The Free Peoples
ARAGORN, STRIDER [160 POINTS]
MAN | FELLOWSHIP, DUNEDAIN | HERO, INFANTRY, UNIQUE | 25MM
| 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
- Andúril, Flame of the West - 40 points
- Brego - 20 points
- Armour - 5 points
- Bow - 5 points
- Elven Cloak - 5 points
SPECIAL RULES
- Horse Lord
- Mighty Hero
-
Ring of Barahir
PASSIVE
This is a Unique piece of Wargear. Whenever Aragorn is affected by a Magical Power, after any Resist Tests have been made (if able), he may roll a D6. On a natural 6, Aragorn is not affected by that Magical Power.
- Andúril, Flame of the West
ACTIVE
This is a Unique Elven hand-and-a-half weapon. Whenever Aragorn makes Strikes with Andúril, he never requires more than a 4+ when rolling To Wound. If Aragorn uses Andúril as a two-handed weapon, then he will still gain the bonus of +1 when rolling To Wound, meaning he will Wound on a 3+.
BREGO
HORSE | MOUNT | 40MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 10" | 2 | 6+ | 3 | 4 | 0 | 1 | 6+ | 6+ |
SPECIAL RULES
- Sure-footed Steed
ACTIVE
If Brego's rider would be knocked Prone whilst riding Brego, and Brego is not slain as a result of the effect causing the rider to be knocked Prone, then before becoming a Separated Mount the rider may roll a D6. On a 6, the rider is not knocked Prone and stays mounted upon Brego. The rider may use Might to improve this roll.
GANDALF THE GREY [170 POINTS]
WIZARD | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
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+ |
OPTIONS
- Gandalf's Cart - 5 points
- Horse - 20 points
SPECIAL RULES
- Glamdring
ACTIVE
This is a Unique Elven hand-and-a-half weapon. A model gains a bonus of +1 to their Strength when making Strikes with Glamdring.
- Narya
PASSIVE
This is a Unique piece of Wargear. Gandalf may re-roll any failed Fate Rolls.
GANDALF'S CART
HORSE | MOUNT | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 8" | 1 | 6+ | 3 | 3 | 0 | 3 | 8+ | 8+ |
SPECIAL RULES
- Gandalf's Rockets
ACTIVE
At the start of every friendly Shoot Phase, Gandalf may select one of the fireworks listed below, then choose one enemy model he has Line of Sight to and is within 6" of his cart and roll a D6. On a 2+, the chosen model suffers the effect of the selected firework. This can be done even if Gandalf is Engaged in Combat, and may even target an enemy model who is themselves Engaged in Combat. No In The Way Rolls are required for this special rule.
- Whooshing Arrow - The target immediately suffers a Strength 2 hit.
- Goblin Popper - The target is immediately knocked Prone. This has no effect on Monster models.
- Flaming Wheel - The target suffers a -1 penalty to their Duel Rolls in the ensuing Fight Phase.
- The Big One - The target immediately suffers a Strength 8 hit and, if they survive, are knocked Prone. This firework can only be used once per game.
GWAIHIR [200 POINTS]
EAGLE | MISTY MOUNTAINS | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| 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
SPECIAL RULES
- Dominant (4)
- Fly
- Large Target
- Monstrous Charge
-
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]
WIZARD | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
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
-
Sebastian
ACTIVE
This is a Unique piece of Wargear. During a Combat, Radagast may roll an additional D6 in his Duel Roll, and may make an additional Strike if he wins the Combat. This additional D6 cannot be modified by Might, and is treated as being Strength 1 when making Strikes - roll a separate dice for Sebastian to make sure.
- Master of Birds
PASSIVE
Radagast is always assumed to have Line of Sight to anywhere on the battlefield. Additionally, friendly Eagle models within 12" of Radagast gain the Resistant to Magic special rule.
Great Eagle
EAGLE | MISTY MOUNTAINS | WARRIOR, MOUNT, INFANTRY | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 12" | 7 | 4+ | 6 | 8 | 2 | 3 | 4+ | 4+ |
WARGEAR
- Claws and beak (hand weapon)
SPECIAL RULES
If Radagast dismounts from the Great Eagle, it automatically passes its Courage Test for being a Separated Mount.
