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UPDATED RULES FOR PLAYING EXPERIENCE-BASED CAMPAIGNS

IN MIDDLE-EARTH

Adam Troke revisits the Battle Company rules that allow The Lord of The Rings SBG
gamers to play campaigns with small warbands of models. As players' characters
fight, their renown grows, which allows them to develop into heroic warriors of
legend!

So, I hear you asking, "Why do the Battle


Companies rules all over again?" Well, the reason
is simple. I have received a ton of messages with
suggestions on how to improve and expand the
Battle Companies system (and yes, Elves are on
their way, I promise). One of the recurring
themes in the awesome feedback I have received
is that Heroes don't get to play as big a role in
the games as many people would like. The
reason for this apparent problem is that
companies seldom get more than one Hero.
Often, during the course of play, he is slain or
incapacitated due to injury. Well, I will change
that rule first of all by giving every starting Battle
Company not one Hero but three. Two of these
Heroes are small fries, but the other starts with
not only a Fate point but also a point each of
Might and Will as well! It seems more
appropriate to have a Hero who is capable of
some heroics, even one leading a force that's just Consistent success with the Battle Companies
starting out. rules could make your heroes as mighty as the
members of the fabled Fellowship.
Another thing I've tinkered with is the limit on bows in any given Battle Company. Previously,
players have been free to buy bow weapons without restraint – something that has left my
desk buried under a mountain of letters complaining about Haradrim companies with more
bows than a Robin Hood convention! Under the new rules, no company can recruit models
armed with bows or buy bows for existing models if doing so means that more than 33% of
the models in the company are armed with bows. This limit is the accepted standard for The
Lord of The Rings tournaments and seems to have curbed the worst of the bow-tastic
companies, around here at least
FEEDBACK
Special rules were the next thing on my list. I wanted to create If you want to give the
more and provide players with more choices. Now, when a Hero The Lord of The Rings
gets a roll on a special rule table, the controlling player must first team feedback on the
choose whether he wishes to roll on a table relating to Fighting, Battle Companies rules,
Shooting, or Leadership. Thus, there are a total of 15 skills that please get in touch by
Heroes can learn, and each Battle Company will have its own writing to the following
race-specific special rule that its Heroes can choose to take address:
instead.
Adam Troke
Finally, I've come up with lots of cool new ways to spend your Games Development
hard-earned Influence points. We'll publish these rules in an LOTR Battle Companies
upcoming article. For now, suffice it to say that there will be Games Workshop
wargear, equipment, and other rarer items too. These additional Willow Road
rules will suggest a raft of conversion and painting opportunities, Lenton, Nottingham
and enhance your games even further. United Kingdom
NG7 2WS
The Battle Company rules on this very website have been updated
and the rest of the existing companies will have any obvious creases ironed out and brought
in line with the rules as they stand. If you've got an existing Battle Company, don't worry.
The updated rules won't ruin your force; they just add to the game. Make sure you stick to
these rules from here on in, and you shouldn't get any complaints from your opponents. Of
course, you could always start a new company if you want. The extra Heroes are incentive
enough. As I've said before – the Battle Companies concept is a work in progress, and it's
quickly becoming the work of more than one man. Some of the cool input and advice I've
received has been invaluable for moulding the game and pushing it to the place it is now.
Thanks for your input. Please keep it coming!

STEP ONE: GATHER YOUR FORCE


The first step to creating a Battle Company is to
choose which type of company you wish to play.
Current companies to choose from include:

BATTLE COMPANIES
Dol Amroth Khand
Dwarves Mordor
Easterlings Moria
Gondor Rivendell
Haradrim Rohan
Isengard Warg Riders

Once you have selected your Battle Company, gather


up the models you will need. Naming them
individually will help enormously when it comes to
record-keeping and entering their details onto a
record sheet. Once you have selected your force, you
may choose three warriors to be your Heroes. You
should make up a suitable name/title for each of
them. One of these represents a Lieutenant or other
low-ranking leader; the other two are sergeants,
Speed and ferocity are the halmarks of a
masters-at-arms, or some other suitable titles (we
Warg Rider Battle Company.
will refer to them as Lieutenants and Sergeants here,
although you're free to make up names that sound more thematic for your own Battle
Companies). Add 1 point each of Might, Will, and Fate to the profile of the Lieutenant. Both
the Sergeants start with a single Fate point each. All three of these models are Heroes in all
ways from this point onward. Throughout your games, your Battle Company may grow in size.
However, it may not normally exceed 15 models in total.

BATTLE COMPANIES ROSTER SHEET


You can download a copy of the roster sheet for use in your own games of Battle Companies.

Battle Companies Roster Sheet: [Download PDF 164Kb]

To download these documents you will need the latest version of Adobe Acrobat Reader.
Download it for free from the Adobe site.

STEP TWO: PLAY A GAME


Find an opponent and agree which scenario you are going to play. During the game, record
how many wounds each Warrior and Hero inflicts. Keep models removed from play as
casualties to one side. Doing so is essential for step three. If two or more warriors win a
combat and inflict Wounds together, the controlling player may choose which of the models
counts the Wound as his own.
STEP THREE: INJURIES
Once you have finished your game, it's time to work out the seriousness of the injuries your
warriors have sustained. It's very important to remember this step. Ideally, it should be the
first thing players do after the battle is over – even before the obligatory post-match bragging
session, doughnut-eating contest, or traditional tea-brewing exercise! Roll on the respective
injury table for every Hero and Warrior removed as a casualty. You'll notice that your Warriors
are far more likely to die of their injuries than Heroes, which reflects the heroic nature of The
Lord of The Rings, streamlines the game, and prevents too much book-keeping. It is very
important that all your Injury rolls are worked out directly after your battle is completed.
Ideally, players should make these rolls together, before playing another game. If any Hero or
Warrior rolls the "Dead" result, all his equipment is lost and cannot be given to another
member of the company. If a Warrior or Hero has a mount that is killed during a scenario, do
not roll on the injury table for it. All mounts are considered to survive their wounds (or the
character secures himself a new one). The only way a mount can be lost is if the rider dies, in
which case the steed is lost along with the rider's other possessions.

WARRIOR INJURY TABLE


D6 Effect
1 Dead. This Warrior's adventure ends here.
2-3 Injured. This Warrior must miss his next game.
4-6 Full Recovery. This Warrior may play next game as normal.

HERO INJURY TABLE


2D6 Effect
2 Dead. The Hero's adventure ends here. Remove the warrior
and from your roster.
3 Lost in Battle. The Hero lies wounded somewhere on the
field of battle. The players should, as soon after their book
keeping is completed as possible, play Take the High Ground
with the lost Hero as the objective. The Hero may not act or
be attacked for the duration of the game. If his side wins, he
is returned and makes a full recovery. If not, he is considered
Dead.
4 Arm Wound. The damaged arm may no longer be used,
either to carry a shield or wield a weapon. Therefore, the
Hero can use only a hand weapon or dagger from this point
onward. A second Arm Wound will force your Hero to retire,
per the Dead result.
5 Leg Wound. The first Leg Wound results in a –1"/2cm Move
penalty. A second Leg Wound result will cause your Hero to
retire, per the Dead result.
6-7 Full Recovery. The Hero may play the next game as normal.

8 It's Just a Scratch! The Hero must miss his next game.
Alternatively, the controlling player may choose to roll again
on this chart, but the second result will apply.
9 Flesh Wound. The Hero must miss his next game.

