BOROMIR OF GONDOR [95 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 7 4+ 4 5 3 3 4+ 5+ 6 1 0

WARGEAR

  • Armour
  • hand weapon
  • Horn of Gondor

HEROIC ACTIONS

  • Heroic Strike
  • Heroic March
  • Heroic Strength
  • Heroic Defence

OPTIONS

  • Shield: 5 points
  • Elven cloak: Free

SPECIAL RULES

  • Horn of Gondor ACTIVE

A war horn, where if Boromir is outnumbered in a Combat, you may ask your opponent to choose one of their models involved, who must take a Courage test. If they fail, Boromir wins the Duel roll.

  • Protect the little ones! PASSIVE

Whilst within 3" of friendly Fellowship Hobbit models, Boromir gains Fearless, and may re-roll failed To Wound rolls when making Strikes.


GALADRIEL, LADY OF LIGHT [125 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 3+ 4 3 3 3 3+ 3+ 3 6 3

WARGEAR

  • The Light of Earendil
  • Nenya

HEROIC ACTIONS

  • Heroic Channelling
  • Heroic Strike

MAGICAL POWERS

Power Range Casting Value
Fortify Spirit 12" 3+
Banishment 12" 4+
Instill Fear Self 4+

SPECIAL RULES

  • Terror
  • Woodland Creature

  • Nenya PASSIVE

Galadriel may re-roll any failed Fate rolls.

  • The Light of Earendil ACTIVE

At any point during her Activation, Galadriel can roll a D6. On a 3+, she counts as having cast the Blinding Light Magical Power. This does not prevent her from casting another Magical Power during her Activation.

  • The Lady of Lorien PASSIVE

Galadriel gains a free Will point at the start of each turn. If it is not spent by the end of the turn, then it is lost.

  • War Aspect PASSIVE

Enemies within 6" of Galadriel suffer a -1 penalty to any Courage tests. Additionally, Galadriel never counts as Unarmed.

  • "Go back to the void, from whence you came!" ACTIVE

Galadriel may target any enemy with Banishment as if it were a Spirit model, though non-Spirit models targeted will gain an extra free Will point to their Resist test. Once per game instead of casting a Magical Power, as long as she has at least 1 Will point, she may choose an enemy within 6", who immediately suffers D3 Wounds. After doing this, her Will points becomes 0, she is placed Prone, and no longer benefits from her The Lady of Lorien or War Aspect special rules (and thus becomes Unarmed).


GHAN-BURI-GHAN [65 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 4 3+ 4 4 2 2 6+ 6+ 3 1 1

WARGEAR

  • Hand weapon
  • spear
  • blowpipe

HEROIC ACTIONS

  • Heroic March
  • Heroic Accuracy

SPECIAL RULES

  • Hatred (Goblin)
  • Hated (Orc)
  • Hatred (Uruk-hai)
  • Poisoned Attacks
  • Stalk Unseen
  • Woodland Creature

  • Forest Stalker PASSIVE

Whenever a friendly Druadan model within 6" of Ghan-buri-Ghan that is within a piece of woodland terrain suffers a Wound, roll a D6. On the roll of a natural 6, the Wound is ignored.


GRIMBEORN [200 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 4+ 5 5 3 3 4+ 4+ 3 3 3

WARGEAR

  • Two-handed weapon
  • Great bow

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Burly
  • Dominant (2)
  • Fearless
  • Resistant to Magic
  • Woodland Creature

  • Skin-changer ACTIVE

At the beginning of his Activation, Grimbeorn can change his form from Man to Bear. If he does, place the Bear model in base contact with the Man model, and then remove the Man model from play. If there is no space to place the Bear model, then Grimbeorn cannot transform. Once he has transformed, Grimbeorn the Bear may continue his Activation as normal, including Charging in which case check the Line of Sight from the newly placed Bear model to determine whether Grimbeorn can Charge. Once Grimbeorn has transformed, he uses the Grimbeorn the Bear profile - though his Wounds, Might, Will and Fate Points remain the same between both profiles.

  • Leader of the Beornings PASSIVE

Only Beorning models can benefit from Grimbeorn's Heroic Actions or Stand Fast.


