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GAMING MORIA

SCENARIOS
Moria Special Rules:

Dwarf Mine Workings: Mine workings have a Defence of 7 and 5 Batter points. Models can
either move up the ladders or make Jumping and Climbing tests to scramble up to the different
levels. If the working is destroyed, all models atop it will take falling damage.

Dwarven Doorways: Any Dwarven Doorway can be openeed, closed, bolted shut and destroyed
as described in the scenarios as having Defence of 9 and 3 Batter points.

Mirrors: Any Evil models from the Moria Army list within 3" of a Mirror suffers a -1 to its courage
value. Mirrors cannot be easily smashed, but any Evil Model that spends a Fight phase in contact
with one and not an enemy model, can upturn it removing it from play.

Secret Entrances: If a scenario permits reinforcements ad has Secret Entrances described in the
scenario layout, then they can do so through the Secret Entrances, as well as any other points as
specified i the scenario Special Rules. If any model is on top of a Secret Entrance, it counts as
sealed until they move away or are slain.

The Fall of Khazad-Dum

The Tower of Durin


The kingdom of Khazad-dum is at its peak ; It is the jewel of the north. King Durin is on the
throne and reigns fairly and wisely. In the depths of the mines, under Baranzinbar, the
Dwarves work tirelessly, while the forges and workshops do not stop producing fantastic
treasures. The splendor of the Dwarrowdelf and achievements of the Dwarves are becoming
known worldwide .

But Gathamaur, a dragon that for years has attacked the Misty Mountains, has a deep
craving for Dwarf (which many times have forced him to withdraw from the east and west
gates). During this time, Gathamaur has eaten many travelers and merchants to whet his
appetite.

Now the dragon seeks to enter Khazad-dum by a different rout: the Tower of Durin, in the
highest peak Zirakzigil. Constructed centuries ag, when the father of the Dwarves still walked
among his people, Durin's Tower is a sentinel that watches everything that happens in the
Misty Mountains . On clear days, the watchers can watch kilometers away. An intruder the
size of a dragon could enter the kingdom of Dwarfs by this tower, down the endless stairs and
reach the heart of Khazad-dum and long forgotten places. When Gathamaur attacks, all
available guards rush to defend the entrance to the kingdom.

Participants:

Good:
Fror(Dwarf captain with shield) 3
Vault warden teams 12
Dwarf Rangers (4 with throwing axe , 4 with longbow dwarf and 4 two-handed axe ) 6
Iron Guard 12
Dwarf warriors (4 Shields, 4 Dwarf bows, 4 two-handed weapon)
1 Dwarf Warrior with banner

Evil: Gathamuar (Dragon with Breath Fire and Fly)

Points Match:

Good: 500 points may inclued up to two heroes each with no more than two wounds, the force
may not have ,more than 33% bows.

Evil: Dragon with up to 100 points of upgrades

Layout:

This Scenario is played on a 24"x 24" board that represents the peak Zirakzigil and The Tower of
Durin. The terrain is very steep cliffs on all sides, and is covered in deep snow and there are
many loose rocks (Difficult terrain) . The Tower of Durin is at the center of the mountain and has
a door (Large enough for a Dragon to pass through). Inside the Tower is a huge staircase leading
into Khazad-Dum.

Starting Positions:

The Good Player deploys the Dwarf hero and six Warriors inside Durins Tower . Then the Evil
Player places the dragon anywhere on the table, but outside the tower. Finally, the Good player
places up to 12 more models anywhere in the table, but at least 3" from each other (and dragon)
. the other models in the Good force remain in reserve and are available as reinforcements (see
special rules).

Objective:

The Evil player wins if the dragon leave the gaming table by the endless stairs. The dragon can
go down the stairs whenever there is no good models occupying them . The Good Player wins if
it prevents the dragon from entering Khazad-dum

Special Rules:

Reinforcements: From the fifth turn, the Good Player could receive reinforcements at the end of
its Movement Phase . To do this , roll a D6 for each Model you have in reserve and consult the
following table.

Turn 5 Turn 6 Turn 7+


Score needed 6 5+ 4+

When reinforcements are available, place them on the Stairs (if there is room ) . If there is not
enough room on the stairs , place them in contact with any edge of the gaming table. Except for
the fact that they can not charge in the same turn that come into play , reinforcements can act
normally.