10 Old Battle Wound. Before each game, make a roll for a


Hero with an Old Battle Wound. On a score of 1, the Hero's
injury is plaguing him, and he cannot take part in the game.
A Hero can have more than one Old Battle Wound, in which
case he must make one roll for each.
11 The Wounds of a Hero. The Hero's patrons are so
impressed by the Hero's self-sacrifice that his force gains
+D6 Influence this game. Additionally, he makes a full
recovery.
12 Protected by the Valar. Saved from injury by the Valar or
perhaps some darker power, the Hero is protected from any
serious harm. The Hero permanently gains +1 Fate.
Additionally, he makes a full recovery.
STEP FOUR: EXPERIENCE
Once you have resolved all the injuries sustained by your company, it is time to see which of
them, if any, have gained enough Experience to improve in some way. A Hero gains an
Experience point in the following circumstances:

Each time he removes a Wound from any enemy model. If an enemy Hero regains this
Wound thanks to a Fate roll, the Experience point is
not lost.
Each time he plays in a scenario.
Each time his side wins a scenario.
Every time a Hero gains 5 Experience points, the
controlling player may roll once on the Hero
advance table for him.

No Hero in a Battle Company may have more than 3 Might


and 3 Will. If you roll a result for your Hero that you cannot
use, either because he already has the special rule or
because his profile has reached its maximum, you may
choose any other result from the same table:

Warriors gain Experience in a slightly different fashion and


advance more slowly than Heroes. A Warrior gains a point
of Experience only in the following circumstances.

Each time he removes a Wound from any enemy


model. If an enemy Hero regains this Wound thanks
to a Fate roll, the Experience point is not lost.
Each time he plays in a scenario.

Every time a Warrior gains 5 Experience points, the controlling player may roll once on the
Warrior advance table for him.

No member of a Battle Company can have more than 105 Experience points. Once he has
received this many, he cannot increase any further. He's become as good as he can be!

WARRIOR ADVANCE TABLE


D6 Effect
1-3 No Effect.
4-5 Promoted. The Warrior is promoted. Not all Warriors are eligible for this
advance. See your Battle Company's Promotion Table. If the Warrior is
ineligible, treat this result as No Effect.
6 A Hero in the Making. From now on, the Warrior is treated as a Hero. He also
adds 1 Fate point to his stat line. He retains the Experience points gained thus
far and gains Experience and advances like a Hero from the next game on.

HERO ADVANCE TABLE


D6 Effect
1 Fight/Shoot. The Hero's Fight or Shoot characteristic is improved by 1. The
controlling player may choose which. The maximum score is 6/3.
2 Strength/Defence. The controlling player may choose to advance either
Defence or Strength. Each may be improved only once.
3 Courage. The Hero's Courage characteristic is improved by 1 to a maximum of
Courage 6.
4 Attack/Wound. The controlling player may choose to advance either Attacks or
Wounds. The Hero's Wounds and Attacks may not exceed 3 each.
5 Special Rule. The Hero has gained a special rule. Roll again on the Fighting,
Shooting, or Leadership special rule table. The controlling player may choose
which table to roll on. Alternatively, the controlling player may choose to select
the special rule that applies to his Battle Company instead.
6 Choose. One result from above.
SPECIAL RULES

FIGHTING SKILLS
D6 Skill
1 Blade Master. The Hero is a master of fighting in hand-to-hand combat. He may
re-roll one die per turn to determine which side wins a fight that he's in.
2 Deadly Strength. Stronger than his peers, this Hero is able to use a two-
handed weapon without the –1 penalty to his dice score.
3 Parry. The Hero can turn aside incoming blows with ease. The Hero may force
his opponent to re-roll a single dice when determining who wins the fight.
4 Furious Charge. The Hero throws himself into combat with a savage war cry.
When the Hero charges into combat, he receives +1 Attack. This bonus counts
only if the Hero is fighting on foot.
5 Heroic Presence. Wherever the fighting is hardest, this Hero is always found,
fighting with an unmatched fury. The Hero may fight a heroic combat in the Fight
phase without expending Might to do so.
6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player
may decide which.

SHOOTING SKILLS
D6 Skill
1 Cunning Shot. The Hero is capable of making shots that others would consider
impossible. This Hero may re-roll failed "in the way" rolls.
2 Expert Shot. The Hero can fire arrows with uncanny speed. The Hero is allowed
to shoot his bow two times in the Shoot phase instead of once.
3 Rapid Fire. Able to see the flow of battle and react to it in an instant, the Hero
can call a heroic shoot each turn without expending a point of Might.
4 Lethal Accuracy. The Hero is a master with a bow and may re-roll a failed roll
to hit each turn in the Shoot phase.
5 Seasoned Archer. The Hero is capable of firing his bow while still moving at
speed. The Hero can move at full speed and still shoot, though will require a 6 to
hit if he does so.
6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player
may decide which.

LEADERSHIP SKILLS
D6 Skill
1 Favour of the Court. The Hero has the patronage of a powerful being within the
leadership of his nation. When you roll on the influence table, you may reroll one
Influence dice for each Hero with this ability in the company at the end of each
game.
2 Courageous. There is little in the world that can shake the resolve of this Hero.
This Hero can re-roll any failed Courage tests.
3 Master of Battle. The Hero can read the ebb and flow of battle with incredible
skill. If this Hero is within 6"/14 cm of an enemy Hero calling a heroic action, he
may immediately call an action of the same type without expending a point of
Might. Note that he may not use this ability to call a heroic move or heroic shoot
action if he has already been engaged in combat.
4 Heedless Determination. This Hero has a strength of will like hardened steel
and will fight on despite his injuries. Each time this Hero suffers a wound, roll a
dice. On a 6, the wound is ignored, exactly as if a Fate roll had been passed.
5 Rally to Me. Strong and clear, the voice of this Hero inspires his Warriors to
stand firm. This Hero's Stand Fast! range is doubled.
6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player
may decide which.
STEP FIVE: INFLUENCE
Influence represents the patrons of the various companies sending reinforcements and
support to the Heroes leading them. The more victories the company gains, the more a
patron will offer them aid. Influence is measured with Influence points. Companies always
receive 2 Influence points for
playing a scenario.

Additionally, companies
receive the following:

+1 point for a draw


+2 point for a win

You may use Influence in one


of three ways. First, you may
use it to roll on the Influence
table for your chosen
company. It costs 3 Influence A newly formed Dwarven scout force appears from the caverns.
points for each roll you make on the table. The second way to use Influence points is to adjust
the roll you make on the Influence table. Each additional point you spend can adjust the score
up or down by one per Influence point spent. Third, you may purchase additional equipment
at the cost indicated in your chosen company's equipment options. Players are free to spend
Influence points immediately or store them for later use. Players may purchase additional
weapons and equipment for Heroes and Warriors from the armoury and the equipment lists
with Influence points. All members of a Battle Company must be modelled with the correct
weapons and equipment. Warriors may be armed with any wargear available to them in their
entry section in The Lord of The Rings rules manual and its supplements. Heroes are not
bound by this restriction and may make any purchases their race's equipment options allow.

STEP SIX: CALCULATE THE


BATTLE COMPANY'S RATING
To calculate the rating of your Battle
Company, you must work out the
value of your Heroes and Warriors in
points. The total is your Battle
Company's rating. Working out the
points value of the Warriors in your
Battle Company couldn't be easier.
Simply determine their points value
by using the rules manual and
supplement books.

Working out how many points a Hero


is worth is a little harder than doing
so for the Warriors. The first step is
to determine how much the Hero is
worth and then to add to that the
value of his weapons. A simple guide
for doing so follows:
Mordor Orcs on the rampage.