LEGOLAS [100 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 2+ 4 4 2 2 4+ 4+ 3 2 3

WARGEAR

  • Elven-made weapon
  • Elf bow

HEROIC ACTIONS

  • Heroic Accuracy
  • Heroic Strike

OPTIONS

  • Elven cloak: Free

SPECIAL RULES

  • Sharpshooter
  • Woodland Creature

  • "Final Count, 42" ACTIVE

If Legolas has fewer kills than Gimli, he gains +1 To Wound on shooting attacks.

  • Deadly Shot ACTIVE

Legolas may make three shooting attacks during the Shoot Phase instead of one, using all the normal rules for shooting. Additionally, Legolas may still make shooting attacks whilst he is Engaged in Combat if there are no other friendly models engaged in the same combat, and does not suffer the -1 penalty To Hit for Moving and Shooting so long as he has the Infantry keyword. If Legolas shoots whilst he is Engaged in Combat, he may shoot at enemy models he is Engaged in Combat with, and does not need to make In The Way Tests for shooting at models he is Engaged in Combat with (though they may still block Line of Sight as normal)

  • Pinpoint Shot ACTIVE

Instead of shooting normally, Legolas can make a single shot against an enemy Engaged in Combat with himself or a friendly model. If the To Hit roll is successful, he doesn't need to make any In The Way rolls - the shot will automatically hit its target.


MERIADOC BRANDYBUCK, CAPTAIN OF THE SHIRE [60 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
4" 4 3+ 2 4 2 2 5+ 6+ 2 2 2

WARGEAR

  • Armour
  • Hand weapon
  • Pony
  • Horn of the Riddermark

HEROIC ACTIONS

  • Heroic Challenge
  • Heroic March
  • Heroic Strike

OPTIONS

  • Elven cloak: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Horn of the Riddermark ACTIVE

A war horn. Additionally, Merry gains the Fearless special rule.


PEREGRIN TOOK, CAPTAIN OF THE SHIRE [60 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
4" 4 3+ 2 4 2 2 5+ 6+ 2 2 2

WARGEAR

  • Armour
  • hand weapon
  • Pony

HEROIC ACTIONS

  • Heroic Accuracy
  • Heroic March
  • Heroic Strike

OPTIONS

  • Elven cloak: 5 points

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Against all odds ACTIVE

Pippin may re-roll any failed To Wound rolls when making Strikes against Hero or Monster models.


BALDO TULPENNY [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 2 6+ 5+ 1 1 2

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Accuracy

SPECIAL RULES

  • Resistant to Magic
  • Sharpshooter
  • Throw Stones (range 8", Strength 1)

  • Champion Stone Skipper ACTIVE

Baldo may re-roll failed To Hit Rolls when throwing stones. Additionally, if Baldo rolls a natural 6 when rolling To Hit, do not take any In The Way Tests and do not roll To Wound. Baldo's target automatically suffers a Wound.

  • Master of Traps PASSIVE

At the start of the game, after both sides have deployed, Baldo may place eight 25mm Trap Markers face-down on the board; two each of Snare Traps, Tripwire Traps, Pitfall Traps, and Dummy Traps. These cannot be deployed in the enemy's deployment zone, within 3" of another Trap Marker or an Objective Marker, or within an enemy model's Control Zone. When an enemy model Moves within 1" of a Trap Marker, they immediately stop Moving and flip the Trap Marker; after resolving its effects, the model's Activation immediately ends. Monster, War Beast, Swarm and Chariot models are completely unaffected by Trap Markers, and will instead simply remove them from play if they Move within 1" of them. Once a Trap has been resolved and any affected models are no longer affected, remove that Trap Marker from play. The effects of each Trap Marker are explained below: Tripwire Trap - When this is revealed, Baldo's player rolls a D6. On a 2+, the model that revealed the trap suffers a Strength 2 hit and is placed Prone. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects. Pitfall Trap - When this is revealed, Baldo's player rolls a D6. On a 2+, the model that revealed the trap falls into the hole. Whilst in a hole, a model may not Move and always counts as Trapped. If a model begins its Move in a hole they must roll a D6; on a 4+, the model clambers out of the hole and their Move immediately ends. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects. Snare Trap - When this is revealed, Baldo's player rolls a D6. On a 2+, the model that revealed the trap suffers a Strength 1 hit, is placed Prone and is now caught in the Snare Trap. A model caught in a Snare Trap cannot Activate and will always count as Trapped. During the End Phase, a model caught in a Snare Trap must roll a D6; if the roll is equal to or less than their Strength, then they are freed from the Snare Trap. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects. Dummy Trap - When this is revealed, the Activation of the model that revealed the Trap Marker immediately ends. There are no additional effects.