Radagast's Sleigh
RABBIT | THORIN'S COMPANY | CHARIOT | 120MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 10" | 2 | 6+ | 3 | 3 | 2 | 4 | 8+ | 8+ |
SPECIAL RULES
- Dominant (3)
-
Chariot Charge
ACTIVE
When Radagast's Sleigh Moves via Chariot Charge, it will inflict 2 Strength 4 Impact hits.
If Radagast dismounts from his Sleigh, it must be removed from play.
SARUMAN [170 POINTS]
WIZARD | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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
The range of Saruman's Stand Fast is 12" rather than 6". Additionally, friendly Hero models can benefit from Saruman's Stand Fast.
- Consuming Rivalry
PASSIVE
Saruman may never benefit from a Heroic Action declared by Gandalf the Grey, nor may he be targeted by any Magical Power Cast by a friendly Gandalf the Grey.
- Lord of the Istari
ACTIVE
At the beginning of each Move Phase, before the Declare Heroic Actions Step, Saruman may choose a single enemy model within 6" and Line of Sight. The chosen model must immediately take an Intelligence Test. If the test is failed, the chosen model cannot be Activated that turn.
TREEBEARD [190 POINTS]
ENT | FANGORN | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| 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
OPTIONS
- Merry & Pippin - 10 points
SPECIAL RULES
- Dominant (5)
- Fearless
- Large Target
- Terror
- Throw Stones (range 18", Strength 10)
-
Merry & Pippin
PASSIVE
If this option is taken, then both Merry and Pippin will ride into battle on Treebeard, and will use the profiles given on page 11. They are still treated as individual models and will count towards the Army's total number of models and Break Point. Merry and Pippin are treated as Passengers (though this will not give Treebeard either the Cavalry or Mount keywords), with the exception that they cannot be targeted individually by shooting attacks, Magical Powers, or special rules, and Strikes cannot be made against them in Combat. Any shooting attacks that hit Treebeard do not need to make In The Way Tests - they will automatically hit Treebeard. Whilst riding Treebeard, Merry and Pippin may still use their Throw Stones special rule and will never count as having Moved. They can still do this even whilst Treebeard is Engaged in Combat. Unlike other Passengers, should Merry or Pippin dismount, they may remount Treebeard again by ending their Move in base contact with him. So long as at least one of Merry and Pippin remains on Treebeard, Treebeard has the Resistant to Magic special rule.
- Bludgeon
BRUTAL POWER ATTACK
Before models Back Away, select one enemy model involved in the Combat to be picked up by the Ent and be the Bludgeon. If this is a Cavalry model, then it is the rider that is picked up and the Mount becomes a Separated Mount. The chosen model cannot be a Monster, Chariot or War Beast. Choose another model involved in the Combat. Both the chosen model and the Bludgeon suffer one Strength 8 hit. If the chosen model is slain, choose a different model involved in the Combat and repeat the process. Keep doing this until either the Ent fails to slay a chosen model, or no more models can be chosen. The process carries on even if the Bludgeon is slain; the Ent keeps using their body as a weapon. If the Bludgeon survives, they will be placed back where they were in the Combat and be knocked Prone. Once this Brutal Power Attack is resolved, enemy models Back Away as normal.
BEORN [200 POINTS]
MAN | BEORNING | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Burly
- Dominant (2)
- Fearless
- Resistant to Magic
-
Skin-changer
ACTIVE
At the beginning 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.
Beorn the Bear
BEAR | BEORNING | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 8 | 4+ | 8 | 8 | 3 | 3 | 3+ | 6+ | * | * | * |
WARGEAR
- Claws and teeth (hand weapons)
HEROIC ACTIONS
SPECIAL RULES
- Burly
- Dominant (5)
- Fearless
- Monstrous Charge
- Resistant to Magic
- Terror
-
Skin-changer
ACTIVE
At the start of his Activation, Beorn can change his form from Bear to Man. If he does, place the Man model in base contact with the Bear model, and then remove the Bear model from play. If there is no space to place the Man model, then Beorn cannot transform. Once he has transformed, Beorn may continue his Activation as normal, including Charging, in which case check the Line of Sight from the newly placed Man model to determine whether Beorn can Charge. Once Beorn has transformed, he uses the Beorn profile - though his Wounds, Might, Will and Fate Points remain the same between both profiles.