• Basic Cost. Since every Hero in Battle Companies was once a warrior, start by
taking the basic cost of that model. Nurbog, for example, who was an Orc Warrior,
has a basic cost of 5 points.
• Might, Will & Fate. For each Might, Will or Fate point that the Hero has, add 5
points to the total value of the Hero.
• Advances to F, S, D & C. For each addition to the Hero's Fight (count only the Fight
value, not the Shoot score), Strength, Defence, and Courage characteristics, add 5
points.
• Advances to W & A. For each addition to the Hero's Wounds and Attacks, add 10
points.
• Skills. For each skill the Hero has gained, add 10 points.
• Wargear. The cost of the Hero's wargear is determined by the number of Wounds
and Attacks the Hero has. A Hero whose combined Wounds and Attacks add up to
3 or more will pay more than a Hero whose combined Wounds and Attacks add up
to only 2. See the wargear cost table.
Add the cost of all the wargear that the Hero is equipped with to the cost of the Hero's
characteristics and special rules, and you have the total value of your Hero.

Before you play a game, compare the ratings of the two companies. For every full 15 points of
difference, the company with the lower rating receives one re-roll that can be used at any
point during the game (but not in the after-game sequence). Additionally, after the game, the
smaller company receives 1 extra Influence point for every full 15 points of difference in
ratings.

WARGEAR COST TABLE


Attacks + Wounds = Less than 3
Hand Weapon free
Warg/Horse 6
Armoured Horse 9
Spear, Pike, Two-Handed Weapon 1
Throwing Weapon 1

Lance 1

Bow/Orc Bow 1

Crossbow/Longbow 2

Shield 1

Attacks + Wounds = 3 or More


Hand Weapon free

Warg/Horse 10

Armoured Horse 15

Spear, Pike, Two-Handed Weapon 5

Throwing Weapon 5

Lance 5

Bow/Orc Bow 5

Crossbow/Longbow 5

Shield 5

REINFORCEMENTS
Battle Company games work best if neither side has too many bows within its force. As such,
no Battle Company may receive bow-armed reinforcements or purchase bows with Influence
points if 33% or more of its members already have bows (this includes bows, Dwarf bows,
Orc bows, Short bows, Elven bows, Uruk-hai crossbows, and any other sort of bow you can
think of). If you roll for a reinforcement that has a bow in this situation, count the result as
"choose one of the above" (and note that you can't then choose another bow-armed model!).

Models that are promoted are an exception to this rule and will exchange their weapons and
equipment in the usual way.

BATTLE COMPANY EQUIPMENT


As Battle Companies progress, the warriors within them become expert fighters, but one of
the things that sets the real veterans apart from the greenhorns is the equipment at their
disposal. A true veteran has spent time accumulating not only lethal weapons and sturdy
armour, but a slew of useful items, from climbing ropes to carefully drawn maps of the region.
The real veterans have an item for every eventuality and are never caught flat-footed, falling
back on their carefully maintained wargear and years of experience to see them through.
These rules are intended to allow players to further personalise their Battle Companies –
providing ample opportunity for conversions and modelling projects. Every item that has an
effect in your games must be modelled onto the models, so that your opponent can see what
he is up against. Some of the items have an effect after the game, so you don't have to worry
about showing these on your models (although you can if you like).

To buy these items of equipment for your Battle Company simply spend the amount of
Influence points shown. You can have multiples of many of these items of equipment if you
wish, but no one model can have the same item more than once.

Some of the items of 'equipment' are actually new members for your Battle Company, in the
form of Scouts, Dogs etc. You may recruit these into your company regardless of its size
(potentially taking your company over the 15 model limit). Remember that there is a 33%
limit on the number of models in your company that may carry bows. You can only give these
members bows if your Company will still be within that limit.

BATTLE COMPANY EQUIPMENT


Climbing Ropes & Grapnels
1 Influence point
Ropes and grapnels are standard kit for any adventurer in Middle-earth
and many warriors find use for them in their travels. A model with a
climbing rope & grapnel may add +1 to any Climb test they are required
to make. Additionally, the model may leave his rope behind, where he has
climbed. If he does this, mark the location with a counter – he may not
use it any further in that game, but any model that uses the same route
to climb also receives the bonus. At the end of the game, if he is still
alive, the bearer is assumed to recover his rope.

This climbing rope


consists of a paper
clip and thin wire.

Concealing Cloak
2 Influence points
Rangers and ambushers of all types have made use of camouflage items
for thousands of years. Any model that has a concealing cloak may start
the game in hiding so long as it is placed within an area of cover, such as
a rocky outcrop or some woodland. As long as the model remains
stationary, it counts as concealed and receives the benefits of wearing an
Elven cloak. As soon as the model moves or shoots, it is revealed and the
A concealing cloak effects of the cloak are lost for the remainder of the game.
was sculpted in
Green Stuff onto the
Goblin's back.

Dwarven Courage (Hero only)


2 Influence points
It's a common ploy amongst officers to ply their warriors with ale in the
hope of emboldening them for the coming fight. Dwarves are often
associated with this tactic, although considering their prowess in battle, it
is doubtless more for the love of ale. A Hero that has a bottle of Dwarven
Courage can allow the members of his Battle Company to drink it before
The jug is made
the game. All members of the company have their Courage increased by
from Green Stuff one, and their Fight value decreased by one. The effects wear off after the
game.
Map (Hero only)
3 Influence points
There are few individuals in Middle-earth with both the skill and the
inclination to make maps of the land. Those few that are made are
valuable, and can provide the bearer with an advantage when choosing
where to fight. After both companies have deployed, but before the first
turn, a Battle Company with a map may redeploy D6 models using normal
rules. If both companies have a map, then neither force benefits from this
rule.

This crewman from


a Warcry Trebuchet
holds a map made
from Green Stuff.

Blade Poison
1 Influence point
The Evil creatures of the world have mastered all manner of poisons;
whether extracted from dangerous plants or venomous creatures their
effect is the same. Any Evil Warrior or Hero may coat his close combat
weapons in poison. When using blade poison, any rolls of 1 To Wound in a
fight must be re-rolled.

Small strips of
Green Stuff, painted
green represents the
corrosive toxins.

Burning Brands & Torches


1 Influence point
The warriors of Middle-earth make use of all manner of burning objects to
light their way in the world. A burning brand or torch illuminates an area
6"/14cm around the bearer. Any models within that area can be seen as
though they are in daylight.
Models that carry one of these items can use them to set buildings (and
other appropriate objectives) alight in scenarios that permit it. In addition,
any model defeated by an enemy bearing a burning brand must retreat
D6"/2D6cm if they are beaten in a fight. Because a warrior must hold the
burning brand in one hand, a model bearing one must either forgo the use
This burning brand of a shield, or fight with the same penalty as a model that is unarmed
comes from the (see rules manual).
Besiegers boxed set.

Rallying Horn
3 Influence points
Maintaining communications between warriors that are spread out on a
search can be extremely difficult and many Battle Companies adopt
rallying horns to overcome this. If a model bearing a rallying horn is on
the board, the controlling player may add 1 to any dice roll when rolling
for reinforcements.

This rallying horn is


a simple Green Stuff
conversion.
Whip
1 Influence point
Amongst the Evil armies of Middle-earth, whips are often used to force
unwilling warriors into action, or to encourage slaves to work harder. Any
Evil model may be equipped with a whip. A whip has a Strength of 1 and
works exactly as described in the rules manual.

This Orc has


'borrowed' a whip
from one of
Sharkey's Ruffians.

Hunting Dog (Hero only)


3 Influence points
A fierce hunting dog is a huge asset to any soldier, and many Heroes
choose one to accompany them. A hunting dog moves 8"/20cm, has the
following profile and must be assigned to a Hero (the owner). The hunting
Farmer Maggot's dog is treated as a Warrior that cannot gain experience or be promoted.
dogs make ideal The controlling player rolls for its injury as normal.
hunting dogs.