BEECHBONE [150 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 8 4+ 8 8 3 4 4+ 5+ 3 1 0

WARGEAR

  • Roots and branches (hand weapon)

HEROIC ACTIONS

  • Heroic Challenge
  • Heroic Strength

SPECIAL RULES

  • Dominant (3)
  • Fearless
  • Large Target
  • Throw Stones (range 18", Strength 10)
  • Terror
  • Woodland Creature

  • Deep-rooted Hatred ACTIVE

Must re-roll failed To Wound rolls against Orc, Uruk-hai, Goblin or Isengard models. Additionally, he must always charge these types of models if able to do so.

  • Bludgeon BRUTAL POWER ATTACK

Choose one enemy model as a bludgeon, and another model as the target. Both suffer a S8 hit. If the target is slain, you may keep repeating this until the bludgeon is not slain (in which case that model is knocked Prone). The bludgeon cannot be a Monster, Chariot or War Beast. If the bludgeon is a Cavalry model, then the rider is picked up and separated from their mount.


BIRCHSEED [150 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 7 4+ 7 8 3 3 5+ 5+ 1 2 3

WARGEAR

  • Roots and branches (hand weapon)

HEROIC ACTIONS

  • Heroic Strength

SPECIAL RULES

  • Dominant (3)
  • Fearless
  • Large Target
  • Throw Stones (range 18", Strength 10)
  • Terror
  • Woodland Creature

  • Naturally Unhasty ACTIVE

Birchseed gets a free Heroic Move in the Move Phase of any turn in which the opposing player won Priority and chose to have Priority themselves that turn.

  • Bludgeon BRUTAL POWER ATTACK

Choose one enemy model as a bludgeon, and another model as the target. Both suffer a S8 hit. If the target is slain, you may keep repeating this until the bludgeon is not slain (in which case that model is knocked Prone). The bludgeon cannot be a Monster, Chariot or War Beast. If the bludgeon is a Cavalry model, then the rider is picked up and separated from their mount.


FARMER MAGGOT [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 3 3 2 2 5+ 5+ 1 2 2

WARGEAR

  • Two-handed weapon
  • Grip, Fang and Wolf

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Get out of my fields! ACTIVE

Whilst within range of an Objective Marker, Farmer Maggot does not suffer the -1 penalty to his Duel rolls for using a two-handed weapon.


FARMER TOLMAN COTTON [35 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 2 5+ 6+ 2 1 1

WARGEAR

  • Pitchfork

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Challenge

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Pitchfork PASSIVE

A Pitchfork can either be used as a spear or a two-handed weapon.

  • "This is our Country" PASSIVE

Friendly Hobbit models within 3" of Farmer Cotton may re-roll any rolls of a 1 when making a Duel Roll.


FRODO BAGGINS [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 2 4+ 5+ 2 3 3

WARGEAR

  • Hand weapon
  • The One Ring

HEROIC ACTIONS

  • Heroic Defence

OPTIONS

  • Mithril Coat: 15 points
  • Sting: 5 points
  • Elven cloak: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1).

  • Mithril Coat PASSIVE

A piece of Mithril armour, additionally Frodo may re-roll Fate rolls of a 1.

  • Sting ACTIVE

An Elven hand weapon, Frodo gains +1 Strength when making strikes with Sting.


FRODO OF THE NINE FINGERS [70 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 6 1 2 4+ 5+ 1 3 1

WARGEAR

  • Mithril Coat
  • Pony
  • unarmed

HEROIC ACTIONS

  • Heroic Defence

OPTIONS

  • Elven Cloak: 5 points

SPECIAL RULES

  • Resistant to Magic

  • Mithril Coat PASSIVE

Mithril armour. Additionally, the wearer may re-roll Fate Rolls of a 1.

  • "It will never really heal!" PASSIVE

Frodo may never Charge enemy models under any circumstances. Additionally, Frodo may never make Strikes if his side wins a Combat.

  • Home is the Hero PASSIVE

Friendly Hobbit models treat Frodo as a banner with a range of 6".