Attack on the East Gate


Although Durin's tower is in ruins, the warriors of Khazad-dum have repelled the attack.
Gathamaur has retired after suffering several injuries: but the celebrations did not last long,
because a new threat appears on the horizon: Goblins. These small Orcs spread like a plague
through the Misty Mountains and intend to invade Khazad-dum . Dwarf Rangers try to stop
them in the valleys and on the slopes while the warriors guard the mountain passes and
monitor trade routes. On most occasions, the dwarve's disciplined force cause the goblins to
flee, but they are paying a high price for their victories. Moreover, despite the large number of
casualties suffered , the Goblin horde seems never ending.

Khazad-dum is protected from attackers by two large gates, the East and the West. These
huge gates were built long ago (when the dwarves and elves were still friends) and have never
been breached, because the enemy knows that if the dwarves close these doors no one can
enter Khazad-dum, they have to find another way in

The orcs are quick explorers and find windows carved into the rock to let in light and air.
Goblins have got into in the kingdom of the dwarves through these places with the intention
of reaching the main gate and prevent the dwarves from sealing. Meanwhile, the keepers of
the eastern door are prepared for battle, knowing that if they resist long enough
reinforcements arrived to their aid.

Participants:

Good: Barvi
(Dwarf Captain with Shields) 12
Dwarf Warriors (4 with Shields, 4 with Dwarf bows, and 4 with two-handed weapons) 1
Dwarf Warrior with Banner

Evil:
Brukh (Moria Goblin captain) Urgakh
(Moria Goblin Captain with bow) 6 Moria
Goblin Prowlers (2 with Shields, 2 with Orc bows, and 2 with two-handed weapons) 12 Moria
Goblin Warriors ( 4 with Shields, 4 with Spears, 4 with Orc bows)

Points Match:

Good: 200 points. you must include one hero with no more than 2 wounds. Up to 33% of your
force may carry bows.

Evil: 150 points. You may include up to two Heroes. Up to 33% of your force may carry bows.

Layout:

This scenario is played on a 24"x 24" board representing the entrance hall of the East Gate. The
hallway is a great cavern lined with numerous pillars. Within 6" of one board edge is a winch to
open the great East Gate.

Starting Positions:

The Good Player deploys his forceanywhere within 12" of the winch. The Evil player then deploys
his force within 6" of the opposite board edge.

Objectives:

The player that controls the winch at the end of the game (see special rules) wins the scenario. If
neither player controls the winch when the game ends, it is a draw.

Special Rules:

The Gate Winch: A model is considered to be controlling the winch if it is in base contact with it,
and there are no enemy models touching the winch or the model itself.

Ending the Scenario: Starting in turn eight, before rolling for priority, roll a D6 and consult the
following chart to see if the game suddenly ends

Turn 8 Turn 9 Turn 10+


Game ends on 6 4+ 2+

The Goblin Swarm: Any time an Evil Warrior is slain, put the modelto one side. At the end of the
following Evil move phase it may renter play from the west board edge, on a D6 roll of a 4+. If
the roll is failed the model counts as a casualty.

The Evil force is considered broken at the start of any turn in which only half of its starting
number are in play.

The Battle of Baranzibar Deeps


Follwing the Goblin attack on the East Gate, thousands of Goblins and hundereds of Dwarves
were slain in a series of terrible battles that rages deep in the lowest mines and darkest
tunnels of Khazad-dum.

Soon the Goblins were all but destroyed, scattered into dismal corers and forgotten caverns by
the Dwarves, and Durin's folk can once again turn their attetion back to gathering Mithril and
repairing their kingdom. While delving in the Baranzibar mines, following a rich vein of
Mithril, Dwarf miners awake an evil that few in Middle-earth have the power to resist. How a
Balrog came to be below the Misty Mountains, and how the Dwarves discovered it, can never
be truly answered. All that is clear is the destruction wrought as the demon, roused from its
ages-long slumber, turned its malice against Durin's folk. Rising from the depths of Moria's
mines, the Balrog brutally slew all in its path and now thrreatens to tear the Kingdon of
Khazad-dum asunder.