F S D A W C
Hunting Dog 3/- 3 3 1 1 2

Arrow Poison
1 Influence point
The art of poisoning arrows has been mastered by the Haradrim, but there
are other Evil creatures willing to stoop to this tactic. An Evil Warrior or
Hero with arrow poison must re-roll 1s to wound when shooting, just like
Haradrim armed with bows.
BATTLE COMPANY RECRUITS
Wandering Elf
8 Influence points
A Good Battle Company may add a wandering Elf to their ranks. After each
game the controlling player must spend one Influence point to retain the
Elf's services. The wandering Elf is a Hero and will roll on the Hero injury
table, though other members of the Battle Company may not benefit from
his Stand Fast! or heroic actions, nor may he increase in Experience like
other Heroes. The controlling player is free to buy the Elf additional
equipment from the Battle Company Equipment list and the Wandering Elf
Equipment list if he wishes, but he cannot take it away afterwards.
There are several
Elf Hero models
that are F S D A W C Might: 2 Will: 1 Fate: 1
appropriate to use Elf 6/3+ 4 4 2 2 6
as wandering Elves,
in this case we've
used Gildor painted Wargear: Hand weapon
to look suitably Wandering Elf Equipment List
rustic.
Elven blade 1pt
Elven Bow 1pt
Shield 1pt
Armour 1pt
Heavy armour 2pts

Special Rules
Woodland creature. (see main rules manual)

Local Scout
4 Influence points
A scout that knows the lie of the land can be an invaluable asset to any
company. If a Battle Company hires a local scout, he counts as a Warrior
that cannot earn Experience or be promoted (although he rolls on the
injury table as normal). The controlling player is free to buy the scout
additional equipment from the Battle Company Equipment list or buy the
local scout a short bow at a cost of 1 point, but he cannot take it away
afterwards.

This Ruffian, armed


with a bow stands F S D A W C
in for a local scout. Scout (Man) 3/4+ 3 3 1 1 2

Wargear: Hand weapon

Special Rules

Local Knowledge. A Battle Company that has a scout in its ranks can
often choose to fight in a location that best suits them. After players have
determined their table edges, but before any models are deployed each
player with a local scout may move an item of terrain by D6"/2D6cm in a
direction of his choice. If both players have a local scout, roll a dice – the
lowest scorer goes first.

Loyalty is fleeting. After each game, providing that the scout survives,
roll a D6. On the score of 1, the scout has either excused himself and
returned home, or escaped. The controlling player can prevent the scout
from leaving by spending an Influence point.
TREACHEROUS TERRAIN
With Battle Companies, it's fun to look for that extra level of detail – so I decided to come up
with some very basic ideas for ways to get a little more from your scenery in your Battle
Companies games.

If you're playing a game that involves objectives areas, roll to see which piece of scenery
should be placed on each area. If you're playing a scenario that doesn't include any specific
scenery requirements, it's still fun to include a couple of these areas to add some variety to
your battles. On a similar note, there's nothing to stop you using these same rules in your
regular games of The Lord of The Rings – they can add a real twist to a battle scenario.
The Ruins of Middle-earth boxed set contains damaged buildings and some fallen masonry,
resembling the statues of ancient kings that are scattered around Middle-earth. Many gamers
already have this scenery from previous editions of The Lord of The Rings boxed game, but
those for those who don't, it should be readily available in your local Games Workshop store
or Hobby Stockist.

STATUES OF KINGS
Many of the statues and stone carvings of mighty kings that stand across Middle-earth have
been defiled by the agents of the Red Eye. A grim reminder of Sauron's power, such sights
can cause even the most stout of heart to feel a grim foreboding, whilst other times they can
steel the resolve and fill those nearby with renewed determination.

To use one of the statues of a king in your games, simply place one on the table top before
deployment as part of the scenario set-up. If you happen to have two, you can always convert
one to look like the defiled statue that we see in the extended edition of the films, and to
show which side has priority.

Evil Priority
The scrawlings of the maggot-folk! The vile nature
of Sauron's taint on the land is clear for all to see
this turn, and whilst the Free People are shaken by
the sight, the servants of the Dark Lord take heart
and redouble their efforts. All Evil models within 6"
count as though they are in range of a banner.

Good Priority
The king has a crown again! Briefly, beams of
sunlight penetrate the dark and brooding clouds,
causing the minions of Sauron to quail in dread,
while the forces of Good find hope and vigour at
the sight. All Good models within 6" count as
though they are in range of a banner.
The statues of mighty kings survive from ages long since
passed, though Sauron's Orcs continue to deface these
monuments of Men.
BUILDINGS

Elven
The building was once a home or refuge to Elves of great power. Though almost all traces of
the original occupants have been blasted away by centuries of wind and rain, there is still a
feeling to such places that makes many Evil creatures uncomfortable. All Orcs, Goblins, Uruks,
Trolls, Wargs and Undead creatures suffer a penalty of -1 to their Courage whilst they are
within this building.

Haunted
Whatever once built this structure is long since gone and now it is the trysting place of Evil
spirits and who-knows-what else. Any Men, Dwarves and Hobbits suffer a penalty of -1 to
their Courage whilst they are within this building. Elves, Orcs and other creatures are either
unafraid or indifferent to the taint of this place.
Overgrown
Years of neglect have left this once great building a tumbledown ruin of its former self. The
building is overgrown and thick with briars, rubble and all manner of undergrowth. All models
(even Elves) count as though they are in difficult terrain when moving within this building.
Additionally, models that are beaten in a fight always count as trapped.

SCENARIO: THE VALLEY OF SHADOWS


The forces of Good and Evil clash in a quest to ensure that any areas surrounding
their command are defended from the enemy.

DESCRIPTION
There are many places in Middle-earth that are the site of some ancient remnant of Good, or
Evil. While most would avoid these places for fear of what might be there, Battle Companies
seldom have such luxury. Two have been dispatched to such an area with clear orders: deny
it to the enemy, whatever the cost.

A band or Orcs pounce on the unaware Heroes.

REQUIREMENTS
A 48"/112cm x 48"/112cm board, with as much terrain as possible. More terrain definitely
makes for a more exciting game, so players are encouraged to use their imagination when
setting up the board. Players will also need a number of ruined buildings, each no larger than
6" square.
LAYOUT
One building is placed in the centre of the board,
after which players take it in turns to place a
ruined building so that it is exactly 6"/14cm away
from one that is already on the table. Continue to
do this until you run out of suitable ruins, or you
cover the board. Afterwards, both players roll a
D6. The highest scoring player should choose a
board edge. His opponent takes the opposite edge.
These are the players' starting edges. The edges
not chosen are considered the 'side' edges for this
scenario. Players should roll again to determine
priority.

OBJECTIVES
The game is played until the end of the turn in
which one Battle Company is reduced to a quarter
of its starting number, at which point that
company loses. If both companies are reduced to
this point in the same turn, the game is a draw. Scenario Map

SPECIAL RULES
Death within the ruins. The ruins in this valley are strange and unnatural, and there
is more to them than meets the eye. Every time a model inflicts a wound on an enemy whilst
they are within a ruin they gain not 1 Experience point, but 2. However, such is the unnatural
nature of these ruins that any model (Warrior or Hero) that is slain within a ruin must
subtract 1 from the roll to determine injury at the end of the game.