- Berserk
PASSIVE
When Beorn the Bear begins his Activation, he must check to see if he can Charge an enemy model. If he can then he may not change form during this Activation and he must Charge an enemy model if possible. Additionally, Beorn the Bear may not benefit from the Heroic Actions of other friendly models, with the exception of friendly Bear models, and friendly models may not benefit from the Heroic Actions or Stand Fast of Beorn unless they have the Beorning keyword.
- Crushing Strength
BRUTAL POWER ATTACK
If Beorn wins a Duel Roll he can choose to use this Brutal Power Attack. If he does, choose a single enemy model involved in the Combat. The chosen model immediately suffers a Strength 10 hit. If the To Wound Roll is successful (even if the Wound is prevented), the model immediately suffers another Strength 10 hiWt, and so on until either Beorn fails a To Wound Roll, or the chosen model is slain and removed as a casualty.
BOROMIR OF GONDOR [95 POINTS]
MAN | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
OPTIONS
- Horse - 20 points
- Elven Cloak - 5 points
- Shield - 5 points
SPECIAL RULES
- Horn of Gondor
ACTIVE
This is a Unique war horn. At the start of a Combat involving Boromir, if he is outnumbered in the Combat then he may blow the Horn of Gondor. If he does, then one enemy model involved in the Combat (chosen by their controlling player) must take a Courage Test. If the Courage Test is passed then the Combat is fought as normal. If the Courage Test is failed then no Duel Roll is made and Boromir automatically wins the Combat.
- Protect the little ones!
PASSIVE
Whilst within 3" of a friendly Fellowship Hobbit model, Boromir gains the Fearless special rule and may re-roll failed To Wound Rolls when making Strikes.
GALADRIEL, LADY OF LIGHT [125 POINTS]
ELF | WHITE COUNCIL | HERO, INFANTRY, UNIQUE | 25MM
| 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
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fortify Spirit | 12" | 3+ |
| Banishment | 12" | 4+ |
| Instill Fear | Self | 4+ |
SPECIAL RULES
- Terror
-
Nenya
PASSIVE
This is a Unique piece of Wargear. Galadriel may re-roll any failed Fate rolls.
- The Light of Earendil
ACTIVE
This is a Unique piece of Wargear. At any point during her Activation, Galadriel can use the Light of Eärendil to roll a D6. On a 3+, Galadriel counts as having Cast the Blinding Light Magical Power. This does not prevent Galadriel from attempting to Cast another Magical Power during her Activation.
- The Lady of Lorien
PASSIVE
Galadriel gains a free Will Point at the start of each turn. If this free Will Point is not spent by the end of the turn, it is lost.
- War Aspect
PASSIVE
Enemy models within 6" of Galadriel suffer a -1 penalty to any Courage Tests they take. Additionally, Galadriel never counts as Unarmed.
- "Go back to the void, from whence you came!"
ACTIVE
Galadriel may target any enemy model with the Banishment Magical Power as if it was a Spirit model; though non-Spirit models targeted in this way gain an additional free Will Point when attempting to Resist this Magical Power. Once per game, so long as she has at least 1 Will Point remaining, Galadriel may use this special rule instead of attempting to Cast a Magical Power. If she does, then Galadriel may choose a single enemy model within 6". The chosen model immediately suffers D3 Wounds. After using this special rule, Galadriel reduces her Will Points to 0, is placed Prone, and no longer benefits from her The Lady of Lórien or War Aspect special rules (this will mean she is then Unarmed).
GHAN-BURI-GHAN [65 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Hatred (Goblin)
- Hatred (Orc)
- Hatred (Uruk-hai)
- Poisoned Attacks
- Stalk Unseen
-
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]
MAN | BEORNING | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Burly
- Dominant (2)
- Fearless
- Resistant to Magic
-
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.
Grimbeorn the Bear
BEAR | BEORNING | HERO, INFANTRY, MONSTER, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 7 | 4+ | 8 | 8 | 3 | 3 | 3+ | 6+ | * | * | * |
WARGEAR
- Claws and teeth (hand weapons)
HEROIC ACTIONS
SPECIAL RULES
- Burly
- Dominant (5)
- Fearless
- Monstrous Charge
- Resistant to Magic
- Terror
-
Skin-changer
ACTIVE
At the beginning of his Activation, Grimbeorn the Bear can change his form from Bear to Man. If he does, place the Man model in base contact with the Bear model, and then remove the Bear model from play. If there is no space to place the Man model, then Grimbeorn cannot transform. Once he has transformed, Grimbeorn may continue his Activation as normal, including Charging in which case check the Line of Sight from the newly placed Man model to determine whether Grimbeorn can Charge. Once Grimbeorn the Bear has transformed, he uses the Grimbeorn 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.