The scattered remnants of the Goblin invasion emerge from hiding and flock to the Balrog,
drawn by its maglin power. To the sinister beat of drums, the Goblins follow in the Balrog's
wake and advance o the Warriors of King Durin, eager to share in the ruination of the Dwarf
kingdom. A small band of Dwarf Rangers is sent to delay the approaching Goblins while
Durin's force fights the Balrog. Too late, the Dwarves realise their doom is at hand. Rallying to
their king, the kinbands muster once more at the Baranzibar deeps - the greatest of all Moria's
mines - to meet the Balrog and its followers in a battle that will decide the fate of Khazad-dum
forever.

Participants:

Good:
Durin, King of Khazad-dum
Mardin
Dwarf Captain (Shield)
26 Dwarf Warrrirs (8 Shields, 8 Dwarf bows, 8 two-handed weapons, 2 banners)
9 Khazad Guard
6 Iron Guard
3 Vault Warden Teams
2 Dwarf Ballistas
12 Dwarf Rangers (4 two-handed weapons, 4 Dwarf long bows, 4 Throwing weapons)

Evil:
The Balrog
1 Moria Goblin Captain
1 Moria Goblin Captain (Orc bow)
2 Moria Goblin Shamans
48 Moria Goblin Warriors (16 Shields, 16 Spears, 16 Orc bows)
6 Moria Goblin Prowlers (2 two-handed weapon, 2 Orc bows, 2 Shields)
2 Cave Trolls
3 Bat Swarms
Moria Goblin Drum

Points Match:

Good: Durin, Mardin and 750 points, you must include at least one Hero, up to 33% may carry
bows

Evil: The Balrog, 600 points, you must include at least one Hero, up to 33% may carry a bow

Layout:

This Battle takes place on a 48"x 48" board. A chasm runs throught the centre of the board- this
counts as impassable terrain but should be no wider than 2" wide to allow all models to attempt
to leap the gap. A narrow bridge about 4" wide crosses the Chasm in the middle of the board.

The rest of the board is built up as a succession of the levels. On one side of the chasm smooth
and built stone and on the other side of the chasm is rough scree and other mine workings. the
floor of the battlefield with rocks and debris.

Starting Position:

The Good Player selects twelve Warriors to act as reserves, and deploys the rest of his force and
three mirrors within 12" of the West board edge. The Evil player deploys the Balrog within 12" of
the East board edge. Any other Evil models are held in reserve. the Evil player may also position
three Secret Entrances anywhere on the board.

Objectives:

The First force to eliminate the other completely is victorious.

Special Rules:

Total Disdain: The Balrog is not considered Broken when the Moria Goblins are reduced to half
of their starting number. In turn, it may not benifit from other models heroic actions.

The Goblin Horde: Each turn, at the end of his move phase the Good player rolls a D6. On the
scoure of a 4+, move them onto the board from either the north or south board edges
(controlling player's choice). In the following turn, the remainder of the Evil army will arrive in
pursuit of the Dwarves , move it into play from the same board edge at the end of the Evil Move
phase. Any Evil models (except Trolls) may enter by the secret entrances at this point, if the Evil
player wishes. Newly arrived models may act normally, but may not charge.
The Reclamation of Moria

The East Gate


It has been a long road from Erebor, but Balin has led us here safely and our reclamation of
Moria has begun. Though the Goblins seem complacent in their occupation of Moria, they still
patrol the gates ad could raise the alarm to ed our quest before it has truly begun. To avoid
this, Balin has decided to lead a small force to capture the gate house and thus secure our
entrance into Khazad-dum

The Vanguard of Balin's Dwarven army are assaulting the Eastern entrance to Moria in an
attempt to gain a foothold. If the vanguard is successful, it will enable the rest of the Dwarf
force to enter and reclaim their ancestral home. If the vanguard fails, the Goblins will be able
to mount a defence at the very edge of the underground realm and the Dwarves will find their
assault that much harder. Unfortunately, Balin and his comrades have been discovered by a
Goblin patrol that now attempts to hold up the assault until they can sound the alarm.