What manner of place is this? Before you place each building, roll a D6 to
determine what manner of building it is. On a 1 or 2 the building is a Haunted, on a 3 or 4 it
is Overgrown and on a 5 or 6 it counts as Elven. If you have models to represent these
buildings you can use them, otherwise just place a counter within each ruin to show what
manner of place it is.
DOL AMROTH BATTLE COMPANY

Dol Amroth lies on the shores of the Bay of


Belfalas and is the largest stronghold of Men
south of the White Mountains. The haven of Dol
Amroth has always been a bulwark against the
forces of Sauron, its Men standing firm against
the attacks of Orcs and Haradrim incursions. The
city is most famous for its knights. Strong of arm
and valorous of deed, they are said to be the
equal of a dozen lesser Men. It is to the rank of
knighthood that all warriors of South Gondor
aspire, but such worthiness must be proven in
battle. The neighbouring fiefdoms will often send
warriors to be trained in the service of
experienced Dol Amroth Battle Companies, and it
is common for experienced company commanders
to have many fiefdom warriors in their ranks.

A note on Dol Amroth Battle Companies. Players will note that the Dol Amroth
Battle Companies start with Warriors of Minas Tirith in their number, yet their reinforcements
come in the form of Fiefdom Warriors of Gondor. These reinforcements represent Warriors
who are not as well supplied being used to bolster the companies ranks in times of need. Full
rules for the rest of the Fiefdom Warriors can be found here:

DOL AMROTH STARTING FORCE DOL AMROTH EQUIPMENT OPTIONS


1 Knight of Dol Amroth (on foot). Weapon Cost in Influence Points
2 Warriors of Minas Tirith with hand weapons and shields. Shield 1
2 Warriors of Minas Tirith with spears and shields. Bow 1
2 Warriors of Minas Tirith with bow. Armoured Horse – Hero & 2
Knight of Dol Amroth only
Elven blade – Hero only 1
Spear 1
Lance – Hero & Knight of 1
Dol Amroth only
Heavy Armour 1

DOL AMROTH PROMOTION TABLE


Troop Type Promotion Option
Warrior of Minas Tirith Foot-Knight of Dol Amroth. Alter the Warrior's statistics appropriately. All
weapons and equipment are exchanged for the equipment of a Knight of Dol
Amroth (does not have a horse).

DOL AMROTH INFLUENCE TABLE The Path of the Knight. The Lieutenant in a Battle
Company must be the Knight of Dol Amroth.
D6 Result
1 No effect. Fiefdom Warriors of Gondor and Knights of Dol Amroth
2 Choose: Axeman of Lossarnach, Clansman of may not be promoted, although they may be elevated to
Lamedon, or Warrior of Ringló Vale. Heroes as normal.
3 Choose: Warrior of Pinnath Gelin or Warden of
Pelargir with shield. Warriors of Ringló Vale benefit from the Warrior Bond
special rule as long as there is a single Knight of Dol
4 Choose: Hunter of Anfalas or Bowman of
Amroth on the table.
Morthrond.
5-6 Roll again on table below.
D6 Result
1-2 Warrior of Minas Tirith with bow.
3-4 Warrior of Minas Tirith with shield.
5-6 Warrior of Minas Tirith with shield and spear.
DWARVEN BATTLE COMPANY
Across the length and breadth of Middle-earth, there are
countless brave and powerful warriors, from the supernaturally
skilful and ancient Elves to the barbarous and brutal Uruk-hai.
Of all the races that share this world, none possess the tenacity
and stoicism of the Dwarves. The line of Durin has survived
despite the efforts of Orcs, Goblins, and Dragons. While the
axes of the Dwarves remain sharp and ready, their line will
continue.

At the time of the War of The Ring, the main Dwarven


strongholds were Erebor (The Lonely Mountain) and the Iron
Hills. Famed for their hardiness, the Dwarves of the Iron Hills
waged a war of extermination against the Orcs and Goblins of
Middle-earth that ended only after the recapture of the Lonely
Mountain from Smaug the Dragon.

Traditionally, the homes of the Dwarves are mountain holds — nigh impenetrable to all foes,
dug deep into the roots of the mountains themselves. There, they can withstand almost any
assault by simply barring the doors. Despite this penchant for isolation, Dwarves make good
neighbours and better allies and take the duty of fighting the Evil races of Middle-earth very
seriously. Often, groups of Khazâd will set out from their cavernous dwellings and patrol the
surrounding areas. Such companies soon earn renown and prestige as they return to the halls
of their liege with tales of battle and adventure. For just as every Dwarf loves gold and good
food, so too do they love songs that tell of daring deeds and mighty battles.

DWARF STARTING FORCE DWARF EQUIPMENT OPTIONS


2 Dwarf Warriors with Dwarf bows. Weapon Cost in Influence Points
2 Dwarf Warriors with two-handed weapons. Dwarf Bow 1
3 Dwarf Warriors with hand weapons and shields. Two-handed Weapon 1
Throwing Axe 1
Shield 1

Dwarf Heavy Armour 2

DWARF PROMOTION TABLE


Troop Type Promotion Option
All Dwarf Warriors Khazâd Guard. All equipment/statistics are exchanged for that of a Khazâd
Guard.

DWARF INFLUENCE TABLE Hardy. Dwarves are an incredibly robust race and can
recover from even the most severe of wounds. A Hero
D6 Result with this special rule can re-roll the result on the Hero
1 No effect. injury table. The result of the re-roll stands, however,
even if it is worse.
2 Dwarf Warrior with two-handed axe.
3 Dwarf Warrior with shield.
Any Dwarf Hero can select this special rule instead of
4 Dwarf Warrior with Dwarf bow. rolling for a new special rule on one of the existing
tables.
5 Choose one of the above.
6 Khazâd Guard.
EASTERLING BATTLE COMPANY
Of all the Battle Companies that further the
cause of the Dark Lord, the Easterlings are
the most dedicated. While other less-focussed
warriors might deviate from their task to
accomplish personal vendettas, the
Easterlings are totally committed. With
expertly crafted armour and iron discipline,
they are always foes to be feared.

EASTERLING STARTING FORCE EASTERLING EQUIPMENT OPTIONS


2 Easterling Warriors with bows. Weapon Cost in Influence Points
3 Easterling Warriors with hand Shield 1
weapons and shields.
Bow 1
2 Easterling Warriors with spears
Armoured Horse 2
and shields.
(Heroes only)
Easterling Halberd 1
Spear 1

EASTERLING PROMOTION TABLE


Troop Type Promotion Option
Easterling Warriors Easterling Kataphract. All weapons and equipment are traded for that of an
Easterling Kataphract. Alter the Warrior's statistics & wargear appropriately.

EASTERLING INFLUENCE TABLE Blade Lord. Easterling Warriors are trained to fight from
infancy. A Hero with this skill has learned to detect
D6 Result swordplay tricks. When determining the winner of a fight,
1 No reinforcements. no enemy model may benefit from re-rolls for banners or
special rules (except those bestowed by magical means).
2 Easterling Warrior with shield. Also, the Hero cannot be forced to re-roll any of his own
3 Easterling Warrior with shield and spear. dice under any circumstances.
4 Easterling Warrior with bow.
Any Easterling Hero can select this special rule instead of
5 Choose one of the above.
rolling for a new special rule on one of the existing
6 Easterling Kataphract. tables.
GONDOR BATTLE COMPANY
The sons of Gondor are a hardy and grim folk, for it is they, more
than any other, that have stood firm against the forces of Mordor
in the Third Age. From their seat of power in Minas Tirith, the
brave Warriors of Gondor sally forth to battle the hordes of Evil
Men and Orcs under Sauron's sway. However, the blood of
Númenor is weaker than it has ever been, and the Warriors of
Minas Tirith find themselves sorely pressed and thinly spread.

