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Helms Deep
Helms Deep
6” 7/3+ 4 6 3 3 6 3+1 3 3
Armour
Mighty Hero. Aragorn can expend one point of Might per turn without reducing his Might store.
6” 6/3+ 4 5 2 2 6 3 2 3
Deadly Shot. Legolas is allowed to shoot his bow three times in the Shoot phase instead of
once. Alternatively, he can choose to fire one arrow that will hit automatically, even if the
target is in combat.
5” 6/4+ 4 8 2 (3) 2 6 3 2 2
Axes of the Dwaves! At the start of each fight, Gimli may choose to use an axe in each
hand, which allows him to fight with 3 Attacks, or use his two-handed axe, only without a -1
penalty to his duel roll.
6” 6/3+ 4 5 2 2 6 3 1 1
Expert Shot.
Allies ‘till the End. Haldir counts as being in range of a banner and automatically
passes courage tests if either Aragorn or Theoden are within 12”.
One Final Blow. If Haldir is slain in close combat, he immediately makes a single
Strength 4 hit on every enemy model that was part of the fight.
6” 5/3+ 3 4 1 1 5
6” 5/4+ 4 6 2 2 5 2 0 2
Equipment:
Heavy armour.
Expert Rider.
6” 4/4+ 4 6 2 2 4 2 1 1
Equipment:
Heavy armour, Royal Standard of Rohan.
Expert Rider.
Move F S D A W C
6” 3/4+ 3 4 1 1 3
Equipment:
Armour.
Move F S D A W C
6” 4/4+ 3 6 1 1 3
Equipment:
Heavy armour and shield.
Equipment:
Staff (two-handed weapon), Glamdring, Narya and Shadowfax.
Terror.
Glamdring. When Gandalf fights with Glamdring, his Strength value counts as 5.
Narya. Gandalf may re-roll his dice when using Fate points.
Staff of Power. Gandalf may expend one free point of Will each turn.
Old Friends. Gandalf may use Shadowfax’s Might points as his own.
6” 5/4+ 4 6 2 2 5 3 2 2
Equipment:
Heavy armour, shield, horse and throwing spears.
Expert Rider.
Move F S D A W C
6” 3/4+ 3 5 1 1 3
Equipment:
Armour, shield and horse. Plus bow or throwing spear.
Expert Rider
URTHOG, ISENGARD COMMANDER (Uruk-hai) (Custom Profile) Points Value: 85
6” 5/4+ 5 6 2 3 4 2 2 1
Equipment:
Heavy armour and sword.
March Through Their Lands. Any Might spent to call a Heroic March is
immediately recovered on the roll of a 3+.
6” 5/4+ 5 6 2 2 4 2 1 1
Equipment:
Heavy armour.
Shield.………………………………………. 5 points
Move F S D A W C
6” 4/4+ 4 6 2 1 7
Equipment:
Two-handed weapon.
Move F S D A W C
6” 4/4+ 4 5 1 1 3
Equipment:
Heavy armour with shield, crossbow or pike.
Crossbow……………………………………… 2 points
Shield…………………………………………….. 1 point
Pike……………………………………………….. 1 point
Banner…..……....….… …………………… 25 points
ORC CAPTAIN (Orc) Points Value: 45
6” 4/5+ 4 5 2 2 3 2 1 1
Equipment:
Armour.
Shield.………………………………………. 5 points
6” 3/5+ 3 4 1 1 2
Piercing Shot. If shooting at a Battlefield target; the target model is struck one blow at the Strength of the ballista, is
knocked to the ground, and is flung 2D6 directly away from it. Any other models that lie within the path of the victim
suffer a single Strength 6 hit and are knocked to the ground if they have Strength 5 or less. If the propelled model
hits an obstacle or Siege target, it immediately stops and inflicts a single Strength 6 hit upon it.
Additional Information. An Assault Ballista is crewed by two warriors (not included in cost). Assault Ballistae Volley
Fire and so do not need a Line of Sight to their opponent.
BATTERING RAM (SIEGE EQUIPMENT)
Defence Wounds
8 3
Move into base contact with a Gate, Doorway or Building and roll to
strike as normal in the Fight phase. The ram receives one Attack – there
is no need for a Duel Roll.
Two battering rams may be in contact with a gate that is 4” or more wide.
Defence Wounds
8 3
If a model carrying a siege ladder moves into base contact with a wall, it is automatically raised. This uses up any
remaining movement of one model.
When fighting from a ladder, the defender counts as being behind a barricade – assuming the fortifications have
crenulations. If the attacker wins the combat and slays the defending model he will take the defender’s position on
the wall.
If the model on the ladder loses a Fight, roll a D6; on a 1-3 the model falls to the ground and takes one Strength 3 hit
per inch fallen and is knocked Prone at the bottom of the ladder. Furthermore, roll a dice for every model below him
on the ladder; on a 1-3 these also fall.
If there is no attacker at the top of the ladder during the defending player’s Move phase, he may attempt to
immediately push the ladder down – using up any remaining movement. On a 4+ the ladder falls to the ground. For
every additional model helping push, add 1 to the roll and for each model currently on the ladder apply a -1
modifier. Monsters modify the dice roll by 3.
GATE WALL
9 4 9 4
BARRICADE (SIEGE EQUIPEMENT)
6 3 4+
Defence Wounds
7 3
Desperate Detonations - Without a burning brand, causing a detonation is hard. Any model from the same army as
the demolition charge may attempt a Desperate Detonation at the start of the Fight phase as long as it is in base
contact and not engaged in combat. It must also pass a Courage test as normal. For each model attempting this, roll
a D6. If one or more 6s are rolled, the charge is detonated – roll on the detonation table as usual.
Attacking the Charge - If the charge is wounded, roll a D6 per Wound inflicted. On the roll of a 6, the charge
immediately detonates – roll on the Detonation table as normal.
Movement - A demolition charge is a Heavy Object. It may never be carried whilst mounted.