Participants:

Good:
Balin 4
Khazad Guard
12 Dwarf Warriors (4 Shields, 6 Dwarf bows, 2 two-handed weapons) (Balin
cannot have Durin's axe)

Evil: 2
Moria Goblin captains
24 Moria Goblin Warriors (8 Orc bows, 8 Spears, 8 Shields)

Points match:

200 points; maximum of two heroes a side, no more than 1/3 bows a side.

Layout:

The Board is 48"x 48". on one side you have the Dimril Gate to Moria, the rest of the board is
scattered with rocks and sparse vegetation.

Starting Positions:
The Evil player divides his force into two equal groups, one to act as the patrol and the other to
act as the reinforcements. Each group must be led by one of the Moria Goblin Captains and must
include the same number of warriors. The patrol may be deployed anywhere but no closer than
18" from the Cliffs. The remaining Goblins are set to one side and are available to the Evil player
as reinforcements

The Good player then deploys three Dwarves with Dwarf bos within 6" of each side table edges
(three on one side, and three on the opposite side). The remainder of the Good force is
depolyed within 6" of their table edge.

Objectives:

The Good side wins if Balin and at least four Dwarves leave the table through the Dimril Gate.
The Evil side wins if Balin is killed or it kills enough of the Good side to prevent it accomplishing
its objectives.

Special Rules:

Reinforcements: The Patrol must get one Goblin back through the Dimril Gate to sound the
alarm to reciee reinforcements. Once the Evil player moves a model through the Gate, the alarm
has been sounded and reinforcements will begin to arrive. In each subsequent turn, after the Evil
player has finished moving all of his models, he must roll a dice for each of the Evil models that
have not been deployed at the beginning of the game. On a result of a 4+ the model immediatly
moves onto the battlefield via the DImril Gate. Note that Might cannot be used to influence this
result.

Courage: The Moria Goblins only need to start taking Courage tests once half of the entire Evil
force is destroyed, not half of the initial force.

Balin and the dwarves do not need to test for Courage such is their determination to reclaim
Moria.

Battle for the Dwarrowdelf


Bali's attack o the gates was a success. we drove out the Goblis from the great gate and
guardroom. With suprise on our side, we slew many in the bright sun in the dale. We have
taken the twenty-first hall of the North ed to dwell in. There is a shaft there that leads to the
lower mie workigs. Balin has set his seat in the Chamber of Mazarbul ad claimed Moria for his
own. However, the Truth is thsat we must still drive the Goblins from our home. We hear them
in the dark below, down in the mines.

The Dwarves have successfully recaptured the upper levels of Moria and Balin is now
proclaimed as its Lord. However deep below in the Mines, Durburz the Goblin King assembles
his army and prepares to drive the Dwarves form Moria. The two forces meet as Balin
descends to the mins, and the battle for Moria begins in earnest.

Participants:

Good:
Balin Son of Fundin (Durins Axe)
2 Dwarf Captains with Shield
8 Khazad Guard
24 Dwarf Warriors (10 Shields, 9 Dwarf bows, 5 two-handed weapons)

Evil:
Durburz, The Goblin King of Moria
Moria Goblin Drum 1
Moria Goblin Captain
2 Moria Goblin Shamans
36 Moria Goblin Warriors (12 Orc bows, 12 Spears, 12 Shields) 1
Cave Troll with either a Troll chain or Spear.

Points Match:

600 points for both sides. neither side can spend more than 50% of their points on heroes and
neither side may have more than 1/3 bows

Layout:

This Battle takes place on a 48"x 48" board. A chasm runs throught the centre of the board- this
counts as impassable terrain but should be no wider than 2" wide to allow all models to attempt
to leap the gap. A narrow bridge about 4" wide crosses the Chasm in the middle of the board.

The rest of the board is built up as a succession of the levels. On one side of the chasm smooth
and built stone and on the other side of the chasm is rough scree and other mine workings. the
floor of the battlefield with rocks and debris.

Starting Positions:

The Good player deploys half of his force anywhere more than 12" from the chasm on the
Dwarven side of the chasm.

The Evil player then deploys half his force anywhere more than 12" from the chasm on the Moria
Goblin side of the Chasm (mine workings side)

Then the Good player deploys the remainder of his force as described above, and Finally the Evil
Player does the same.

Objectives:
The first force to be reduced the opposition to 25% of its original numbers at the end of any turn
wins the game.