The Battle Companies that march forth from Gondor are filled with
resolved and hardened warriors ready to do their duty and give
their lives in defence of the White City. From Henneth Annûn to
Osgiliath to the Harad Road, the Warriors of Minas Tirith stand
ready to thwart the plans of Mordor.

GONDOR STARTING FORCE GONDOR EQUIPMENT OPTIONS


2 Warriors of Minas Tirith with bows. Weapon Cost in Influence Points
3 Warriors of Minas Tirith with hand Shield 1
weapons and shields.
Bow 1
2 Warriors of Minas Tirith with spears
Horse (Heroes and Citadel 2
and shields.
Guard only)
Lance 1
Spear 1
Longbow (Citadel Guard 1
only)

GONDOR PROMOTION TABLE


Troop Type Promotion Option
Warrior of Minas Tirith with bow Ranger of Gondor. All weapons and equipment are traded for that of a
Ranger of Gondor. Alter the warrior's statistics appropriately.
Warrior of Minas Tirith with spear Knight of Minas Tirith. All weapons and equipment are traded for that of a
& shield Knight of Minas Tirith. Alter the warrior's statistics appropriately.
Warrior of Minas Tirith with sword Citadel Guard/Guard of the Fountain Court. All weapons and equipment
& shield are exchange for that of a Citadel Guard or Guard of the Fountain Court. The
player may choose which. Alter the Warrior's statistics either way. Include the
Bodyguard special rule.

GONDOR INFLUENCE TABLE Hold Firm, Men of Gondor! A Hero with this ability can
exhort his followers to hold their ground against even the
D6 Result most overwhelming of foes. The controlling player may
1 No reinforcements. nominate that his Hero is "holding firm," in which case
the Hero and any Good Warriors within 12"/28cm
2 Warrior of Minas Tirith with shield. automatically pass any Courage tests that are required
3 Warrior of Minas Tirith with shield and spear. as long as the Hero remains stationary during his Move
phase. If the Hero moves, then the ability ceases to
4 Warrior of Minas Tirith with bow. work. A Hero can only use this special rule once per
5 Choose one of the above. game.
6 Roll again on table below.
Any Gondor Hero can select this special rule instead of
D6 Result
rolling for a new special rule on one of the existing
1-2 Ranger of Gondor. tables.
3-4 Citadel Guard OR a Guard of the Fountain Court.
5-6 Knight of Minas Tirith.
HARADRIM BATTLE COMPANY
For the Haradrim, conflict has always been a way
of life. Each Haradrim Battle Company is led by
the son of a chieftain eager to prove himself
against the foe. In this way, he hopes to earn
sufficient respect from his fellows to one day
succeed to the leadership of his tribe. As a
Haradrim Battle Company grows in reputation and
skill, it will attract more experienced warriors in
the form of Haradrim Raiders. It may even find
itself sent on missions at the behest of the Lords
of Umbar. Such duties are often hazardous, but
the rewards that can come from such travails are
great enough to tempt most aspiring chieftains.

A note on the Haradrim. At the cost of one Influence dice, a Haradrim leader can ask
the Hâsharii to shadow his company and strike the enemy before battle. If this assistance is
used, then before the next game, each player rolls a D6. If the Haradrim player's total is
higher than that of his opponent, he may select any Warrior (not a Hero) in the enemy
company to be removed as a casualty before the game begins. If the opponent rolls higher,
there is no effect. This subterfuge can be done once before any game. Additionally, no
chieftain in Harad rules without the consent of the Hâsharii, the agents of the Lords of Umbar.
These stern overseers rarely tolerate failure. If a Haradrim Battle Company suffers a defeat, it
gains one less Influence point than normal.

HARADRIM STARTING FORCE 1 HARADRIM EQUIPMENT OPTIONS


5 Haradrim Warriors with spear. Weapon Cost in Influence Points
5 Haradrim Warriors with bow. Bow 1
Horse – Hero only 2

HARADRIM STARTING FORCE 2 Lance – Hero or Raider only 1

4 Haradrim Warriors with spear. Spear 1

3 Haradrim Warriors with bow.


3 Haradrim Warriors with hand weapon.

HARADRIM PROMOTION TABLE


Troop Type Promotion Option
Haradrim Warrior with spear Haradrim Lancer. All weapons and equipment are exchanged for the
equipment of a Haradrim Raider armed with a lance and bow.
Haradrim Warrior with bow Haradrim Raider. All weapons and equipment are exchanged for the
equipment of a Haradrim Raider armed with a bow.

HARADRIM INFLUENCE TABLE Master of Poisons. This Hero has become adept in the
art of poisoning. If he selects this skill, his close-combat
D6 Result Attacks count as poisoned in the same way as his ranged
1 No effect. Attacks.
2 Haradrim Warrior.
Any Haradrim Hero can select this special rule instead of
3 Haradrim Warrior with spear.
rolling for a new special rule on one of the existing
4 Haradrim Warrior with bow. tables.
5 Roll twice more on this table, re-rolling any further
results of 5.
6 Roll again on the table below.
D6 Result
1-3 Haradrim Raider.
4-6 Haradrim Raider with lance.
ISENGARD BATTLE COMPANY
When Saruman the White — wisest of all the Istari — fell
from grace and cast his lot in with the Red Eye of Mordor,
he was given the key to creating an army bred for
destruction. The Uruk-hai, mightiest of all the breeds of
Orcs, were reared in huge numbers in Orthanc's pits, and
there Saruman mustered his army. Intent on doing the
bidding of his new master, Saruman unleashed his
creations into the Westfold. Hacking and burning, they
wrought terrible devastation by separating into small
roving bands seeking out villages and killing at random.

An Isengard Battle Company represents such a group of


raiders — Orcs, fighting Uruk-hai, and Evil Men of
Dunland — descending on Rohan with unbridled cruelty
and aggression. As the company gains momentum and
inflicts damage on its enemies, the minions of Saruman
flock to join it and swell its ranks with vile warriors.

Note on Isengard Battle Companies. Wild Men of Dunland and Orc Warriors
within an Isengard Battle Company do not receive promotion in the same way as the Uruk-hai
and treat any Promoted result as No Effect. They may become Heroes as normal, however.
Uruk-hai Berserkers are far too battle-crazed and unstable to ever become Heroes and cannot
be Promoted.

ISENGARD STARTING FORCE ISENGARD EQUIPMENT OPTIONS


3 Scouting Uruk-hai with hand weapons and shields. Weapon Cost in Influence Points
3 Scouting Uruk-hai with Orc bows. Orc Bow 1
Warg (Orc Heroes only) 2
Throwing Spear (Warg 1
Rider only)
Shield 1
Spear (Orcs only) 1
Crossbow (Uruk-hai Hero 1
only)
Two-Handed Weapon 1
(Orc/Dunland/Uruk-hai
Hero only)
Heavy Armour 1

ISENGARD PROMOTION TABLE


Troop Type Promotion Option
Scouting Uruk-hai with Orc bow Uruk-hai Warrior with crossbow. Exchange the Warrior's Orc bow for a
crossbow.
Scouting Uruk-hai with shield Uruk-hai Warrior. Exchange the Scout's statistics, weapons, and equipment
for those of an Uruk-hai Warrior.
Uruk-hai Warrior (any weapon) Uruk-hai Berserker. Exchange the Warrior's statistics, weapons, and
equipment for those of an Uruk-hai Berserker.