GIMLI [100 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 2 2 4+ 6+ 3 2 3

WARGEAR

  • Heavy Dwarf armour
  • Master Forged two-handed weapon
  • two hand weapons
  • Throwing weapons

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Strike

SPECIAL RULES

  • Axes of the Dwarves! ACTIVE

At the beginning of a Combat, Gimli can choose either his two-handed axe, or an axe in each hand which gives him an Attack value of 3.

  • "I myself am sitting pretty on 43" ACTIVE

If Gimli has fewer kills than Legolas, he gets +1 bonus on To Wound rolls when making Strikes.


HAMFAST 'GAFFER' GAMGEE [35 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 2 5+ 7+ 1 1 2

WARGEAR

  • Hand weapon

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Leave my Flowers Alone! PASSIVE

At the start of the game after deployments, Hamfast's player places three 25mm Flower Markers anywhere on the board. Models can Move over them but cannot end their move or back away onto them. Objects cannot be placed overlapping them. Friendly Hobbits re-roll failed To Wound rolls for Strikes and shooting whilst within 3" of a Flower Marker. Hamfast also gains +1 To Wound when making Strikes or shooting an enemy within 3" of a Flower Marker.


HOLFOOT BRACEGIRDLE, SHIRRIFF-LEADER [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 2 2 6+ 6+ 2 1 1

WARGEAR

  • Hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Leader (Hobbit Shirriff)
  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Head Shirriff PASSIVE

Holfoot, and any Hobbit Shirriffs (including Robin Smallburrow) within 3" of him, do not suffer the -1 penalty to their Duel Roll for using their hand-and-a-half weapon as a two-handed weapon.


LOTHO SACKVILLE-BAGGINS [30 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 1 7+ 6+ 1 4 1

WARGEAR

  • Hand weapon

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Family Rivalry PASSIVE

Lotho may not take part in any Heroic Actions declared by either Bilbo Baggins or Frodo Baggins.

  • Considerable Wealth ACTIVE

Lotho may spend his Will Points to pay off models around him in the following ways: At the start of a Fight Phase, before the Declare Heroic Actions step, Lotho can spend a Will Point to use this ability. If he does, until the End Phase of the turn, friendly Hobbit models within 3" of Lotho gain a +1 bonus to their Fight Value. At the start of a Move Phase, before the Declare Heroic Actions step, Lotho can spend a Will Point to use this ability. If he does, until the End Phase of the turn, friendly Ruffian models within 3" of Lotho count as having the Fearless special rule. When an enemy model attempts to Charge Lotho, Lotho may spend a Will Point to use this ability. If he does, roll a D6. On a 2+, the enemy model stops 1" away from Lotho instead of Charging him and their Activation immediately ends.


PALADIN TOOK, THAIN OF THE SHIRE [30 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 2 5+ 6+ 1 1 2

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Accuracy

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • To me, Shire-folk! ACTIVE

Paladin's Stand Fast has a range of 12"; however, only friendly Hobbit models may benefit from Paladin's Stand Fast.

  • For Tuckborough! PASSIVE

Friendly Tookish Hunters within 6" of Paladin gain a bonus of +1 To Wound when making Strikes.


ROBIN SMALLBURROW, HOBBIT SHIRRIFF [25 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 2 7+ 7+ 1 1 1

WARGEAR

  • Hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Leader (Hobbit Shirriff)
  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • A Nose for Shortcuts PASSIVE

In Scenarios where you roll for Warbands to arrive, or ones where you roll to see which part of the board you deploy a Warband in (though not when rolling to choose deployment zones), you may choose the result instead of rolling, even if Robin is not on the battlefield. Robin may only use this special rule if his Warband only contains Hobbit Shirriffs.


SAMWISE GAMGEE [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 2 2 4+ 5+ 2 2 2

WARGEAR

  • Hand weapon
  • Frying Pan

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

OPTIONS

  • Elven cloak: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1).

  • "Let him go or I'll have you, Longshanks!" ACTIVE

If Frodo is Engaged in a Fight within 6" of Sam, then Sam may call a Heroic Combat for free. If the action is successful, Sam must use the following move to join Frodo's combat, or move as close as possible to Frodo.

  • Frying Pan ACTIVE

If Sam wins a Duel Roll, he may choose to use his frying pan instead of making Strike. Choose one enemy Infantry model in the Combat (but not a Monster) and roll a D6. On a 4+, that model is stunned and cannot Move the following turn.