- Crushing Strength
BRUTAL POWER ATTACK
If Grimbeorn wins a Duel Roll he can choose to use this Brutal Power Attack. If he does, choose a single enemy model involved in the Combat. The chosen model immediately suffers a Strength 10 hit. If the To Wound Roll is successful (even if the Wound is prevented), the model immediately suffers another Strength 10 hit, and so on until either Grimbeorn fails a To Wound Roll, or the chosen model is slain and removed as a casualty.
LEGOLAS [100 POINTS]
ELF | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
OPTIONS
- Horse - 20 points
- Armour - 5 points
- Elven Cloak - 5 points
SPECIAL RULES
- Sharpshooter
-
"Final Count, 42"
ACTIVE
If your Army contains both Legolas Greenleaf and Gimli, son of Glóin, then keep track of how many enemy models each of them has killed. Whilst he has fewer kills than Gimli, Legolas gains a bonus of +1 To Wound when making 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 may make a single shooting attack against an enemy model Engaged in Combat with a friendly model (including himself). If he does, then if the To Hit Roll is successful, Legolas 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]
HOBBIT | SHIRE | HERO, CAVALRY, UNIQUE | 25MM
| 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
OPTIONS
- Elven Cloak - 5 points
- Shield - 5 points
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
Horn of the Riddermark
ACTIVE
This is a Unique war horn. Additionally, Merry gains the Fearless special rule.
Any Hobbit Militia in Merry's Warband upgraded to Battlin' Brandybucks have Strength 3.
PEREGRIN TOOK, CAPTAIN OF THE SHIRE [60 POINTS]
HOBBIT | SHIRE | HERO, CAVALRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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.
Any Hobbit Archers in Pippin's Warband upgraded to Tookish Hunters may re-roll To Wounds of a 1 when making shooting attacks.
BALDO TULPENNY [40 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
ENT | FANGORN | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| 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
SPECIAL RULES
- Dominant (3)
- Fearless
- Large Target
- Throw Stones (range 18", Strength 10)
- Terror
-
Deep-rooted Hatred
ACTIVE
Beechbone must re-roll all failed To Wound Rolls when making Strikes against any Orc, Uruk-hai, Goblin or Isengard models. In addition, when Beechbone Moves he must always Charge an Orc, Uruk-hai, Goblin or Isengard model if possible.
- Bludgeon
BRUTAL POWER ATTACK
Before models Back Away, select one enemy model involved in the Combat to be picked up by the Ent and be the Bludgeon. If this is a Cavalry model, then it is the rider that is picked up and the Mount becomes a Separated Mount. The chosen model cannot be a Monster, Chariot or War Beast.
Choose another model involved in the Combat. Both the chosen model and the Bludgeon suffer one Strength 8 hit. If the chosen model is slain, choose a different model involved in the Combat and repeat the process. Keep doing this until either the Ent fails to slay a chosen model, or no more models can be chosen. The process carries on even if the Bludgeon is slain; the Ent keeps using their body as a weapon. If the Bludgeon survives, they will be placed back where they were in the Combat and be knocked Prone. Once this Brutal Power Attack is resolved, enemy models Back Away as normal.
BIRCHSEED [150 POINTS]
ENT | FANGORN | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| 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
SPECIAL RULES
- Dominant (3)
- Fearless
- Large Target
- Throw Stones (range 18", Strength 10)
- Terror
-
Naturally Unhasty
ACTIVE
If the opposing player won the roll for Priority and chose to have Priority themselves that turn, then during the Declare Heroic Actions step of the ensuing Move Phase, Birchseed may declare a Heroic Move for free.
- Bludgeon
BRUTAL POWER ATTACK
Before models Back Away, select one enemy model involved in the Combat to be picked up by the Ent and be the Bludgeon. If this is a Cavalry model, then it is the rider that is picked up and the Mount becomes a Separated Mount. The chosen model cannot be a Monster, Chariot or War Beast.