ISENGARD INFLUENCE TABLE Shaman. The Hero has started down the path of dark
power to learn the Evil magic ways of Sauron. A Hero
D6 Result that selects this skill may not have any special rules from
1 No reinforcements. the Fighting or Shooting categories (nor may they select
any at a later date). The first time a Hero selects this
2 Wild Man of Dunland. skill, it gains the magical power Transfix, which is cast on
3 Orc Warrior with spear, bow, shield, or two-handed a 5+. If it selects it a second time, it gains the power
weapon. Fury, cast on a 3+. See the main rulebook for details on
these spells.
4 Scouting Uruk-hai.
5 Scouting Uruk-hai with shield.
Any Isengard Hero can select this special rule instead of
6 Roll again on the table below. rolling for a new special rule on one of the existing
tables.
D6 Result
1-2 Warg Rider.
3-4 Uruk-hai with crossbow.
5-6 Uruk-hai Berserker.
KHAND BATTLE COMPANY
The hosts of Khand have been known to
go to war as vast armies that fill the
horizon with fluttering banners and
brightly clothed warriors. More often,
though, Khandish Warriors are seen in
small raiding parties attacking at the
orders of their masters or for their own
reasons.

KHAND STARTING FORCE KHAND EQUIPMENT OPTIONS


6 Khandish Warriors with two-handed axes. Weapon Cost in Influence Points
3 Khandish Warriors with bows. Hand Weapon 1
Bow 1
Two-handed Weapon 1
Horse 2
Chariot 5

KHAND PROMOTION TABLE


Troop Type Promotion Option
Khandish Warrior Khandish Horsemen. All weapons and equipment are traded for that of a
Khandish Horseman. Alter the warrior's statistics appropriately.
Khandish Horseman Khandish Charioteer. All weapons and equipment are exchanged for that of
a Khandish Charioteer.

KHAND INFLUENCE TABLE Half Truths and Offers of Gold. Fighting for money is a
normal part of life among the Khand. This Hero has
D6 Result learned the art of tempting his enemies with offers of
1 No reinforcements. gold, or some other reward, just long enough for him to
strike. Each turn, the Hero can force one opponent that
2 Unarmed Khandish warrior. he charges to take a Courage test. If the opponent fails,
3 Khandish Warrior with two-handed weapon. the model is Transfixed (see the main rules manual) by
the false offers of wealth and power.
4 Khandish Warrior with bow.
5 Choose one of the above.
Any Khandish Hero can select this special rule instead of
6 Roll again on table below. rolling for a new special rule on one of the existing
tables.
D6 Result
1-2 Khandish Mercenary – controlling player may
choose armament.
3-4 Khandish Horseman.
5 Khandish Mercenary Horseman.
6 Khandish Charioteer.
MORDOR BATTLE COMPANY
The Orcs of Sauron are an ancient race, twisted
creatures created in a mockery of the Elves by the evil
Morgoth, the master of Sauron. On occasion, the Orcs
and their dark masters have suffered shattering defeats
which have scattered them to the four corners of the
world, where they fight and bicker amongst
themselves. The Third Age is not such a time!

Since Sauron began to regain his strength, the Orcs


have been multiplying in number. Now, he has returned
to his black tower in Mordor and the armies of this foul
maggot-breed seem numberless. Though they are
cowardly and fearful of sunlight, in large numbers, the
Orcs can be deadly opponents. There are many
different kinds of Orc, from the weak and puny Snaga
and Goblins to the mighty Uruks. Though they vary in
strength, their willingness to do evil remains the same
no matter what their size.

A Battle Company of Orcs represents a roving band, perhaps a patrol on the marches for
Mordor, or a band of reavers out to burn and destroy the lands of Men.

MORDOR STARTING FORCE MORDOR EQUIPMENT OPTIONS


2 Orcs with bows. Weapon Cost in Influence Points
3 Orcs with two-handed weapons. Shield 1
3 Orcs with hand weapons and shields. Orc Bow 1
3 Orcs with spears. Warg (Orc Heroes and 2
Trackers only)
Two-handed Weapon 1
Spear 1
Throwing Spear (Warg 1
Riders only)

MORDOR PROMOTION TABLE


Troop Type Promotion Option
Orc with bow Orc Tracker. Alter the Warrior's statistics appropriately. The Warrior may
choose to ride a Warg for the cost indicated above.
Orc with hand weapon & shield Warg Rider. All weapons and equipment are traded for that of a Warg Rider
with a hand weapon.
Orc with two-handed Morannon Orc. Alter the Warrior's statistics and equipment appropriately. All
weapon/spear weapons and equipment are traded for that of a Morannon Orc.

MORDOR INFLUENCE TABLE Shaman. The Hero has started down the path of dark
power to learn the Evil magic ways of Sauron. A Hero
D6 Result that selects this skill may not have any special rules from
1 No reinforcements. the Fighting or Shooting categories (nor may they select
any at a later date). The first time a Hero selects this
2 Orc Warrior with two-handed weapon. skill, it gains the magical power Transfix, which is cast on
3 Orc Warrior with shield. a 5+. If it selects it a second time, it gains the power
Fury, cast on a 3+. See the main rulebook for details on
4 Orc Warrior with spear. these spells.
5 Choose one of the above.
6 Roll again on table below. Any Mordor Hero can select this special rule instead of
rolling for a new special rule on one of the existing
D6 Result
tables.
1-2 Orc Tracker.
3-4 Mordor Uruk-hai.
5-6 Warg Rider.
MORIA BATTLE COMPANY
At the time of The War of The Ring, there were a number of
Goblin holds across the mountain ranges of Middle-earth.
Most notable of these are the infestations that exist in the
Grey and Misty Mountains. Of these, their capital (although
"capital" might be too civilized a word) was in Gundabad, a
forbidding mountain fastness from which countless Goblin
armies marched upon the Free Peoples of Middle-earth. Years
earlier, the Dwarves waged a war of revenge on Goblin-kind.
They had never been able to cleanse that place, and so
within a short matter of time, the Goblins had once again
begun to spread their evil influence through the mountains,
caverns, and rocky places. Naturally, Dwarves are their
enemy of choice. Both choose to dwell beneath ground and
love rocks, mountains, and deep places. However, Goblins
frequently make war on other races, for they respect no one
and enjoy making raids on whomever they can.

Essentially, Goblins are looters who strike out from hiding and inflict as much damage and
steal as much plunder as they can. Then, with cunning and stealth, they slink off back to their
lairs, earning prestige and wealth for their nefarious deeds.

A Note on Moria Goblins. Moria Battle Companies can be up to 25 models in size


instead of the normal 15. However, Moria Goblins may not be promoted, so there is no
promotion table for them. Instead, treat scores of 4-5 on the Warrior promotion table as "no
effect." They may become Heroes as normal.

MORIA STARTING FORCE MORIA EQUIPMENT OPTIONS


4 Moria Goblins with bows. Weapon Cost in Influence Points
4 Moria Goblins with spears. Orc Bow 1
4 Moria Goblins with hand weapons and shields . Shield 1
Spear 1

MORIA INFLUENCE TABLE Shaman. The Hero has started down the path of dark
power to learn the Evil magic ways of Sauron. A Hero
D6 Result that selects this skill may not have any special rules from
1 No Effect. the Fighting or Shooting categories (nor may they select
any at a later date). The first time a Hero selects this
2 Moria Goblin with shield. skill, it gains the magical power Transfix, which is cast on
3 Moria Goblin with spear. a 5+. If it selects it a second time, it gains the power
Fury, cast on a 3+. See the main rulebook for details on
4 Moria Goblin with Orc bow. these spells.
5 Choose one of the above.
6 Choose two of the above. Any Moria Goblin Hero can select this special rule instead
of rolling for a new special rule on one of the existing
tables.
RIVENDELL BATTLE COMPANY
Chief amongst the dwellings of the Elves is the Haven of
Imladris – also known as Rivendell. Founded in the Second
Age by Elves fleeing Sauron's assault on the great kingdom
of Eregion, Rivendell has even been a place of wisdom and
healing, a bastion of light in a world that has dwelt too long
under Sauron's shadow. All beings of good heart are
welcome within its walls, whether they be Elves, Dwarves,
Men or other, far stranger, creatures.