SAMWISE THE BRAVE [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 2 2 4+ 5+ 2 2 3

WARGEAR

  • Sting
  • Pony

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strike

OPTIONS

  • Elven Cloak: 5 points

SPECIAL RULES

  • Resistant to Magic
  • Sworn Protector (Frodo)
  • Sworn Protector (Rosie)
  • Throw Stones (range 8", Strength 1)

  • Sting ACTIVE

Elven hand weapon. This model gains a bonus of +1 Strength when making Strikes with Sting.

  • "There's some good in this world, Mr Frodo, and it's worth fighting for" ACTIVE

During the Declare Heroic Actions step of the Fight Phase, if Frodo and/or Rosie are Engaged in Combat and are within 6" of Sam, then Sam may declare a free Heroic Combat. If this Heroic Combat is successful, then Sam must use the following Move to join either Frodo's or Rosie's Combat, as chosen by Sam's controlling player. If this is not possible, then Sam must Move as close as possible to either Frodo or Rosie. Sam cannot use this special rule if he is in the same Combat as either Frodo or Rosie.


WILL WHITFOOT, MAYOR OF MICHEL DELVING [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 2 6+ 6+ 1 3 1

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • Leader (Hobbit Shirriff)
  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Mayor of Michel Delving ACTIVE

At the beginning of a Fight Phase, before the Declare Heroic Actions step, Will Whitfoot can spend a Will Point to use this special rule. If he does, friendly Hobbit Warrior models within 3" of him gain a bonus of +1 to their Fight Value until the End Phase of the turn.


BARLIMAN BUTTERBUR [45 POINTS]

MINOR HERO, UNIQUE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
6" 3 4+ 3 4 1 2 6+ 7+ 2 3 2

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Defence

SPECIAL RULES

  • Barliman Butterbur, At Your Service ACTIVE

If Barliman finishes his Move in base contact with a friendly Fellowship model, he may spend a Will point to roll a D6. On a 4+, that friendly model regains a lost Wound.

  • Well fed, and ready to fight PASSIVE

Friendly Fellowship models within 6" of Barliman count as having the Dominant (2) special rule.


FREDEGAR 'FATTY' BOLGER [10 POINTS]

MINOR HERO, UNIQUE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 2 7+ 8+ 0 1 1

WARGEAR

  • Unarmed

SPECIAL RULES

  • Dominant (2)
  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Live to fight another day PASSIVE

If Fredegar attempts to Charge an enemy model with the Terror special rule and fails the Courage Test, then Fredegar may still Move as normal; however, he may not Charge any model that turn.


BILBO BAGGINS, AGEING HOBBIT [45 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 2 1 2 4+ 5+ 1 3 3

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Resolve

OPTIONS

  • Mithril Coat: 15 points
  • Sting: 5 points
  • The One Ring: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1).

  • Mithril Coat PASSIVE

A piece of Mithril armour, additionally Bilbo may re-roll Fate rolls of a 1.

  • Sting ACTIVE

An Elven hand weapon, Bilbo gains +1 Strength when making strikes with Sting.

  • Slip Away PASSIVE

Whilst wearing the One Ring and Invisible, enemy models Engaged in Combat with Bilbo must halve their Fight value.


BILL THE PONY [25 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
8" 2 6+ 3 4 1 2 6+ 7+ 0 1 2

WARGEAR

  • Iron-shod hooves (hand weapon)

SPECIAL RULES

  • Fearful

  • Official Meals PASSIVE

Fellowship models treat Bill as a banner.

  • Second Breakfast PASSIVE

A Fellowship model who ends their Activation in base contact with Bill can roll a D6. On a 5+, they may restore 1 point of Might, Will or Fate spent earlier in the battle. Only one model can use this rule each turn.

  • Only a Pony PASSIVE

Bill never provides a Stand Fast. However, he can benefit from any Fellowship hero's Stand Fast.


FOLCO BOFFIN [25 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 1 7+ 8+ 0 3 1

WARGEAR

  • Unarmed

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • High Spirits PASSIVE

Whenever a friendly Hobbit model within 6" of Folco spends a Might Point, they may roll a D6. On a natural 6, the Might Point spent is free and does not reduce the model's store of Might.

  • A Helpful Sort ACTIVE

If Folco is within 3" of Frodo, then Frodo can spend Folco's Will Points to declare a Heroic Move instead of using one of his own Might Points.