Choose another model involved in the Combat. Both the chosen model and the Bludgeon suffer one Strength 8 hit. If the chosen model is slain, choose a different model involved in the Combat and repeat the process. Keep doing this until either the Ent fails to slay a chosen model, or no more models can be chosen. The process carries on even if the Bludgeon is slain; the Ent keeps using their body as a weapon. If the Bludgeon survives, they will be placed back where they were in the Combat and be knocked Prone. Once this Brutal Power Attack is resolved, enemy models Back Away as normal.
FARMER MAGGOT [50 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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.
Grip, Fang and Wolf
DOG | SHIRE | INFANTRY, WARRIOR, BEAST, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 8" | 3 | 6+ | 3 | 3 | 1 | 1 | 7+ | 7+ |
WARGEAR
- Teeth and claws (hand weapons)
SPECIAL RULES
-
Loyal Hounds
PASSIVE
Grip, Fang and Wolf will always use Farmer Maggot's Courage characteristic whilst he is alive and on the battlefield. Additionally, Grip, Fang and Wolf treat Farmer Maggot as a banner with a range of 6", and may re-roll failed To Wound Rolls whilst within 6" of Farmer Maggot.
FARMER TOLMAN COTTON [35 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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]
HOBBIT | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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
This is a Unique piece of Mithril armour. Additionally, the wearer may re-roll Fate rolls of a 1.
- Sting
ACTIVE
This is a Unique Elven hand weapon. A model gains a bonus of +1 to their Strength when making Strikes with Sting.
FRODO OF THE NINE FINGERS [70 POINTS]
HOBBIT | SHIRE | HERO, CAVALRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Elven Cloak - 5 points
SPECIAL RULES
-
Mithril Coat
PASSIVE
This is a Unique piece of 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]
DWARF | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Elven Cloak - 5 points
SPECIAL RULES
- Axes of the Dwarves!
ACTIVE
At the beginning of each Combat he is involved in, Gimli can choose to either fight with an axe in each hand, in which case he will fight with 3 Attacks, or with his two-handed axe.
- "I myself am sitting pretty on 43"
ACTIVE
If your Army contains both Legolas Greenleaf and Gimli, son of Glóin, then keep track of how many enemy models each of them has killed. Whilst he has fewer kills than Legolas, Gimli gains a bonus of +1 To Wound when making Strikes.
HAMFAST 'GAFFER' GAMGEE [35 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
Leave my Flowers Alone!
PASSIVE
After both sides have deployed, before the first turn begins, Hamfast's controlling player may place three 25mm Flower Markers anywhere on the board. Models can Move freely over Flower Markers, but may never end their Move overlapping a Flower Marker. They may also not Back Away or Make Way so that they are overlapping a Flower Marker. Objects such as a Siege Engine, Heavy Object, or other such items can never be placed so that they are overlapping a Flower Marker. Friendly Hobbit models may re-roll failed To Wound Rolls when making Strikes or shooting attacks that target an enemy model within 3" of a friendly Flower Marker. Additionally, Hamfast gains a bonus of +1 To Wound when making Strikes or shooting attacks that target an enemy model within 3" of a friendly Flower Marker.
HOLFOOT BRACEGIRDLE, SHIRRIFF-LEADER [40 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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.
Any Hobbit Archers in Paladin's Warband upgraded to Tookish Hunters may re-roll To Wounds of a 1 when making shooting attacks.
ROBIN SMALLBURROW, HOBBIT SHIRRIFF [25 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
HOBBIT | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
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
During the Declare Heroic Actions step of the Fight Phase, if Frodo is Engaged in Combat and is 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 Frodo's Combat. If this is not possible, then Sam must Move as close as possible to Frodo. Sam cannot use this special rule if he is in the same Combat as Frodo.
- Frying Pan
ACTIVE
Instead of making Strikes if he wins a Duel Roll, Sam may choose to use his Frying Pan as a weapon. Choose one enemy Infantry model involved in the Combat (with the exception of a Monster) and roll a D6. On a 4+, the chosen model is stunned by the hit and cannot Move during the following turn, but may otherwise act normally.
SAMWISE THE BRAVE [60 POINTS]
HOBBIT | SHIRE | HERO, CAVALRY, UNIQUE | 25MM
| 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
OPTIONS
- Elven Cloak - 5 points
SPECIAL RULES
- Resistant to Magic
- Sworn Protector (Frodo)
- Sworn Protector (Rosie)
-
Throw Stones (range 8", Strength 1)
-
Sting
ACTIVE
This is a Unique Elven hand weapon. A model gains a bonus of +1 to their 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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
MAN | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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+, the friendly model regains a Wound lost earlier in the battle.