Should both forces be reduced to 25% at the start of the same turn, the result is a draw.

Special Rules:

Chasm: The chasm is an obstacle and may be jumped as described in the main rules manual.
however if a model faills to jump the gap, they are removed as a casualty as the fall to their
death.

Mirrormere

The Second Hall


We have suffered a great sorrow. Balin, Lord of Moria, has fallen in Dimril Dale. He went to
look in Mirrormere and was slain by a Goblin arrow, surely guided by cruel fate. His death is an
evil blow to us, and our hopes may hae perished with him. The drums in the deep sound once
more, and every beat tolls in my empty heart. I fear we wil once more lose Moria, but Balin we
shall honour as Lord of this place while we may.

We shall lay him to rest in the Chamber of Mazarbal, evermore to dwell in the very heart of
Durin's realm. Even as I write, the foul Goblins seek entrance to our realm, our guardposts are
overwelmed by their numbers and are warriors are in retreat.

Balin is dead, and the hallsa of Moria are assailed once more by the Goblins. Against such
numbers the Dwarves cannot hope to stand and one by one their guards are withdrawn to the
centre of the realm. One such group is slow to fall back and surrounded by the invaders - can
help arrive before they are overwhelmed?

Participants:

Good: 2
Khazad Guard 9
Dwarf Warriors with shields 6
Dwarf Warriors with bows

Evil: 8
Moria Goblins with bows 8
Moria Goblins with spears
8 Moria Goblins with shields 1
Moria Goblin Drum
Points Match:

150 Points aside no more than 33% of the force may carry a bow and no heroes may be selected.

Layout:

This battle is played on a board 48"x 48". A broad chasm at least 6" wide lies across the centre of
the battlefield. The chasm is too wide to jump across. It is Spanned by a Bridge 50mm. This is
wide enough so no more than two models can fight side by side but one model can block the
bridge and prevent passage across it.

There are three exits to the chamber itself. Each exit is a broad tunnel that lies 16" from the
chasm. The entrance is another tunnel that lies the same distance from the chasm on the
opposite end of the board. Each opening is approximately 4" wide

The Board is strewn with rubble forming obstacles to movement. Note Moria Goblins Cave
Dweller rule still appies

Blood at the West Gate


Participants:

Points Match:

Good: 500 points. The only heroes that can be chosen are Dwarf Captains and Shieldbearer.

Evil: The Watcher in the Water and up to 350 points, the only heroes that can be used are Wild
Warg Chieftains, Moria Goblin Captains and Moria Goblin Shamans. The only Warriors that can
be used are Moria Goblin Warriors, Moria Goblin Prowlers, Wild Wargs and Warg Marauders.

Layout:

This scenario is played out on a 72"x 48". At one end of the Board is the Westgate, touched by
the swollen waters of the Sirannon. The remainder of the board should be covered by rocky
outcropsand outlying scrub.

Starting Positions:

The Good player starts by placing his force within 12" of the Westgate. These models can be
deployed within the waters of the Sirannon, however, deploying in deep water may be risky (see
Deep Waters special rule). The Evil player then places his own warriors on the board - anywhere
more than 24" from the Dwarves. The Watcher in the Water is not placed on the battlefield at
the start of the game.
Objectives:

The Good side wins if five models, including a Good Hero, can move off from the western board
edge. The Evil side wins if this does not happen.

Special Rules:

Deep Waters: Models may wade through the shallow waters with no penalties, however, any
that wish to move through deep water are subject to the rules for swimming, and must test to
see if they drown (see swimming chart in the main rules manual)

Courage of the Doomed: The Good side doesnot test for being broken in this scenario, even if
they are reduced to below 50% of their starting numbers.

They are Coming


Participants:

Good:
Floi Stonehand
2 Dwarf Captains (Shields) 5
Khazad Guard 20
Dwarf Warriors (10 Shields, 5 Dwarf bows, 5 two-handed weapons)

Evil:
The Balrog
2 Moria Goblin Captains
1 Moria Goblin Shaman
24 Moria Goblin Warriors (8 Orc bows, 8 Spears, 8 Shields)

Points match

Good: 450 Points no more than 33% may carry bows

Evil: The Balrog and 250 Points no more than 33% may carry bows

Layout:

This Scenario is played on a 48"x 48" set up as the Chamber of Marzabul the only set up rule is
that Balins tomb must be in the centre of the board on a dias 10"x 6" and 1" high also there
must be four entrances (one on each board edge in the centre)

Starting Positions:
The Good player deploys his force anywhere in the board, but no closer than 12" to the board
edge.