GOLDBERRY [80 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
6" ? ? ? ? ? ? ? ? 0 8 0

WARGEAR

  • Unarmed

SPECIAL RULES

  • River-daughter PASSIVE

Goldberry treats all kinds of terrain as Open Ground and always treats the result of any Climb, Leap, Jump and Swim Tests as a 6. Goldberry cannot be targeted by any abilities, special rules, Magical Powers, Brutal Power Attacks or shooting attacks, either friendly or enemy. This means that any Magical Powers that would target Goldberry will automatically be resisted, even if they would target multiple models. If Goldberry is hit by a missile weapon as a result of a failed In The Way Test, the shot will automatically disappear and have no effect. Goldberry does not have a Control Zone. Enemy models cannot Move into base contact with Goldberry for any reason, unless Goldberry's controlling player explicitly allows it. If a model would be forced into base contact with Goldberry, then they will stop just before moving into base contact. Goldberry may Charge enemy models as normal, and her side will automatically win any Combat that Goldberry is involved in; however, when they do, friendly models may not make Strikes in that Combat. Goldberry may never carry Objectives under any circumstances and may never be chosen in Scenarios that require a player to choose a specific Hero model.

  • Goldberry is waiting PASSIVE

Goldberry may only be included in your Army if it includes Tom Bombadil. Goldberry must give up a Will Point during the End Phase of any turn in which she was Engaged in Combat. Should Goldberry be reduced to 0 Will Points, or if there are no friendly models on the board other than herself and/or Tom Bombadil, then she will simply wander off back to her homestead. Remove Goldberry as a casualty.

  • Sing a Jolly Song (Goldberry) ACTIVE

At any point during her Activation, Goldberry may spend a Will Point to sing one of the songs listed below to gain the relevant effect. Goldberry may sing any number of these songs during her Activation, and may sing each of these songs as many times as she wishes during her Activation unless otherwise stated. Every time Goldberry sings a song it will cost her a Will Point. "Supper is Ready" - Choose a friendly model within 6" of Goldberry. The chosen model immediately regains a single Wound lost earlier in the battle. A model may only be chosen by this song once per turn. "Have Peace Now" - Choose an enemy model within 6" of Goldberry. The chosen model may not be Activated during their player's Activation Phase this turn, but may otherwise act normally in all other Phases. This song may only be sung once per turn. "Heed no Nightly Noises" - Choose a friendly model within 6" of Goldberry. Until the end of the turn, the chosen model automatically passes any Courage Tests it is required to take. Additionally, if the chosen model Charges an enemy model, the chosen model will increase their Fight Value by 1 until the End Phase of the turn. A model may only be chosen by this song once per turn.


LOBELIA SACKVILLE-BAGGINS [20 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 2 1 1 4+ 6+ 0 4 1

WARGEAR

  • Umbrella

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Umbrella ACTIVE

If Lobelia wins a Combat, she may not make Strikes.

  • Furious Tirade ACTIVE

Enemy Warrior models from may not benefit from a Hero model's Stand Fast whilst within 6" of Lobelia.

  • A Stern Scolding ACTIVE

Once per turn during her Activation, Lobelia can spend a Will point, and choose an enemy model within 6" and Line of Sight. Roll a D6, and on a 2+, that model cannot Activate this turn. Also, their Attack is reduced to 1 in any Combat. Does not affect Monster, Chariot or War Beast models.


MERIADOC BRANDYBUCK [10 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 1 6+ 6+ 0 0 2

WARGEAR

  • Hand weapon

OPTIONS

  • Elven cloak: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • For the Shire! ACTIVE

If Merry is within 3" of Boromir of Gondor, Merry may spend his Might points as if they were his own.


PEREGRIN TOOK [10 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 1 6+ 7+ 0 0 2

WARGEAR

  • Hand weapon

OPTIONS

  • Elven cloak: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1).

  • For the Shire! ACTIVE

If Pippin is within 3" of Boromir of Gondor, Merry may spend his Might points as if they were his own.


ROSIE COTTON [20 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
4" 1 3+ 2 3 1 1 7+ 7+ 0 1 2

WARGEAR

  • Unarmed

SPECIAL RULES

  • Fearful
  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • If I were to marry anyone, it would've been her PASSIVE

Whilst Sam is within 3" of Rosie, he may re-roll any failed To Wound rolls when making strikes.