- 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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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
This is a Unique piece of Mithril armour. Additionally, the wearer may re-roll Fate rolls of a 1.
- Sting
ACTIVE
This is a Unique Elven hand weapon. A model gains a bonus of +1 to their Strength when making Strikes with Sting.
- Slip Away
PASSIVE
Whilst Bilbo is wearing the One Ring and is Invisible, enemy models Engaged in Combat with Bilbo will halve their Fight Value even if there are other models friendly to Bilbo Engaged in the same Combat.
BILL THE PONY [25 POINTS]
PONY | FELLOWSHIP | HERO, INFANTRY, BEAST, UNIQUE | 40MM
| 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
-
Official Meals
PASSIVE
Friendly Fellowship models treat Bill the Pony as a banner.
- Second Breakfast
PASSIVE
A friendly Fellowship model who ends their Activation in base contact with Bill the Pony may roll a D6. On a 5+, the model may regain a single point of Might, Will or Fate spent earlier in the battle. Only a single friendly model can use this special rule each turn.
- Only a Pony
PASSIVE
Bill the Pony may never provide a Stand Fast. However, Bill the Pony may benefit from the Stand Fast of other Fellowship models.
FOLCO BOFFIN [25 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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]
SPIRIT | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | ? | ? | ? | ? | ? | ? | ? | ? | 0 | 8 | 0 |
WARGEAR
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]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
This is a hand weapon. If Lobelia wins a Combat she may not make Strikes (she will likely just give her opponent a good, but ultimately painless, battering with her umbrella!).
- Furious Tirade
ACTIVE
Enemy Warrior models cannot benefit from a Hero model's Stand Fast whilst within 6" of Lobelia.
- A Stern Scolding
ACTIVE
Once per turn, at any point during her Activation, Lobelia can spend a Will Point to use this special rule. If she does, choose an enemy model within 6" and Line of Sight and roll a D6. On a 2+, the chosen model cannot Activate this turn and if the model takes part in a Combat during the Fight Phase, they treat their Attacks characteristic as 1 instead of its usual value. This special rule has no effect on Monster, Chariot or War Beast models.
MERIADOC BRANDYBUCK [10 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
OPTIONS
- Elven Cloak - Free
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
For the Shire!
ACTIVE
Whilst within 3" of Boromir of Gondor, Merry may spend Boromir's Might Points as if they were his own.
PEREGRIN TOOK [10 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
OPTIONS
- Elven Cloak - Free
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1).
-
For the Shire!
ACTIVE
Whilst within 3" of Boromir of Gondor, Pippin may spend Boromir's Might Points as if they were his own.
ROSIE COTTON [20 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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, Sam may re-roll any failed To Wound Rolls when making Strikes.
- "Sweet Maiden of the Golden Ale"
PASSIVE
Friendly Hobbit models treat Rosie Cotton as a banner with a range of 6". Additionally, so long as she is alive, Rosie will also count as a banner for the purpose of Victory Points in Scenarios that award Victory Points for having a banner left alive.
SMEAGOL [30 POINTS]
HOBBIT | FELLOWSHIP | HERO, INFANTRY, UNIQUE | 25MM
| 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
-
"Serve the Master of the Precious"
PASSIVE
Whilst within 6" of Frodo, Sméagol treats his Courage Value as 5+.
- "Soft and quick and shadows we must be"
ACTIVE
Sméagol does not halve his Move Value when Moving through Difficult Terrain. Additionally, if Frodo or Sam begin their Activation within 6" of Sméagol, they will also benefit from this special rule.
THE GATEKEEPER OF BREE [40 POINTS]
MAN | BREE | HERO, INFANTRY, UNIQUE | 25MM
| 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
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 could Charge the Gatekeeper instead. If an enemy model cannot Charge the Gatekeeper, they may Charge other friendly models as normal.
- Gatekeeper
ACTIVE
At the end of the Priority Phase, the Gatekeeper of Bree may spend a Will Point to use this special rule. If he does, the Gatekeeper may select a single enemy Infantry model within 6" and Line of Sight and roll a D6. On a 3+, the chosen model may not Move during their Activation, but may otherwise act normally. Monster models are unaffected by this special rule.