The Evil Player deploys 2 Moria Goblins (bows), 2 Moria Goblins (Spears), 2 Moria Goblins
(Shields) at each of the entrances (which should be around 6" wide) and up to 3" into the board.
He may then deploy the Balrog and the Goblin Heroes in any entrance up to 3" into the board.

Objectives:

The Good side win if one or more Dwarves escape from the board (see special rules) and Kill 20
Moria Goblins (including ones killed by other Moria Goblin Warriors.

If the Dwarves achieve one of their two victory conditions and are then all slain before they can
achieve their second objective, the game is a draw.

The Evil side wins if the Dwarves can meet neither of their victory conditions.

The Dwarves also wins automatically if the Balrog is slain, as the Giblins flee in despair.

Special Rules:

Escape: The Good player may elect to have any Dwarf attempt to escape at any time by moving
off the board the through one of the entrances. At the end of the game, the Good player rolls a
dice for each dwarf that 'escaped' in this manner. On a roll of a 1-5 the Dwarf has been captured
and killed (counts as a normal casualty). On a roll of a 6 the dwarf has succesfully escaped. At
least one Dwarf must escape for the Dwarves to have a chance of winning.

Last stand: The Dwarves do not have to test for Courage tests for any reason even when
charging the Balrog.

Balin's Tomb: Any Dwarf within 6" of Balins Tomb count as if they were in range of a banner.

Relentless Assault: When a Goblin is slain, the Evil player may put it aside to be used as
reinforcements. At the end of each of the Evil player's Move phase he may roll a D6 for each
model put aside in this way up to that point in the game. On the roll of a 4+, that model may be
brought on as a reinforcement, moving in from any of the entrances. Reinforcements may not
charge on the turn they arrive

The Fellowship in Moria


The Watcher in the Water
Participants:

Good:
Frodo
Gandalf the Grey
Aragorn- Strider
Boromir of Gondor
Gimli, Son of Gloin
Legolas
Samwise Gamgee
Meriadoc Brandybuck
Peregrin Took

Evil: 6
Tentacles

Points:

Good: 700 points of Heroes

Evil: The Watcher in the Water and 8 tentacles should always be used in this scenario.

Layout:

The Scenario is played on a board 24"x36". The main section of the board is dominated by the
Watcher's pool. Durins Door is located 6" in from one board edge. Around the pool should be
scattered trees, along with a pair of rocky outcrops

Starting Positions:

The Good Player deploys Sam, Merry and Pippin between 18" and 24" from the Moria board
edge. He then deploys, Aragorn, Boromir, Legolas, Gimli, and Gandalf touching the gate.

The Evil Player then deploys one tentacle and Frodo (Frodo begins the game enveloped- see
below), anywhere on the the shore of the pool (ie, not in the water), up to 24" in from the Moria
table edge. He may then deploys the remaining tentacles 12" away from Frodo

Objectives:

The Good side wins if 5 or more members of the Fellowship escape the board through the Hollin
gate and up the stairway. One of these members must be Frodo.

The Evil side will win if 5 members of the fellowship are slain, or if Frodo is slain.
Special Rules:

The Watcher in the Water:

Balins Tomb
Participants:

Good:
Gandalf the Grey
Aragorn - Strider
Boromir of Gondor
Legolas Gimli,
Son of Gloin Frodo
Baggins
Samwise Gamgee
Peregrin Took
Meriadoc Brandybuck

Evil:
Moria Goblin Captain
Moria Goblin Captain (Orc bow)
Cave Troll (Troll Chain)
24 Moria Goblin Warriors (8 Spears, 8 Orc bow, 8 Shields)

Points match

Good: 750 Points of Heroes

Evil: 300 Points no more than 33% can carry bows

Layout:

This Scenario is played on a 18"x 18" board, Balin's Tomb is placed at the centre of the board, the
remainder of the board should be covered in debris, crumbling pillars. There should be a door
placed in the centre one board edge. Finally place two trapdoors anywhere on the board.