The halls of Rivendell are kept safe only through the


wisdom and power of Elrond and the constant vigilance of
the Elven lords that dwell there. Although Rivendell and
other Elven havens like it are protected by power that
Sauron cannot breach, he would dearly love to know its
exact location and so regular patrols guard the surrounding lands, keeping a keen watch for
the servants of the Red Eye, and destroying them before they can trespass too close to
Rivendell, the Last Homely House.

A note on Rivendell Battle Companies. Elves are immortal beings capable of


phenomenal feats of arms. Even the most unaccomplished of Elven warriors is as deadly as all
but the most skilled mortals. Because of this, there is no promotion table for Rivendell Battle
Companies, although they may become Heroes as normal. Thanks to their incredibly long
lives, Elves have far more time to hone their skills in battle. An Elf Hero can increase his Fight
value to a maximum of 7, instead of 6 like other races. All members of a Rivendell Battle
Company are equipped with heavy armour.

RIVENDELL STARTING FORCE 1 RIVENDELL EQUIPMENT OPTIONS


2 Elf warriors with Elven blade. Weapon Cost in Influence Points
2 Elf warriors with bow. Elven Blade 1
1 Elf Warrior with spear and shield. Spear 1
Shield 1

RIVENDELL STARTING FORCE 2 Elf Bow 1

2 Elf warriors with Hand Weapon. Horse (Hero only) 2

2 Elf warriors with bow.


2 Elf Warrior with spear and shield.

RIVENDELL INFLUENCE TABLE Terror. An Elven lord in all his glory is a terrifying foe for
the forces of Evil. This Hero causes Terror as described in
D6 Result the main rules manual. Any Elven Hero can select this
1 No effect. special rule, instead of rolling for a new special rule on
one of the existing tables.
2 No effect.
3 Elf warrior.
4 Elf warrior with Elven blade.
5 Elf warrior with spear & shield.
6 Elf warrior with bow.
ROHAN BATTLE COMPANY
The brave warriors of Rohan have long resisted the
darkness. Sturdy and strong, the people of Rohan make
excellent warriors and take great pride in their skill at
arms. Over the years, they have fought against the
Orcs, the Dunlendings, Easterlings, and the mighty
Uruk-hai of Saruman. In spite of all this hardship, the
Rohirrim have prevailed thanks to their long friendship
with Gondor and the might of their people.

The military of Rohan is divided into éoreds, groups of


knights and warriors who ride to battle beneath the
banner of one of the Marshals of the Mark. To be
accepted into the éored of a Marshal is a great honour,
something to which every warrior of the Rohirrim
aspires. Often, warriors who seek this honour will find
themselves assigned to a Battle Company for a time to
prove their worth and valour against Rohan's many
enemies.

Expert Rider. Any mounted Warrior or Hero of Rohan is considered to be an Expert


Rider. Note this fact on the model's profile as it gains a horse.

Bow-Armed Riders. All Riders of Rohan come with a bow in their wargear. This fact
can cause problems when playing Battle Company games. A force with a preponderance of
bows is very likely to win, and that makes for dull, predictable games. As such, only Riders of
Rohan models that are actually holding a bow count as being armed with one. We imagine
that any others are not armed with bows or have stowed them for now. This rule allows
Rohan players to field an all-mounted company and still adhere to the 33% limit imposed on
bow-armed models.

ROHAN STARTING FORCE ROHAN EQUIPMENT OPTIONS


2 Warriors of Rohan with bows. Weapon Cost in Influence Points
3 Warriors of Rohan with hand weapons and shields. Bow 1
3 Warriors of Rohan with throwing spears and shields. Horse (Hero and Royal 2
Guard only)
Throwing Spear 1
Shield 1

ROHAN PROMOTION TABLE


Troop Type Promotion Option
Warrior of Rohan with bow Rider of Rohan. All weapons and equipment are exchanged for the
equipment of a Rider of Rohan.
Warrior of Rohan with throwing Rider of Rohan. All weapons and equipment are exchanged for the
spear and shield equipment of a Rider of Rohan.
Warrior of Rohan with hand Rohan Royal Guard. Alter the Warrior's statistics appropriately. Include the
weapon and shield special rule Bodyguard. May be equipped with a throwing spear at cost
indicated.

ROHAN INFLUENCE TABLE Horselord. This Hero may use Fate points to restore
Wounds suffered by his mount instead of himself.
D6 Result
1 No Effect.
Any Rohan Hero can select this special rule instead of
2 Warrior of Rohan. rolling for a new special rule on one of the existing
tables.
3 Warrior of Rohan with shield.
4 Warrior of Rohan with shield and throwing spear.
5 Choose one of the above.
6 Roll again on the table below.
D6 Result
1-4 Rider of Rohan.
5-6 Rohan Royal Guard on horse.
WARG RIDER BATTLE COMPANY
Exactly how close a relative Wargs are to wolves is mystery to
most, but it is beyond doubt that Wargs are very deadly and
never more so when ridden by the twisted and vile Orcs. In the
War of The Ring, both Isengard and Mordor dispatched packs of
Warg Riders with the specific intention of harassing the people of
Gondor, Rohan, and others. Fast-moving and brutal, the Warg
Riders are ideal hit-and-run troops, and many villages and
farmsteads have fallen to their fury. Whether a company of
Mordor or Isengard, the mission that they have is one and the
same: range ahead of the main army, sow discord, and gather
intelligence on enemy troop movements. Many critical locations
have fallen under possession of Isengard and Mordor thanks to
the swiftness of their Warg Rider companies.

Warg Rider Company Special Rule. Due to the


difficulties of supplying reinforcements and equipment to a Warg
Rider company, it costs 4 Influence points to roll on the influence
table.

Wild Wargs. Any Wild Wargs that join the company as


reinforcements can be promoted or become Heroes as normal.
Any Wild Wargs that become Heroes cannot be given riders, and
only other Wild Wargs can benefit from their Stand Fast! rule.
Also, Wild Wargs cannot choose from the Shooting special rules (obviously). Wild Wargs can,
however, receive two increases to their Strength instead of one.

WARG RIDER STARTING FORCE WARG RIDER EQUIPMENT OPTIONS


1 Warg Rider with hand weapon. Weapon Cost in Influence Points
1 Warg Rider with throwing spear. Shield 1
1 Warg Rider with Orc bow. Orc Bow 1
2 Wild Wargs. Throwing Weapon 1

WARG RIDER PROMOTION TABLE


Troop Type Promotion Option
Wild/White Warg Warg Rider. The Wild Warg has been coerced into carrying an Orc Warrior
armed with a hand weapon. Alter the model's profile accordingly.
Warg Rider Orc Tracker on Warg. Alter the Warrior's statistics appropriately. This
upgrade is optional, and the controlling player can choose not to upgrade the
Warg Rider.

WARG RIDER INFLUENCE TABLE Terror. Either being of massive size or having a
fearsome roar, this Hero causes Terror as described in
D6 Result the main rulebook. Any Warg or Warg Rider Hero can
1 No reinforcements. select this special rule instead of rolling for a new special
rule on one of the existing tables.
2 Wild/White Warg.
3 Warg Rider with hand weapon.
4 Warg Rider with throwing spear.
5 Warg Rider with shield.
6 Choose one of the above.