THRAIN THE BROKEN [10 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Shattered Spirit
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions Step, Thráin must take an Intelligence Test. If the test is passed, Thráin 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, Thráin 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 Thráin as if he was one of their models, and will Activate Thráin during their own Activation Phase. Though he is being controlled by the opposing player, Thráin cannot be targeted with shooting attacks, Magical Powers or special rules that affect enemy models. Additionally, if Thráin 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 Thráin 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 Thráin may gain the benefits of rolling a double as described in his Shattered Spirit special rule.
TOM BOMBADIL [120 POINTS]
SPIRIT | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | ? | ? | ? | ? | ? | ? | ? | ? | 0 | 12 | 0 |
WARGEAR
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 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 him 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 dong 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]
MAN | BEORNING | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 4 | 2 | 2 | 5+ | 5+ |
WARGEAR
OPTIONS
- Swap Hand-and-a-half Weapon for Great Bow - Free
SPECIAL RULES
- Burly
-
Followers of the Bear
PASSIVE
This model treats friendly Bear models as a banner.
ENT [100 POINTS]
ENT | FANGORN | WARRIOR, INFANTRY, MONSTER | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 8 | 8 | 3 | 3 | 4+ | 5+ |
WARGEAR
- Roots and Branches (hand weapon)
SPECIAL RULES
- Dominant (3)
- Fearless
- Large Target
- Throw Stones (range 18", Strength 10)
- Terror
-
Bludgeon
BRUTAL POWER ATTACK
Before models Back Away, select one enemy model involved in the Combat to be picked up by the Ent and be the Bludgeon. If this is a Cavalry model, then it is the rider that is picked up and the Mount becomes a Separated Mount. The chosen model cannot be a Monster, Chariot or War Beast.
Choose another model involved in the Combat. Both the chosen model and the Bludgeon suffer one Strength 8 hit. If the chosen model is slain, choose a different model involved in the Combat and repeat the process. Keep doing this until either the Ent fails to slay a chosen model, or no more models can be chosen. The process carries on even if the Bludgeon is slain; the Ent keeps using their body as a weapon. If the Bludgeon survives, they will be placed back where they were in the Combat and be knocked Prone. Once this Brutal Power Attack is resolved, enemy models Back Away as normal.
FLEDGELING GREAT EAGLE [75 POINTS]
EAGLE | MISTY MOUNTAINS | WARRIOR, INFANTRY, MONSTER | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 12" | 6 | 4+ | 5 | 7 | 2 | 3 | 5+ | 5+ |
WARGEAR
- Claws and Beak (hand weapon)
SPECIAL RULES
GREAT EAGLE [100 POINTS]
EAGLE | MISTY MOUNTAINS | WARRIOR, INFANTRY, MONSTER | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 12" | 7 | 4+ | 6 | 8 | 2 | 3 | 4+ | 4+ |
WARGEAR
- Claws and Beak (hand weapon)
SPECIAL RULES
HOBBIT ARCHER [5 POINTS]
HOBBIT | SHIRE | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 4" | 2 | 3+ | 2 | 3 | 1 | 1 | 7+ | 7+ |
WARGEAR
OPTIONS
- War Horn - 25 points
- Tookish Hunters - 1 point
SPECIAL RULES
- Resistant to Magic
- Throw Stones (range 8", Strength 1)
HOBBIT MILITIA [4 POINTS]
HOBBIT | SHIRE | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 4" | 1 | 3+ | 2 | 3 | 1 | 1 | 7+ | 8+ |
WARGEAR
OPTIONS
- Battlin' Brandybucks - 1 point
SPECIAL RULES
- Resistant to Magic
- Throw Stones (range 8", Strength 1).
HOBBIT SHIRRIFF [5 POINTS]
HOBBIT | SHIRE | WARRIOR, INFANTRY, ELITE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 4" | 3 | 3+ | 2 | 3 | 1 | 1 | 7+ | 7+ |
WARGEAR
SPECIAL RULES
- Resistant to Magic
- Throw Stones (range 8", Strength 1)
WOSES WARRIOR [9 POINTS]
MAN | DRUADAN | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 3+ | 3 | 3 | 1 | 1 | 7+ | 7+ |
WARGEAR
SPECIAL RULES
- Hatred (Goblin)
- Hatred (Orc)
- Hatred (Uruk-hai)
- Stalk Unseen
- Poisoned Attacks
- Woodland Creature