  • Sweet Maiden of the Golden Ale PASSIVE

Rosie is a banner of range 6" for friendly Hobbit models. She also counts as a banner towards Scenario Victory Points, as long as she is alive.


SMEAGOL [30 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
5" 4 5+ 4 4 2 2 7+ 6+ 1 0 1

WARGEAR

  • Strangling fingers (never unarmed)

SPECIAL RULES

  • Cave Dweller
  • Mountain Dweller
  • Stalk Unseen

  • "Serve the Master of the Precious" PASSIVE

Smeagol's Courage value is 5+ whilst within 6" of Frodo.

  • "Soft and quick and shadows we must be" ACTIVE

Smeagol does not halve his Move value when moving through Difficult Terrain. Additionally, if Frodo or Sam begin their Activation within 6" of Smeagol, they will also benefit from this special rule.


THE GATEKEEPER OF BREE [40 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
6" 3 5+ 3 3 1 2 7+ 8+ 1 3 1

WARGEAR

  • Hand weapon

SPECIAL RULES

  • A Light in the Dark PASSIVE

The area within 6" of the Gatekeeper is always considered to be daylight. Additionally, enemy models cannot Charge friendly models if they can charge the Gatekeeper instead.

  • Gatekeeper ACTIVE

After Priority has been rolled, the Gatekeeper may spent a Will point and choose one enemy Infantry model within 6" and in Line of Sight, and roll a D6. On a 3+, that model cannot Move that during their Activation, but may perform any other action as normal. Does not affect Monster models.


THRAIN THE BROKEN [10 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
6" 4 4+ 2 4 1 2 6+ 6+ 0 0 1

WARGEAR

  • Hand weapon

SPECIAL RULES

  • Shattered Spirit PASSIVE

At the start of the Move Phase, before the Declare Heroic Actions Step, Thrain must take an Intelligence Test. If the test is passed, Thrain acts normally during the turn. If the test is passed on a double (i.e., both dice show the same score) then until the end of the turn, Thrain increases his Attacks to 3, his Strength to 4, and gains the Fearless special rule. If the test is failed, then the opposing player controls Thrain as if he was one of their models, and will Activate Thrain during their own Activation Phase. Though he is being controlled by the opposing player, Thrain cannot be targeted with shooting attacks, Magical Powers or special rules that affect enemy models. Additionally, if Thrain was a Good model, then other Good models cannot make Strikes against him should they beat him in a Combat or make Shooting Attacks if he would be In The Way as with any other Good model.

  • Gandalf's Intervention ACTIVE

If when Thrain takes his Intelligence Test for his Shattered Spirit special rule he is within 3" of a friendly Gandalf the Grey, then he may alter a single dice rolled as part of his Intelligence Test by 1, either up or down. If after this alteration the score of the Intelligence Test is a double, then Thrain may gain the benefits of rolling a double as described in his Shattered Spirit special rule.


TOM BOMBADIL [120 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
6" ? ? ? ? ? ? ? ? 0 12 0

WARGEAR

  • Unarmed

SPECIAL RULES

  • Tom is Master PASSIVE

Tom Bombadil treats all kinds of terrain as Open Ground and always treats the result of any Climb, Leap, Jump and Swim Tests as a 6. Tom cannot be targeted by any abilities, special rules, Magical Powers, Brutal Power Attacks or shooting attacks, either friendly or enemy. This means that any Magical Powers that would target Tom will automatically be resisted, even if they would target multiple models. If Tom is hit by a missile weapon as a result of a failed In The Way Test, the shot will automatically disappear and have no effect. Tom Bombadil does not have a Control Zone. Enemy models cannot Move into base contact with Tom for any reason, unless Tom's controlling player explicitly allows it. If a model would be forced into base contact with Tom, then they will stop just before moving into base contact. Tom may Charge enemy models as normal, and his side will automatically win any Combat that Tom is involved in; however, when they do, friendly models may not make Strikes in that Combat. Tom Bombadil may never carry Objectives under any circumstances, and may never be chosen in Scenarios that require a player to choose a specific Hero model.

  • Tom has his house to mind PASSIVE

Tom Bombadil must give up a Will Point during the End Phase of any turn in which he was Engaged in Combat. Should Tom Bombadil be reduced to 0 Will Points, or if there are no friendly models on the board other than himself and/or Goldberry, then he will simply wander off back to his homestead. Remove Tom Bombadil as a casualty.