Starting Positions:

The Good player places Aragorn, Legolas, Gimli, and Boromir within 3" of the tomb. He then
places Merry, Pippin, Frodo, Sam, and Gandalf within 3" of the Well. The Evil player may then
place 12 Moria Goblins within 3" of the doorway and two Moria Goblins touching each trapdoor
(the Evil player may choose which of his models start in this positions, including using his Heroes
if he wishes). The remaining Moria Goblins and the Cave Troll do not start the game in play, but
act as reserves (see special rules)
Objectives:

The Good side win if the Cave Troll is slain. The Evil side wins if any four members of the
fellowship are slain - the game ends at the end of any turn in which either of these objectives is
met.

Special Rules:

Trapdoors: Each turn, at the end of the Evil Move phase, roll a D6 for each trapdoor. On a 4+,
you may immediately place a Moria Goblin upon it, following the rules for reinforcements. Note,
however, that if another model (friend or foe) is already stood atop the trapdoor, then no model
can enter through that paticular trapdoor; he must find another way in.

The Unending Tide: Each turn, at the end of each Evil Move phase, the Evil player may place D6
extra Moria Goblins touching the doorway. If any Good models are blocking the doorway,
preventing these models from entering, the Evil player may place the newly arrived models
touching any other table edge instead.

They Have a Cave Troll: On the first turn that the dice rolls for Priority are a draw, or all the
Moria Goblins are slain, the Cave Troll will arrive - immediatly place it touching the doorway.
Unlike other reinforcements, the Cave Troll may even Charge in the same turn it arrives.

The Bridge of Khazad-dum


Participants:

Good:

Gandalf the Grey


Aragorn - Strider
Boromir of Gondor
Legolas Gimli,
Son of Gloin Frodo
Baggins
Samwise Gamgee
Peregrin Took
Meriadoc Brandybuck

Evil:

The Balrog Moria


Goblin Captain Moria
Goblin Captain (Orc bow) 24 Moria
Goblin Warriors (8 Orc bows, 8 Shields, 8 Spears)
Layout:

This Scenario is played on a 48"x 48" board. Running through the centre of the board is a 6" wide
chasm. Spanning this chasm is a bridge 2" wide.

There are three entrances and one exit all 4" wide. The Entrances should be placed on one end
of the board and the Exit at the other end of the board in the centre of that table edge.

Starting Positions:

The Good player sets up the Fellowship first, with all of his models between 6" and 9" away
from the central cavern entrance. No Evil models start play on the battlefield, but will enter play
throughout the game.

Objectives:

The Good player wins if the Balrog is slain, the bridge is detroyed and at least four members of
the Fellowship, including Frodo, have exited the board. If the Balrog is not slain the best the
Good player can hope for is a draw, and if the Evil player kills Frodo, or any other 6 members of
the Fellowship, he is victorious.

Special Rules:

In Hot Pursuit: Up to ten Goblin models can enter the chamber each turn for the first three turns
(the Evil player may choose which models to use). In addition, the Balrog enters the chamber on
the third turn. Models may not charge on the turn they enter the chamber.

Exhausted: the heroes have expended some of their might points in the earlier battles they have
fought. Each Hero therefore reduces his Might by two at the start of the battle. This means that
Heroes that normally start with two might points will have none at the start of the battle. In
addition, Frodo is assumed to have used all of his Fate points during his fight with the Cave Troll
in Balin's Tomb, and therefore has no Fate points at the start of the Battle.

The Bridge: Gandalf can inflict damage on the bridge by standing on it and using his magical
powers to cast a Sorcerous Blast at it. Roll a dice to see how much damage is caused. On a roll of
1 no damage is inflicted, on a roll of 2 or 3, the Bridge suffers 1 Point of damage, on a roll of 4 or
5, the Bridge suffers 2 Points of damage, and on a roll of 6, the Bridge suffers 3 Points of damage.
Gandalf may not use his Might to modify this roll. Once the Bridge has taken 3 Points of damage,
it is destroyed and collapses; it may no longer be used, and any model upon it falls into the
chasm and is slain.

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