  • Sing a Jolly Song (Tom) ACTIVE

At any point during his Activation, Tom may spend a Will Point to sing one of the songs listed below to gain the relevant effect. Tom may sing any number of these songs during his Activation, and may sing each of these songs as many times as he wishes during his Activation unless otherwise stated. Every time Tom sings a song it will cost his a Will Point. "Hey! Come Merry Doll!" - Choose a friendly model within 6" of Tom Bombadil. The chosen model immediately regains a single Wound lost earlier in the battle. A model may only be chosen by this song once per turn. "Hop along, my hearties!" - Until the end of the turn, friendly models that begin their Activation within 6" of Tom Bombadil may add 3" to their Move Value and will treat all areas of Difficult Terrain as Open Ground. A model may only be affected by this song once per turn. "Wake now my merry lads!" - Choose a friendly model within 6" of Tom Bombadil. The chosen model immediately recovers from the effects of any enemy Magical Powers currently cast upon them. Additionally, until the end of the turn, the chosen model cannot be chosen as the target of any enemy Magical Powers or special rules. "Ring a ding dillo!" - Until the end of the turn, friendly models within 6" of Tom Bombadil automatically pass any Courage Tests they are required to take. "Get out, you Wight!" - Choose an enemy Spirit model within 6" of Tom Bombadil. The chosen model immediately suffers a Wound. This song may only be sung once per turn.


BEORNING [20 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 4 2 2 5+ 5+ - - -

WARGEAR

  • Hand-and-a-half weapon
  • Hand weapon

OPTIONS

  • Swap hand-and-a-half weapon for great bow: Free

SPECIAL RULES

  • Burly
  • Woodland Creature

  • Followers of the Bear PASSIVE

This model treats friendly Bear models as a banner.


ENT [100 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
6" 7 4+ 8 8 3 3 4+ 5+ - - -

WARGEAR

  • Roots and branches (hand weapon)

OPTIONS

  • Beech: Free
  • Oak: Free
  • Chestnut: Free
  • Ash: Free

SPECIAL RULES

  • Dominant (3)
  • Fearless
  • Large Target
  • Throw Stones (range 18", Strength 10)
  • Terror
  • Woodland Creature

  • Bludgeon BRUTAL POWER ATTACK

Choose one enemy model as a bludgeon, and another model as the target. Both suffer a S8 hit. If the target is slain, you may keep repeating this until the bludgeon is not slain (in which case that model is knocked Prone). The bludgeon cannot be a Monster, Chariot or War Beast. If the bludgeon is a Cavalry model, then the rider is picked up and separated from their mount.


FLEDGELING GREAT EAGLE [75 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
12" 6 4+ 5 7 2 3 5+ 5+ - - -

WARGEAR

  • Claws and beak (hand weapon)

SPECIAL RULES

  • Dominant (2)
  • Fly
  • Large Target
  • Monstrous Charge
  • Terror

GREAT EAGLE [100 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
12" 7 4+ 6 8 2 3 4+ 4+ - - -

WARGEAR

  • Claws and beak (hand weapon)

SPECIAL RULES

  • Dominant (3)
  • Fly
  • Large Target
  • Monstrous Charge
  • Terror

HOBBIT ARCHER [5 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
4" 2 3+ 2 3 1 1 7+ 7+ - - -

WARGEAR

  • Hand weapon
  • short bow

OPTIONS

  • War horn: 25 points
  • Tookish Hunters: 1 point

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

HOBBIT MILITIA [4 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
4" 1 3+ 2 3 1 1 7+ 8+ - - -

WARGEAR

  • Hand weapon

OPTIONS

  • Battlin' Brandybucks: 1 point

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1).

HOBBIT SHIRRIFF [5 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 1 7+ 7+ - - -

WARGEAR

  • Hand-and-a-half weapon

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

WOSES WARRIOR [9 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
6" 3 3+ 3 3 1 1 7+ 7+ - - -

WARGEAR

  • Hand weapon
  • spear
  • blowpipe

SPECIAL RULES

  • Hatred (Goblin)
  • Hated (Orc)
  • Hatred (Uruk-hai)
  • Stalk Unseen
  • Poisoned Attacks
  • Woodland Creature